Enemy fire damage is overly frustrating

In any extended fight, fighting against primarily melee enemies with fire infusions is exceedingly frustrating, something like the weekly quest minibosses having fire makes something that’s already hard downright horrible. I’d rather keep fighting and dodging, but I’m constantly preoccupied with my heathbar constantly ticking down when i get hit, so I’m forced to heal. You can’t even use one of the ingame systems properly (regainable health) because it will just outdamage anyway.

In terms of solutions, maybe make fire damage only occur on full buildup for enemies, it’s dumb that getting hit by a bottle makes you get set on fire, or perhaps make it dissapate faster when you dodge idk.

I just think fire damage being the same for enemies is just not fun.

+1 on dodging/rolling should extinguish fire faster

i spam rolled first time i got fire bc that’s how you cleanse it in these games, like nioh. would be a decent feature since its not like stamina is free anyways

Enemy Fire DoT seems overtuned in general

One one hand, removing the DoT with rolling would add flavor to the game, other games do it too.

On the other, negating the DoT with a simple roll or two would trivialize the fire dot mechanic, and it would need to do even more damage than now to compensate.

Probably best to lower the DoT damage and/or shorten the duration of the burn on players.

Basically, fire DoT works the same way for both player and an NPC. And I would like to be able to extinguish fire on me by rolling around, but it would also be cool and kinda tactical if NPC had this mechanic as well.

It would turn fire DoT into a mix of DoT and disable mechanics: you (and any enemy) either suffer the whole duration of the DoT or spend some time rolling around to kill the flames.

I agree on that. Fire DoT is way strong as of now. Even with 40% fire protection it does crazy amount of damage for a DoT.

People saying rolling to put out the flame or reducing the damage or time of the DoT would be a fix but what about a combination of both: rolling puts out some of the fire so the DoT damage and time gets significantly reduced.

Enemies alrdy easy, why make easier?

maybe you play something braindead easy like magic or bow or are the best player alive, but surprise surprise if something is already difficult enough for you to get hit, the extra fire damage on top doesn’t feel very fair, if you aren’t getting hit at all ever the game isn’t going to get any easier that it already is. It also means heavy builds that trade blows can’t properly function as they always get outtraded, I’m SO sorry for wanting one thing changed that’ll make the game SO much easier.

after playing more, fire status is very trivialized by any amount of hp regen, and you can get a ton of it very early if you slot skulls into your armor. i think rolling should still chip at the status, but it becomes negligible with like 2 10+ hp regen gems. melee builds should also be slotting lifesteal and regainable health and these also greatly reduce its impact

Wait till you get a bleed proc…

Fire is fine.

Bleed is indeed also insane