Healing changes

  • #1
    So, obviously the information in the datamined class changes is pre-beta so there's no telling what will change. Just getting that out of the way.

    I noticed that pretty much every skill and passive with a healing component (including a lot of them that previously worked based on a lifesteal-ish effect) have been changed to scale with your bonuses to health globe effectiveness from gear. This change makes a lot of sense and I have no problem with it.

    So...why don't they just change the name of the affix on gear to something like "Healing Bonus" or "Healing Power", or similar. That seems a lot more explanatory considering what all that bonus can do now.

    I dunno, it has no real effect on gameplay whatever it's called, it just occurred to me that they could make that a little simpler and I thought I'd throw that out there.
  • #2
    Its a good point. +1 from me :)
  • #3

    Its a good point. +1 from me :)


    I noticed that you wrote "+1" but didn't actually gave his post +1 (that green arrow at the bottom of his post) :P
  • #4

    So, obviously the information in the datamined class changes is pre-beta so there's no telling what will change. Just getting that out of the way.

    I noticed that pretty much every skill and passive with a healing component (including a lot of them that previously worked based on a lifesteal-ish effect) have been changed to scale with your bonuses to health globe effectiveness from gear. This change makes a lot of sense and I have no problem with it.

    So...why don't they just change the name of the affix on gear to something like "Healing Bonus" or "Healing Power", or similar. That seems a lot more explanatory considering what all that bonus can do now.

    I dunno, it has no real effect on gameplay whatever it's called, it just occurred to me that they could make that a little simpler and I thought I'd throw that out there.


    Its a good point. +1 from me :)



    Its a good point. +1 from me :)


    I noticed that you wrote "+1" but didn't actually gave his post +1 (that green arrow at the bottom of his post) :P



    ^ lol... and i loved Health Globe Bonuses, since 1.0.3, sorta, i remember buying a shoulders when i saw 10k health globes... especially for DH, for Vengeance passive...

    and then there's always 0-dog ( i did in mid-Feb .. then was just a small turning point of prices )

    i love health globes..
    Foundation (Start-to-Mid tier) Gearchecker; [US] unless stated
    1) CMWIZ PL91, [EU]PL62 Crit NatsHelm; 2) 0-CD Dogs since MID-FEB 2013 PL44;
    3) "Stunball Barrage" (Tball+F@W) Vengeance DH PL43 (1slot for H.Globe + PUR slot);
    4) Lazy-Dbl-LS Monk PL48
    5) Fundamental Barb (least played)
  • #5
    Interesting point. I think the issue is that it might be hard to communicate that that healing power equates to more health from globes.

    My guess.
  • #6

    Interesting point. I think the issue is that it might be hard to communicate that that healing power equates to more health from globes.

    My guess.


    That's a good point. I was thinking that the tooltip on the stats screen would include that kind of information. "Healing Power XXX: increases healing from skills and health globes by XX%".
  • #7
    You're probably right that it could use simpler language, but I kind of agree with Ignatius, that the way it is makes it clearer that it counts toward Health Globes. Like, I remember getting items with certain affixes in D2, and the affix verbiage was kinda vague. I like how in D3, the tooltips are much clearer. There's still some questions in some of the tooltips, as there will almost always be, but they're much clearer.

    All in all, though, they're doing a great service by buffing that affix. I've always found it to be a really underrated one, though I think the problem may still remain where characters pushing 60-100k Life can stack a ton of that, and a potion still might not restore their whole life bar. Then again, even if they formally remove Life Steal (not confirmed, but possible), and people are encouraged to use combinations of other stuff (Life on Hit, Life Regen, skills, etc.), it's still a healthier way to play. Life Steal is way too homogenized across the classes right now.
    Pre AH-shutdown Transcendence/Spirit (Re)gen build, uses only found and crafted gear and gems, can handle MP7.
  • #8

    You're probably right that it could use simpler language, but I kind of agree with Ignatius, that the way it is makes it clearer that it counts toward Health Globes. Like, I remember getting items with certain affixes in D2, and the affix verbiage was kinda vague. I like how in D3, the tooltips are much clearer. There's still some questions in some of the tooltips, as there will almost always be, but they're much clearer.

    On that note, D2 didn't have any explanation at all for several effects. Like "10% chance of Crushing Blow". Ok, that's nice, but what is a Crushing Blow? How does that help me? "Prevents Monster Heal". Wait, wait, monsters can heal themselves?? Do all monsters heal, or just bosses? Do I only have to hit them once or does the effect have a duration?

    But I agree that tooltips are better now, and I think they are a great way to inform players that want those kind of details of how the stats work, while keeping things simple enough for people who aren't interested in the nitty-gritty. That's my whole point. If we have tooltips, then why do the stat titles need to be as detailed?

    As for the Health Globe affix, I think the reason it is worded as it is, is because that is literally all it does. Compare to, say, gold pickup radius, which works with some other stuff, like several WD passives. But the primary focus is on the utility of gold pickup, so the name still makes sense. In this case, however, the affix is now going to affect all sorts of skills, active and passive, for all classes. That, to me, seems a lot more important than just the healing from health globes, which scale with max hp anyway, unlike the skills. Changing the name to something more general and leaving the details in the tooltips, since we have them now, just makes more sense to me.


    All in all, though, they're doing a great service by buffing that affix. I've always found it to be a really underrated one, though I think the problem may still remain where characters pushing 60-100k Life can stack a ton of that, and a potion still might not restore their whole life bar. Then again, even if they formally remove Life Steal (not confirmed, but possible), and people are encouraged to use combinations of other stuff (Life on Hit, Life Regen, skills, etc.), it's still a healthier way to play. Life Steal is way too homogenized across the classes right now.


    Maybe they will change potions to just restore your whole health pool? I think that's reasonable considering how long the cooldown is.
  • #9
    Actually I do not think life stealing that much an issue. The issue is always scaling. Right now its all too easy forsome players to play glass cannon but yet still face tank ( even with a ranged character ). So instead of people able to stack Life stealing to whopping 6% or even more. Might be Blizzard should nerf the LS on weapons and gears. Instead of the usual 3% to 6% steal on weapon. it should be at best going up to 2.5%.

    And life on hit need a much better implementation. Right now it fairly do not work at all. So if you have a weapon and gear together giving you 500 life per hit, you would expect to have 500 HP per hit, right, well of course not, it need to be calculated per the skill proc and this of course is not the same for different skill, and majority of them just fairly made the life on hit healing absolutely of no use at all. If Blizzard want to be able to made the healing work. They have to do something about that.
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