proximal tangibility as a dot stacking build, need to build up and can't even walk away?

so basically today my feedback is simple

to hightlight the biggest problem "and i'd do it again later in more detail"

if you are a build which spends time to dot or dot stack, it's already the downside of your build to spend time to dot in comparison to an on hit build that will just one shot in 1 second and move on. so you should not be extra punished by proximal tangibility in a way where your dot is doing zero damage if you walk away.

proximal tangibility is an unfair mechanics as it currently is,

the lay out the situation i've went against it and how it is unfair in every situation but more so for some than others.
NOTE that i am not talking about melee bleed builds, bleed solves most of those issues unless the target has a huge ES shield wherre it can't be affected by bleed "which also should not be the case"

1- since it's an anti ranged mechanic i suppose, it works fine. so i would say no unfairness here if you are an on hit ranged build.

2- since it is supposed to be melee friendly, you would assume it is easy for melee but if you are a melee like a warrior with a very long wind up and if the monster moves a lot. the proximal tangibility WILL turn the monster immune in many cases as they walk away slightly before the swing is finished or the EQ erupts ... etc etc.

3- if the monster has proximal tangibility and temporal bubble as things like sunder and Earthquake will literally spend like 5+ seconds to perform an attack, at which case you would be either pushed back "whcih is another issue and i've made a post about it needing to be removed' or i'd be tackled to the moon like american football by del monsters and so even at it's best your spending 5 seconds to swing , and at it's worst your spending 20+ seconds trying to reach it.

4- if hte monster has proximal tangibility AS WELL AS temporal bubble AND he runs away he becomes borderline unkillable by any single target focused warrior ability. and yes if you have enough gear you'd be able to rely on stampede

5- if you are a dot stacking build "in my case it's corrupting cry" you the whole premise of such builds is to DOT and move on. in most cases loot is dropping near or behind you not in front of you becausey ou don't wait things to die by the dot, that would be too counter intuitive.

but if the target is with proximal tangibility you actually need to spend ALL that time to stack dot the monster which is already a while "say 2 seconds" and then you have to hug it for another 5+ seconds depends on mods na how tanky the monster is. and 7+ seconds of wasted time is VERY bad in this game for almost all mechanics such as del or breach.
Last bumped on Dec 30, 2024, 4:16:53 PM
They clear poisoned/stop bleed as soon as you leave range. It should only apply to hits not to damage as a whole.
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They clear poisoned/stop bleed as soon as you leave range. It should only apply to hits not to damage as a whole.


yea yea it is worse if you are stacking corrupted blood cuz you already spent the build up time. meaning if you are on hit build you come close cast for 1 sec to kil it and move on. but as a ramp up dot build i have to stand for 10 seconds sometimes for my dot damage to pay off.
+1

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