Upcoming changes to Leech

Dunno how accurate this is (and I cba with beta).

http://cb.poedb.tw/us/gem.php?n=Blood+Rage

But it is 1.2% here and doesn't show any increases for quality or level.

It may well be a bit higher, but I wouldn't expect much or it will be so OP with how shitty leech is everywhere else.
Casually casual.

Last edited by TheAnuhart#4741 on Jun 24, 2015, 5:53:47 PM
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TheAnuhart wrote:
Dunno how accurate this is (and I cba with beta).

http://cb.poedb.tw/us/gem.php?n=Blood+Rage

But it is 1.2% here and doesn't show any increases for quality or level.

It may well be a bit higher, but I wouldn't expect much or it will be so OP with how shitty leech is everywhere else.

True.
However, we are far from the division by 5 applied to items.
In my opinion, that nerf will at the end make blood rage as significant as Haste if you see what i mean, even with the juicy attack speed addition.
Looks to me like the survival of vaal pact users will be, shall we say, a bit compromised.
PLEASE QUOTE ME IF YOU ARE EXPECTING A REPLY
Well it's actually exactly 1/5th (20%) when you compare lvl 20 gems, if that remains at 1.2% (which is what that site is saying) at lvl 20 then versus the live lvl 20 BR which is 6% at lvl 20, that's exactly a division of 5.

I'm well aware, though, that live quality also gives leech and live passive tree has buff effects (both gone in 2.0) which could more than triple that 6%. But, nevertheless the /5 or 20%, or 80% nerf comparison is there.
Casually casual.

Last edited by TheAnuhart#4741 on Jun 24, 2015, 7:22:29 PM
Nerf to leech reminds me of d3.

Dreadful to know that it's heading towards that direction. Oh well..don't fix what isn't broken I hope.

Like someone mentioned in this thread earlier..godly characters that facetank bosses with leech in standard league shouldn't taken as a Reference for balancing.
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Severance2hBlade wrote:
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TheAnuhart wrote:
Dunno how accurate this is (and I cba with beta).

http://cb.poedb.tw/us/gem.php?n=Blood+Rage

But it is 1.2% here and doesn't show any increases for quality or level.

It may well be a bit higher, but I wouldn't expect much or it will be so OP with how shitty leech is everywhere else.



Very interesting. At the videos I saw BRage had 6% Leech at lvl1 & lvl18 so Leech was not scaled during gem lvling. Your link proves that most likely BRage will be subjected to the same division with "5" as all other items\gems.

Quality only increases attack speed , levels attack speed & duration, but these things could easily change again till awakening release.



That was probably the new BR gem, but before the 'global' 20% leech slaughter. There was quite a while where BR was in that 'in-between' state.
Casually casual.

Why did you decided to ruin so great leech mechanics? To make (already mandatory) AoE builds even more powerful, while single-target skills (that are already weak) will be even weaker?

What's next? HP regen and flask recovery will increase as number of enemies nearby increases?
IGN: MortalKombat
Molten Strike build guide: https://www.pathofexile.com/forum/view-thread/1346504

There is no knowledge
That is not power
I am not playing beta but wonder how this change will effect "sponge" builds?

Meaning CIs with like 10,000+ ES or lifers with 6000+ HP who dont have much in the way of mitigation e.g. only 75% res and little in the way of physical mitigation and instead rely on massive leech to heal the massive damage taken to their HP pool.

IMO this was one exciting play-style and required high end gear for enough DPS to even make work at 8.9% instant leech to overcome significant incoming damage. Also had to have high end HP/ES gear to take shots and survive with little mitigation.

Hope we are not pigeon holed into mitigation builds for less diversity.

Git R Dun!
Last edited by Aim_Deep#3474 on Jun 25, 2015, 5:01:00 PM
WOW Blood Rage 17% more aps for 1.2% ll and 8% degen, this is completely OP - please nerf !

wp GGG
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Lachesys wrote:
What does this mean for CI and Ghost Reaver? I understand why you want to buff Ranger/Duelist/Marauder leech rates and I agree but the survivability and sustain for CI characters is already a large issue with stun weakness.

There are some times when you just can't "exit" a fight to recharge your ES, as the mechanics dictate and you likely get stun locked if you try to warp/run away. The only real option in these scenarios is to try and kite while leeching, sort of like suppressing fire. I feel like changing leech, as well as changing just about everything else for casters, while not providing any alternatives or changes to the tree is personally very frustrating. I feel like I am jumping through rings of fire just to be able to play a caster and when I get something up to work averagely, it gets nerfed on the caster end.

I hate to sound impatient but its sort of like I'm being told to play anything else but a caster, and I don't like that at all. Are we getting, you know, like anything any time soon?


Your post made absolutely no sense.

This change is a buff to leaching.

This change is a buff to leaching with Ghost Reaver; This change is a buff to leaching with Ghost Reaver and Chaos Inoc.

And you can always use the mana flask that recharges your ES.

Bottom line - wth are you smoking ? Can I get some ?

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b15h09 wrote:
Well, I, for one, am grateful that I will be able to more easily kill those insanely difficult trash mobs, and the piss easy map bosses will now present a real challenge. This is a brilliant move. Might I suggest doubling all boss damage output, as well? And tripling for party play! Also, I highly recommend 50% of damage should penetrate shield block if you make the other changes.

Thanks GGG.


Right now, playing in a party has 0 drawbacks, and a long list of advantages, your pointless sarcastic remark on monster damage in a party would be a flat improvement to the game.

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SaiyanZ wrote:
Life gain on hit doesn't work with spells.


This is obviously false, think really hard. *queue elevator music*

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0nin wrote:
Why is there no system to fix the fact that Leech is an absolutely useless mechanic until you reach ~level 60 and your DPS actually starts to outweigh your mana and life usage?

Leech should be a percentage of your health and mana, not your damage.


20% / second IF you can deal enough DAMAGE( it already is a % ) , with nodes that relax this cap and one that removes the cap , while also removing life regen to compensate , still , you can convert the life regen to energy shield regen only 1 skill point lost, should you wish to keep your regen.

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idiocyincarnate wrote:

You wanted us to be more diverse in builds with the aura/reduced mana changes, but you're forcing us to use Mana Leech gem to sustain ourselves on almost everything? I'm not sure I understand your logic anymore.. You're simply making the Mana Leech gem mandatory, instead of Reduced Mana. Good job. So much for those words about diversity, huh?


People who save Oak, instead of Alira, always say this. Most of my builds are mana efficient with no mana leech and several points into mana regen and a mana keystone, only reason being is that I save Alira. My net gain being that I don't have to settle for trash items only cause they have mana leech. Sounds like poor math / l2p issue

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mlangwor wrote:
Too many new clusters in the tree, not enough points to spend on them. Increase Life node values to 5% per point spent.


Trash nodes are the vast majority of nodes in the skill wheel, a big sea of bland, uninteresting filler. Allowing players to skip 100% fodder trash nodes like "10 dex", would be enough. For example, by allowing players to get three of them, without receiving the benefit of either.

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Darkaleb wrote:

Excuse a noob question: is there any difference with instant leech between old and new mechanic?


Yes , you now have a 150% more efficient life leech, trough Vaal Pact. If you had 18% of damage leached as life before and were doing 10000 damage per second , you would have leeched 720 life per second , with this change and the same base numbers , you would leach 1800 life per second.

By comparison, life on hit remains the same, so if you attack ten times per second, and your attack hits the target on average three times , one life on hit support gem would still give 1200 life per second times enemies hit , regardless of what damage you do NOW or in/after the beta.

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thepmrc wrote:
Changes seem either poorly implemented, poorly thought through, or a combination of both.

Leach is basically useless now for characters throughout leveling and still next to worthless for characters putting out very high physical damage. Leach rates do not seem to be stacking as you suggest they would. In general leach was simply nerfed into the ground, which is a poor choice imo.


On live, if you go out with your fresh baby marauder and static strike 20 zombies, some skellies, crabs, roas and the like , with your random 1% life leech , you get like 0.5% of your life per second , 0.7% if you crit , at best, no more.

On beta, under the same circumstances , with your random 1% life leech , you hit 10% of the cap , that like 30 hp / second , then you get to the next pack of trash , you hit the cap , your Marauder now mows down everything all the way to Brutus till his adds die.
Arbitrary placeholder decisions should never be embraced as final.
Last edited by MegaDeth666#7419 on Jun 28, 2015, 10:09:15 AM
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lightofeast wrote:
Nerf to leech reminds me of d3.

Dreadful to know that it's heading towards that direction. Oh well..don't fix what isn't broken I hope.

Like someone mentioned in this thread earlier..godly characters that facetank bosses with leech in standard league shouldn't taken as a Reference for balancing.

I suspect they have a dedicated genius sitting there to random nerf established game mechanics, to about -80% of it was before. It's like GGGs Golden Rule to do so if they want something to go away. Last time they nerfed/destroyed that Kamikaze-Clone Build they went similar way - reduced the life of the clones to 20%... the build is now dead. This "balancing" means only one thing - break the game, make it harder to enjoy, grind longer.

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