This entire discussion is about balance. And for to balance things you should have some focus, basic metrics you’re trying to keep in a center of all your secondary parameters. I wrote a lot about it.
Game designer should define what players can meet… in numbers.
- average duration of regular fight?
- average duration of boss fight?
- average number of enemies in a fight?
- minimum number of enemies in a fight?
- maximum number of enemies in a fight?
… and most important things …
- minimum character’s survive time with no active resistance?
- maximum character’s survive time with no active resistance?
If your tanky character have no other recover options except heal, but he looses all his health in 2 seconds in toughest fight, than even free 100% heal every 2 seconds is a dubious option. Only if you consider standing with a healer behind which should heal you every 1-1.5 seconds. Horrible model in my opinion.
So, if the game in its current state wishes you to die in less than 5-8 seconds, I doubt an instant heal can ever become a playable option, at least for solo play. And yes, I remember about mobility skills.
Same with health regeneration. It can’t and SHOULDN’T negate all the damage your character receives. But if so, you must have some time to retreat and recover. And this means your ability skills should be available 1-2 times between your 100% and 20% health states - to escape huge damages and to retreat to recover.
And again, all this and less than 5 seconds survive time makes HP. REG. very ineffective.
Health leech. It’s balanced to be good enough with a single target, but with every next enemy your damage multiplies and so the leech. That’s why I have to repeat myself: all effects (damage included) should reduce their effectiveness with every target affected. But this thought is rejected by the community .
Also yes, it’s only recover mechanics which effectiveness grows with damage AND protections, not just protections. And I think it can’t be balanced just via dragging up and down leech values. I believe in better solution, like adding obligatory offensive potential to protection affixes: thorns, rage, counter-attacks (from dodge?).