Hi everyone,
Here’s feedback concerning dot builds. I get that getting dots with fixed base damage is an easy way to understand dot mechanics.
However, this brings a serious drawback. In most games, what differenciates dot and hit based builds is the gameplay.
For hit based builds, you want to spam your abilities with on hit effects and crits to get high damage numbers to make up for down times in your fights when you need to activaly avoid abilities and what not. For dot builds, you trade off your high damage, on hit effects and crits to put dots on your target, along with debuffs and time related effects to increase your damage uptime. Those are two very different ways to play.
But in LE, you don’t have this difference, because dot builds are still on hit builds. Since a dot instance has a fixed base value, you’re incentivized to stack dot instances which mostly have short durations, and use high attack/cast speed to maximize your damage output as you would do for a proper hit based build.
This does not mean that those builds are not strong, but the game play is quite the same. LE would gain in gameplay variability to review this design philosophy and make dot builds proper dot builds, even if it means trading damage numbers again.
Balance between dot and hit based builds should be made around damage over a period of time. Hit based builds should be spiky with high damage values while dots should be more consistent with low damage values, all leading to a samy average damage over a period of time. I do think that hit based builds should be able to scale further than dot builds. But dot builds should have the quality of life to indeed be damage over time builds and not hit based builds in disguise.
Finally, because of this disign, the ramping of dot builds is not a very fun experience. Because you need stacks to do damage, you need those stacks to ramp up, which leaves your character in a very dangerous place most of the time.
A solution to this problem would be to get added damage to dot base values with mods like “+X added damage to bleed” for instance, but have skills have a specific added damage effectiveness for dots. Also, there should be an explicit suffix giving ailment duration, which is lacking so much for now. However, all this means that dot instances should always have a cap, if not necessarily always a cap of 1.
Thabk you for reading that if you did!