Ignite could inherit the applying skill's base fire damage to enable ignite on slower skills and differentiate it from other ailments

The way ignite is scaled, like most damaging ailments in this game, is to just apply as many stacks as you can. This means using fast hitting skills, maxing out attack or cast speed, and maximizing application chance. Nobody is going to be trying to ignite with Meteor for example. However, I think the idea of igniting with big slow skills is actually very cool!

My suggestion is that Ignite could instead inherit the applying skills base + added fire damage, either entirely or a percentage, instead of having it’s own base damage. This way, big hard hitting skills like Meteor would result in big ignites too! This would likely need some adjustments across the board to things like application chance modifiers.

Alternatively, a more conservative change might be having ignite multiplied by added damage effectiveness on the applying skill. This would still make ignite scale harder for slower, harder hitting skills.

Not sure if you’re aware of the fact that ailments indeed scale with the damage modifiers of the applying skills’ tree.

For example if you apply iginite with Meteor, these ignite stacks will be affected by every “Meteor deals more damage” node, unless these nodes don’t specifically have the word “hits” in it. It doesn’t take flat damage/ base damage into account.

But I gey your point andI agree. It would be n8ce to have a mechanic that also can turn slow but hard hitting builds into an ailment viable skill.

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Gameplay wise putting a massive ignite/bleed on a mob and leaving it to die is very satisfying, in D4 beta theres a system with DoT that ‘darkens’ their HP bar based on the Dot you did, so you actually know if you stacked enough DoT for it to die without knowing your dmg/their HP. But Performance wise ailments need to change

I can almost routinely lockup my game with packet loss/jamming due to ailment stacks and remains that way until the mobs die, this is really bad in Arena if you have a minion that non stop applies something like Shred to multiple targets at once

The mini boss of Quest #2 of Reign of Dragons has a boss I forget the name its an Ice Elemental that splits into 3/4 copies of itself, this boss always locks up my game when it splits and I hit around 60 ailment stacks on each target, this kind of thing

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