Hi all
Yesterday I watched Mikes Stream and someone asked Mike about giving ailments individual identities and Mike didn't seem to have considered this before and asked for suggestions.
So here's a few ideas I quickly came up with. Note that I don't think the base ailments needs to change. Just various affixes/uniques so that each ailment has separate themes in how it's supported. Some of the suggestions I bring up are also already represented in the game but I would like to see it be applied a bit wider.
-Ignite: Ignites spreading and creating burn on the ground seems very appropriate for fire based ailments.
Examples:
ignites you inflict spread to other targets within x meters
once you've afflicted a target x amount of ignites set the ground on fire. Targets standing on burning ground take X% more damage from ignite.
-Bleed: I think LE is missing support for playing ailment builds that aren't scaled by just applying as many stacks as possible. Bleed could be that ailment.
examples:
bleed deals X% more damage per flat physical damage applied to the attack/spell
for every second you haven't attacked/cast your next application of bleed will deal X more damage up to a maximum.
Poison: I think poison could do well with leaning heavily into duration scaling and applying as many as possible. So that would be the ailment that are most in line with how most ailments are scaled now.
examples:
For every second a poison have been applied to the target it deals X% more damage
poisons have X% increased duration for each stack of poison applied recently.
Electrify: I had a harder time coming up with something for electrify. I think it would make sense for it to have chaining/tendril effects. Or maybe have it interact with spark charges but I don't currently have a great suggestion.
Please feel free to add suggestions. I'm sure there are tons of good ideas I just couldn't think of.
I excluded Timerot and Frostbite from the discussion as I think they do have an identity that seperates them from the pack.
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