DoTs can feel impactful if you show how much damage they WILL do as soon as they hit (v2)
A year ago, I posted this thread. Here was Riot Reinboom's response:
[{quoted}](name=Riot Reinboom,realm=NA,application-id=3ErqAdtq,discussion-id=i2xERtsd,comment-id=003b,timestamp=2015-09-15T04:40:20.853+0000)
I like these types of clarity gains. :3
I experimented with something akin to this (in a few different iterations) earlier in the year for different effects. We ran into some problems with it, namely along the lines of it feeling really bad when it was wrong. We have a lot of small adjustments that can make damage prediction not be accurate. Examples: Resistances can change a lot (like going in and out of Abyssal Range). This was especially bad when the dot types were mixed (e.g. true damage and magic damage). Penetration isn't consistent. It looked REALLY weird when interacting with shields.
-snip-
Getting accurate prediction is just a hurdle though. So this isn't a "we won't do it", but more like it was uniquely difficult enough that we just focused on something else for the time being.
I have a new mockup that addresses these concerns, which I've edited into the old post, but which I'd like a little more visibility for.
On hit:
https://i.imgur.com/LWyzkB9.png
As the DoT ticks down:
http://i.imgur.com/rfWO6RR.png
Prediction doesn't need to be perfect; it just needs to be as good as the way you display that information. And perfect information is not needed to make DoTs feel impactful.
http://i.imgur.com/e5MMZKE.png
Is Kat going to die, or live with a sliver of health left afterwards?