a lot more life regen/life on hit/health globe bonuses and massive reduction/removal of life steal from the supposed 'changes'
what does this mean for LS reliant skills (meteor/archon/disintegrate/etc) ?
also, what will happen to our current life steal weapons? will they still remain the same percentage or get nerfed like how it was in 1.03 with attack speed?
i also noticed a lot of 'distance' based bonuses (gain x for x enemies in x yard/etc) does this mean we're back to the old kiting days?
i am led to believe ros is encouraging a massive multiplaying rather than solo here seeing how a lot of supposed 'changes' co-exist with other class skills.
LOL at "MMARPG". Who knows, we dont know how the weapons will roll LS. I'm in favor of a slight nerf in LS, its too powerful. Not sure if I want so drastically nerfed though.
Health globes, LoH, life regeneration and so on were meant to be alternatives to life steal. Life steal got out of hand and is too powerful. They won't kill it, they just want to turn it into one alternative. Remember that back in the few first weeks when people didn't have 100k DPS, LS was actually worthless on Inferno.
One thing you said struck me though: "back to kiting days". No, absolutely no. This is an ARPG, as in ACTION. Hack'n'slay, kill everything on sight. Kiting, in my opinion, means running away from your enemies, cowardly hiding and killing them from distance by throwing little snowballs at them. If I wanna kite, I play tactical RPGs. In my opinion, kiting does not belong to an ARPG and I won't play a char/spec that requires kiting in D3.
a lot of players did kite back then before inferno was nerfed especially wizards, let's be real with that. even today, wizards who don't go cm or archon do kite.
also, saying life steal is going to be just one alternative, it makes me wonder after seeing those 3k+ 1h weapons and other high main stats on gears, wouldn't that make our current dps even go higher then? it just doesn't make sense at all
they want to nerf lifesteal for other alternatives and yet they are giving us massive numbers...
Hopefully it means that instead of having LoH as a low-budget stat, and LS as the only high-budget sustain affix, we will have some options.
I sincerely doubt Lifesteal will ever stop being a viable sustain, but with alternatives (and that's the key word here), things could probably become a lot more interesting.
I am no maths expert but if RoS hits and we all have say 3 Million DPS ... 4-5% life steal where our health pool is say 150k... its going to be even more ridiculous than it is now.
Either they remove life steal on skills (like we have seen) and possibly on items... or they dilute the life steal % on items(2.5% becomes 0.25%..).. or they change the dps/health pool calculations
I am no maths expert but if RoS hits and we all have say 3 Million DPS ... 4-5% life steal where our health pool is say 150k... its going to be even more ridiculous than it is now.
Either they remove life steal on skills (like we have seen) and possibly on items... or they dilute the life steal % on items(2.5% becomes 0.25%..).. or they change the dps/health pool calculations
I reiterate I am no maths expect..
I've got a maths degree, and I approve this statement. Put simply, lifesteal at the percentages we're used to, especially lifesteal with 100% uptime, is always going to scale well with damage, and will encourage "glass cannon" builds with just enough EHP to survive a big spike, then LS it back. Our characters deal dozens of times more damage than their HP total in seconds, and RoS isn't really going to change this. The only way to stop life steal from allowing characters to constantly ping-pong from near death to full HP is to nerf it into the ground at lower gear levels, unless you're using the Rest in Pieces gimmick. I would not be surprised to see no new items with Life Steal, meaning players faced a choice - give up 10 item levels, or give up life steal. Now, some legacy LS items might be worth using - lots of DH's used legacy Nat's 4pc for ages - but on the whole, they want players to be moving to the new paradigm, where damage sticks, tanks do something meaningful, and CHC/CHD give great damage, but poor sustain, attack speed strikes a balance via LoH and life per resource, Life Regen favours very tanky setups and Life on Kill give options for a build around bigger, slower hits that can one-shot weak enemies.
Tough subject. On the one hand, life steal is amazing as it single-handedly shuts down the need for a dedicated healing class to mend our heroes. This is absolutely essential in a non-mmo. On the other hand, it might be a little too good at what it does. But well, that's only since everyone runs around in sick gear. Back when I played regularly, LS at first was garbage and became equal to LoH eventually.
I don't see a way to tackle the first issue I mentioned without LS. Especially a stat like life regeneration can only be way to good or way too bad because it does not scale. A solo(-able) game without LS plays very slowly compared to Diablo. I'd go as far as naming LS an integral part of this franchise. I've missed it in every game in between D2 and D3
what does this mean for LS reliant skills (meteor/archon/disintegrate/etc) ?
also, what will happen to our current life steal weapons? will they still remain the same percentage or get nerfed like how it was in 1.03 with attack speed?
i also noticed a lot of 'distance' based bonuses (gain x for x enemies in x yard/etc) does this mean we're back to the old kiting days?
i am led to believe ros is encouraging a massive multiplaying rather than solo here seeing how a lot of supposed 'changes' co-exist with other class skills.
MMARPG?
One thing you said struck me though: "back to kiting days". No, absolutely no. This is an ARPG, as in ACTION. Hack'n'slay, kill everything on sight. Kiting, in my opinion, means running away from your enemies, cowardly hiding and killing them from distance by throwing little snowballs at them. If I wanna kite, I play tactical RPGs. In my opinion, kiting does not belong to an ARPG and I won't play a char/spec that requires kiting in D3.
also, saying life steal is going to be just one alternative, it makes me wonder after seeing those 3k+ 1h weapons and other high main stats on gears, wouldn't that make our current dps even go higher then? it just doesn't make sense at all
they want to nerf lifesteal for other alternatives and yet they are giving us massive numbers...
I sincerely doubt Lifesteal will ever stop being a viable sustain, but with alternatives (and that's the key word here), things could probably become a lot more interesting.
Either they remove life steal on skills (like we have seen) and possibly on items... or they dilute the life steal % on items(2.5% becomes 0.25%..).. or they change the dps/health pool calculations
I reiterate I am no maths expect..
I don't see a way to tackle the first issue I mentioned without LS. Especially a stat like life regeneration can only be way to good or way too bad because it does not scale. A solo(-able) game without LS plays very slowly compared to Diablo. I'd go as far as naming LS an integral part of this franchise. I've missed it in every game in between D2 and D3
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