The current meta for DoTs (if such a thing exists) is that they require the fastest hitting skills to be most effective because that’s how you stack damage, lots of hits in as short a time frame as possible with as much proc chance as possible. It’s why they’re so effective from pet builds, more entities to hit thereby more stacks in a given time frame. Slow &/or high cost skills are therefore less effective to proc ailments because they don’t get as many hits in so fewer stacks.
What if those slower hitting/more expensive skills had a modifier that increased the damage of any ailments that they proc’d? Then you’d have a choice between a fast/cheap skill procing more, lower damage ailments or a slow/expensive skill procing fewer, higher damage ailments.
For example, if Rive has 3 times as many hits per second (averaged over a decent amount of time) compared to Erasing Strike, then Erasing Strike would get a 3x modifier for any ailments it proc’d resulting in the same amount of damage from the DoTs (apart from poison which would still do more from the faster hitting skill due to more stacks) as from Rive. But Erasing Strike would do a few big damage ingites (for arguments sake) compared to Rive’s lots of lower damage ignites.
Would it be a good idea? Would it remove some of the “identity” of DoT builds (them requiring fast attacks)? Would “everyone” just chuck in some chance to proc a damaging ailment to any build? Would that be a bad thing?