Glorious Alpha Two Testers!

Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.

Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.

Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.

Life steal need a remake, not viable or useful in the moment

CarlisleCarlisle Member, Alpha Two
edited November 24 in General Discussion
Life steal with a chance of activation can be frustrating. The percentage displayed should guarantee that you receive that amount back in life steal. For example, if your life steal rate is 23%, you should consistently regain 23% of the damage you deal, rather than relying on a chance to regenerate health. Currently, life steal items feel ineffective in the game.

I have 23% life steal right now and attempted to kill a bear both with and without these items. In the end, I only ended up with 100 HP more than without the items, which doesn’t make sense. You sacrifice a significant amount of damage, defense, and offensive stats for a perk that feels useless. This needs to be addressed for life steal to be a viable option in gameplay

Comments

  • EndowedEndowed Member, Alpha One, Alpha Two, Early Alpha Two
    You need to repeat-run this a multitude of times to have any info to work from. One is not enough.
  • As a general rule in games, RNG when the player is trying to recive a benifit (particularly if limited resources are expended) such as healing, causes much more pain and frustration then when the player is trying to deal or evade damage. This is why almost no games make cleric's healing have any randomness. A good argument can thus be made that Randomizing lifesteal is a bad idea and makes for pointless frustration.
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Lodrig wrote: »
    As a general rule in games, RNG when the player is trying to recive a benifit (particularly if limited resources are expended) such as healing, causes much more pain and frustration then when the player is trying to deal or evade damage. This is why almost no games make cleric's healing have any randomness. A good argument can thus be made that Randomizing lifesteal is a bad idea and makes for pointless frustration.

    There's no way if I saw a Lifesteal stat I would ever assume any number on it meant anything other than how much you get back when you hit.

    Obviously that's bias from Pred and TL, but even more importantly, percentage chances of fixed-value health regain is such a simplistic build incentive compared to the alternative, that I'd say it wouldn't fit Ashes even if just by 'vision'.

    I'd request that Intrepid at minimum call it something else (and definitely not Vamp-related anything since for quite a few people that's gonna be 'taken', now, but again, bias, there's probably some game I know too little about where it works like this and has such a name, I'll just hope it's not one that the devs are too attached to).

    tl;dr plz make Lifesteal/Omnivamp/Vampiric Contract/whatever consistent, and if it's hard to balance against your damage numbers, at least make it between 25 and 50% so streakiness doesn't lead to frustration and instability.

    idk why we're 'giving feedback on this now' but hey, if it's in the game like this, might as well ask for the change early on.
    ♪ One Gummy Fish, two Gummy Fish, Red Gummy Fish, Blue Gummy Fish
  • CarlisleCarlisle Member, Alpha Two
    Endowed wrote: »
    You need to repeat-run this a multitude of times to have any info to work from. One is not enough.

    I did it many times, the hp that you get back is minimum and inconsistent
  • EndowedEndowed Member, Alpha One, Alpha Two, Early Alpha Two
    Carlisle wrote: »
    Endowed wrote: »
    You need to repeat-run this a multitude of times to have any info to work from. One is not enough.

    I did it many times, the hp that you get back is minimum and inconsistent

    That helps.
    And matches all of our Fighters results. Though they have not parsed anything in a scientific manner.
  • Two seperate issues

    RNG in Lifesteal is inherently BAD
    Lifeseal is not Strong enough

    The first issue might be contributing to the second and specifically measuring HOW weak the Lifesteal is but you don't need to do some high presision Monte Carlo analysis to confirm a weakness unless its VERY small.
  • mikemike Member, Alpha Two
    putting a benefit in combat behind RNG is *entirely* terrible feeling (critical hits being an exception), life steal amounts should be reduced and then guaranteed on all damage application for consistency
Sign In or Register to comment.