Decided to make a new topic to add 1 more option to poll.
As life steal is now i believe it is too strong, but i really dont like the random factor in new life steal, its not reliable. also it benefits aoe classes/fast attacking classes/proc classes too much, while classes that deal slow, large attacks dont get much out of it cause they waste most of the heal, they simply dont have enough HP to absorb that 300k heal from their attack.
Life steal shouldnt be able to sustain you through dungeons, but it should be able to do it in single player content. Now on mod6 the chance to proc life steal is about same as getting artifact belt in mod4 unless you heavily stack it
Imho they should leave life steal as % from damage, but reduce its effectiveness
Smth like this
- make life steal recover amount stolen over X seconds, either stacks or only strongest life steal effect is active
- put a cap on how many % of max HP can be recovered/second
- make life steal less effective on AoE skills, like 1/3, though only larger aoe skills should count as aoe, smth with tiny AoE like IBS should count as single target for life steal(to correctly tag this skill use aoe for buffs, but add an effect that steals 3x more life from life steal), maybe procs/ranged attacks can use some reduction
The poll options
1)Leave life steal as is, update for new stat curves
2)Leave life steal as % from damage, but reduce its effectiveness
3)New life steal as % chance to proc
maybe some mod could merge this thread in
http://nw-forum.perfectworld.com/showthread.php?832291-Old-life-steal-vs-New-life-steal
Comments
Its clear that the intention its to remove the chance of normal players to self heal during combat (unless u are healer class), but if a player build the defence system of his toon around maximize one stat and then the GMs decide to turn that stat useless (1% proc rate its the same than being removed when u need it for surviving) then the players need get at least something in return instead of just let them die. Rigth now 3k life steal on my temptation warlock its = 0 HP gain before my toon is dead.
on stream they said that there will be hp on new sets
http://pathofexile.gamepedia.com/Leech
this is also more like how the Vampiric dagger owned by Artemis Entreri works
But if cryptic insists on changing it, I enjoy this option more. It has a degree of reliability.
With a class like the GF, fighters recovery boosts both life steal and severity dramatically.
I would also add a chance to proc an ablative shield as compensation for the lost effectiveness. ( the number of hps in that ablative shield could vary by class )
Even no lifesteal is better then RNG lifesteal. Randomness has no place in an action combat system.
+1,
U have it or u dont have it, no randomness on something as basic as heal ur toon
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So nay, they won't be merged. Instead, the old one has been locked. Please feel free to continue discussions from there into this thread, as long as they are relevant to this new thread's Original Posted Topic. Thanks!
Safe travels,
Archmage Zebular of Mystryl
PWE Community Moderator
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I mean, adjusting the old system should produce the same numbers, only on a more consistent basis. That's what I'll never get. Why introduce a 10% chance of loot from a boss and not a token, which can be traded for the item when you have ten of them. It's literally the same.
RNG and auto-prcos are already driving players nuts in this game, just saying...
Now the above approach would be more dependable than what the devs indicated wanting but it also doesn't include the random and unseen results of what they will get with the current system and it will convince some of us to still invest in lifesteal but maybe not to the point we did previously. As it stands now I have no interest in investing in an undependable stat since I would have to play in an evasive manner anyways if the lifesteal was important to my survival and it if wasn't important then it wasn't needed in the first place.
its about reliability - with new system you will probably be dead before you see a proc(unless you are one of those lucky ppl who got 10+ artifact belts in mod4) and if you have 30k hp and you hit for 300k with 100% severity proc you waste 90% of the heal
the old system with LS severity is all that is needed
We have 2 healing classes(tept locks are supposed to be somewhat healy, will see how it is in mod6) and 2 tanking classes(if we put sent GWF here, its performance is another for topic) and are getting new that can fill either of these roles.
Now, why would anyone EVER pick a tank or a healer if full DPS parties are 100% self sustained? Reducing current LS will acomplish nothing with the DPS numbers players can dish out. 3% out of 50k DPS will still be enough to keep you going.
Anything that makes healers and tanks more viable in PvE is a big YES from me and will make game more healthy, 5 DPS setups should be "I like challenge!" setups, not "LOL ONE SHOT EVERYTHING WITHOUT STOPPING OR POTTING" setups.
GF (tanks) needs a much heal as possible. We're slow and agro on purpose. Why take our heals away?!
If a ranged unit gets AOE coming their way, they have the shift key. And see them coming from 40 feet away.
Why not change lifesteal for just ranged units who can stay out of danger by design? Why do tanks get the hell kicked out of them, but CWs have zero fear charging in in epic skirmishes? I've seen this time and time again...
I agree LS is broken for CWs (I have a CW alt), but not for tanks, if anything we need more healing.
But for GFs, no one is listening...
Many had 'complained' that the game is too easy; there's too much power-creep. Now the Devs have found a solution to make the game more challenging; curb the "power-creep". One cannot have their cake and expect to eat it, too. "Be careful what you wish for" comes to mind.
Perhaps it is a different crowd wanting a more challenging game from those who dislike the additional challenge the LS and Stats changes will bring. I don't know. What I do know is that these changes *will* make the game more challenging at end-levels. And I suspect these changes are a precursor to new, more dynamic, more variety of content to come.
well removing life steal from game would be better option than the new life steal
i want harder content but i with my gwf getting hit for 15k from trash mobs i want lifesteal to be somewhat reliable, if not for dungeons then for solo play - running daily quests and stuff, like these homing 5k hits from IWD HE druids
my suggestions would allow life steal to be reliable while glass cannons wouldnt be immortal thanks to it working as HoT and having a cap on how many % of your HP you can regain/sec
it would also allow tanks to stack higher life steal since their higher HP would allow regain more HP/sec
to onecoolscatcat
they said they wont release official formulas for any stats