Vulnerability is cool. It’s all about just doing more damage. That should stay powerful.
There are two problems with it, though, from my point of view:
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It appears on items to be just like the other conditional modifiers, so it is really not apparent how important it is unless you come to the forums (where you will be told to stack it blindly)
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It is so strong that most builds are warped to try to maximize uptime on it
I propose a simple solution that helps both these problems:
- Put all conditional damage based on properties of the target in one bucket, and all damage based on properties of the skill/caster in the current “big bucket”
- Leave the base vulnerable 20% modifier as a multiplier: [x] instead of [+]
So damage vs CC, vs Chilled, vs Frozen, vs Dazed, vs Close, vs Injured etc., would all be additive with extra vulnerable damage when they are active
Lightning damage, poison damage, basic damage, damage with dual wielded weapons, damage with shock skills, damage from bleeding, etc., would all be additive with “+% damage” and would show up in the damage you see when you hover over the skill. “Damage while” would go here too and would show up on the skill tooltip when it was active.
What do you all think?
I think this would open up builds that focus on other properties and don’t stretch for vulnerable damage, would be unlikely to reduce the damage of any current vuln builds (it would only be a nerf for characters that had balanced vuln and the big bucket while still having a lot of other conditional damage).
It would also have the advantage of being much clearer on the UI because you could see the additive properties that enhance your skills and not have to back out those % increases to figure out what the damage will be against an injured, dazed target. You just add up damage to injured and damage to dazed and multiply by what the tooltip says.