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Lifesteal needs a rollback

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  • diogene0diogene0 Member Posts: 2,894 Arc User
    edited April 2015
    This change dident go down easy but its clear there not going to roll it back.

    100% sure it's going to stay. There's not a single game, RPG, APRG, MMO or even fighting game with a mechanic as ridiculous as the former lifesteal, which was basically the following equation:

    more damage = higher survivability.

    Now you have to carefully make a choice: higher survivability OR higher dps. Most people will pick a mix of both, it's up to us, players, to find the balance we like.
  • blazious11blazious11 Member, NW M9 Playtest Posts: 331 Arc User
    edited April 2015
    I'm fine with the new lifesteal. Need to change some stats, be more tanky, switch to lifesteal boon from crit sev in Tod campaign, but so far it's fine.
    Had a hard time though levelling my rogue, as I did not have the WoD equipment. Until lv 65 former Draconic set is fine, but after that you need the HP. And if you skipped the quests, which gives you the blue equipment, and you have no glory for pvp stuff, aaaand you are a beginner, then you are screwed. I could do it with 30k hp, but I played as a TR for a long time. I can see this being hard for some people, and they maybe will give up the game early.

    The big problem with levelling is not its hardness, but its boringness. This 16 vigilance quest structure is boring as hell. It takes 15-20 hours to level up to 70. I have no problem with this lenght, but with the repetitive, dull quests. Also, I have 7 chars. and I play 4 of them regularly. I dont have the time to level them up, and mainly, i dont have the patiance to level them up with these quest structure.
    My story is truly a grand tale! Of course, any story about me is going to be grand simply by virtue of the main character.
  • nielsg2nielsg2 Member Posts: 9 Arc User
    edited April 2015
    I agree completely with this. If the Devs wanted more group content, then create new zones with harder mobs to handle this, don't use a broad nerf bat to extend the life of old content...
  • bruceiferbruceifer Member Posts: 0 Arc User
    edited April 2015
    diogene0 wrote: »
    100% sure it's going to stay. There's not a single game, RPG, APRG, MMO or even fighting game with a mechanic as ridiculous as the former lifesteal, which was basically the following equation:

    more damage = higher survivability.

    Now you have to carefully make a choice: higher survivability OR higher dps. Most people will pick a mix of both, it's up to us, players, to find the balance we like.

    Then allow us to trade in maxed dark enchantments for maxed defensive ones. The folks who maxed out all that lifesteal should not have wasted their resources, it was a sound effective build. If they want to change the rules then do away with lifesteal, and replace all dark enchantment stones with defensive enchantments of equal rank.
  • djarkaandjarkaan Member Posts: 883 Arc User
    edited April 2015
    Some of you really need to learn how to play.

    I've heard all this hype about Sharandar 1-shotting people and what not.. so I went there, it scaled me to 70. I take the Arcane Reservoir quest, and I steam roll through it.. just like before. Have it on video.

    I've also heard about hard "Totem of Auril" is. I went there, soloed it too.

    Just spec your character and have some reflexes. Getting killed by brainess mobs just lol, some of you need to get into PVP to learn some reflexes.

    Inb4 "You're a CW! Easy mode class!" name me whatever class you want and I'll record myself soloing anything in Sharandar.


    SW level 60, Master of the Hunt or MC.
  • hyakusekaihyakusekai Member, NW M9 Playtest Posts: 15 Arc User
    edited April 2015
    Some of you really need to learn how to play.

    I've heard all this hype about Sharandar 1-shotting people and what not.. so I went there, it scaled me to 70. I take the Arcane Reservoir quest, and I steam roll through it.. just like before. Have it on video.

    I've also heard about hard "Totem of Auril" is. I went there, soloed it too.

    Just spec your character and have some reflexes. Getting killed by brainess mobs just lol, some of you need to get into PVP to learn some reflexes.

    Inb4 "You're a CW! Easy mode class!" name me whatever class you want and I'll record myself soloing anything in Sharandar.

    SW, level around 60-65. Soulbinder.
  • joocycuzzzzzzjoocycuzzzzzz Member Posts: 577 Arc User
    edited April 2015
    hyakusekai wrote: »
    SW, level around 60-65. Soulbinder.
    djarkaan wrote: »
    SW level 60, Master of the Hunt or MC.

    Okay, lemme do this right now.

    Do people queue a lot for Master of the Hunt or MC? If not I'll just do arcane reservoir for now.

    Brb. The SW was a boonless 10K GS pre-module 5 too.

    EDIT: Servers are down... and I'm going out soon, I'll do this later tonight.
    Beta player

    One of the many Control Wizards that misses Shard Of The Endless Avalanche. RIP Shard (Beta-Mod3)
  • quspivquspiv Member, NW M9 Playtest Posts: 1,087 Arc User
    edited April 2015
    They should have leave LS the way it was and simply add some reflect dmg to specific dungeon or heroic adds / bosses. Reflect dmg would make LS less powerful while soloing and most of the dailies wouldnt be such a pain for new players with <font color="orange">HAMSTER</font> gear.
  • sokolnichiysokolnichiy Member, NW M9 Playtest Posts: 187 Arc User
    edited April 2015
    go play a hr and tell me an at will will refill your health bar. please.

    Will test HR after maintenance is compleate.
  • lldtlldt Member Posts: 210 Arc User
    edited April 2015
    prettycelt wrote: »
    Please put Lifesteal back to the way it was, or scale back the power on these mobs.

    Level 64 now, doing level-appropriate quests in the new areas, and yes I know how to Shift/Dodge. Even so, getting real sick and tired of being at 20-50% health after every second or third encounter. Beating them is np, but all it takes is one or two hits and my health plummets. It's absurd.

    Look, let's be honest and objective about this. If the game had always been like this, there would be no complaints. Issue is, they gave too much and now that they want to take it back, people are already used to the "lifesteal, chain combat, no need for pots or healer companion type gameplay."

    Pre-mod 6, I didn't need pots and just used aug companion. Pots and gold just accumulate. Now we need to either use pots (and buy if the drops are insufficient) OR use a healer companion. Is that really that bad? Some other games required down time to regen mana!

    Come on, this game is as casual as it gets! Let's focus on more important issues.
  • vasdamasvasdamas Member Posts: 2,461 Arc User
    edited April 2015
    They won't need healer companion and many pots too once they figure how to abuse the new lifesteal.
  • hyakusekaihyakusekai Member, NW M9 Playtest Posts: 15 Arc User
    edited April 2015
    Okay, lemme do this right now.

    Do people queue a lot for Master of the Hunt or MC? If not I'll just do arcane reservoir for now.

    Brb. The SW was a boonless 10K GS pre-module 5 too.

    EDIT: Servers are down... and I'm going out soon, I'll do this later tonight.

    Still waiting your video. :)
  • ljfpantsljfpants Member Posts: 1 Arc User
    edited April 2015
    LOL I completely got rid of any lifesteal stats just because it's completely worthless now. Just switch to Azure for your defense slots as I did for the time being. I saw a couple slaps in the face with MOD6 but I won't go on a rant about them just yet....As it stands Lifesteal should just be removed from the game.

    Totally agree with the lifesteal at present. Getting 100% heal every 1/20 (around 5%) chance but each time I take a relatively big hit dying immediately. There might need to be a change to the amount of hitpoints as at lvl 60 and 22k hp, I die relatively quickly. :(

    Going to go with the Azure advice until they say this is too overpowered and then they scale that back like lifesteal.

    At present not happy with the change to lifesteal. I would suggest providing a 2-3x increase to the chance of this happening and providing 1/2 to 1/3 of the benefit. That way you still need to dodge and move but the healing is more regular.

    I don't have time to play in groups. I liked the solo nature of the game. I don't like the changes as they stand at present. Going to not play until I see some alteration to these changes.
  • hustin1hustin1 Member, NW M9 Playtest Posts: 3,462 Arc User
    edited April 2015
    I can tell you that none -- repeat, NONE -- of my characters are glass cannons. I build them all like tanks. Even with my main, many dailies are deadly. I'm much more upset about the regen nerf than the lifesteal one since it appears to be completely unjustified. I see no reason for it save that someone just WANTS to make life hell for us. Unfortunately, the wall of silence from anyone at Cryptic regarding the mountain of negative feedback (and the flat-out insulting blog about it) tells me that we're stuck with it. Someone has turned into a "killer DM" and either (1) simply wants us to suffer, (2) wants to force us to flood the game with paladins, or (3) is being pushed by the bean-counters to drive more health stone sales.

    Back when these survivability nerfs were first announced -- and then spun as beneficial -- I resolved then and there that never would a Paladin occupy one of my character slots. I don't care for heavy-handed tactics, and calling all these nerfs compounded on top of one another "beneficial" is an insult to my intelligence. I'm also going to keep my DC -- and all of my other alts -- parked as mules. If the game is to be structured to increase suffering across the board, I can at least minimize mine.
    Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X
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  • fgreyspearfgreyspear Member, Neverwinter Beta Users Posts: 472 Bounty Hunter
    edited April 2015
    prettycelt wrote: »
    Please put Lifesteal back to the way it was, or scale back the power on these mobs.

    Level 64 now, doing level-appropriate quests in the new areas, and yes I know how to Shift/Dodge. Even so, getting real sick and tired of being at 20-50% health after every second or third encounter. Beating them is np, but all it takes is one or two hits and my health plummets. It's absurd.

    I have a Lifesteal rating of 2150, equating to 8.1% and it is simply insufficient. You wanted to make the new maps more challenging? Great, you did it. You wanted to make Lifesteal less powerful? Great, you did it. Both together? No, now you're just being killer DM's.

    Tell your tabletop D&D group, 'Oh btw, I'm sending you into encounters that hit twice as hard as before, with half the healing. Don't have a Cleric with you? Don't have tons of hp? Oh well, sucks to be you! Hyuk hyuk!' And see what happens. Once you weather the barrage of pencils and trash thrown at you, you'd lose most of your players. Same here.

    The maintenance today would be a great place to start.
    I agree. My CW used to have 10% life steal. Now this should have been turned into a 10% life steal chance, but for some reason it is now only 6%. This is not quite what they wrote in the dev blog.

    My CW is also a Master of the Flames. As such is a lot of damage coming from smoulder/rimfire DoT and this does not trigger any life stealing. So not only is my percentage down after the change, but I also do not get the amount of healing in that would match my damage, nor the rate at which it should trigger life stealing. If I do not constantly aim at something and hit it with spells then I also do not get a chance for life stealing. I now need to hit a target sometimes more than 30 times to trigger it. This just does not work in line with how one plays a Master of the Flames. It is pretty horrible now, meaning, any point in life stealing is a complete waste and results in a fail build. I can understand why some players feel they must delete their characters, because the class my still be the same, but how one plays it has largely changed and some may simply not fit the new play style any longer.

    The changes are sheer madness.
    Stay frosty.
  • drakenartzdrakenartz Member, NW M9 Playtest Posts: 19 Arc User
    edited April 2015
    I agree with this 100%.
    When Redcaps kill me in 1 - 2 hits then that's just BS
  • katbozejziemikatbozejziemi Member, NW M9 Playtest Posts: 856 Arc User
    edited April 2015
    diogene0 wrote: »
    There's not a single game, RPG, APRG, MMO or even fighting game with a mechanic as ridiculous as the former lifesteal, which was basically the following equation:

    more damage = higher survivability.
    Yeah, except every Diablo game and every clone of Diablo games, and a several hundred others.

    Thanks for sharing the degree of your ignorance with us.
  • cl1mh4224rdcl1mh4224rd Member, NW M9 Playtest Posts: 70 Arc User
    edited April 2015
    prettycelt wrote: »
    Changing the basic mechanics of the game every mod to "fix" what didn't need fixing...

    Life Steal really did need fixing, though. It completely did away with the need for any other kind of healing, and at a really low rank, too, depending on your class.
    drakenartz wrote: »
    When Redcaps kill me in 1 - 2 hits then that's just BS

    You're in the wrong thread, I think. Even old Life Steal wouldn't save you under those circumstances.
  • c1k4ml3kc3c1k4ml3kc3 Member Posts: 1,257 Arc User
    edited April 2015
    ofnieslaf wrote: »
    it just means u have to play more careful and more stageti c and tactic

    no more facetrolling is over, now u play as a group, just like a swat team trying to capture criminals, a single swat acannot capture all the criminals

    regards

    Oh, Join Date Mar 2015. Why am I not surprised. You tell to some really experienced players that they need to play more tactically and strategically while being insta-killed.

    How about this - You have no idea what you're talking about and you're just trolling around while dozens are against the changes?! That seems appropriate.
    True Neutral
    Left the Game due to heavy Damage Control & Missing Spanish Language
  • diogene0diogene0 Member Posts: 2,894 Arc User
    edited April 2015
    drakenartz wrote: »
    I agree with this 100%.
    When Redcaps kill me in 1 - 2 hits then that's just BS

    What are you doing as a lvl 60-ish in lvl 70+ areas? Seriously? and complaining about it.
  • helpimblindinrlhelpimblindinrl Member Posts: 972 Arc User
    edited April 2015
    Lifesteal had to get nerfed hard. Losing it is wildly unpleasant but for healing dcs and their ilk to have purpose it couldn't stay. Warlocks got boned hardest and they didn't make it up to them and they should have given the tankier classes more tankyness to deal with the loss better but it had to go. It made the game way too easy and made builds and classes redundant and gradually unbalanced the already skewed playerbase. Just go dps, healing and taking are irrelevant.
  • drakenartzdrakenartz Member, NW M9 Playtest Posts: 19 Arc User
    edited April 2015
    diogene0 wrote: »
    What are you doing as a lvl 60-ish in lvl 70+ areas? Seriously? and complaining about it.

    Yeah... 'I'm super cereal' since they are ment to be basic mobs
    Old days any damage I took was quickly stolen back, even in WoD but now the changes mean I have little to no health restore.
    I'm agreeing with the topic that Life Steal needs to be rolled back, why are you having a go at my situation when we are all in the same boat with LS acting more like Crits resulting in most of us being screwed.
  • rversantrversant Member Posts: 896 Arc User
    edited April 2015
    I think Life-steal should just have its severity cut to 30% return and its Increase the scaling of chance to 1:250 from 1:400. That way you proc it more often (good for classes that hit less but hit bigger) whilst getting less actual life-steal, Makes it more reliable in solo content, but you still would require a Healer for group content. The highest Lifesteal I've ever seen was around 6500 , but basically all his gear gave lifesteal and he seemed focussed for it. so thats 16.25% chance at 100% severity.

    I think 26% (1:250) chance at 30% severity would be more viable for both aoe classes (who only get 30% of the original chance anyway) For slow heavy hitters (Like GWF) and for Fast dotting classes with low damage on the hits (warlock) Keep in mind to achieve 6500+ lifesteal thats a considerable amount of gear investment.

    26% with a 30% return averages out to overall about 7.8% lifesteal so with a heavy investment like 6500 into it you can see its not exactly gamebreaking (remember you're losing other potential statpoints to get lifesteal that high in the first place.)

    Also if possible, I think lifesteal should only be able too proc off actual Encounter/at-will/daily caused damage (including bleeds and DoT caused by them directly) , not from things like class feature or passive feat damage. But this might break it for some classes.
    People are way too negative, Why cant we just all get along.


    Drunken Goose of MidNight Express. - 3.3k Paladin , 3.6k GWF , 3.1k GF,
  • fgreyspearfgreyspear Member, Neverwinter Beta Users Posts: 472 Bounty Hunter
    edited April 2015
    diogene0 wrote: »
    What are you doing as a lvl 60-ish in lvl 70+ areas? Seriously? and complaining about it.

    In his defence, when you enter these areas does it say that it has upscaled you to level 70. If this new mechanic is not there to help and to make these areas playable for level 60 players, then what exactly is it for?
    Stay frosty.
  • quspivquspiv Member, NW M9 Playtest Posts: 1,087 Arc User
    edited April 2015
    Ranged doesnt have it that bad, you can often kill some enemies before they get in range to hit you back, but melee will have a lot harder time. Imo melee attacks should have higher chance to proc LS.
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