Regarding passive healing based on damage done, I said this about that in my first post:
"As long as they keep it a static formula and not "you gain x% life for all damage you do, ever" then it should be fine."
This kind of healing ALWAYS becomes broken.
How does this always become broken? The OP mentioned it already.
Then again these are all games that have a power creep and this game is more horizontal progression so it shouldn't be as bad.
Regarding your comment of attack speed - two people with the same 2H weapon, the one with attack speed is still very likely to have the advantage
Again, how did you conclude that? If you have 2 characters with the same total of points, but different distribution, the one with lower attack speed with have the points put in another stat. Maybe it's HP/armor, which help him survive as a frontline. Maybe it's damage, which should give similar dps.
I was assuming in a 1v1 situation, that was my mistake.
There would obviously be math that would have to be taken into consideration. How much more attack speed does PersonA have vs PersonB's additional effective HP (armor & health)? How long will it take PersonA to get an additional attack that PersonB, and is that greater or less than the additional effective HP PersonB has? Now throw critical hits into the equation, it's still likely to favor the person with increased attack speed.
Another thing to consider: Does attack speed affect the attack animation, the cooldown between attacks, or both? If it affects the attack animation then they should always get the first hit - which is ALWAYS advantageous.
Previous experience speaking, it's better to have more damage output rather than being able to take damage - except in fringe situations. ESPECIALLY in 1v1 or even small groups.