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What is your favorite duration for dots?

francesinhalover
francesinhalover
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What duration do you enjoy the most on your damage over time abilities? Why?

Personaly, for me 15 sec is the best number.

- Really wish endless hail lasted 15 secs too, instead of 14. Easier to use with most skills.

I chose the most common durations in the game for the poll.
- Cheers
Edited by francesinhalover on July 15, 2022 5:17AM
I am @fluffypallascat pc eu if someone wants to play together
Shadow strike is the best cp passive ever!

What is your favorite duration for dots? 108 votes

10-12sec
42%
StxGedericssewallb14_ESOFaulgorjonathanb16_ESOxSkullfoxArcanasxBergisMacBrideEiregirlBalticBlueskalunteBrrrofskiWeisstagVampiricByNatureSandman929aaisoahoMagiiC_OneMattVHPeppo_Livesxylena_lazarow 46 votes
14-16sec
46%
xaraandanno8phaneub17_ESORunkorkobirdikTannus15NoisividRimskjeggMartoCadburyTyrion87LeogonSamiesungKihamaiMalmerPureEnvelope35PurpleScrollNebula_DooMJ18696FlamingBeard 50 votes
18-20sec
3%
ItoqDracan_FontomStyxiusremosito 4 votes
20sec +
7%
SirCriticalArwinC0L0SSUSRex-UmbraseventyfiveZarainaJestirScyware 8 votes
  • Tannus15
    Tannus15
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    14-16sec
    14 seconds means someone can do a dot only build inefficiently (less than 1 skill a second) and still be fine
    players who are hitting 1 skill per second have room for extras spammables

    so what you will see if ok player casts 8 dots and 2 spammables
    a good players gets 8 dots and 4 spammables
    great players get 8 dots and 6 spammables

    this way it's easy to see and identify what's going on with someone's rotation, it's forgiving a the low end, the dots are the most important part as they do the equivalent of 16 spammables, then you're looking at 18, 20 to 22 "spammables" of damage depending on how fast you are.

    As long as the durations are standardised then things should line up nicely. You can try this on live right now with blockade, degen (to an extent, it will expire slightly early), trap and liquid lightning. it even lines up with prey nicely. if you cast prey as your first front bar skill it will explode in time for it to be reapplied before the bar swap and will go again as your bar swap back to the front.

    It's significantly more interesting than the 20s durations on PTS but it's also significantly less dps than the 10 morphs we currently use on live. I would use the 14 second skills if it wasn't such a huge dps loss.
  • ExistingRug61
    ExistingRug61
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    I think my preference would be multiples of 12s - and probably a mixture of primarily 12s and some 24s

    Why multiples of 12?
    Because it is highly divisible so can more easily integrate with the short time based skills already present in classes, ie blastbones at 3sec, shalks at 3sec (well, until this patch changes that), crystal weapon at 2 and bound armaments at 4sec, 6sec POTL, nightblade bow every 6 attacks (conservative assuming a missed/desync weave)

    Deciding on 12 vs 24 sec could be based on the type (ie: ground vs sticky) for universal dots or based on class and how it fits with the rotation/other needs.
    ie: Necro doesn't have a good spammable, has a dot passive and has its corpse generation theme so this could have more 12sec dots so that you get more corpses and also can do a more dot focused rotation, whereas nightblade which has a very strong spammable and sorc which is busy with 3/4 casts being crystal or armaments (or would if they weren't nerfed to be weaker than alternatives) so these classes could have 24s.


    Edited by ExistingRug61 on July 15, 2022 5:35AM
  • SeaUnicorn
    SeaUnicorn
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    12 and 24, fits majority of the semi-slammables nicely.
  • phaneub17_ESO
    phaneub17_ESO
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    14-16sec
    15 seconds would be the sweet spot, A tick every 1.5 seconds wouldn't be too quick or feel like your lagging, buffs and passives that add extra duration brings it up to 18 seconds for 2 additional ticks.
  • tonyblack
    tonyblack
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    10-12sec
    Dots should be impactful in all encounters, not just slightly better than spammables in long single target fights. Imho, they should have buffed their damage a little bit and leave duration as it is. In pts iteration dots simply not worth slotting for most fights and they become even more useless in pvp, where they already too weak.
  • Mr_Stach
    Mr_Stach
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    10-12sec
    I would like DoTs to kill my enemies before they die of old age. Thank you.
    Altoholic, Frost Warden Sympathizer and Main

    Glacial Guardian - Main - Frost Warden Zealot
    The Frost Man Cometh - PC Frost Backup
  • Arthtur
    Arthtur
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    I like DoTs that we have on live.
    Some are 10s - 12s
    Some 14s - 16s
    And some 18s

    For me thats a good balance.
    PC/EU @Arthtur

    Toxic Tank for the win :x
  • BretonMage
    BretonMage
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    10-12sec
    I prefer no change to what we have now.

    If they must lengthen it, 12s DoT with 36s buffs would be fine, with one tick per second. Alternatively 15s DoT with 30s buffs. As long as it stays one tick per second, so players won't be penalised during mobile fights.
  • ccfeeling
    ccfeeling
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    10-12sec
    Shorter the best , stronger damage , resources predictable , doesn't matter mobs move frequently .
  • colossalvoids
    colossalvoids
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    10-12sec
    ccfeeling wrote: »
    Shorter the best , stronger damage , resources predictable , doesn't matter mobs move frequently .

    Basically it.
  • MindOfTheSwarm
    MindOfTheSwarm
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    10-12sec
    It depends on the DoT. I do not think that all DoT's should have the same CD anyway. We need more short dots that last 6 seconds or so but tick harder, allowing the to be good choices in PVP or for people that want a DoT based DPS alternative. Could even get away with a 3 second DoT if its numbers were right for it.
  • xaraan
    xaraan
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    14-16sec
    I'd say split the difference and go around 14/15 seconds (but even 12 wouldn't be bad).

    1. If they are going to make dots "easier" for players to manage, then they should all be the same length, no matter what.

    2. I'd also change the every two second tick crap - you could keep it uniformed still by having it like: class dots/hots - every 2 seconds, weapon dots/hots every second, other skill lines like the fighter guild circle you could have be stand outs.
    -- @xaraan --
    nightblade: Xaraan templar: Xaraan-dar dragon-knight: Xaraanosaurus necromancer: Xaraan-qa warden: Xaraanodon sorcerer: Xaraan-ra
    AD • NA • PC
  • SkaraMinoc
    SkaraMinoc
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    10-12sec
    It should be as much damage per tick as possible and I'm saying that as a healer.

    I'm going to be bored out of my mind next patch with how little pressure there will be.
    PC NA
  • Necrotech_Master
    Necrotech_Master
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    SkaraMinoc wrote: »
    It should be as much damage per tick as possible and I'm saying that as a healer.

    I'm going to be bored out of my mind next patch with how little pressure there will be.

    lowering dmg per tick and reducing tick frequency is the major problem, honestly the duration doesnt matter at that point, it could last 1000 seconds, but if the tick rate and dmg is too low then its going to be useless
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • WrathOfInnos
    WrathOfInnos
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    6-8s

    I think it's a misconception that long durations are easier to manage. When I played Sorc back in 2016-2017 the DoTs were short and rotations could be:

    DoT 1, DoT 2, DoT 3, 3X spammables, repeat.

    Literally anyone can execute that without needing timers or addons. If the target moved, no problem you were going to recast in a few seconds anyway. Back in those days the game was more friendly to new players. They could cast 1 or 2 ground DoTs and deal pretty competitive damage (things ticked fairly hard, and you didn't have to layer 6 of them to kill enemies). Many players just cast a few DoTs then held LMB for a couple lightning staff heavies (which were also strong). There were also better spammables, especially for AoE with pre-nerf Impulse and Steel Tornado. There was much less of a skill gap.
    Edited by WrathOfInnos on July 15, 2022 6:55PM
  • francesinhalover
    francesinhalover
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    14-16sec
    15 seconds would be the sweet spot, A tick every 1.5 seconds wouldn't be too quick or feel like your lagging, buffs and passives that add extra duration brings it up to 18 seconds for 2 additional ticks.

    100% agree
    I am @fluffypallascat pc eu if someone wants to play together
    Shadow strike is the best cp passive ever!
  • Rimskjegg
    Rimskjegg
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    14-16sec
    I also play Sorc but for DoTs my favourites are the DK 14-15 second ones.
  • SeaUnicorn
    SeaUnicorn
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  • MashmalloMan
    MashmalloMan
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    6-8s

    I think it's a misconception that long durations are easier to manage. When I played Sorc back in 2016-2017 the DoTs were short and rotations could be:

    DoT 1, DoT 2, DoT 3, 3X spammables, repeat.

    Literally anyone can execute that without needing timers or addons. If the target moved, no problem you were going to recast in a few seconds anyway. Back in those days the game was more friendly to new players. They could cast 1 or 2 ground DoTs and deal pretty competitive damage (things ticked fairly hard, and you didn't have to layer 6 of them to kill enemies). Many players just cast a few DoTs then held LMB for a couple lightning staff heavies (which were also strong). There were also better spammables, especially for AoE with pre-nerf Impulse and Steel Tornado. There was much less of a skill gap.

    Yep to your comment about the gap because aoe dots were incredibly strong back then, but, it's personally what drove me to stamina because they had longer, 12s rotations.

    8s rotations fealt ridiculously short and most of your bars weren't even being used.. What you described is from when basically every build double slotted inner light.

    My Mag Sorc from the time had Inner Light and Bound Aegis on both bars. Mages Wrath, Crystal Frag, Force Pulse front. Blockade, Liquid Lightning and a flex spot back bar. My entire cleave was handled by basically 2 skills and it fealt strong still.

    I fully understand why ZOS moved away from skills passively being more beneficial than active skills. We already have limited bar space so it's odd to further dumb down combat by making that the best direction for a build. 8s rotations supported that idea because you didn't have enough time to get through the 10s required of each skill slot anyway.

    So I mean yeah, the skill gap has increased because we're expected to use the skill slots given to us and some people won't, but it's for a logical reason at least.

    The balance difference between 10 and 14 (15 now) is probably my favourite. You can choose to not slot passive skills and utilize each slot actively or slot passive skills for an easier time.

    The whole 10 - 15s, but also 20 - 30s sticky dots doesn't feel right because not only are they weaker, but you can no longer do a static rotation of refreshing everything all at once, you need to refresh only half of the skills every other 10-15s.
    Edited by MashmalloMan on July 31, 2022 4:22AM
    PC Beta - 2200+ CP

    Stam Sorc Khajiit PvE/PVP Main || Stam Sorc Dark Elf PvP ||
    Stam Templar Dark Elf || Stam Warden Wood Elf || Stam DK Nord || Stam Necro Orc || Stam Blade Khajiit


    Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit
  • Stx
    Stx
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    10-12sec
    It depends on the content. For pvp, open world, and dungeon trash, I would prefer 10 second powerful dots. For dungeon bosses, world bosses, or raid bosses I would want longer lasting dots.

    This is why making all dots in the game is a horrible idea not only from a balance perspective but also a function and flavor perspective. Let players choose their skills based on the activity they are doing. And give us some variety.

    Even a 6 second super powered dot would be fun to play with. DoT builds are a thing in every other MMO except this one. In this game all the classes play exactly the same... cast dots then use your delayed burst and spammables.
  • silver1surfer69
    silver1surfer69
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    Mine would be 0.

    I am a pvper i dont really like dots so much. Direct dmg is enough. In high end pvp you need dots maybe only to trigger some other things but u cant kill or harm a good and experienced player with dots.
    PC/EU
    Starstréam - NB, Loveknight - HybridDK (4*), Stahlstrahlenreiter - StamDen, Azgul Grahl Bashrugk - HybridSorc (5*), Tínúvíél - StamCro, Thógard - StamPlar
  • chessalavakia_ESO
    chessalavakia_ESO
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    Varied.

    Short dots are good against low hp targets and for when you want to use a small number of skills regularly.

    Longer dots are good against high hp targets and when you want to use a bunch of different dots.
  • Iron_Blurr
    Iron_Blurr
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    12 seconds is perfect for blast bones/shalks rotation.

    12 second dots gives you enough time to run all dots if you wanted to. That would be 10 dots being recasted 1-2 seconds early.
    This also gives you the option to apply 9 dots back to back and then cast 3 spammables at the end before reapplying dots.
    This 12 second duration also works nicely with blast bones/shalks as you need to cast those abilities every 3 seconds. 12 being a multiple of 3 makes this work out with no more than 2 seconds at a time on your back bar and every 3rd second coming back to your front bar allowing you to keep up short duration buffs like AY or Kinras.

    Overall I would say 12 seconds is the perfect dot duration.
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