I would love to be able to see DoT ailment stacks, counts, and maybe a duration counter on enemies when highlighting an enemy! Along with other buff/debuff statuses so that players can have a quick reference of uptimes on any statuses. Much like how players have ailment indicators on their HUD.
I think this would bring numerous benefits, the biggest one that comes to mind are DoT builds. Since the main source of damage is from ailments (such as ignite/bleed/poison), being able to maintain uptime of DoTs and stack management is important. Not only that, but being able to see when debuffs (such as shred armor/resistance) would also help with DPS drops.
It would also help make theorycrafting/dps/build optimization a better experience for DoT builds as you would then be able to better quantify what the DPS is (for content creators and casual builders). Particularly on Dummy tests
If this were to happen, Iâd love to see a checklist options feature as well to be able to enable/disable which enemy types this would apply to such as Bosses/Rare Enemies/Regular Enemies. This way players can control and filter out potential visual clutter, trash mobs melt pretty quickly up to the late late end game so being able to turn that off would help track âpriorityâ enemies.
Just something I would like to see if possible since the game already tracks the information internally and there is an already existing feature on the playerâs side as well.
Iâm not sure that it actually would. There arenât any mechanics in LE that benefit from meeting certain thresholds of ailments (like if skill X did double damage if there were at least Y ailment on a target) so apart from liking to see whatâs happening, youâre not going to be making any decisions differently if you know how many stacks are on a boss. If you need to decide to either move out of the way of an attack or not, your internal decision making isnât going to change if you know that thereâs 10, 100 or 1,000 stacks of an ailment on a boss.
Resist shred is a different argument because itâs capped at 20, but again, I donât see that thereâs going to be any moment to moment decisions that youâd make differently if you knew that there were only 10 stacks on a target. It would certainly be good to know for min-maxing your build how many you could keep up on a boss but I think thatâs a slightly different question.
Edit: Iâm an accountant, I like numbers/data, just to clarify that.
I do agree with a lot of this as even though it might not be explicitly visual, youâll definitely âfeelâ those DPS drop offs if you mismanage/let stacks fall off. The benefit, in my view, is being able to quickly identify/react to stack drop offs as another visual queue/indicator to either adjust the rotation back a sequence or simply re-apply your primary DoT.
Since there are only 5 skill slots, I do agree with an argument that rotations would be shorter and this this issue is less likely to happen compared to a more traditional 10 slot MMO skill bar format where sequences are much longer.
From a build perspective, I do think such visual aids would help with comparing different skills that apply your DoT of choice and for testing.
For instance, take Volcanic Orb, if an enemy is directly hit by the orb, does each hit have a chance to apply Ignite? Being able to test and visually see if it does or doesnât would have an effect on my skill tree choices and how I would build around that skill.
Iâm by no means a min/max type of player, and Iâm sure there are current ways to test that, but being able to easily see that information would be helpful
Yes it does, you can see that from the flurry of numbers (& the lack of shards making it out of the large body if you donât have the pierce node).
As an aRPG, LE doesnât really have rotations like MMOs usually do. The majority of the time you have a main skill that you spam, potentially a single target skill or mana spender that youâll use either on bosses or when your mana fills up. But itâs not like an MMO where you have a handful of skills to use in a rotation to maximise DPS then potentially some offensive cooldowns for use during a burst phase. So it feels to me that if a person is coming with that kind of mindset, that feels a bit over the top.
With DoTs in LE, all you can do is keep applying as many as you can as fast as you can. The âadjust the rotation back a sequence or simply re-apply your primary DoTâ comment is quite telling, thereâs nothing like that in LE. Since DoTs (those that arenât capped) stack âinfinitelyâ, you just want to spam your skills that apply it as much as possible (while getting as high a % chance to apply as possible).
Theyâve shared during recent streaming that adding debuffs to enemies is something they plan to do and are actively exploring. The challenge is keeping it concise and useful, especially with multiplayer, without being so simple as to be pointless.
I can see it happening with debuffs/ailments you apply, and with them simply having stacks read 1-9, or 10+. But weâll see!