theres a rune on it that gives it increased damage per ailment stack on an enemy. the current thinking is that its giving something insane like 20% damage per ailment stack. so you can get say 6 or 7 ailments stacked on an enemy, each with 30 stacks. so 7 ailments multiplied by 30 stacks multiplied by 20% damage, thats why people are just demolishing the tier 180+ content with that skill like a knife through butter, its completely broken.
so that node, if you build around stacking ailments using the sort of skills that you can throw down and they will stack ailments for you, is giving you 4,200% damage,
now go into another skill like wrath of baaphet, its got a node that gives you 35% increased weapon damage. bladestorm has 35% increased damage, phantom blades 20% damage, anvils woe 25% increased damage. bleeding edge? 4,200% damage. then its got a node where the blade spins around you and lasts for 4 more seconds, so it now hits 8 times. so you cast it once and it hits 8 times with a 4,200% increased damage buff while other melee skills hit once with a 25% damage buff.
this is what we are dealing with when it comes to this skill. its not a little bit too strong, its completely broken beyond all sense. it has to be a bug, ive not heard the devs confirm that but there is surely no way they intended this skill to be like this. its like the shield node that gave you 50% damage per 1% block on your shield when it was supposed to give 0.5%, it was unintentionally giving you the damage you would get from speccing 100 strong damage nodes. as soon as you see it its like ok, thats a bug, i havent heard the devs say its a bug but its a bug because no one in their right mind puts that in a game.
bleeding edge is bugged, i expect it to be fixed. if youre not using that node and stacking ailments then youre not using the bit thats bugged and when its fixed it shouldnt effect how youre using it, preumsably what ur getting from the skill now is roughly how it should work.