Leech changes are among the worst (if not THE worst) change in PoE history

Correct me if i'm wrong but i think it's the first time we're getting a strict numerical hard cap like this. Not diminishing returns or anything. A hard cap.

And completely changing the mechanics that worked just fine for years because GGG couldn't balance blood mage?

And how are we supposed to leech from fast-hitting skills like whirling assault now?

Last bumped on May 23, 2026, 7:36:35 PM
You are wrong.

No infinite player sustain = more possibilities to punish player besides one-shots.
It's a change to make combat balance better.
Combat Balance > Feelings
Last edited by Evergrey#7535 on May 23, 2026, 4:36:55 PM
Elemental resistances, armour physical damage reduction and chance to evade are totally not hard capped....
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Evergrey#7535 wrote:
You are wrong.

No infinite player sustain = more possibilities to punish player besides one-shots.


Eh, no, *you* are wrong. Leech nerf didn't bring "more possibilities to punish players". Because only a few builds even used leech in any meaningful way. And just because few of THOSE were OP doesn't mean the entire mechanic must be essentially nuked, which is what happened. I don't see a situation in 0.5 where anyone would build around life leech. It's officially a dead mechanic.
"
Argonlo#6237 wrote:
Elemental resistances, armour physical damage reduction and chance to evade are totally not hard capped....


You're comparing apples to oranges. Yes, change to evade is hard capped because having 100% evasion would be ridiculous. Your evasion, however, is uncapped.

What happened here is more comparable to GGG simply saying "there, we made it so that you can't deal more than X damage no matter what you do". It's a lazy, ridiculous way of balancing things. It doesn't belong in PoE.
"
What happened here is more comparable to GGG simply saying "there, we made it so that you can't deal more than X damage no matter what you do". It's a lazy, ridiculous way of balancing things. It doesn't belong in PoE.

You do realize the cap is only for the hit damage calculation and not the leech mods right? Even if your damage hits the cap you can still build more "% of damage leeched as life" and "% increased amount of life leeched". Enemy leech resistance was also lowered.

Also;
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Because only a few builds even used leech in any meaningful way. And just because few of THOSE were OP doesn't mean the entire mechanic must be essentially nuked

EVERY build that used leech was OP as fuck lmao. 1 gear affix shouldnt give 10k+ life /sec.
Last edited by LVSviral#3689 on May 23, 2026, 4:56:16 PM
Its not apples and oranges. If damage reduction has a hard cap I dont see why recovery shouldnt also be limited that way.
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Argonlo#6237 wrote:
Its not apples and oranges. If damage reduction has a hard cap I dont see why recovery shouldnt also be limited that way.


Oh it should!
And we will get there eventually.
One day at a time.
Combat Balance > Feelings
"
LVSviral#3689 wrote:
"
What happened here is more comparable to GGG simply saying "there, we made it so that you can't deal more than X damage no matter what you do". It's a lazy, ridiculous way of balancing things. It doesn't belong in PoE.

You do realize the cap is only for the hit damage calculation and not the leech mods right? Even if your damage hits the cap you can still build more "% of damage leeched as life" and "% increased amount of life leeched". Enemy leech resistance was also lowered.

Also;
"
Because only a few builds even used leech in any meaningful way. And just because few of THOSE were OP doesn't mean the entire mechanic must be essentially nuked

EVERY build that used leech was OP as fuck lmao. 1 gear affix shouldnt give 10k+ life /sec.


Were people even using leech as a viable sustain mechanic on bottom left setups? I haven't found it even remotely powerful at all doing anything that leech is generally intended to help sustain.

Leech shouldnt be so powerful for casters though. That shouldnt be a thing. Blood mage created problems. I haven't mathed out the effects of the leech changes that has 0 effect while using sunder before the changes.
"

Were people even using leech as a viable sustain mechanic on bottom left setups? I haven't found it even remotely powerful at all doing anything that leech is generally intended to help sustain.


They didn't have to, with how broken Time of Need and reduced duration were. Doesn't change the fact.

I agree with the casters part 100%.
Combat Balance > Feelings
Last edited by Evergrey#7535 on May 23, 2026, 7:38:15 PM

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