Healing VS Leech VS Regen VS Ward Gen

That’s why I said it should be tied to max HP as well. Lets say you have 1000 hp and you can leech at base 10% of max HP. So if you deal 1000 dmg you still only leech 100 hp. You’ll have to scale %LL as well as maxHP and leech base%. With this setup leech can stay strong because you have 3 stats to take care of.
The other way is a secondary attribute usage to get leech retention but this might be overcomplicated.
If EHG aims for 30% base leech (or whatever reasonable number is a sweet spot) you need X hits to get to max HP and you still have the chance to get to big ammounts compared to other methods.
I still think the easiest way should be the best way here.

I actually like what PoE did with the whole “Overleech” thing. I don’t think leech should hang around after you hit max health. Maybe make a cool unique 2H sword or 2H axe that allows you to overleech. For those that don’t know, overleech is where health leech that you have accrued over your maximum health doesn’t go away. It is held in reserve for several seconds and damage you take takes from the reserved health that had been leeched. It works somewhat like if you would gain excess leech as Ward but it doesn’t decay gradually over time. With that, there could be buffs that are bestowed on your character as long as you have an active overleech health pool.

Maybe they could do something similar with ward, but they would have to make it so you can’t get ward from any other source but leech. If not, people would just put the item on a ward build and have permanent bonuses when it is meant to be temporary for “overleeched” status.

Leech is already realy strong… why should anyone want it stronger? If there is a possibilty to overleech the ammount leeched needs to be so little the whole mechanic is useless most of the time to offset the overleech.
On top of it overleech = ward and I don’t hink two very similar sustain methodes would make people that happy. I realy don’t want to look like someone narrowminded or just pushing my own thoughts and I’m looking for more input on this topic because I like it very much but so far it seems like we all, me included, just do cycles.
On the other hand it’s input for the devs and maybe one of them will have a bright idea :D.

The whole point is to make “overleech” require a specific unique. As it is now, overleech kinda exists for all leech. As Boardman said in the OP, leech sticks around for a few seconds (even if you are at max health) and that is one of the reasons it is overpowered.

It depends if leech needs a second to tick or if leech instantly ticks if health is lost. Specific uniques for something is well and fine but how bad will you make that unique to offset an op overleech? or do you want to make the overleech so little it isn’t worth it and you stop leeching again because your overleech is full?
I think leech has a simple scaling issue if it is put in line like ward was to bee still very good but not the allmighty sustain things will chage a lot.

It should also have a cap so you can’t infinitely scale a health pool. I just always really liked that build in PoE. It was a neat new way to build. Obviously it shouldn’t be more powerful than any other mainstream build. There will always be build tiers for these types of games. I just want a great deal of variety and neat ways to play.

One way to pull leech back is how fast the leech heals you. That is the aspect that PoE balances around a lot. Leech rate could be tied to a percentage of your max health per second to scale it. Would need to be more than Regen since Regen is just passive and always on.

Just throwing in more ideas on leech:

  • Tie leech effectiveness to your current % of health above 50%

    • Below 50% hp = 100% leech
    • Above 50% hp = -2% leech for each 1% above that 50% threshold - this means your leech will decrease the more you refill your hp pool with 0% at full health
  • Make leech not leech damage dealt, but leech x% if your current missing health

Oh yeah. I forgot to mention this, thanks.
But lets analyze this further. Compare it to possible PvP. First problem that leech characters can meet is multiple protection layers of those who oppose them. 70+ resistances, 50+ damage reduction from armor and some more. This effectively lowers damage AND leech by 8+ times.

But mobs mostly have no such reductions. So maybe this is the decision? Mobs should scale their health much slower, but other damage negating attributes - faster.

Of course, this approach requires some corrections for Ward. For example, leech effectiveness should be reduced (2+ times) while damaged enemy has Ward?

Some suggestions on leech:

Example 1:
If there is a enemy with 1.000 HP and you have 100.000 damage with 10 % leech now, you leech 10.000 HP from the said enemy with 1.000 HP. How come?

Example 2:
If there is a enemy with 10.000 HP and you have 100.000 damage with 10 % leech now, you leech 10.000 HP from the said enemy with 10.000 HP. How come?

What it should be 1:
If there is a enemy with 1.000 HP and you have 100.000 damage with 10 % leech, you leech 100 HP from the said enemy with 1.000 HP.

What it should be 2:
If there is a enemy with 10.000 HP and you have 100.000 damage with 10 % leech, you leech 1.000 HP from the said enemy with 10.000 HP.

…and so on…

Conclusion:
You can allways leech 10 % of what you’re damage dealt on reality, and not of what you dreamed on fantasy numbers on your char sheets. (like getting 10.000 HP out of 1.000 HP on reality)

EDIT: If the enemy has 500 Ward and 1.000 HP, then ONLY the HP should be leechable. :slight_smile:

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.

@Neokortex
Theres no overleech currently. You cannot leech more hp than an enemy has.

I checked the game guide and it confirms this.

Or did I misunderstand your post?

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. :neutral_face:

I would assume the leech is capped to your leech % & the hp of the mob, otherwise there wouldn’t be any point in the Undisputed axe having overleech.

From the Wiki:

Leech instances are independent and have a fixed duration of three seconds. All leech instances are removed when you reach full health.

I thought overleech extends that a bit, that’s it.

EDIT: My main question: Is this following right?

→ So if the enemy has 1 HP i still leech 10.000 HP, right?

No, that’s not correct. You also neglected to copy the prior paragraph:

Edit: Therefore, the maximum amount of leech you can get from a mob is your % leech multiplied by the max hp of the mob.

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lacht sich schlapp …das steht da ja echt!

Wow, you got me, you’re correct and i am out. :joy:

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I’m not sure if the wiki is correct in all terms.

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.

I know, that’s why I asked the devs to confirm whether leech is capped at the mob hp or not.

Leech is capped at the mob hp.

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Just double confirming what RAW said,

You can only leech as much as the enemy has health left.

You do need any overkill damage leeched as health affix, to leech more than the enemy has health left.

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