The Avatar wrote:So the more damage you do the more weakening you get? I'm kinda confused.
Yes.
The Avatar wrote:So the more damage you do the more weakening you get? I'm kinda confused.
q 3 wrote:A percentage based system is possibly even harder to balance. At low levels, it's terribly underpowered; when you're hitting for 10 damage, even 50% lifesteal (which would have been an absurdly high level in the alpha) only restores 5 HP, i.e. the starting amount of lifesteal in the beta. At high levels, it can become ridiculously overpowered; it's quite possible to hit for over 200 or even 300 damage if you min-max enough, and with 50% lifesteal that would make you invincible to nearly every boss.
What about changing lifesteal from a fixed to a level-dependent value? E.g., instead of each additional lifesteal boon restoring +5 HP (or +5%), it restores +1 HP times character level (1 HP at level 1, 10 HP at level 10). Modify the cost a bit so a couple of levels are relatively cheap but several levels require a serious investment, and it could conceivably be a serviceable ability both early on and late in a dungeon.
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