About the Leech-Nerfs to Mind- and Blood Drinker

i just wanted to point out, that the nerfs on Mind- and Blood Drinker (2% Leech before Awakening against 0,4% after Awakening) are way too much off the chain, imo.

my selffound lv 82 TS CoC ColdSnap Shadow could do maps up to 72 and it still was pretty challenging, especially on the bosses. with the nerf on Mind- and Blood Drinker i had to invest 9 (!!!) points to fill the circles from Vitality Void and Essence Sap, which cost so much life and damage, that now i even have problems farming late act 3 merciless.

srsly, GGG? why do you think, that this game needs to be balanced challengewise from a tiny tiny minority of players, who fully bought their gear and faceroll everything due to this? i highly recommend you to try your game the selffound-way. you won´t come back and find it "too easy".

although noone will care anyway, i had to write this down :-(
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Leech was changed to be more effective vs multiple targets and less affects vs single targets (bosses)

I think you just have to have proper flask usage now when doing boss fights, you can't just facetank and outleech it.

https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.
"
goetzjam wrote:
Leech was changed to be more effective vs multiple targets and less affects vs single targets (bosses)



I heard GGG say that, but all I see is all leach values in passive tree and on gear reduced to 20% effectivenes. Not sure how that really 'helps' against groups. The base leach rate seems to be lower as well. Seems like a total nerf to me, not sure where the more effective vs multiple targets is really supposed to come into it.

Yeah, I read those patch notes. However, leach does not feel more effective against groups. At all. In reading that description it is very hard to tell exactly how it should be expected to be more effective... cuz it stacks? Its effectiveness is cut by 80%!!!! it is less effective against groups, and single targets. Regardless of what that says.
Last edited by thepmrc#0256 on Jul 13, 2015, 2:33:37 PM
Spoiler
Changes to Leech:
We love life leech mechanics. The idea of turning an offensive attack into a defensive form of survivability, by absorbing some measure of that damage as life, is both thematically interesting and adds depth to character and gear choices.

But leech has always posed some balance problems, especially against bosses, where often minimal investment resulted in equally strong recovery as it did against large packs of monsters.

We made these changes with the goal of keeping leech an impactful mechanic when you need it most -- when you're getting swarmed -- and to reward players who want to invest deeply to make it work against smaller numbers of targets too.

Multiple leech effects now stack. A single hit against multiple targets grants multiple effects, as do multiple hits against a single target.
The speed at which you leech has been substantially reduced for both life and mana, with less of a reduction to mana leech rate, bringing it in-line with life leech rate. These now default to 2% of maximum life per second. It can be increased.
A maximum leech rate caps the rate at which you can leech. It's set to 20% of maximum life or mana per second.
Methods of improving leech, leech rate and increasing your maximum leech rate have been added to new clusters in the passive skill tree, primarily in the regions between the Marauder, Duelist and Ranger.
Some of the already existing clusters in this region that specialized in specific weapon types have also had leech elements added to them.
All existing values of leech have been substantially reduced, including values on existing items.
Vaal Pact now no longer reduces the amount of life leeched. It has also been moved to between the Shadow and Ranger on the passive skill tree.
Some things such as Support Gems and Warlord's Mark have had their values brought in line with the other leech changes.
Previously, we had modifiers for "increased (or reduced) Life/Mana Leech rate". These did two things: They increased the amount of Life/Mana you're gaining per second for each leech effect and they reduced the duration of each leech effect, such that the total life/mana gained over the duration remained the same. All such modifiers have now been changed to "increased (or reduced) Life/Mana Leeched per second". This still increases the value of Life/Mana you're gaining per second for each leech effect, exactly as it did before. It no longer affects duration of the leech effects, meaning you'll gain more total life/mana from each one as a result.
Atziri's Acuity no longer applies a penalty to leech.


Said patch nodes to read.
https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.
Leech clearly needed to be nerfed, as it was allowing people to facetank the hardest bosses. But leech against single targets is now next to useless, and Vaal Pact is pretty much mandatory. I'm not sure what "proper flask management" is, besides TPing out and having flasks recharge. Flasks are simply not reliable enough a way of healing in the toughest situations (especially not with lengthy boss battles).

Leech was nerfed too drastically and is now broken - it's going to cease existing as a viable method of doing tough content, even with great gear. Regen is far superior now.

Please see my own thread on leech for my full thoughts: https://www.pathofexile.com/forum/view-thread/1308918/page/3
We're all in this leaky boat together, people.
So why was mana leech nerfed? It doesn't make you face tank.

There's no fun in depending on clarity on a melee build and STILL watch your mana go down.

"
demon9675 wrote:
Leech clearly needed to be nerfed, as it was allowing people to facetank the hardest bosses. But leech against single targets is now next to useless, and Vaal Pact is pretty much mandatory. I'm not sure what "proper flask management" is, besides TPing out and having flasks recharge. Flasks are simply not reliable enough a way of healing in the toughest situations (especially not with lengthy boss battles).

Leech was nerfed too drastically and is now broken - it's going to cease existing as a viable method of doing tough content, even with great gear. Regen is far superior now.

Please see my own thread on leech for my full thoughts: https://www.pathofexile.com/forum/view-thread/1308918/page/3


Which people ? The rich ones with 1 billion damage ? Of course they would facetank bosses.

Oh, btw, THEY STILL DO.

What about the poor players ? The mid (10k ~ 22k) damage players ?
Dream with me !
Last edited by Hilldrake#6698 on Jul 13, 2015, 6:55:26 PM
I'm not having problems with the new leech mechanic. I mean, I can see how you would, but I'm not. Also, I'm not rich. I bought my weapons (dual wielding claws) for 5 chaos each.
The idea of the leech changes are good and was needed badly, but i do believe it was to much, i don't care for leech anymore you need to put to much effort into making it useful, only getting some %leech is useless you need the leech rate. right now i feel life/mana gained on hit is the way to go for sustain. but then again i have not really tested it out to much so might only be something i just can't see at this point.

As of now the place to go for life leech rate is dualist/marauder area, there is non unless a claw build at the dex side. but then again i don't think it would help if we add in more of those nodes around the dex side either. many dex side builds are low on points already they either have to drop damage, and it can be a possibility if you have good weapons so you can afford the drop of damage but many don't they have okeish weapons not mirror worthy. You can also drop your life. but dex side builds are low on life already why drop it lower?

But i'm okey with the uselessnes of leech, end charges evasion and fortify with bubbling and seething flasks are great no need for leech right now.

Mana leech is a bigger problem it shouldn't have been hit so hard as it was. mana leech is just a waste unless you are a fast hitting build. then by combining mana gained on hit and mind drinker you should be fine.


The problem with having to rely on flasks for healing is now you have to portal in and out all the time, which aside from the fact that it wastes portals in maps, really breaks up the flow of fights. Having 20 minute long boss fights where I'm popping in and out of town like 15 times is just silly and not a fun way to play at all.

There needs to be some other sort of reactive way of healing. Just having regen doesn't seem to be enough, even if you have a lot, and flask charges can disappear quick. Having leech didn't seem to be a problem at all before, aside from the players who had acuities and the like. Seems like yet another case of GGG balancing around the 1%, a habit of theirs which drives me absolutely nuts. How are primarily self-found solo players, or more casual players supposed to play the game at all when content is balanced around players with game-breaking gear?

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