AoE + Leech utterly buggered in 1.1

With all the confusion surrounding new leech mechanics, I find it strange that a dev hasn't elaborated on how leech will function with AOE attacks. It is easily the biggest change with this patch.
IGN: vaiNe_
doesnt rly matter ... only getting 40% of your leech rly sucks.
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Maybe they're trying to make regeneration more like it is in D3. More autoattacks and kiting. Lol.
IGN: vaiNe_
i think the difference between old leech and new leech is this:

leeche ALWAYS(except VP) applies with 20% of your maxlife/sec. The only thing that differs is the time it does that.
With the old leech you always recovered the full amount of "damage dealth * lifeleech percentage on your gear" until your health was full(this resets that leech).
With the new leech you dont always recover the full amount of "damage dealt * lifeleech percentage on gear" because when you hit multiple monsters with one attack/spell at the SAME time(melee splash, rain of arrows, discharge) then only the highest "damage dealt * lifeleech on gear" is applied to you over time(or applier after the current leeches that are still up).

my english isnt very good so i hope you get what i mean^^
ING: "MeneaterMildrid" or "WICKEDSICKmoves"
yeah i really don't see how they can only allow you to leech from 1 monster from an attack that hits 10 monsters. intuitively from a gameplay perspective that doesn't make any sense to me and is not something i've seen in any other game before. you're pretty much leeching at only 1/10 the original leech rate if that's the case. suddenly, the 60% nerf to VP looks like sweet gravy to me.

my guess is that the patch note was poorly worded and that there's more to the change that we're not aware of. one can only wish and hope i suppose?
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friction28 wrote:
Don't hit a reflect monster surrounded by 20 other monsters. Such difficulty much wow.


^ especialy with New vaal gems

Spoiler
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dlrr wrote:
yeah i really don't see how they can only allow you to leech from 1 monster from an attack that hits 10 monsters. intuitively from a gameplay perspective that doesn't make any sense to me and is not something i've seen in any other game before. you're pretty much leeching at only 1/10 the original leech rate if that's the case. suddenly, the 60% nerf to VP looks like sweet gravy to me.

my guess is that the patch note was poorly worded and that there's more to the change that we're not aware of. one can only wish and hope i suppose?
Although I think miswording is possible, the amount of time GGG spends looking over patch notes and ensuring the wording is correct leads me to believe this is not the case. It's far more logical to assume what they wrote is what they mean, and to avoid adding any interpretation of your own.

Given the huge nerf to life leech, I don't think they nerfed totems nearly enough. In a world of reflected damage and no ability to outleech it, remote skills seem like the most viable option.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Let's say we have...
4000 Life
8.8% Leech (lv20 Leech Support)
2500 Damage per Hit (fuck Crits, right)

Leech replenishes at 4000 * .2 = 800 Life per Second
Each Hit Leeches 2500 * .088 = 220 Life
Each Hit replenishes for 220/800 = 0.275 seconds
To get a constant stream of replenishment, we need to hit 1/0.275 = 3.6 times per second.

With 20% Qual:
4000 * 0.24 = 960
220/960 = 0.2292
1/0.2292 = 4.36 Hits per Second required

Now look at the screen mid-combat. Is that going to be an issue?

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It's important to remember that Hits from a given EDIT Projectile skill rarely land simultaneously, and their Leech potential isn't the same across the board either (Damage variance).
Last edited by Vipermagi#0984 on Mar 4, 2014, 9:12:14 AM
I wanna know if melee splash attacks counts as 1 hit in regards to leech.
IGN: vaiNe_
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ScrotieMcB wrote:
Path of building-around-reflect stronger than ever.

Yes, there is this...
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Spell Totem and Ranged Attack totem now have multiplicative cast and attack speed penalties.
Ho-hum. Big deal. This is something totem users can overcome.

There is also this...
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Vaal Pact no longer suppresses life recovery from flasks. It still prevents life regeneration and now also reduces your leech by 60%.
60% less leech sounds like a huge, huge nerf. But the very weird part is, it's actually a hell of a lot more than most players are getting.

Pretty much, if you aren't using totems or minions or traps, and you aren't using Vaal Pact, and you're trying to do anything even remotely resembling decent damage, the new patch completely fucks you.

Why? Here's why.
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The way leech applies to the player has changed. If you leech additional life while currently leeching, it no longer queues after the current leech. Technically, where multiple leeches are stacked, the largest one is used.
So, just in case the implications aren't obvious to you, this means if you fire a Chain LMP Arrow into a group of reflect monsters in 1.1, you are still going to take damage 9 times, but instead of leeching 9 times, you will leech once. Hell, even if the monsters don't reflect damage, you are still only going to leech once.

So any hope you had of getting significant leech from your AoE attack? Well, actually VP's 60% nerf is as good as you're gonna get.

I don't get the design reasoning for these leech changes. It seems to me GGG is taking a problematic game mechanic — reflected damage — and just making things worse. An explanation would be nice, because the way I'm looking at it now, it's just arbitrary and punishing.


Reflect is a problem? News to me. I think GGG is dealing with the problem of ele builds steam rolling reflect with 50k + dps.

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