Quote from miles_drydenQuote from CardinalMDMBut yeah, allowing Life Steal% to be more of a low level thing, and Life on Hit to be a high level thing, dare I say, actually is pretty genius. For one thing, it means an affix doesn't have to be removed entirely from the game. But with level 60 items already being potent, and level 70 items projected to be even more potent, leaving Life Steal% as it is will mean it will be an even more OP and game-breaking mechanic. Granted, Life on Hit may not be too effective for characters with 70k+ Life (my Monk has 62k), if you want a lot of it, it's not impossible to get...but you have to work at getting a lot of it, and even when you have a lot of it, it still won't guarantee you invincibility...and since Life on Hit doesn't scale with damage, it won't be easy to abuse, and have to be tag-teamed with Life Regen, health globes, and other forms of restoration.
As a side note...I remember friends giving me tips on end-game in D2, and the first thing they always said, was Life Leech and Mana Leech. Sucks that it repeated in D3, but really happy the devs are taking that on directly and changing and evolving it going forward.
It seems to me that LoH is much more useful than LS at low levels simply because of the way those 2 affixes scale. My suspicion is that after 2.0, LS simply will not roll on items at all anymore, nor be available for enchanting. This new mechanic is simply to make current items with LS fade out, without being completely useless on patch-day.
Pretty much this. Think of it as a "legacy" affix