Giga-Nerf Blood Mage, life on hit, life regen and life leech in Patch 0.4.0


Blood mage, Life on hit, life regen and life leech continues to be an outlier, being vastly superior.

Patch 0.4.0, GGG should Giga-Nerf blood mage, life on hit and life regen and life leech

*All life on hit and life regen and life leech modifiers on items reduced by 30%

* All life on hit, life regen and life leech nodes on passive tree reduced by 30%
Last bumped on Nov 12, 2025, 4:32:58 PM
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Gemstone#9091 wrote:

Blood mage, Life on hit, life regen and life leech continues to be an outlier, being vastly superior.

Patch 0.4.0, GGG should Giga-Nerf blood mage, life on hit and life regen and life leech

*All life on hit and life regen and life leech modifiers on items reduced by 30%

* All life on hit, life regen and life leech nodes on passive tree reduced by 30%


The builds that use the high regen are mainly the ones using life to cast spells and when they can cost upwards of 2k life per cast, you need massive regen. If you gut it, you gut ALL the blood magic play styles. This is like saying gut all attack speed for deadeye and monk etc. You will do nothing but destroy the already heavily limited play styles.
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Gemstone#9091 wrote:

Blood mage, Life on hit, life regen and life leech continues to be an outlier, being vastly superior.

Patch 0.4.0, GGG should Giga-Nerf blood mage, life on hit and life regen and life leech

*All life on hit and life regen and life leech modifiers on items reduced by 30%

* All life on hit, life regen and life leech nodes on passive tree reduced by 30%

Why would you want to nerf anything, instead of buffing the underperforming skills?

You don't even give a reason. The posters who want deadeye nerfed at least give reasons.
SSF Rise of the Abyssal Ice Strike Invoker, high survivability and fast clear speed. Deprioritize armor and resistances; prioritize crafting a weapon and faster start of ES recharge. Build is shown at level 47, end of Act 3. It tore through Act 3 like butter.

https://poe.ninja/poe2/pob/ba84
I don't know. The damage of those builds are pretty good but the price they pay is low EHP and their life total is constantly sperging out from like 0HP to 8000HP. So if they don't instantly kill everything in sight they can easily just fall over. It may be fun for a little while but it gets old. When I ask some of these guys what's their "/deaths", their answer is usually like 200. Those builds are basically full glass cannons. The "high" HP of 8k+ is misleading.
Last edited by SaiyanZ#3112 on Nov 11, 2025, 2:16:28 PM
I agree. Giga-nerf everything so everything will be equal shit to play. But really, threads like this makes me wonder if people really play those builds or just want to fuck with people who have fun.
why?
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Sakanabi#6664 wrote:
I agree. Giga-nerf everything so everything will be equal shit to play. But really, threads like this makes me wonder if people really play those builds or just want to fuck with people who have fun.



take my points!
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Gemstone#9091 wrote:

Blood mage, Life on hit, life regen and life leech continues to be an outlier, being vastly superior.

Patch 0.4.0, GGG should Giga-Nerf blood mage, life on hit and life regen and life leech

*All life on hit and life regen and life leech modifiers on items reduced by 30%

* All life on hit, life regen and life leech nodes on passive tree reduced by 30%



Blood mage have high LoH and Lreg because the toon have spells and skills with life cost...

what the hell you talking about????. what they put in your tea???.
Last edited by KaiserBlade42#7840 on Nov 11, 2025, 10:49:02 PM
Vast amounts of regen mean that the only way to create a threat to the player is to one-shot their life pool.

Should we have a game that is trivialized because you can't die?

Or should we have more frequent one-shot mechanics that further reduce the incentive for building defenses, and pigeonhole builds into off-screen clearing mobs? Which is simultaneously more lucrative because they can just run alch & go, or juiced maps with stacked monster damage modifiers, because there's no difference between a 7k hit that one-shots you, and a 15k hit that one-shots you.

Maybe if there is a build that exists only as a product of the combat being fundamentally shallow, it's okay to let it die in the interest of the overall game.
Last edited by WhisperSlade#0532 on Nov 11, 2025, 11:06:00 PM
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Vast amounts of regen mean that the only way to create a threat to the player is to one-shot their life pool.

Should we have a game that is trivialized because you can't die?

Or should we have more frequent one-shot mechanics that further reduce the incentive for building defenses, and pigeonhole builds into off-screen clearing mobs? Which is simultaneously more lucrative because they can just run alch & go, or juiced maps with stacked monster damage modifiers, because there's no difference between a 7k hit that one-shots you, and a 15k hit that one-shots you.

Maybe if there is a build that exists only as a product of the combat being fundamentally shallow, it's okay to let it die in the interest of the overall game.


That same thing can be said about damage. So in the end all builds die or become the same and there is no build diversity outside what color you want your skills to be.

I dont see a problem in a game where if you build glass cannon you can kill everything quickly but can get one shot alot. If you build crazy defense you are pretty much immortal but take 30 minutes to kill a boss. Why are either of these a bad thing?

Not to mention to do what you propose blood magic would be gone or they would have to drop HP costs of spells by 90%. Some of them can cost 2k life a cast. If you cant regen that up very quickly what happens? You die because you are so low and cant cast again. It would nuke the entire play style and ascendancy.

Are adding more and more one shots to the game fun? Obviously not. Do I think there are other ways to get around it? Sure.

But here is the massive 6000 ton elephant in the room. GGG needs to be on a coked up balance pace to make this stuff work which they obviously are not because they are treating the beta/early access as a full release.

Maps should be able to be speed ran but bosses need to be a battle of attrition for average builds. BUT if you do that, you have to remove bosses from every map again because I think its safe to say no one wants to do the act 1 boss lvl 10 with only rolling slam every single map. That is to describe the level of attrition that fight tends to have due to low level and no gear.

So a game that I think most would enjoy is being able to one shot speed run through packs OR play something slower and parry to victory. And bosses should be taken seriously BUT not just one shot spam stuff.

All in all balance needs like a million percent more frequent than it currently is. Once every 4 months wont cut it. There is no reason they cant buff underperforming skills mid league so they can actually get data on them. Then if they over buff its only for 2 months at the end of a league. I still dont get why they refuse to do this. The nerfs all come between leagues. So basically it becomes a cycle of every 2 months you get content with nerfs, then 2 months later buffs and repeat.

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