DPS matters more to players than total damage. If these DoT changes make it to live, they really need a way to craft DoT builds that could be competitive alternatives to spamming direct damage in between long lacklustre DoT re-application windows.
A few possible solutions to give more DoT playstyle options:
- Increase the DoT CP by a good bit
- New CP with something like "Your DoT's tick X% faster"
- Make a new DoT CP that proposes a tradeoff: "Your DoTs do X% more damage per tick but last Y% less duration"
- Make a new CP with a tradeoff like "Your DoTs do X% more damage but your Direct Damage deals Y% less damage"
There's a lot of playstyle satisfaction to playing a DK or Necro and watching mobs absolutely melt under the weight of powerful DoTs, rather than just spamming whips over and over. Plus, DoTs are the easiest damage buttons for casual/new players to manage in the heat of frantic Dungeon combat. If they're having to roll dodge and self heal a lot, they aren't able to hit direct damage buttons very often. Meanwhile, their DoTs can keep ticking.
Also, how impactful is this change to floor based DoTs, truly? How often do groups linger at a pack of mobs long enough for floor based AOE to fully complete all its ticks, or how often does a boss stand still long enough to soak it all up? That damage needs to be heavy and faster to take advantage of when enemies are actually standing still to soak it.