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Yes & no. Yes, leech is problematic since it’s a defensive mechanic that scales with offensive power & could definitely do with some “tweaking” (quite what I don’t know).

I think this is part of what you saw, 14 corruption isn’t much. It’s 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.

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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! :wink:

Of course I know what you mean, so don’t take this comment too seriously. :slight_smile:

Hardest boss in the game is pretty debatable I’d say.
Orobyss is only hard because you can (theoretically) scale him infinitely.

I also don’t think you’re 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 wouldn’t recommend using a non-empowered Orobyss without any damage modifiers against a character that (probably?) wasn’t your first chatacter with only self-found gear as a benchmark for this fight. To me that’s kind of like saying Julra is too easy because you can do the T3 version 9/10 times but ignoring the T4 version. But that’s 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.

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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 right…

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 balance…

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Ceterum cesnseo leech has to be removed from every arpg…

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 “allready usefull” on low gear and “still only usefull” 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 “classic” poe like system)

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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 I’ve seen, the higher the level, the less balanced it becomes.

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wouldn’t scaling Leech to “healing effectiveness” rather than with damage solve that issue? Or maybe capping the “maximum leech rate” 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, you’d 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.
I’m 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 don’t 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 shouldn’t die to trash or wait a couple of second between mobs just because you took damage and didn’t invest into health regen.

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