Quote Originally Posted by MaelleRiou View Post
It helps out in that one weird spots where DOTs fall off a few seconds before Trance comes off cooldown. It'll increase DPS by a very, very small amount.
Oh definitely. I'm thankful for the change, I just needed to comment on how the DoT dependency was something Ruin never should've gotten in the first place.
Yeah, this makes the job a bit more forgiving when DoT falloffs happen, but this is also something that pre-5.0 SMN didn't have to deal with.

Quote Originally Posted by RegularJoe View Post
This all circles back to its stapled-together kit being a clunky mess with a lack of identity. It wants to be a DoT Mage, a Pet Class, a Mobile Caster, and a Burst Turret all at the same time. It's kind of hard to balance all of that on both the player and development side. SE needs to set aside some time and figure out what they want SMN to be and stick with it, instead of playing halfsies.
They're making the job less reliant on DoTs (again) at least. They should embrace SMN being the most mobile caster since that's what we've been used to since ARR and especially SB, and it's as simple as rooting Demi Primals in place.