Damage Over Time Changes - Part 1

i can see why this is done for poison builds. this was way too strong for too long time. but comparing damage from poison and ignite, id say poison is a easier way then burning to achieve endgame damage.
burning damage and poison damage will never reach the same values so why nerf them equally ?

i do not use poison nor ignite build, just curious if this will be considered when changing gems as burn/ ignite for double dipping is nowhere near as strong as the double dipping on poison.




Can you already tell us on what the ignite damages will be based? I would like to evaluate / speculate if for example Incinerate + Chance to Ignite could be a thing.
The change only effect bleed caused by players.
So what about red trail?
I assume it is caused by players right? So you will take more damage?
Ok first question,WHEN is BETA?
Would love to try all these little changes on for size!
So if make Poison and Bleed count as "ailments" than bleed should have some support game which allow to physical spells to cause bleed too. Poison & ignite already has that so its time let casters cause bleeding without attacks ?


ps.

Why es looks better than life?
In order to get rid of clearspeed meta cap global movement speed at 100% but make all skills instant so everything feels great.
Last edited by PsVRTwo on Apr 27, 2017, 6:06:56 AM
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SuperMotte wrote:
Can you already tell us on what the ignite damages will be based? I would like to evaluate / speculate if for example Incinerate + Chance to Ignite could be a thing.


The answer is in the text. It will be based on the BASE damage of the skill (including added damage).
Real knowledge is to know the extent of one's ignorance.
Ignorance more frequently begets confidence than does knowledge.
https://joeduncan123.imgur.com
https://joeduncan1234.imgur.com
Hm, this seems pretty good tbh. It seems like it will be much easier to scale ignite early but harder to scale it for endgame.
I like these changes a lot! I think you are doing this right.

My question would be if you plan to add any extra sources (passive, support gem, unique item, etc) to play around Knockback together with Bleeding?

I would like to have a character that heavily invests into knockback to get the most out of bleeding. Modifier like "50% extra knockback distance on monsters affected by bleeding" or "knockbacked monsters take x% more bleeding damage" would be cool to have.
- I didn't say half the shit people quote from me - Albert Einstein
Bleed baby bleed xD Will defenitely test out my EQ Disfavour Jugg ^^

Good job!
Seeing is believing
Nice - Thank you

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