Dear GGG: The balance of attrition. How to make leech FINALLY balanced. Please...
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Day 102,354,921. Bump.
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Gonna revive this old thread since I think it still has some merit.
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Absolutely massive +1!
Infinite Player Sustain needs to go for the game to become balanceable. |
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-1
we already had insane concepts like estus-style flasks which can only be refilled in town xddd leech is not going away and they probably gonna add some gain on hit in the future if you dislike infinite sustain, go play sanctum (sekhema)... oh waaait a minute. poe2 people tend to HATE sekhema because they cant sustain life there and they forget to dodge things xdddddddd Last edited by SoColdO_O#1989 on Nov 28, 2025, 4:41:57 AM
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" POE1 people hate sanctum too. |
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I'm fairly sure that leech is actually capped at 20% of your max life per second. Unless they changed it recently. So if you take a big hit for 80% of your life, it will take you 4 seconds to heal up to full after attacking something, no matter your dps.
Unless you use instant leech. |
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" Uh no they got rid of that with PoE2. It's capped in PoE1 only. |
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" That's some crazy hyperbole calling PoE2 flasks estus flasks lol. This recommended change would also not be a pure nerf since I also recommend to remove enemies' leech resistance as well. You might not understand why infinite instant healing is REALLY BAD for game balance. When players can't die without getting 1 shot then the devs will balance around cheap ways to kill the player and combat can no longer be engaging. This is written in stone as we have seen with PoE1's history. Basically, if player healing is overpowered, then GGG will inevitably make more enemies 1 shot and have infinite on death effects and area denial ground effects etc. I'm not advocating to make healing a finite resource by any metric. I just want healing to be balanced so GGG stops making enemy design cancerous. |
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The major flaw with Leech type mechanics is Enemy Density, AoE and AoE layering.
For comparison Diablo 1 had true leech. No over time, no buckets. Just directly conversion. Still it wasn't considered that good. Attack Speed and Block Recovery were notably better. Why? Because attacks usually only hit one enemy at a time while fighting 10. Enemy Density and Layering is also why Life on Hit failed. I recall I had a Storm Rain + Storm Rain Ballista build back before anyone used it. Maybe 25 LoH turned into 4k/s due the sheer number of hits. They destroyed old Snipers Mark for this reason when adding return projectiles. Anything that rewards sustain by being offensive can be questionable at times but it can also be managed. GGG has just never been able to because of the screen clearing / massive damage. "Never trust floating women." -Officer Kirac
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