Melee DoTs: reflections and a suggestion
Posted: Sat Jan 16, 2021 3:20 pm
This is a reflection on DoT abilities (specially stackable ones) across classes, and a suggestion.
One cannot help but notice that some classes have core abilities that are only used, if at all, as fillers or debuff masks for other abilities, while some other classes have very similar abilities and they are actually significant and ever-present in their rotations. This is specially noticeable with stackable DoT abilities.
WE’s envenomed blade, WH’s fervor, frequently don't even feature in many players' rotations. Mara’s rend (I might be mistaken though, I don't main mara) is used as debuff mask or only 1 stack in the rotation. If a KotBS spams blazing blade it’s probably because they have no better options to flesh out their damage rotation. Some of these abilities have been buffed at some point (WE/WH stackables having their DoT ticks deal non-physical damage, rend damage being buffed iirc), and yet, they are still very underwhelming and barely used abilities.
Why is that? The nature of melee fighting, where you need to apply your damage in a very short window of time before ranged fry you from afar or the zerg closes in on you, doesn’t really allow for building up 3 stacks of an unremarkable DoT. In the case of KotBs, again, they don’t have many other options, and tanks can afford to stay much longer in close combat.
On the other hand, battlefields are quickly filled with x3 broadhead arrow stacks, for example. One, because it now deals considerable damage (which is good, SW DoTs were not impressive), and two because, as a ranged class, you can afford to spam stackable (and normal) DoTs on multiple targets and keep them up for a long time from the relative safety of keep walls or the backlines of your army.
What I’m trying to say is that DoTs in general are more suited to a ranged playstyle, where they constitute the bread and butter of dps Ams, shamans, engies and magi, whereas for melee classes the productivity of this type of damage is more limited, and harder to take advantage of, especially in the case of DoTs that need to be stacked using up 3 gcds.
When it comes to melee, the most (perhaps the only) efficient DoTs damagewise are those that pack A LOT of punch in ONE application (see Burn Away Lies, for example). Stackable DoTs are in a sorry state for melee classes.
This is not the right subforum to make a suggestion, but first I'd like to get some feedback from people reading it before posting it in the proper forum.
So, my suggestion would be to change melee stackable DoTs to not need to be stacked (apply the full x3damage in one hit), or else make them 1-application soft-hitting DoTs with some debuff or additional effect on them to make up for the lack of damage, à la Wracking Pains or Wave of Mutilation.
One cannot help but notice that some classes have core abilities that are only used, if at all, as fillers or debuff masks for other abilities, while some other classes have very similar abilities and they are actually significant and ever-present in their rotations. This is specially noticeable with stackable DoT abilities.
WE’s envenomed blade, WH’s fervor, frequently don't even feature in many players' rotations. Mara’s rend (I might be mistaken though, I don't main mara) is used as debuff mask or only 1 stack in the rotation. If a KotBS spams blazing blade it’s probably because they have no better options to flesh out their damage rotation. Some of these abilities have been buffed at some point (WE/WH stackables having their DoT ticks deal non-physical damage, rend damage being buffed iirc), and yet, they are still very underwhelming and barely used abilities.
Why is that? The nature of melee fighting, where you need to apply your damage in a very short window of time before ranged fry you from afar or the zerg closes in on you, doesn’t really allow for building up 3 stacks of an unremarkable DoT. In the case of KotBs, again, they don’t have many other options, and tanks can afford to stay much longer in close combat.
On the other hand, battlefields are quickly filled with x3 broadhead arrow stacks, for example. One, because it now deals considerable damage (which is good, SW DoTs were not impressive), and two because, as a ranged class, you can afford to spam stackable (and normal) DoTs on multiple targets and keep them up for a long time from the relative safety of keep walls or the backlines of your army.
What I’m trying to say is that DoTs in general are more suited to a ranged playstyle, where they constitute the bread and butter of dps Ams, shamans, engies and magi, whereas for melee classes the productivity of this type of damage is more limited, and harder to take advantage of, especially in the case of DoTs that need to be stacked using up 3 gcds.
When it comes to melee, the most (perhaps the only) efficient DoTs damagewise are those that pack A LOT of punch in ONE application (see Burn Away Lies, for example). Stackable DoTs are in a sorry state for melee classes.
This is not the right subforum to make a suggestion, but first I'd like to get some feedback from people reading it before posting it in the proper forum.
So, my suggestion would be to change melee stackable DoTs to not need to be stacked (apply the full x3damage in one hit), or else make them 1-application soft-hitting DoTs with some debuff or additional effect on them to make up for the lack of damage, à la Wracking Pains or Wave of Mutilation.