Leech being % of damage means that it allways hits the leech cap at end game(which is a % of max hp). Making it way better than all the other forms of healing.
The REAL issue is that the other forms of healing are currently based on FLAT VALUES, instead of being a % of max hp.
I’m not sure anymore, maybe someone can clarify it for me a bit.
My thoughts were:
If i have 100.000 k damage and 10 % leech, i ALLWAYS leech that 10.000 HP, regardless of how many HP the enemy has.
-> So if the enemy has 1 HP i still leech 10.000 HP, right?
If that is not true, then i please you to excuse my jabbering.
The “you cannot leech more health than the enemies max hp” is what I knew and what also is mentioned in the game guide.
The part with “All leech instances are removed when you reach full health.” is outdated. That’s the whole thing why @boardman21 put leech at no.1. You can start leeching while at full hp and it will kick in immediately when you take damage.
Now that leech seems to have been sorted out over the past 20 post. @XLVI_carpo@Llama8
What do you guys think would make health regen/ healing better or do you like it the way it is?
Healing
Healing amounts should stay the same but healing should be applied at a heal rate which can be improved through heal rate affixes/passives just as leech can get improved leech rate.
Healing applying 1x/s is just to slow for the pace of combat atm especially engame.
Over healing gives ward at 1/10 its value. A skill that heals for 300 health (which is a huge heal) to a full health ally would instead give 30 ward (it really isn’t that much)
Health regen
Either add more flat values or make health regen have % of maximum health values. % of maximum health would be more beneficial as that way people who stack more health wouldn’t have a diminishing return on flat amounts.
Targeted healing spells/skills should have other benefits beyond just the healing.
A “pre-heal” in the form of a bubble the absorbs X amount of damage.
A heal that does a small burst heal as well as a heal over time (4 seconds, spec up to 10).
A heal over time (4 seconds, spec up to 10) that can also buff resists, max hp, armor, etc. depending on spec.
A heal that “overheals” (looks like red ward on health globe). It decays over time like ward. Target “rages” with adrenaline. Buffs some offensive stats at the cost of lowered defensive stats until overcapped health is gone.
Health Regen should probably just have either a higher base value, or scaled to max HP. There should also be hybrid health regen affixes that add a flat amount and a percent increased amount. Maybe change Vitality again to " grants 10 health, +1 health regen, and 2% increased health regen.
This is a bit OP as you could just do massives heals on yourself before going into battle, kind of like stacking 100k ward with rip blood a couple of patches ago.
+1 health regen per point of vit would be a nice addition.
I think you assume too much here. I gave no indication of amount of damage it could absorb or cooldown. It could be a 60 second cooldown for just a 300 HP shield and it would be widely considered trash. It could be balance in a way that wasn’t OP while still be useful.
This will be way too off-topic. If you feel like it, open up a thread about mana regen.
(6 mana regen, from a attribut that also scales you damage a bit i waaaaaay too much)
Of course Vitality needs to be tweaked, if it would get flat hp regen.