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Regeneration and Life Steal Changes

calmlikeab0mbcalmlikeab0mb Member Posts: 18 Arc User
edited March 2015 in General Discussion (PC)
"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
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Comments

  • rayrdanrayrdan Member Posts: 5,410 Arc User
    edited March 2015
    no cd /10char
  • calmlikeab0mbcalmlikeab0mb Member Posts: 18 Arc User
    edited March 2015
    rayrdan wrote: »
    no cd /10char

    how you know that? source?
  • edited March 2015
    This content has been removed.
  • alexgabriel23alexgabriel23 Member, Neverwinter Beta Users Posts: 276
    edited March 2015
    i think is more godmode then ever with this update u can delete the clerics and tanks for good ( did 1 opressive force got 120k heal) it has no internal cd and classes with massive aoe will heal to full health, from 10 mobs ls will proc on atleast 1 of them and if u do an aoe that hits like lets say 20-40k dmg thats ur heal, however if u hit 4 mobs for 20k dmg ul get 20k x 4= 80k heal
  • alexgabriel23alexgabriel23 Member, Neverwinter Beta Users Posts: 276
    edited March 2015
    did 1 steal time from half hp on 5 mobs (got 6.9% chance to life steal) got full hp.. this update only kills the clerics and tank forever
  • arabaturarabatur Member, NW M9 Playtest Posts: 778 Arc User
    edited March 2015
    The big issue is going from 60 to 70 and the stat curve. Unless you plan to seriously load up on Lifesteal equipment and Enchantments, it's just frustrating. Mobs hit very hard, damage reduction from defence seems lower(stat curve?), increased cooldown on potion use can make for some painful moments to. Squishier characters (CW/SW) will definitely notice this change. I would rather see a higher % to gain lifesteal from critical hits, but with a significantly lower % severity to balance it out. Solo play for me now is about a massive output of DPSm killing whatever, before my hps run out.
    But this die has already been cast :(
    Definitely not an Arc User.
  • alexgabriel23alexgabriel23 Member, Neverwinter Beta Users Posts: 276
    edited March 2015
    heal that u get from LS should be atleast 20% of the dmg dealt or 30% still getting 100% heal from dmg makes the heal and tank classes completly pointless
  • calmlikeab0mbcalmlikeab0mb Member Posts: 18 Arc User
    edited March 2015
    "did 1 steal time from half hp on 5 mobs (got 6.9% chance to life steal) got full hp.. this update only kills the clerics and tank forever"

    how much life steal you have?
  • alexgabriel23alexgabriel23 Member, Neverwinter Beta Users Posts: 276
    edited March 2015
    848 life steal (6.9%)
  • rayrdanrayrdan Member Posts: 5,410 Arc User
    edited March 2015
    848 life steal (6.9%)

    its 2% /10char
  • calmlikeab0mbcalmlikeab0mb Member Posts: 18 Arc User
    edited March 2015
    so, i have 3.2k life steal... what is my % chance/life steal severity? (or how do i check it) tks
  • rayrdanrayrdan Member Posts: 5,410 Arc User
    edited March 2015
    so, i have 3.2k life steal... what is my % chance/life steal severity? (or how do i check it) tks

    8% ............
  • aulduronaulduron Member, NW M9 Playtest Posts: 1,351 Arc User
    edited March 2015
    I went from 100% chance to recover 10% of my damage as health, which meant that steal time on a group always healed me to 100%, to 2% chance to recover 100% of my damage as health. That means I die more often than not. It certainly does not make healers and tanks obsolete. Quite the opposite.
  • diogene0diogene0 Member Posts: 2,894 Arc User
    edited March 2015
    Nothing will change since there's no internal cooldown. Classes relying on massive AoE spells like CWs and GWFs will be stronger than ever. :) You can quote me on that. In two months people will realize it and will start to play with no clerics or tanks again. And i'll tell you I was right.
  • felixkamfelixkam Member Posts: 99 Arc User
    edited March 2015
    diogene0 wrote: »
    Nothing will change since there's no internal cooldown. Classes relying on massive AoE spells like CWs and GWFs will be stronger than ever. :) You can quote me on that. In two months people will realize it and will start to play with no clerics or tanks again. And i'll tell you I was right.

    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...
    Personal Projects - Check out my take on these D&D classes for Neverwinter:
    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
  • diogene0diogene0 Member Posts: 2,894 Arc User
    edited March 2015
    felixkam wrote: »
    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...

    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.
  • iambecks1iambecks1 Member Posts: 4,044 Arc User
    edited March 2015
    heal that u get from LS should be atleast 20% of the dmg dealt or 30% still getting 100% heal from dmg makes the heal and tank classes completly pointless

    At the moment the lvl 70 dungeons make the tanks and clerics more needed than ever , for the time being at least .....
    YourSecretsAreOurSecrets.gif
  • alkemist80alkemist80 Member Posts: 957 Arc User
    edited March 2015
    There's something called the Preview Server.

    You can test out the Mod 6 life steal and regeneration rework and how it will affect you and your stats personally.
    Banshee (Devotion Justice Oathbound Paladin) - Crueladevil (Soulbinder Damnation Scourge Warlock) - Sindania Balefire (Master Infiltrator Trickster Rogue)

    werewolf.jpg
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    edited March 2015
    How does 15% incoming healing become a *powerful* healing stat from regeneration for a tank when mobs will be hitting for 5x-10x harder now...?
  • alkemist80alkemist80 Member Posts: 957 Arc User
    edited March 2015
    felixkam wrote: »
    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...


    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.
    Banshee (Devotion Justice Oathbound Paladin) - Crueladevil (Soulbinder Damnation Scourge Warlock) - Sindania Balefire (Master Infiltrator Trickster Rogue)

    werewolf.jpg
  • suicidalgodotsuicidalgodot Member Posts: 2,465 Arc User
    edited March 2015
    ...looking forward to a new ZEN store item:

    "Tactical Nuke of Amaunator - 500 ZEN"

    Hope that helps...
  • wimpazoidwimpazoid Member Posts: 504 Arc User
    edited March 2015
    The changes do seem to make it harder. I transfered a level 60 TR into preview's IWD and soloed a minor HE.
    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.
  • drezzatdrezzat Member Posts: 291 Arc User
    edited March 2015
    that change sucks imho
  • walk2kwalk2k Member Posts: 928 Arc User
    edited March 2015
    currently on test (subject to change) the way it works is, if you have 10%LS you have a 10% chance on every hit to get 100% of your damage in life back.

    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.
  • mjytreszmjytresz Member Posts: 500 Arc User
    edited March 2015
    I transferred my SW over and went through some dailies.
    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.
    Broken mechanics, broken class designs, lack of actual content, and over zealous, bronze-age moderation?

    Go Cryptic!
    PS - I quit.
  • steamsharksteamshark Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild Users Posts: 6 Arc User
    edited March 2015
    Is there any upside for solo PVE? This seems like a pure nerf.
  • almondumalmondum Member Posts: 313 Arc User
    edited March 2015
    Both stats, Regen and LS were horribly implemented...people got used to them, people got used to everything being easy...now that they want to change the stuff and make it harder...noone wants it to become harder...

    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.
  • mjytreszmjytresz Member Posts: 500 Arc User
    edited March 2015
    almondum wrote: »
    Both stats, Regen and LS were horribly implemented...people got used to them, people got used to everything being easy...now that they want to change the stuff and make it harder...noone wants it to become harder...

    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.
    Broken mechanics, broken class designs, lack of actual content, and over zealous, bronze-age moderation?

    Go Cryptic!
    PS - I quit.
  • magnusolammagnusolam Member, Neverwinter Knight of the Feywild Users Posts: 82
    edited March 2015
    As a mainly solo player, this sounds very bad to me. Do I think it will be fun to keep playing knowing that going into any fight is just a lottery in terms of surviving? will I continue to invest in the game when maybe only one or two classes are consistently viable? I dunno, possibly not.
  • almondumalmondum Member Posts: 313 Arc User
    edited March 2015
    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.

    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.
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