Lifesteal it's a Balancing Nightmare

I really like Lifesteal but it has a problem that is either too good or it is completely trivial and and when is good it does not make you engage correctly with the game systems like food and attach windows , I fink that most lifesteal sources should be changed to a different healing method like: heal on parry and on dodge; heal when killing or staggering or back stabbing an enemy; heal on charged attack and consuming focus heals you Based on xx% focus spend.

The groups are important, the healing should be something that your build can rely on not just a gimmick, for example healing on beck stab can’t be done against half the enemies and healing on kill is useless against a boss adding the tree together makes the enchantment/gem always useful and in the rare cse you manage to activate all 3 conditions on the same enemy you probably have earn it and and yet despite all this Lifesteal is still More reliable.

Lifesteal should be a rare stat that only a few unique weapons use, or it should be accompanied by a curse that reduces stamina or stamina regeneration.

1 Like

They just need to cap it at a reasonable percentage ( or really make it a single source that can only appear on the weapon or chest as an affix or gem and doesn’t stack and it’s for a fixed amount like 15-20% lifesteal)and double the benefit for 6 seconds after staggering the enemy or backstabbing or fatality or kill.

Or make it double for dodging damage for 5-6 seconds.

And then tripling the benefit for 10 seconds on a parry, stagger, backstab, kill, or fatality.

1 Like

This is another way to balance it (also consider effects like increased healing), obviously I prefer my suggestion (I think it gives value to the game mechanics) but in any case it is important to balance this stat.

There’s a problem right now that’s on top of that.

You can balance it through damage or hit balance, but it’s difficult in both cases. Single-hit weapons like a great sword will get different numbers than DPS weapons like gauntlets, but DPS weapons have a longer animation lock.

In fact before it was on-hit and it was not balanced, incredibly weak with slow weapons and ok with fast weapons, but there were some runes that allowed you to heal a lot because they hit 50 times in a second and it was a problem.

Yes, you’re absolutely right. I think it’s very difficult to balance on hit or on damage when you have these two weapon types. One of them will always be OP!

You do 150 damage, 20% is good. If I have to land 10 hits because I have a DPS weapon to get the same value, the probability is higher that I’ll get hit by the enemy myself because I’m locked in the animation forever.

If you balance it on hits, it’s the other way around. Land 10 hits and you’ll have what you want. Much easier with DPS weapons, of course.

lifesteal scales multiplicatively with damage and bonus healing, On-hit sclaes multiplicatively with attack speed, maximum health, and bonus healing. For this reason they are balancing nightmare, and I believe they should remain only part of unique weapons that can be balanced more carefully.

You’re right of course, but it does limit the players, which unfortunately can lead to everyone playing the build.