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If you'd like to avoid DOT attacks, you can do so, too - choose heroes/skills that do direct damage/debuffs instead of DOT (which is the majority).
That said, they are a lot more fiddly. Turn order is more important when running a Bleed/Blight heavy group. If an enemy goes before you apply the DoT, you delay the damage by a round (Since they happen at the creatures turn order). They are also a lot less useful in short fights, where the enemies may not last the entire duration of the effect, and thus a Direct Damage effect would have been more effective.
Also, I feel the base damage and scaling in many of the DoT attacks are off. 5 blight at max rank for a Plague Doctor is really not great when you compare it to the HP of most Champion monsters, even when you consider stacking. You also have extreme damage penalties on most DoTs. In the PDs case, it feels like a waste to even invest in weapon upgrades. You are only paying for speed, since crits and damage increases are almost wasted on attacks with -90% damage penalties, from rank 1 to 5 you will only ever see 1-3 points of direct damage.
Or maybe it's because my stage coach is full of gravediggers, plague doctors, and jesters...
I like to load up bleeders for the Warrens and make a real blood bath out of it. 'If it Bleeds' is such a powerful attack.
If you check the pastie link below, you will see a simple chart with DoT Values (reaching 15 to show 3 stacks of 5) vs Protection Values and the amount of Direct Damage you would need to do to match the DOT. The next column shows which heroes and thier minimum weapon rank required to exceed the DD Equivilant with the average damage value.
http://pastie.org/10463185
Now, fotunately +75% protection is not common, however that means DoTs trail behind in most circumstances. DoT's also have no direct way to increase the pulse damage, where Direct Damage has a multitude of ways to increase, most of which are very very easy to come by.
My key criticism about dots is that its not matching the killing speed of direct damage even if you would reach dds numbers in the current system direct damage would still dominate dots with the enemies low HP numbers. The chart shows where it starts to match direct damage the stack size is that high that the actual fight ended maybe 2 rounds earlier with pure DD. But this chart ignores too many aspects that buffs DD like i said trinkets quirks and now you ve to imagine what now would be 2 rounds will be like 3 or 4 rounds with all buffs accumulated.
DoT spam, meanwhile is at best 20 with a much higher failure rate. As nothing has ever had 87.5% Protection, much less the 95% required after accouting for the DoT's high fizzle rate direct damage is always superior in all situations.
"But what about the second and third round of it stacking?" Well first of all the target's already dead, and second even if you have a 500 life punching bag the result is that it's dead from direct damage in 3 rounds and only lost about 20-25% from DoTs... again assuming they all hit (sub 90% accuracy), and all land (high fizzle rate).
Protection debuffs look even worse than DoTs by the way as debuffs always have the highest fizzle rate and then the net effect is protection (and thus effective life) reduced by a small amount. HM Protection debuff is at best a random attack from a real class at 30% accuracy and much worse against anything not named "Swinetaur".
And then I look at a real game and watch an enemy get critically hit for 120 then take 150 bleed damage, 300 burn damage, and 60 poison damage... Turns out DoTs can easily have a place if you don't have one round combats and do have some math sense.
DoT is great for finishing off enemies or putting down a debuff at the same time if the skill has it. Like Direct damage - like stuns and debuffs etc. you have to use it in a smart way in combination. In the early stages of the game DoT was hopelessly underpowered because it was just damage over time. Poor damage at that.
The only think I can imagine making just a bit more viable, is if a crit with a blight attack, for example, turns the 3pts/rnd into 5 or 6pts, or extend the duration from 3 rounds to 6.
So why exactly would anyone think adding a second set of three rounds when they already don't last the first set would do anything?
Where is the Point in giving it more duration if the fight ends at round 2 with direct damage? and the other crit idea increase RNG more than already exists in derpest dungeon. But if you had actually read the thread you would already know that the idea isnt helpful.
If you had read the math for dots you wouldnt even consider taking dots but here in a game with minimal life / prot casuals get away with using dots which are in a poor state.
My posting is not about DoT having no uses. My point is, the devs failed to address the inherent weakness of DoT (slow damage) in this game.
DoT would be a meaningful alternative to DD only if the game offerred tools to buy time without dire consequences, for example, kiting.
However, there are only two viable strategies in this game: 1) focus-fire and disruption and 2) pure firepower. DoT (I am talking about skills that rely heavily on the DoT component such as Plague Doctor's) does not belong to those strategies.
And that's why I am asking the devs to give players more leverage to use DoT, well, because it's there in game.