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Idea of proper DoT standarization

Czekoludek
Czekoludek
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Last patch notes shows us that ZoS may not be able to find out proper way to make dots looks nice, not op and in harmony with clear standardization. This post is only my attempt to create a good and clear system that some of you may find intresting. Any provided feedback could improve the effort and also may attract attention of any dev from combat team.

x - damage of one cast spammable. For example let's just assume we are talking about Elemental weapon here.

( 1,70x , 1,85x ) - Category 1 - this is the range of damage for simple single target DoT. Simple means DoT will not provide any buffs ( like for example Major/Minor Brutality ) or special effects ( like more dmg at execute range, Poison Injection is a good example here ). Why this is a range and not a single value? In my opinion DoT should differ in power based by the source ( class/guild skilline), lenght or type of damage ( poison, fire, etc ). As you can see weakest DoT in this category hit with the power of 1,7 spammable, strongest deal 1,85 damage. So we have more and less powerful skills but the difference is not THAT big.

( 1,55x , 1,65x ) - Category 2 - this is the range of damage for single target DoT that provides minor bonus ( Major Sorcery / Minor Magickasteal / little bonus to damage on execute ). This dot should hit for less but because it provides other benefits, player can choose if they want to focus on buffing or pure dmg. Diffrent class can have different bonuses so it introduces difference in playstyle ( one class can have mobility thanks to Major Expedition, other can provide bonus for team with Minor Magickasteal ).

( 1,35x, 1,50x ) - Category 3 - this is the range of damage for single target DoT that provides great bonuses like huge dmg increase on execute or increasing dmg of certaain type of damage ( Engulfing Flames is a good example ). I think each class should provide at least one ability of this type so they can provide something important for the team.

( 1,60x, 1,70x ) - Category 4 - this is the range of damage for simple AoE DoT that didn't provide any buffs.

( 1,40x, 1,55x ) - Category 5 - this is the range of damage for simple AoE DoT that provide simple buffs/debufs buffs.

As you can see there are no AoE dots that provide huge bonuses. In fact I think that abilities from category 3 should be unique and buffs/debuffs from them could be too strong for AoE abilities.

In terms of cost, it should be balance to allow players using couple dots without much resource problems or mostly dots in which case, players should provide additional source of sustain ( HA, sustain sets, regen, Breton, etc ). Players should be able to choose between fast, bursty combat and slower but also powerful dot management. We should be able to choose from rich variety of possibilities, where meta required to use different skills from different players ( some may provide more damage when others more important buffs ).

Of course this post is only about standard abilites cuz ultimates are completely different story. Hope you like it, please post your ideas!
  • Muzzick
    Muzzick
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    That's a great idea I felt the same way about it. The amount of damage dealt and utility gained being inversely proportional, as well as class skills being stronger.
    Edited by Muzzick on September 20, 2019 8:52PM
  • Czekoludek
    Czekoludek
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    Idea is to make class stronger and different playstyles viable. We should have a choice, enough same playstyle across all classes :)
  • WrathOfInnos
    WrathOfInnos
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    Well said, I wish I could give an “Agree”, “Insightful” and “Awesome” to a single post.
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