Damage Over Time Changes - Part 1
Increased burning damage changed to multiplicative + new DoT support gems = RF new meta??
Keep PoE2 Difficult.
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Rory I love u, by far my favourite person at GGG
Every Class 100
Discord Alex22#8812 if u cant catch me online in Poe |
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Will be excited to play something besides the meta Burn or chaos double dipping.
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" Agreed Crafter of many items. All items for sale. Can contact me on forums or in game. IGN: MaiCedere Last edited by Mai_Cedere#0102 on Apr 26, 2017, 11:16:38 PM
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I've always wondered why bleeding isn't cumulative. From a flavour perspective it seems like it should be, the more cuts you apply to an enemy the more they bleed, since the current mechanics make it sequential in the application of the bleeding 'stacks' it has always been a second tier DoT effect. Wouldn't it make more sense to apply the stacks cumulatively like poison?
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I finally enjoyed playing(fully) poe this league, because I played a poison-bow build
not because it's OP/broken; but because it's one of the few builds that has the smoothest gameplay. No crit, no status effects = no ignites/shocks/shatters = rock solid 60 fps = enjoyable gameplay Reading this post, I was fine with the nerf/adjustments, until this part: " Please, don't give poison/bleed fps-reducing effects like ignites or shatters |
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" We could really use some clarification on whether nodes like AoE, projectile damage, etc will still apply to the DoT. I can understand AoE applying to vortex DoT damage since the DoT is an actual area effect however for something like poison applied via Blade Flurry (an AoE skill) the poison is an instanced effect on the mob and not an area effect so it seems odd that AoE damage nodes would scale the poison. This is even more out of place for something like poison applied via projectile since the projectile is completely out of the picture when the DoT is in effect. While you could naively argue that an area effect leaves a poison area effect which continues to effect the mob (despite there being no visual indication of it) it's harder to find a plausible reason for the projectile damage increase to still apply. |
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A nerf on double dipping damage is definitely needed. However, there are still little reasons for a character who deal fire or physical damage to not wanting these automatically inflicted DoT aka free damage. People want power and are lazy as hell.
Imo elemental focus is a good direction. Buff it or add similar incentives so that people would have more reasons to not going for ignite. Similar things needed for poison. Buffing gems that only affect secondary effects (increased burning damage, rapid decay etc) would also shift players' attention away from double dipping. Another way is to make ignite or poison applicable only on cursed enemies. Such mechanic adds an additional obstacle to double dipping. However, players are most likely going to hate it since we want power and are lazy as hell. |
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"essentially, this is correct. they are removing the dot scaling off initial hit as % and replace it with base value. which in poison's case isnt a big deal at all(not as big as with ignites anyway) so with chaos double dips could still happen, the base DoT simply wont scale off 8% of initial hit over two seconds, but some flat value. so yeah a 20k initial hit and 15k poison DoT will still double dip with some increased values. which doesnt really change a ton unless flat value is really small. but seeing how flat dot things like decay are really strong, I dont see this changing a ton if there are many modifiers that can double dip. chaos damage double dip will still be extremely, extremely strong for things like ED+decay. |
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Finally! A nerf with compensation!
Compensation is not good though but atleast It's not all nerf again just in previous leagues xD ███۞████ಠ益ಠ██ ]▄▄▄▄▄▄▄▄▄▄▄▄▃
▂▄▅█████████▅▄▃▂ I███████████████████]. ◥⊙▲⊙▲⊙▲⊙▲⊙▲⊙▲⊙◤... Get ze Panzer and ze flammenwerfer - kentpachi |
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