Oh look, yet another new skill designed with stacking debuffs!
Stop GGG, just stop.
The only way you make any stacking debuffs interesting is if the duration is significant enough for party play, a single person using the skill can get the maximum stacks.
I had high hopes, yet again, of a decent chaos skill being introduced to the game. Blight fell flat on its face.
You have to look at all skills,
ALL SKILLS, where a player wants to use them late game. It does not matter if your design intention makes it an early game or mid-game skill, people want to play skills to the late game, from start to finish.
If you cannot design with that in mind then it's time to go back to the drawing board.
From what I can see, blight does not look like an end game skill. It's damage is poor to average at best, probably abysmal with party play. The skillgem looks like it was honestly designed for 2-3 Spell Totems. But why the hell would anyone want to play it that way?
The "Defensive" mechanic on this skill is nothing. Mobs are already too close in melee range when you get hit, the slow is not really a slow, and the duration is piss poor.
---------------------------------------
Now let me introduce some ideas that might make the skill interesting and buff existing mechanics.
Change the Primary duration to 5 seconds, and change the secondary duration to 3 seconds. This will make stacks last longer, thus getting more damage, and a better duration for the slow. Making the slow duration longer will allow players to safely reposition themselves as needed.
Change the movement speed slow to something like temporal chains.
Add a new mechanic to some chaos skills in general? Bodies slain by this skill are destroyed on kill, leaving no corpse. There are so few skills or mechanics that make use of this, and chaos is meant to revolve around death/decay anyway. It adds some interesting flavor into the mix.
--------------------
Red is where the current damage output is, and Green is where the expected output should probably be.
