^in the current healer design the flexibility comes from the healing side
Going back to the example of storms eye the complexity of an equivalent DOT isn’t current Dia is rigid while storms eye Dia gives choice therefore storms eye Dia must be more complex, it is the fact that in a healer rotation the 21111111112111111 is fixed and you need to plan the healing around that
Using an example of chances of lost dot ticks
If Dia is rigid
Refreshing at time n ticks after reaching 0 seconds = 0 then lost damage = 0
Refreshing at time n ticks after reaching 0 seconds = n then lost damage = n ticks
Refreshing at time n ticks after reaching 0 seconds = n+1 then lost damage = n+1 ticks
If Dia is not rigid
Refreshing at time n ticks after reaching 0 seconds = 0 then lost damage = 0
Refreshing at time n ticks after reaching 0 seconds = n then lost damage = 0
Refreshing at time n ticks after reaching 0 seconds = n+1 then lost damage = 0
So this becomes the problem, dia itself isn’t good, I for one hate modern DOT’s that have zero interaction with the kit (this includes DOT associated abilities like queen, dark passenger and deaths design) and it’s so frustrating SCH originally did have 2 skills that interacted with DOT’s (namely bane and shadowflare) but lost them. Now as for attempting to make modern DOT’s slightly more interesting I’ve always suggested having DOT ticks proc something it the DOT is up long enough (biolysis could proc quickened aetherflow if it’s up for the entire 45 seconds of your initial aetherflow so it doesn’t mess up the timeline, e dosis could proc a toxicon stack, Dia could proc overcure, combust could proc an extra charge of redraw), something that rewards you for keeping the dot up but only works if you don’t overwrite it with more than 5 seconds left
That would be my patchwork fix to modern DOT’s (though I still think bane aero 3 and shadowflare have absolutely no reason to not still be in the game) but overall something like this would be more of an interesting way to give DOT’s uniqueness without attempting to implement a storms eye style system to feel like you are introducing false choice which simulates complexity (while actually making it easier)