the leech nerf is a giant nuke to sustain

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Only a single Leech instance per resource (Life, Mana, or Energy Shield) can apply at a time. When multiple Leech instances are active, only the one with the highest recovery rate will recover you until it expires, after which the next-highest recovery rate instance will apply.

There is now a limit on the maximum amount of damage a hit can be considered to deal for Leech. Hits that deal less than 40,000 total damage are unaffected, but if a hit would deal more than 40,000 total damage, it is treated as dealing only 40,000 damage for purposes of Leech calculation. The values of each damage type in the hit are scaled down evenly to reach this limit. This means that extremely high-damage hits stop improving Leech past a certain point, but increasing your leech percentage will always increase the amount of the resource you are gaining.

previously it was an unlimited amount of leeches take effect simultaneously, which was what made leech so reliable especially at lower damage levels. i can agree that unlimited is ridiculous, but a cap of 1 is such a huge nuke dude. maybe a cap of 5? 3? just 1 is nuts. seems like the game was just destroyed. what do you guys think
Last bumped on May 22, 2026, 12:03:43 PM
Nerfing the amount of total leech instances does make sense. It doesn't have to be only one though, and the cap to leech is not needed at all.
i think high end leech nerf was needed. blood mage was as strong as it was because of not having to worry about sustain at all from just using health as a mana bar with unlimited leech sustain. zero worry about how much everything cost because youll just get it all back by stacking damage.

i think this might offset how strong +skill levels are if you have to think about your sustain a little more, might not ALWAYS be a good idea to stack +skills if you cant keep up with the added mana cost.

which is what it was like before they lowered the crazy mana costs of high skill levels in like 0.2? so idk lol, we're going in circles here
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i think high end leech nerf was needed. blood mage was as strong as it was because of not having to worry about sustain at all from just using health as a mana bar with unlimited leech sustain. zero worry about how much everything cost because youll just get it all back by stacking damage.

i think this might offset how strong +skill levels are if you have to think about your sustain a little more, might not ALWAYS be a good idea to stack +skills if you cant keep up with the added mana cost.

which is what it was like before they lowered the crazy mana costs of high skill levels in like 0.2? so idk lol, we're going in circles here


i mean sure but nerfing everyone just to nerf bloodmage doesn't make sense. leech is the #1 way to sustain yourself with attack builds, and most spell casters aren't going to be unaffected by this change at all. they have natural regen of mana and energy shield, plus recoup. skills with high attack damage of base can reach strong numbers, but most skills don't have crazy scaling. what this is gonna do is make leech irrelevant for early maps, hard punish weapon set swaps where your second set is lower damage but higher aoe/ speed/ sustain, and basically make sustain unattainable for everyone using attack builds that isn't in endgame gear/ playing a skill with a high attack damage of base scaling
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i think high end leech nerf was needed. blood mage was as strong as it was because of not having to worry about sustain at all from just using health as a mana bar with unlimited leech sustain. zero worry about how much everything cost because youll just get it all back by stacking damage.

i think this might offset how strong +skill levels are if you have to think about your sustain a little more, might not ALWAYS be a good idea to stack +skills if you cant keep up with the added mana cost.

which is what it was like before they lowered the crazy mana costs of high skill levels in like 0.2? so idk lol, we're going in circles here


i mean sure but nerfing everyone just to nerf bloodmage doesn't make sense. leech is the #1 way to sustain yourself with attack builds, and most spell casters aren't going to be unaffected by this change at all. they have natural regen of mana and energy shield, plus recoup. skills with high attack damage of base can reach strong numbers, but most skills don't have crazy scaling. what this is gonna do is make leech irrelevant for early maps, hard punish weapon set swaps where your second set is lower damage but higher aoe/ speed/ sustain, and basically make sustain unattainable for everyone using attack builds that isn't in endgame gear/ playing a skill with a high attack damage of base scaling



i think the floor for leech will be higher so itll take less investment to have a bigger impact. its a change where you can't just solely rely on leech for everything. the extra points you wouldve put into leech to cover ALL of your sustain needs will now be allocated somewhere else to avoid "overcapping" leech.

sustain will need multiple sources in the same way defenses need multiple layers
Last edited by corwingeorge#5632 on May 21, 2026, 9:47:29 PM
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i think the floor for leech will be higher so itll take less investment to have a bigger impact. its a change where you can't just solely rely on leech for everything. the extra points you wouldve put into leech to cover ALL of your sustain needs will now be allocated somewhere else to avoid "overcapping" leech.

sustain will need multiple sources in the same way defenses need multiple layers

i think most builds didn't take leech at all cuz it stacked. now if we aren't a class that is on the bottom of the tree we will have to dedicate half our passives just to reach a layer of sustain that won't work that well anymore. if they add a bunch of passives great leech will still suck if it can't stack. i don't know what you're talking about with it'll take less investment, i don't see leech as viable anymore but i hope i'm wrong
Last edited by googley_eyes#2107 on May 21, 2026, 11:29:46 PM
If you now want to use soul-tether belt with whirling assault, you have to take "life leech III" support gem since fast metabolish notable got changed.
the leech nerf is really important for the long term health of balance in this game
it was possible to get ones health up from near 0 to full life in super short time, one could essentially face tank everything that did not oneshot the player
that multi-leech is gone is good as well, so players can't solve mana, energy shield and life all with leech
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Elena#1466 wrote:
the leech nerf is really important for the long term health of balance in this game
it was possible to get ones health up from near 0 to full life in super short time, one could essentially face tank everything that did not oneshot the player
that multi-leech is gone is good as well, so players can't solve mana, energy shield and life all with leech


Yeah, definetly right direction from GGG.

Previously all you had to do is just get more damage and you got more leech. Now since there is damage cap and only one leech instance active at once, you need to actually put passive points to nodes that say "increased mana/health leech" if you are reliant of that kind of gameplay/sustain.
Last character I really cranked out was a blood mage.
It was really cool but let's be honest here, its leech was easily the most likely thing to get nerfed and they now have two easy ways to tune it in the future. They can increase the number of instances and/or the damage cap.
If it's nuked to the point of being useless I'm sure they will buff it eventually.
:D

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