I think we can all agree on the fact that some DoTs are much stronger than others. Bleed and Poison are much more efficient than other DoTs due to overwhelming amounts of interractions with them (passives, skill trees, items, affixes), while other DoTs like Damned are borderline unplayable due to low base damage (25 per second per stack) and close to nothing in the entire game interracting with it (there is a weak 3 items set that gives 100% damned OH, damned effect and some necro pen; and a couple of OH% affixes on usual items). As a result, Damned is not even good as an additional damage mechanic, since it is impossible to upkeep in meaningful amounts of stacks (base duration 3s) and the fact that currently there are none good necrotic abilities, which would justify investing into necro damage inc%.
Same goes for Ignite and Doomed, having only a few classes being able to utilize them to some degree of usability (however, such builds are easily outclassed by Bleed and Poison builds, since having less need to invest in your damage allows them to get better defences and sustain).
Easiest resolution I see to this issue is nerfing overperforming DoTs or giving weaker DoTs a bit more love from ascendancy classes and uniques (so that those builds would have more space on their item affixes, allowing underperforming builds to solve their mana/defence/sustain issues easier).
Hi, there are some adjustments coming for DoT ailments, to me seems they also want to address some Bleed/Poison builds reaching millions of damage per tick, vastly overperforming everything else.
Poison will not scale infinitely anymore and will be limited to 30 stacks for the res shred effect. They will rise base damage a bit to compensate.
Salt the wound will be nerfed to some degree.
Ailment effect will be transformed into resistance penetration for that ailment. Again, some adjustments to compensate being additive in effect with resistance penetration and shred.
But everything except for Bleed and Poison will remain unusable then. I understand that the game is in beta, yet still, I feel like balance patches (beyond simply fixing totally overpowered builds) are needed in order to ensure that the game takes better angle in developing further.
Well there will be always some build that is overpowered. That why leagues/seasons/epochs(might stick) are good, where you change skills, add uniques and change basicaly whole game so ppl may try other classes and builds.
How you came to this conclusion? I hope is not the case. If DoT damage reach 100k-150k ticks in the dummy is still more than enough to overkill everything we have to deal with.
AFAIK DoT/Ailment damage always has been stronger than hit/crit damage, and is so much easier to build into: you don’t have to get flat + flat crit + increased crit + crit nodes + crit multi in skills/passives/gear to make it work, just stack Damage over time prefixes, everything else (duration, effect) is just a bonus.
The fact that Bleed and Poison have a lot of skills that make them easier to utilize. Ignite is good imo, Doomed and Damned are borderline unplayable rn. But even after nerfs, Bleed and Poison will still remain as most easiest DoTs to use.