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What I would do with it is make it so that as soon as Scorch is first applied, the entire buff will run its course in exactly ten seconds. Applying more scorch won't extend or pause the duration, but it will increase the amount of health that the enemy loses every second for as long as the scorch still lasts, so continually applying scorch is a consistent DPS increase, rather than just a meager dot with a capped DPS but an indefinite duration as long as you can keep applying it.
It desperately needs some combination of: at least 2x the dps at base, to scrap the RNG-dependent boon for a built-in detonation for full damage once you hit the arbitrary limit, some kind of survivability buff (maybe a new boon that gives passive 1-2hp/sec while you have Scorch active), and/or a way to passively spread the scorch debuff to more than the enemy you hit.
BUT. To top off the mess that is Scorch, the absolute worst issue with the mechanic is the fact that bosses drop the entire build up any time they teleport/dig/blink/dive/whatever. Basically anytime they become un-damageable The first time I noticed this, I had about 10k scorch damage built up on Boss 3 and was thinking "great. It's already dead, I just need to survive until IT realizes that" only for it to pop underground and wipe away all my progress. Which is total bs. No matter how you may argue, the damage was done. Like, if I had done the same amount of damage with literally any other source, it wouldn't disappear. So why should the DoT damage be any different?