Wow, this thread had a lot to take in, almost overwhelming, lol.
For a while, Lich was the only class to reach 500+ in arena and the result of that wasn’t a nerf to it in 0.7.7 but general buffs to every class. Now the ladder finally has some high end diversity in the 500+ range.
Forge Guard and Spell Blade hit 700+
Lich and Sorcerer are at 600+
And finally the lonely Druid managed to break 500+
Ideally, I think given enough investment, every sub-class should be able to hit this milestone. It would be interesting to know exactly what got them that far, but from what I’ve seen so far myself, skill goes a long way in not making fatal mistakes and getting blown up. I would love to be able to see their passives, skill nodes and gear for their builds though.
These would be the prime examples to look at for any truly broken mechanics or ideas for what other skills should aspire to. The 2 lich builds show diversity as they only share 2 skills while the 2 sorcerer builds are almost carbon copies with only 1 different skill.
As far as poison goes, sure it’s infinitely scaling, but mechanically capped. There are only so many stacks you can apply before you finally kill something, and there are other things to evaluate as well. If the time to kill is long enough, you are still vulnerable to attack so having 50 stacks doesn’t matter if you’re dead. On the other hand, if you have a lot of different poison applications and build pure tank, at what point do you break down mentally waiting for high health enemies to wither and die in a war of attrition? You would think at some point, even if you made every single affix for defense, there will eventually be something strong enough that can hit you hard enough to kill faster than your poison stacks can whittle away at their huge HP bar.
With that being said, ignite and bleed need some love. Just by providing utility, while not necessarily doing the killing on its own, the DPS combined with other skills could more than make up for that gap.
Ultimately, I don’t agree with having caps unless it’s necessary for game performance, bug fixes, etc. The game is still young and has a lot of room to grow. Eventually there will be new skills and possibly classes I would hope, but when it comes to more difficult content, it should be the gear getting stronger (while updating old pieces on new drops) to compensate for the difficulty and maybe 5 more points to use in skills to bolster their strength (so many nodes left incomplete!)