Elemental Damages and Status Effects Problems

for people who don’t know this is what status effects do

Fire does damage per second and increases damage once the status effect bar is filled (I don’t know if the damage is based on weapon damage).

Ice freezes and if you hit an enemy with physical damage it breaks the ice doubling the physical damage inflicted (frozen enemies take reduced damage from all non-physical sources).

Electricity does burst damage to the enemy hit and nearby enemies (I don’t know if it’s based on weapon damage).

Pestilence reduces the enemy’s resistance (I don’t know if it reduces all resistances or just the pestilence one and I don’t know by how much it reduces them).

Problems with Fire: Fire burn is nullified by shallow Water this is the only damage that is conditional and it damage shouldn’t be it feels bad to have your build arbitrarily countered by an arena. And It is not clear what the damage is based on.

Problems with Ice: (at the moment it is the strongest element and by a lot) Breaking the ice should be possible with the other elements as well and it shouldn’t double the damage but do a bonus damage based on the target’s max health intead.

Problems with Electricity: It is not clear what the damage is based on

Problems with Pestilence: Is not satisfying to prock like other status effects (probably also underpowered). And it is not clear if it reduces all resistances or just the pestilence one and it is not clear by how much it reduces them.
I think the Pestilence effect needs a rework, my idea to do that is: when fully procked enemies start coughing (sunning them for a really brief amount of time) spreading pestilence slosh around them, then they leave a trail of pestilence slosh, the pestilence slosh deals damage over time slows them and other enemies (is fine if the trail oslo damages the player but it should deal way less damage and it should not slow them)

all this is irrelevant for what is the current end game.
pure physical damage is clearly superior to everything that is elemental since you only need one hit to kill everything or at most 2/3 for the bosses.
consequently any elemental affliction for damage or for item affixes is totally useless

Sure, this is the state of balance of late game optimized builds. “Ring of determination + lifeseal” it’s another way to completely trivialise the game. For the most part of the game you don’t have access to enough resources to have a build like that without being very lucky. Enchantments are unbalanced 70% are useless even in good circumstances and the remaining 30% if you build around them are broken.

Lifesteam breaks the game atm. Also, it seems damage boni double dip on each other as the end damage numbers are too high for what should be expected.

Remove the ring that allows to spend HP instead of focus and all those “glass cannon-ranged-rune builds” fall apart.
Remove lifeleach and you close the loop with infinite resources for rune spam.

The ring is interesting, for me it should stay in the game, but it should have a “Cannot lifesteal” curse, like the “Battlecry Ring”

my gear doesn’t have lifesteal, for the damage done you only need % of life per kill.
the rune spam mechanic can be easily replicated without a ring at the expense of other stats leading to the same result.