Skill stoppers
First of all you can’t superpower anytime (without destroying game balance), so gameplay need Skill stoppers (ex: cooldown, spenders, combos, gauge limits breaker, …etc.).
To be fair it is better handled in D3 than in Wolcen.
Channeling / Interruption / DoT
I agree.
Channeling Skill:
- Casting animation must be interrupted when player is hit
- Game should reward channeling player with Damage-over-Time
Rather than having on one side a channeling skill and on the other side a spell that produces a puddle doing Damage-over-Time, I would combine both into one skill :
Player channels on enemy, and it produces an area effect that deals Damage-over-Time.
Or rather than targeting an enemy, why not directly target an area ?
Ex: See this Necro Damage-over-Time Area Channeling Proposal:
https://i.ibb.co/5r4zsJS/funerary-pick.jpg
In any case, patient players investing into interruptable channeling skills must be rewarded somehow.
Channeling + exponential Damage-over-Time (restarting from zero if interrupted) seems a good combo.
The mechanic of not being interrupted to maximize Damage-over-Time would incentive players to spend some points into its Skeletons Army in order to occupy monsters, while players would still need to interrupt their casting to avoid some boss attacks.
Ground / Natural CC
Interesting idea.
Crowd control effect on players must not be too pronounced, but a slight inertia effect when walking on raw iced ground could be fun.
Ex: Snow ground should be easier to walk in VS slippery ice, but it depends on snow height, that could slow down players a little bit.