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Posts made by Manaia
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RE: Life leech on spells / enchants / buff abilities
@Razvan said in Life leech on spells / enchants / buff abilities:
@Manaia said in Life leech on spells / enchants / buff abilities:
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.Why?
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.
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RE: Life leech on spells / enchants / buff abilities
@Razvan said in Life leech on spells / enchants / buff abilities:
@Manaia
Usually life leech for spells and physical damage are treated differently. Besides you compare a spell that is meant to replenish your HP while damaging the enemy to a feature that offers passive healing based on the damage done for melee weapons.And no, combat doesn't always favor people with attack speed - if it worked that way, there was no point in 2h weapons. Replenishing a flat amount of HP per hit favors weapons with higher attack speed.
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.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
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RE: Life leech on spells / enchants / buff abilities
@Razvan said in Life leech on spells / enchants / buff abilities:
@Manaia
This is not completely fair either as it favors characters with fast attack speed.Which part isn't fair? The part where they're casting drain life? If they're casting that, they're not casting harder hitting spells. Combat will likely ALWAYS favor people with attack speed, it doesn't have to be "fair" just as long as it's not game breaking or overpowered. Just because they're draining life doesn't mean they're draining a lot of life. It could be a 100 damage drain and heal vs other abilities that hit for significantly harder.
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RE: Life leech on spells / enchants / buff abilities
The biggest issue in life leeching in every game as far as I'm concerned is it always leaches a percentage instead of a static amount; except in said case of WoW. WoW had a static life leach which is what made it perfectly fine, it was also a channeled spell which made it riskier to use. Sure, it scaled with stats, but it didn't scale with "damage" as your other examples did. To reference Diablo III, they completely removed life percentage leech and just kept life on hit/kill.
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. And if it's not, it just requires tweaking the formula until it feels right.