Either keep the old lifesteal, which has worked as everyone's consensus, and allows high single target damage to survive, or go with the stacking HoT option. My guardian fighter or Great weapon fight should not be punished because we dont hit as many targets as the CW. And that's what the Random chance option will do. Enough with random chance. Enough with caster supremacy.
this might explain some thing about why they made life steal as it is
this might explain some thing about why they made life steal as it is
probably nobody there even plays gwf/tr/gf
Idealy they would play all classes and not only do pve content together, but pit themselves against each other in PVP with the same level of gear. Then they'd be able to get a better idea of whats broken and not, or at least a basic one... (As player skill would come into this) Like with GWF, Continuously buffing our damage is cool and all, I mean I like seeing bigger hits, But if we die before landing anything, or every time we get close we get dodged. its not what we need, To be honest even if they buffed us back to mod 3, we'd still be outclassed by the new CW/TR
I To be honest even if they buffed us back to mod 3, we'd still be outclassed by the new CW/TR
LOL, I permanently retired my PVP GWF in mod 3, just because it was so boringly OP. Nothing could kill it short of a 3 man coordinated prone chain. The only thing it couldn't kill was a CW that gave up all damage for knockbacks & just ran away the entire match or a stealth build movement speed TR that just ran away. The only current thing that would have any chance at a mod 3 GWF would be a TR, & my money would be on the mod 3 GWF.
I'm not sure what I think of the current life steal on test. You can stack it well over 20% at lvl 70, which leaves it very unreliable still, but when it hits, it hits big.
Right now, I'm not sure why regen would be cosidered valuable to anyone other than a perma TR, and even then is it worth getting a single point.
LOL, I permanently retired my PVP GWF in mod 3, just because it was so boringly OP. Nothing could kill it short of a 3 man coordinated prone chain. The only thing it couldn't kill was a CW that gave up all damage for knockbacks & just ran away the entire match or a stealth build movement speed TR that just ran away. The only current thing that would have any chance at a mod 3 GWF would be a TR, & my money would be on the mod 3 GWF.
I'm not sure what I think of the current life steal on test. You can stack it well over 20% at lvl 70, which leaves it very unreliable still, but when it hits, it hits big.
Right now, I'm not sure why regen would be cosidered valuable to anyone other than a perma TR, and even then is it worth getting a single point.
Yeah I see regen as extremely useless for PVP now, so they're gonna want to look at reworking PVP artifacts/ gear with it.. I mean adding drow is good and all, But please dont just forget about black ice / other pvp sets. Some of us spent painstaking months farming their black ice pieces / dailies. hey they should totally make it so Black ice can be added to any gear and just empowers its stats / Adds tenacity and overload slots :P (I'm picturing an Empowered AoW set with big pauldrons)
And with lifesteal you can stack it to 20%... But at what cost of other stats I think the suggestion that was on page 3 was pretty good though. making it 100% lifesteal, Adding a ICD, and making the amount stolen based on the lifesteal stat (with % scaling for AOE)
And We were mindblowingly op in Mod 3 , But seriously some of the damage I've seen put out by CW / TR lately, they'd one shot the GWF before he had a chance to lock them down.
LOL, I permanently retired my PVP GWF in mod 3, just because it was so boringly OP. Nothing could kill it short of a 3 man coordinated prone chain. The only thing it couldn't kill was a CW that gave up all damage for knockbacks & just ran away the entire match or a stealth build movement speed TR that just ran away. The only current thing that would have any chance at a mod 3 GWF would be a TR, & my money would be on the mod 3 GWF.
I'm not sure what I think of the current life steal on test. You can stack it well over 20% at lvl 70, which leaves it very unreliable still, but when it hits, it hits big.
Right now, I'm not sure why regen would be cosidered valuable to anyone other than a perma TR, and even then is it worth getting a single point.
mod3 gwf had DR, TR ignores DR, simple as that, ofc bugged roar would give more chances to catch them but dont count on it
Get rid of lifesteal completely. Instead use second wind which was in 4th edition.
Second wind was a heal that everyone had that was an encounter. It was a heal for 25% of your total HP but could be increases to 50% by feat or class abilities in 4th edition. It also provided a short buff to defense.
So bind a key like the "z" for an encounter power ever character can use. It would function as another encounter power that every character always had available
The this game stat could either reduce the coldown time or increase the% healed. I would prefer stat increasing heal. Start at 25% and as the stat increases the heal % would go up till it capped at 50%.
Get rid of lifesteal completely. Instead use second wind which was in 4th edition.
Second wind was a heal that everyone had that was an encounter. It was a heal for 25% of your total HP but could be increases to 50% by feat or class abilities in 4th edition. It also provided a short buff to defense.
So bind a key like the "z" for an encounter power ever character can use. It would function as another encounter power that every character always had available
The this game stat could either reduce the coldown time or increase the% healed. I would prefer stat increasing heal. Start at 25% and as the stat increases the heal % would go up till it capped at 50%.
Would require a total rework for warlocks, which they probably wont do for a mod or 2.
Yes so either rework the lock now or make lifesteal a class feature for the lock with present lifesteal mechanic and a base percent for the class modified only by feats. Besides changing lifesteal to a proc already risks making the Temptation tree either worthless or overpowered all bases on how high the proc chance can be increases.
The other way the healing a temptation can be calculated and balanced. Healing class that can't heal when required will not be wanted so that build will alread be in trouble with the proposed change.
Comments
this might explain some thing about why they made life steal as it is
probably nobody there even plays gwf/tr/gf
Idealy they would play all classes and not only do pve content together, but pit themselves against each other in PVP with the same level of gear. Then they'd be able to get a better idea of whats broken and not, or at least a basic one... (As player skill would come into this) Like with GWF, Continuously buffing our damage is cool and all, I mean I like seeing bigger hits, But if we die before landing anything, or every time we get close we get dodged. its not what we need, To be honest even if they buffed us back to mod 3, we'd still be outclassed by the new CW/TR
Drunken Goose of MidNight Express. - 3.3k Paladin , 3.6k GWF , 3.1k GF,
I'm not sure what I think of the current life steal on test. You can stack it well over 20% at lvl 70, which leaves it very unreliable still, but when it hits, it hits big.
Right now, I'm not sure why regen would be cosidered valuable to anyone other than a perma TR, and even then is it worth getting a single point.
Yeah I see regen as extremely useless for PVP now, so they're gonna want to look at reworking PVP artifacts/ gear with it.. I mean adding drow is good and all, But please dont just forget about black ice / other pvp sets. Some of us spent painstaking months farming their black ice pieces / dailies. hey they should totally make it so Black ice can be added to any gear and just empowers its stats / Adds tenacity and overload slots :P (I'm picturing an Empowered AoW set with big pauldrons)
And with lifesteal you can stack it to 20%... But at what cost of other stats I think the suggestion that was on page 3 was pretty good though. making it 100% lifesteal, Adding a ICD, and making the amount stolen based on the lifesteal stat (with % scaling for AOE)
And We were mindblowingly op in Mod 3 , But seriously some of the damage I've seen put out by CW / TR lately, they'd one shot the GWF before he had a chance to lock them down.
Drunken Goose of MidNight Express. - 3.3k Paladin , 3.6k GWF , 3.1k GF,
mod3 gwf had DR, TR ignores DR, simple as that, ofc bugged roar would give more chances to catch them but dont count on it
Second wind was a heal that everyone had that was an encounter. It was a heal for 25% of your total HP but could be increases to 50% by feat or class abilities in 4th edition. It also provided a short buff to defense.
So bind a key like the "z" for an encounter power ever character can use. It would function as another encounter power that every character always had available
The this game stat could either reduce the coldown time or increase the% healed. I would prefer stat increasing heal. Start at 25% and as the stat increases the heal % would go up till it capped at 50%.
Would require a total rework for warlocks, which they probably wont do for a mod or 2.
Drunken Goose of MidNight Express. - 3.3k Paladin , 3.6k GWF , 3.1k GF,
The other way the healing a temptation can be calculated and balanced. Healing class that can't heal when required will not be wanted so that build will alread be in trouble with the proposed change.