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.