"For Life Steal, we found that it was providing too much healing and disproportionally increased survivability by more than most other defensive stats could compete. Thus, we decided to make it more of a gamble that would turn the tide of a fight by healing you for a large amount when it activates, but preventing players from being able to rely on it as their only true defensive option. Before, players had 100% chance to heal for a percent of their Life Steal severity. Now, they have a percent-based chance to receive 100% of Life Steal severity. "
Before, players had 100% chance to heal for a percent of their Life Steal severity. Now, they have a percent-based chance to receive 100% of Life Steal severity.
So, we have 1 change on each skill/hit/dmg or will have some kinda of cooldown (seconds/minutes) like Ench drops?!
source
http://www.arcgames.com/en/games/neverwinter/news/detail/9109743-neverwinter-dev-blog%3A-regeneration-and-life-steal-changes
Comments
how you know that? source?
But this die has already been cast
how much life steal you have?
its 2% /10char
8% ............
Actually no. If you check the preview server's patch notes, life steal is only 30% effective on AoE attacks. This means that powers such as the CW's Storm Pillar is only 30% effective even when it only hits 1 enemy. Trust me, it does not make CWs and GWFs OP, on the contrary it makes characters that rely upon DoTs and single target attacks more powerful, which means TRs were buffed relative to the rest of the classes (where in reality, they are only nerfed less).
As for needing tanks and clerics less, it's sorta true ish. You do want someone to be able to grab aggro, but in dungeons it doesn't even matter because you die in 1-3 hits no matter your class or buffs anyways so...
Complete:
- The Monk - http://nw-forum.perfectworld.com/showthread.php?865991-The-Monk-A-Relatively-Detailed-Proposal-for-a-New-Class
Under Work:
- The Primal Totemist
- The Wild Sorcerer
- The Summoning Binder
CWs and GWFs are pretty good at applying dots, especially with the right overload enchantments. Of course not at the level of the TR but as long as there's no ICD it shouldn't be an issue to heal yourself with lifesteal.
At the moment the lvl 70 dungeons make the tanks and clerics more needed than ever , for the time being at least .....
You can test out the Mod 6 life steal and regeneration rework and how it will affect you and your stats personally.
What was interesting.. I did a dungeon test run of epic ToS. We actually made it to the final boss without a tank, but we had a healing DC (who was rusty). The whole dungeon in itself was do-able, with a good and able group though deaths did occur if a mistake happened or we got over ran by ranged. We however couldn't finish the last boss. She had a cone attack that was similar to Garakras from Shores of Turem and we couldn't do enough damage to her back. A tank would of been required to keep her busy and turned away from the group.
We originally tried epic Den (same group) and we managed to scrape to the first boss. It didn't end very well at all. The adds flying all over, the archers that could one shot players..yeah. I'm not even sure how that would work even with a tank.
"Tactical Nuke of Amaunator - 500 ZEN"
Hope that helps...
What was a piece of cake before is just manageable if I use Smoke Bomb, and drinking healing potions, even my soulforge had to save me while doing it.
The change is more disadvantageous for a melee class which has to chase after enemies or without damaging AOEs, especially with enemies like the Barbarians that can jump the player from a distance and do a lot of damage before you get a chance to hit and then leave it to a percentage chance to heal from that hit. However, it did heal me a number of times enough in between potions to finish the minor HE, but I guess that will depend on how reactive the player is during a fight.
I suppose the change will surely put a dent in soloing especially on HEs which are already specified to require a few players, but it does put survivability on a realistic level compared to what can be done with lifesteal currently.
With the current lifesteal, I have (with my TR) fought alone on green Tiamat head in the poison without a gem and survived as long as I kept hitting and time my healing potions. Tanked every adds (with PotB) and last boss of ToS (without ITC) merely attacking the boss with duelist flurry while not moving from the same spot while the other 4 players (a pug which didn't have DC/CW/GF/SW) simply hit the boss.
That is unfortunately too much survivability for that level of content.
instead of (on live currently) 100% chance to gain 10% of your damage in life back.
so it's basically the same amount of life over time, it's just not as constant. you can't rely on it.
Even with Lifedrinker, I'm actually forced to move around to avoid damage instead of face-tanking it with ridiculous Lifesteal.
I love the balance logic they propose:
Every other form of defense sucks so bad, people are relying on lifesteal-tanking. We better make lifesteal worse!
That's how cool kids balance.
Go Cryptic!
PS - I quit.
I played NWN2....there were regen rings...and vampiric regen weapons...they did heal you abit....but you could never rely on them to run into to huge group of mobs alone and overheal their damage with an AOE attack....
People got spoiled...I did not try the changes on preview on my CW, but I do hope that both stats got nerfed..it's about time to have some challenge in this game (PVE).
PVP is another subject of discussion, ask for a special server whatever, with different rules, just for money spending whales...I am totally exausted and annoyed with all the PVP <font color="orange">HAMSTER</font> that was ruined the PVE component of this game.
This is a mere feedback of a sole customer,
Have fun everyone,
Almondum.
Posts like this make me wonder.
Is it that Lifesteal and Regen were badly implemented or rather that every other defensive stat was merely not living up to snuff?
I've played other MMOs where HP and Defense were mildly interchangeable and yet achieving both was impossible. However, in NW, defense is a largely wasted stat, even in case of PvE. You can stack defense and take slightly less damage with lower HP or stack health and take relatively the same, or even less, with just stacking HP. Now that in-combat Regen has been nerfed to all health and Lifesteal is a base % chance, what's left?
I don't argue that Lifesteal wasn't horribly imbalanced, I'm merely proposing that defensive stats by themselves are horribly implemented as is.
Go Cryptic!
PS - I quit.
Other defensive stats do work...though their effetiveness varies from class to class. A CW cannot expect to have the same damage reduction % with the same defense rating as a cleric or great weapon fighter...(different Armor Class)
A Great Weapon Fighter cannot except to have the same recharge speed as a CW with the same recovery rating (different attribute allocation).
This is an MMORPG (Massive MULTIplayer Online Roleplaying Game), it is obvious that some tasks are to be made with a group....if everything was to be done alone....why to make an MMO then?
Life steal and regen fix goal is to open the door for a bigger synergy between different class combinations instead of relying on 1-2 classes.
Each class has it's pros and cons...regen and life steal removed the cons in many classes and made the pros of others obsolete....
LS and Regen ruined the class balance in PVE and made some roles useless (PVP is another subject and make a special server just for them).
Have fun,
Almo.