LIFE steal stat in module 6 reworked because developers didnt want to be a primary defensive stat.
AFTer 5 modules i see that stat bad for the game because actually is a primary defensive stat and what does is :
1. KIlls the role of leader class want to go fulll heal( they dont need to do it).
2. Make the gameplay more smashing buttons than play your class with thought. ON 30% lifesteal chance and even lower is like to have permanent lifesteal or i need to mention and the companion with the 75% life steal chance( even if it has chance to proc)
3. THE most ridiculous is to see 1 million life back number. From zero to hero.
4. More carefull gameplay . EXample i have defender on my party to do what the buff bot? IF you remove lifesteal a dps will be more carefull how attacking the mobs.
I believe the best for the game is to remove the lifesteal and also at the same time remove the ridiculous one shots in some dungeons.
MAKe damage resistance necessary AND REmove the one shots from the game. IF you have enough dr you can get less damage and some deflection even better.
WITH above we will appreciate more the controling-healing-defending.
THANKS.
3
Comments
As a counter proposal I think they should turn down deflect severity. Now that stat is totally insane. Why should anyone have 50- 75% deflect severity before potions? Thats crazy. Also they should apply piercing dmg resistance to pvp armor that would be great.
I don't get the whole nerf crusade, stick to the game you want to play and stop trying to change/ruin it for others.
A proud member of "mythical horde of DPS GFs"
1). Is SW more dps or tank based?
2). Yes. I am panzer!
3). Get ACT if you want to celebrate your epeen.
4). Horniness will not stand between me and what I believe - "MM"
I will just say that you don't care about nerfs yet time and time again you state the same things
You're accusing a player of nerf threads and still ask for nerfs yourself
So yeah...whatever.
A proud member of "mythical horde of DPS GFs"
1). Is SW more dps or tank based?
2). Yes. I am panzer!
3). Get ACT if you want to celebrate your epeen.
4). Horniness will not stand between me and what I believe - "MM"
Buff GWF or GTFO.
Healers are necessary buffers and on most end game constant buffs and debuffs must be placed which generate enormous amounts of threat can you imagine if they were the sole healing also..
Who would play a healer?
In almost every mmo the healer is for the tank and the dps must be self sufficient. Which is. NO diff in NWO
Even at module 6 i was comfortable to play the game even on alts they had just basic gear and stone and no active companions at all.
MODules after modules took the necessary amount of lifesteal and even on my alt gwf stil have the basic gear he can survive attacking with minimum attention or no attention at all on mobs move because the damage converts to restore health.......... with 100%! severity.
WEll if they cant remove the lifesteal they could reduce the severity to 10% that will make the boon a secondary source of defense and dark enchantments and the lifesteal boon will not be obsolete.
Tanky classes don't need much life steal because mitigation provided by party + self will ensure it is enough so tune down the % will result in the same we have now.
What i think should be done:
1. Remove weapon enchantment from life steal, for a simple reason, dotted WE currently life steal, and supposing i deal 10k with a WE dot (flaming, perfectly possible), what i will really life steal will be 10k*ls sev 1*ls sev 2*.....*incoming healing 1*incoming healing 2, so for example, regeneration gives 2% incoming healing, a boon 2%, and a companion 6% just from incoming healing it will result in 10k*1,02*1,02*1,06, endless consuption will not apply from this result, im not sure how it is working but the chance goes for something around 30% and something around 3 times more life stolen. So this DOT will create powerfull a healing effect over time for all classes and since it wouldn't make sense remove from ones but not others all WE should have this removed.
2.Making life steal something more granted in the moment, temptation warlocks are healers in the very term of the word, people expect them to provide healing always so other supports could be relieved from the pressure (or at least in theory), adding a 5% life steal chance will often be as good as nothing.
What would work:
A class multiplier and feats rework, for example we have GWF that benefit more from HP because of higher DR, so arcane classes (SW and CW) and sneaking classes (TR) could be more able to life steal naturally, putting some numbers to the context:
Base life steal chance of all classes: 0%
Life steal chance of all classes at 1000 LS ->10%
Life steal chance of all classes at 2000 LS->19%
Life steal chance of all classes at 3000 LS->27%
Life steal chance of all classes at 4000 LS->34%
Life steal chance of all classes at 5000 LS->40%
Life steal chance of all classes at 6000 LS->45%
Life steal chance of all classes at 7000 LS->49%
Life steal chance of all classes at 8000 LS->52%
Life steal chance of all classes at 9000 LS->54%
Life steal chance of all classes at 10 000 LS->55%
Base life steal amount of
SW: 4%
CW: 3%
TR: 3%
GWF: 2%
GF: 2%
DC: 1%
OP: 1%
Life steal chance from TOD boon:
8/10/12%
Life steal amount granted from life steal severity stat:
Each point above 100% / 10, so supposing now it means 120% LS severity, changed to 2% life steal amount;
And respectively from EF set: 10% life steal amount for 10 seconds every 30 seconds.
Endless consumption: 1% LS amount, 10% LS chance.
This is just an example, bad math but i think it would work after edges trimmed.
SW low IL -> sheat;
High IL-> Decent dps, imortal, usually wins by enemy tear down over time, can only be killed by combos and can avoid combos easly by deflection or shift imunity and if not by that by high HP that is a main stat for SW's.
CRyptic make me to play dps dc dps devotion dps sw because "Current lifesteal stat" overperforming and make useless the healing aspect of those classes.
Players very much want to heal, but they often find themselves excluded if that's all they have to offer. That's not by choice, it's imposed by meta.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
Currently, the issue is that lifesteal essentially keeps you at full HP as long as you aren't oneshotted. This issue is the reason why the newer enemies/bosses have oneshot mechanics (ex: Call of Winter or FBI hill climb rocks).
If you remove lifesteal, then you still have the issue of healers having nothing to heal because you cannot heal somebody who has been oneshotted. (well, technically, you can heal the floor inspector when you pick them up/they get Soulforged).
So, you would need to rework enemy attacks so healers have time to react and heal their teammates.
Some attacks, like weak mobs of zombies, shouldn't do much damage individually but make up for it in numbers. I would say leave these types of attacks as is.
For the tougher enemies and bosses, attacks would need to be balanced around being able to survive the hits so the players can survive them, but require massive healing from teammates.
I would balance the damage of these elite mobs/bosses around having an "effective HP" value which is calculated purely off HP and DR (calculating it with Deflect will likely result in some wildly off values).
If you meet the minimum effective HP quota for a elite mob/boss' attack, you'll barely survive the boss' attack with 1-5% of HP to spare (ie, the moment where you need to take a potion or pray your healer is paying attention). If you have less, well, down you go. If you have more, then you survive with more HP to spare, which gives your healer more time to react.
My $0.02.
___
A question to you classic through Mod5 vets: when has lifesteal been balanced/healers wanted? When lifesteal didn't exist in large quantities?
I am legitimately curious, since I only joined this game at the tail end of Mod5.
The only time I've seen healers wanted was in Mod6-7, when everyone thought lifesteal was useless and the ArmorPen bug was in effect.
(I think that the Mod6 ArmorPen bug days were actually the days when PvE was the most balanced, as all roles were appreciated and teams had to work together to win. For most teams, DPSers had to let their tanks take point, the Controllers were useful for keeping certain mobs locked down to buy the team time, DPSers had to focus their targets, people had to respect attacks or die, healing was needed to be able to survive the insane damage, so on and so forth.)