Problems with DoTs:
[1] DoT's need to be very strong in PvM to be useful. With Dungeon and Open world Bosses having millions of HP, having a dot that does 300 DPS is not going to fly.
[2] DoTs need to be variable based on enemy's HP in PvP. This prevents them from becoming too broken on low HP classes like Raiders and Clerics, while enables them to be useful on higher HP classes like Knights and Bourgs [Cannon].
[3] DoT's being majority based on your Attack Power immediately stripped their usefulness to high CHA Characters. DoT's were in essence a way for support characters to have a reliable DPS, that has now been taken away, yet again. It needs to be based on the previous version before v124.
It is for those reasons that I bring up what Gen' had proposed about 2 weeks ago.
Yes, put up on Pegasus an updated DoT System [when you next can] that bases the Damage / Tic on a variable % of the targets HP.
The scaling of that % can be based on previous systems like CHA, Enhance, Critical Damage+, etc.
Then the tricky part is having a 'ceiling' or cap on how much a DoT can register on things like Bosses. Perhaps by giving a global setting to boss monsters or, having a DoT resistance based on level. Seeing as all Kings and Bosses are higher level than a player character, you could use that level spread as a way to prevent end game material from being broken, but enable them to really punish lower level kings. That, or just go with the cap/ceiling option.
Any way you slice it, DoTs released are not what we expected, doesn't solve the issues we'd hoped to see addressed with them, and most definitely still need work.
That's just my two cents on the issue.