Buff/nerf idea to general ailments

So, I have finally tried out all the general ailments in the game sufficiently and want to provide my idea on ailments that is also appropriately thematic to each ailments and more relevant to mono modifiers. Also added possible interartion between ailment to reduce focusing on just 1 ailment. Also, I did not dwell into it but some of their numbers might have to be adjusted if implemented. I can see this to be a buff overall to enemy player but also gives lots of headache if inflicted on players.

Ignite
Each new stack have increased chance to cause enemy to panic for 2 sec, moving around randomly with additional movespeed instead of attacking/casting. Does not affect boss/player.

Shock
Move the lightning shred component to electrify. Decrease stack size and increases chance of proccing other non-general cc ailment like fear, knockback, immobilize

Electrify
Added lightning shred component

Chill
Remove movespeed reduction to differentiate from slow
Nerf other number and increases stack size. At some thresholds, freeze skill/on hit get more freeze chance. For example 25% chill stack size will give 25% more freeze chance. 50% chill stack size=50% more freeze chance and so on.

Freeze
On freeze, chill stack halves or resets
Improve animation of freeze kill.

Frostbite
Honestly, remove this. Make it just DoT or move the DoT to chill. Cold is the only element to have 3 general ailments.

Bleed
While enemy move, DoT ailment tick faster(lower duration so same dps). Add blood pooling on the ground animation on effect.

Poison
Removes poison shred and increase base damage slightly. Reduces enemy regeneration thar scale of %enemy health. Can go to negative and less effective on boss and player

Timerot
Increase enemy skill cooldown speed, or
Increased %duration of all ailments, or
%Weaken enemy buff/aura

Blind
Add reduces enemy dodge chance because they can’t see your attack

Critical vulnerabilites
Too strong in MP. Add increased crit chance instead of base and add increased crit multi to compensate

Slow
Now also significantly %reduces enemy projectile speed (both cast and attack) and lunge speed if it is not based on movespeed. Take that Embermages, you piece of birdbrain.

Armor shred
Nerf number. Add scaling to strength for efficiency. Reduces dependence on att speed/cast speed.

Frailty
Change name to weapon shred.
Now stack more and very slightly reduces enemy damage. Scale of dexterity and have a limit cap. Because full dodge build is too randomly rippy atm.

Some new general ailment to add to the common theme
Faith shred
New ailment. Scale of attunement. Stack and enemy have a chance to leak mana on cast(not attack) and recover player’s mana. If enemy have no mana, causes HP to leak instead

Mind shred
New ailment. Enemy has reduced damage to player ward. Scale off intelligence.

Vitality Shred
New ailment. Reduces enemy’s endurance(or block/glancing blow). stack and can cause endurance to go negative for damage amp on low health enemy. Scale of vitality.

Hope I didn’t miss other general ailments.

remove poison shred but add electrify shred. remove frostbite cause cold has too many ailments but make chill and freeze basically the same ailment. there are some interesting ideas here but overall it reads like you wanna change stuff for the sake of changing stuff

Interesting take on the other ailments, but big no to this one. Nothing’s more annoying than having mobs run out of your aoes or out of range.

Thematically nice idea, but I’d much rather have enemies roll around on the ground trying to extinguish the flames than randomly running around.

It is just throwing out ideas to make ailment in LE feels more unique rather than just another damage/mitigation type.The devs are free to use all of them, some of them, or even none at all. That’s what the suggestion section is for.

Anyway on your point. Shred is now unique just to lightning and electrify damage is kinda lacking atm. Chill enhance the freeze chance of another skill, but the freeze itself is not necessary since there is still att speed/cast speed reduction. Freeze ailment in my opinion need a better scaling than using freeze multi. So, I am not sure what you mean by the two ailments are the same

Fair point. I was thinking more of its interaction with bleed and also for people who might feel the enemy reaction amusing just like how freeze shatter can be. Ignite can also stays the pure damage DoT ailment.

yea nvm that chill stuff, i misread it as you wanna remove all froms of slow from it. what i generally mean is basically: ok you wanna make poison unique by giving it reduced health regen. in reality this wouldnt even matter that much, but the removed poison shred is a significant nerf. do you feel that poison is too strong? and electrify is too weak without the shred? why should armor shred scale off strengh, making it less viable on other builds/classes? just some examples.

Sure, my reasoning is:
Poison
Poison shred might be removed but the base damage is increased to compensate. Health regen on empowered modifier can be quite significant especially if you need to kite. Also, with enough stack, health regen will go negative and is very impactful on high health enemies. Also possible is to create new ailment related to necrotic that deals with HP regen.

On Electrify
By itself the number is not weak, but skills with electrify like Jav don’t synergize/scale as well as other DoT ailment skill. Shock itself need a nerf, so it is more of balancing the two ailment.

Armor shred scaling.
One thing is I had the idea to have ailment that scale of stats. Stats is currently very one-dimensional where each class only stack on 1 or 2 stats. Armor shred on very high att speed need a nerf and on slow att speed need a buff. This is my opinion anyway since rouge is the class that benefits significantly from armor shred compared to other class. The numbers itself can always be adjusted so that it is still viable for other classes.

Very few mobs have health regen though, and Damned already reduces health regen as it is.

I see! That is one ailment that I missed. Acolyte is my least played class. Then damned can still be buffed to go negative on current health(not max HP). And something else unique to poison. No other bright idea here other than reduce max HP that I can only think works for Majasa

A lot of the changes here are just shifting stuff around and altering it slightly I don’t really understand why this would make any of the ailments that much better.

I don’t like that kind of cc, fear is already very reliable and serves almost the same purpose.

There is already an ailment, which reduces Enemy HP Regen, namely Damned.

I like the idea of enemies having longer cooldown.

Armour Shred is also used by Rogue, so it would need to inherent str and dex scaling, but I would prefer sticking to skill spec tree to buff any kind of attribute scaling for ailments.

This would also be incredible OP for Str stacking Storm Crow

I don’t know.

I am not a big fan of baseline Attribut scaling.

Depending on what you count as “general ailment”, but your list consisted of basically every ailment except Damned, Plague, Spreading Flames and Resistance Shred.

Yeah, I’m not sure I agree with non-damaging ailments scaling with attributes either.

@heavy that’s fair. A lot of the changes are quite situational or minor changes. Ailment does not have to much better with the changes, but more of differentiating between one ailment to another.

Uniqueness aside, there is also benefit to add secondary utility to ailment so that attribute conversion does not feel redundant for other non-convert skill. For example, I have tried VK warpath with smite. The warpath convert bleed and ignite to time rot so I have some idols/affix that increase bleed chance. The timerot ailment will be strong but the bleed proc from smite hit itself will end up redundant because I am not scaling physical damage. If there is utility (non damaging componeny) of bleed, there will still be some synergy to the smite proc.

Adding the utility/scaling to skill node instead is a good idea too but a lot of the utility effects are situational so I wonder if they will be worth taking.

By general ailment, I am pulling the ailments that are available via standard non unique affix in equipment with exception of electrify and crit vuln since I think shock and crit vuln need a nerf.

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