Open character sheet... click on Details... hover over "Life Steal"... there's your explanation.
A necessary evil to make the combat slightly more engaging.
Not that people are not finding other ways of healing back to full in seconds, even on T3-4+ (Life/sec and LoH are just as broken as Lifesteal was before, and only a hard cap can fix that), and not that Lifesteal was the reason why people went glass cannon in the first place (that's more related to the nature of the game than anything); but the devs thought that was the best approach.
Open character sheet... click on Details... hover over "Life Steal"... there's your explanation.
A necessary evil to make the combat slightly more engaging.
Not that people are not finding other ways of healing back to full in seconds, even on T3-4+ (Life/sec and LoH are just as broken as Lifesteal was before, and only a hard cap can fix that), and not that Lifesteal was the reason why people went glass cannon in the first place (that's more related to the nature of the game than anything); but the devs thought that was the best approach.
I think the main thing they were trying to address is that, with life steal, your DPS stats are also your best survival stats. Also, because of how efficient life steal and high damage became, monsters had to basically 1-hit-kill somebody to threaten them at all.
Since survival stats are now separated from damage, there's at least somewhat of a trade-off beyond "get one roll of 3% life steal, stack damage." I don't think a cap is necessary, because the system is working relatively well- if people are full-healing rapidly, it's because they prioritzed their stats to do so. Also, compared to how hard mobs were hitting in 1.x, 2.0 mobs don't do nearly as much damage, and thus the healing game can be more about attrition rather than instant death or infinite survival.
- John
A necessary evil to make the combat slightly more engaging.
Not that people are not finding other ways of healing back to full in seconds, even on T3-4+ (Life/sec and LoH are just as broken as Lifesteal was before, and only a hard cap can fix that), and not that Lifesteal was the reason why people went glass cannon in the first place (that's more related to the nature of the game than anything); but the devs thought that was the best approach.
Since survival stats are now separated from damage, there's at least somewhat of a trade-off beyond "get one roll of 3% life steal, stack damage." I don't think a cap is necessary, because the system is working relatively well- if people are full-healing rapidly, it's because they prioritzed their stats to do so. Also, compared to how hard mobs were hitting in 1.x, 2.0 mobs don't do nearly as much damage, and thus the healing game can be more about attrition rather than instant death or infinite survival.
http://www.diablofans.com/forums/diablo-iii-general-forums/diablo-iii-general-discussion/82430-ros-faq-reaper-of-souls-frequently-asked#lifesteal