physical damage over time on spells

Right now all/almost all the physical damage over time multiplier in the passive tree is tied up to either attack skills or bleeding. The new gems introduce a new spell, physical damage over time component (which is not bleeding). Will there be a change in the passive tree to address this difference with other damage over time spells?
Last bumped on Apr 9, 2021, 1:33:46 AM
i was noticing this as well, looking through the tree as to how these new spells can be scaled, and it doesn't look like they can scale well at least with the passive tree.

with gear, physical damage over time multiplier, obviously they can benefit massively for that, and also enemies take increased physical damage will benefit them too by way of maim, flesh and stone, pride, and war banner.
doing this however basically guarantees that you will not be using mana, MoM, agnostic. so...that really puts a massive limiter on your options

in any case im pretty sure this will be my league starter stuff. already trying to figure this stuff out
And there is no "bleeds inflicted have % chance to do 100% more"...

Its very hard to see these scaling anywhere near a decent bleed bow or melee build.

I mean, if the passives did not specifically say "with bleed", you could do an awesome spell gladiator with all the physical and multiplier down there.

It would be great if they changed at least some of the notables to be generic "physical damage over time multiplier".

As it is, you have a few cluster notables (brush with death, exposure therapy), and a notable in Growth and Decay, and not a ton else except influenced mods.
When other mechanics have been introduced (e.g. seals, intensity, impale, warcries), the passive tree has been adjusted. IDK why y'all would assume no changes to items/trees. I'll bet they add mods on to current bleed passives or broaden them to phys damage over time. Look at totem passives, they all had brand passives tacked on.

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