Heal on hit rings are the MVP, but also trivialize most encounters when combined with a fast weapon

As much as I don’t want to say this (because I rather enjoy how OP this is), rings that provide the heal-on-hit effects insanely powerful. If you can get 5% or 6% healing on hit, you can almost always fully regenerate your health after taking a hit simply by going on the offensive and being super aggressive.

It’s extremely fun with the dual daggers to dash in, deal a bunch of damage and fully heal yourself. The downside to how powerful the effect is though, is that it makes eating food a rarity, because as long as you can land just one more hit on the enemy, you’ll probably be able to heal back to full. More importantly it incentivizes ignoring enemy patterns/mechanics (in other words, it incentivizes not playing the game the way it was intended!). It encourages you to instead just blitz everything down.

Again, this style fits really well with the dagger/dual daggers playstyle, BUT it takes a lot of the tension out of most combat encounters

That’s just my armchair game designer take. I’m completely conflicted about heal-on-hit because I love it so much, but I fully admit it’s encouraging me to play in probably unintended ways.

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I was thinking of making this same post a few days ago. Once I put this ring on my dual daggers everything became rather trivial. The Echo Knight can still have it’s challenges but my success rate against it skyrocketed. I now have loads of food because it almost never gets used. The cool focus skills I relied on before can’t and never get used.

So yea, I totally agree with you. It is both really really fun and yet totally destroys the balancing act the game tries to maintain in combat.

Some solutions could be to lower the health gain or replace focus loss with stamina loss. I have to force myself to play without it because, outside of the Echo Knight which it still greatly aids in, it totally trivializes everything else.

I prefer removing it outright but if people prefer it then there are some balancing levers that can be used.

  • Reduce the amount by a large margin.
  • Limit it to the first hit in an attack chain or rune attack chain.
  • Make it heal over time instead of instant, similarly to Last Epoch’s version.
  • Add a cooldown.
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