The general reason why DOTs don't get used that much is that on normal and even nightmare everything dies very fast. Diseases are basically setup to detonate with catalepsy, no one sits around waiting for them to tick. Poisons are mostly picked for their effects, not damage, witnessed by the fact that no one really picks empower poisons (from what I can tell). So the power isn't the reason why they don't get used, it's play style. That's why fears don't get picked even though they can mess up pretty much everything that's not immune to them - most fights don't last long enough for them to matter, and if you're investing points into something that you'll use in 1% of the fights, well, maybe it's best you put them elsewhere, or just shuffle your points into that ability when you need it.
Impending doom that you mentioned is extremely useful in the infinite dungeon, for instance, because you'll often find yourself trying to kill some 20 level higher monstrosity that spawned from a vault that you can't really stay in combat with for more than 2 rounds. Several castings of impending doom and teleport can sort that problem for you...And you know, impending doom is a single target spell and has the wrong damage type for damage bonuses - and it offers a save. That matters. My disease build reaver (NM) for instance couldn't land diseases on the final bosses because I didn't quite have enough spellpower to beat their saves.
So unless you buff spores to silly levels again most players won't use them anyway, but they will be useful even with their reduced power level on higher difficulties where fights last longer and enemy saves play a larger role. I'm not sure exactly how powerful they should be, but I'm not against the change.
Unnerf Poisonous Spores
Moderator: Moderator
Re: Unnerf Poisonous Spores
<darkgod> all this fine balancing talk is boring
<darkgod> brb buffing boulder throwers
<darkgod> brb buffing boulder throwers