Hello fellow travelers,
with the current issues in the game with rook massively over performing while others can't even fulfill their purpose, the need for balancing has never been greater.
For that I suggest either an affinity or mechanic based dmg % aura that helps adjusting underperforming elements or keeps scaling damage types in check.
The big problem between the different mechanics is their different approach on how they deal dmg and how content is distributed. One mechanic is dmg based on the enemy max hp while others by raw dmg and atk % of the attacking hero. Those by the self are two aboslutly different approaches on how to deal dmg.
Dungeons on the other side have a very limited hp pool do that would make direct dps typed to at an advantage to those compared to ramping dmg types and so on....
With the different kinds of content it's hard to find the right balance without capping certain mechanics and having others underperforming.
But tbh for me limiting or capping a dmg type like corrosion or poison feels wrong. I feel like adjusting others to perform comparable should be the goal.
With an aura bound to mechanics or affinity, problems like that could easily be solved while not having to loose out on diversity of playable comps.
On the contrary we would even gain more viable compositions while also keeping those out of bounds in check.
That would also influence the design of the content and it's competitiveness.
There will always be the best comp to be out there but with something like that, the devs would have a good chance to minimaze the margin between the best and the others.