Damage Over Time Changes - Part 1
I still wtb dps dummies.... how hard would this be to implement into your HO type area..
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" In this game you can't make some thing work with 1 thing but not with other while they have the same tag in mechanic(in this case it's DOT whether from a skill or status ailment) unless it has specifically wording for it ( like Scorching ray spell damage work with the DOT damage) . So if they can make it so generic damage won't affect only Ignite/Bleed/Poison DOT but still affect other skills with build-in DOT then they need to make every nodes on the tree or modifiers on item have 1 more phrase like " 10% increased fire damage , will not affect ignite damage from hit" something like that but it will be pretty long for every single modifier. | |
" The same thought came to mind when I read this too, because you can focus on building the dot now, rather than just pumping up the initial hit of the skill being used to cause the dot. It seems as if this will cause people to specialize in dots now, rather than using them as a free bi-product. What I am interested in seeing is just how effective these dots will be as damage on their own. Could Elemental Proliferation actually be useful now? Will it be modified as well to accommodate these changes? It seems that having a less damage penalty on the gem would be rather pointless considering that the less modifier was added specifically because of the inherent overpowered mechanic of double dipping? Overall, I have to say that this seems like a change that will benefit players by creating more build diversity. Still in the alpha stage, but at least build diversity isn't an issue: https://wolcengame.com/home/
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Since the follow on DoT will no longer be based on actual hit damage, will critical strikes affect the DoT applied in anyway?
I see a noticeable decline in assassins coming... |
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What would be the keystone's name and mechanics? Here's a guess with my own limited knowledge.
Mortal Leech 50% of elemental Damage is applied over time. Damage Punctures enemies. Deal no non-damage over time. Patience is key, especially in the realm of assassination. | |
Big change, I will have to re think how I know the game. I think RF is going to get a big nurf because it seems really strong atm with the new changes it sounds insanely easy to scale.Not that RF needs a nurf right now just I think from reading this it may get too strong.
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sweet but new keystones new supports and new passives and upgrades cant wait for beta to see and possibly test it or either wait for release. either way awesome. also hope that its not just to bring the op stuff down to other levels and there was boosting to the weaker things to bring them up.
rawrawr
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Please excuse me for skimming 30+ pages if this question has already been asked.
With the changes being implemented to burning damage and how to scale it, have you considered buffing Emberwake? With the removal of double-dipping mechanics in 3.0, Emberwake's 80% LESS BURNING DAMAGE multiplier suddenly becomes less of a "Yay ignites stack!" and more of a "Why would I ever use this ring for any reason instead of equipping The Consuming Dark and maxing poison?". Please consider increasing the burning damage on uniques like Ashcaller, Pyre, The Searing Touch and especially Emberwake. NOTE: I agree with the changes. But with these changes comes some required buffs to uniques if you want to keep them relevant. Bring back race seasons. Last edited by AbdulAlhazred on Apr 28, 2017, 4:21:40 AM
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" I hope this dev remembers to buff voidheart back to its pre nerf values or it will be yet another unique for the trash bin. | |
In regards to poison, what changes are going to be made to Viper Strike? also I feel that the snakebite unique gauntlets are out of date in the current system, is there any plans to change them at all?
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