Quote from FoxBatD2Quote from Mannequin2. Coefficient change/removal. With how life on hit currently functions, removing life steal may make several fast hitting, high coefficient skills mandatory as healing abilities. I'd like to see coefficients removed, there's no reason that, for example, rain of toads should return 80% of my life on hit and zombie bears return 20. The game is starting to bias away from hard hittin slow skills towards faster skills.
So you want every skill that hits 5 times a second to now give 5x the life of every skill that hits 1x per second?
Coefficients are *the* way to balance this, and they already do so better than the above sentence would suggest. They could be more transparent and balanced better, but I don't follow how removal is going to magically fix anything.
Current coefficients balance nothing, hence my post. The example I used is the exact opposite of coefficients balancing anything. The faster/ higher hits per second skill is rain of toads, and it has 4x the coefficient.
Maybe to clarify how this is messed up in plainer terms (still WD skills):
Acid cloud with no rune is approximately .5 proc coefficient. Each time it hits you get .5(LoH) in life returned.
Acid cloud with acid rain rune is +12 yard radius to acid cloud, and a change of coefficient to somewhere around .8.
These skills return their life on hit each time the acid pool ticks (so a lot).
For flavor we will add zombie charger: zombie bears. This skill is MUCH slower and also carries a sub 20% proc coefficient. Not only is it far slower than acid cloud in terms of damage interval, it also returns a lot less health per hit.
This is more what I was discussing. There is variance amongst the runes, as well as skills. Things function in a very hidden and non-intuitive manner. If console is any indication of where loot is going- there is LoH on gloves, pants, chests, belts, and bracers... It seems they are going to be pushing LoH as a pretty hard and viable stat. Now I know coefficients make sense for other procs, but when applied to life on hit, it makes a fairly intuitive stat much more confusing. It should, in my opinion, just be at face value... Or maybe a reduction based on difficulty. I expect a slow skill to return less health with life on hit... Because it hits slowly, not because the coefficient is terrible. There will be other life return solutions that will most likely be viable, but since they appear to be leaving LoH in game, shouldn't it be fixed to be more intuitive and functional?