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Yes & no. Yes, leech is problematic since itâs a defensive mechanic that scales with offensive power & could definitely do with some âtweakingâ (quite what I donât know).
I think this is part of what you saw, 14 corruption isnât much. Itâs only 7% more hp & damage for the boss.
Edit: I think it does raise the very valid question of balance in terms of incoming damage & sustain. Not sure what the devs want that to be, especially in MP.
I know this is nit picking but to afk something means not doing anything. Like literally going afk. No numlocking, no putting a bottle on your mouse or keyboard to hold down the button. Nothing!
Of course I know what you mean, so donât take this comment too seriously.
Hardest boss in the game is pretty debatable Iâd say.
Orobyss is only hard because you can (theoretically) scale him infinitely.
I also donât think youâre underleveled. Guessing your character is lvl 86 and Orobyss was in a lvl90 zone? Also, from what I can tell just one small damage mod would have resulted in you getting oneshot by some of his attacks.
As a conclusion I wouldnât recommend using a non-empowered Orobyss without any damage modifiers against a character that (probably?) wasnât your first chatacter with only self-found gear as a benchmark for this fight. To me thatâs kind of like saying Julra is too easy because you can do the T3 version 9/10 times but ignoring the T4 version. But thatâs just my opinion. I also feel like the version of Orobyss (Fire, Poison, Ice, etc.) and his selection of attacks can make a big difference in this fight.
Or one single pretty common item (bleeding heart) is too op. Having up to 9% generic leech (working for all damage sources) on a single item sounds a bit too much
Dont really want to agree with you on this because there are very few ways for an ailment build to get decent leech beyond Bleeding Heart, but you are probably rightâŚ
Its another one of the tricky things in the game where a defensive mechanic scales with an offensive one - great for players to use⌠hard for the devs to balanceâŚ
Ceterum cesnseo leech has to be removed from every arpgâŚ
Seriously leech is broken in any APRG because its a defensive mechanic that scales on your offensive stats. Any leech is bad in the sense that it is
a) totaly usless for low geared players OR
b) totaly overpowered for top geared players.
You can only have a) or b) i dont really see any way to hit a point were leech is âallready usefullâ on low gear and âstill only usefullâ on top end gear with the direct scalling of damage.
But hey guess there are brilliant game designers at EHG that will find a solution!
(I still think the way resistances work in LE is really brilliant e.g. compared to the bad balanced âclassicâ poe like system)
Can you also look at it from the point of view of healing classes e.g. Paladin, Druid: how much work would they have to put in to mimic healing as much as a DPS leecher could leech at high level? From what Iâve seen, the higher the level, the less balanced it becomes.
wouldnât scaling Leech to âhealing effectivenessâ rather than with damage solve that issue? Or maybe capping the âmaximum leech rateâ to your life regen? Leech would be a tradeoff between needing to be applied (vs always on like regen), but could potentially be applied to more than 1 enemy at the same time.
So instead of leeching x% of the damage done per hit, youâd leech x% of your health regen per hit?
There are some games that limit the amount you can leech in some way or another.
Balancing it can be tricky as it is, like Hybria already said, pretty much useless early game (most of the time at least) and can be way too strong in lategame.
Iâm sure we will see some nerf to leech in the future, the question is in what way?
A hard nerf to the % leech nodes and affixes would make it even more useless in early game.
Scaling it with something like your health, endurance threshold, healing effectivenes or anything else that thematically fits will probably the solution.
I mean you could also make it scale reversed to character level, like giving leech a penalty per level which would retain some usefullnes in the earlier levels but that might make the mechanic too complicated and unintuitive.
Personally I donât think leech is too broken in this game. But thats mainly because I feel like, in the endgame, at least when you have very good equipment, you shouldnât die to trash or wait a couple of second between mobs just because you took damage and didnât invest into health regen.
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