Health Link Bug Disclosed; Fix Planned


A fan posted a lengthy argument about a perceived change in how the DiabloWikiHealth Link boss modifier works. His theorizing got shot down by Lylirra, but she took the opportunity to share a newly-confirmed bug with that type of boss that’s worth knowing about. Here’s the end of his post, plus the Blue replies.

What I want to know is, was this change meant to make Health-Link packs much more difficult for people who rely on lifesteal to keep themselves alive? Health-Link is for me, the worst affix a monster can have. Not because I try to focus 1 target down as quickly as possible, but when you are used to getting 20k+ hp back when you crit and that number is cut by 2/3, you REALLY feel it. Is lifesteal (along with reflect dmg) supposed to be the most challenging affix for people with high gear levels?

It seems to me that this is an unintended affect since they didn’t try to nerf lifesteal any other way, but I would really like someone who knows to respond to this.

Lylirra: We didn’t make any changes to way Health Link works in 1.0.5. To clarify, this is how the affix should function:

1. You hit a monster with the Health Link affix.

2. If you successfully deal damage, that monster checks for any other monsters with the Health Link affix that are nearby (nearby = 50 yards).

3. If there are monsters nearby, the damage amount is immediately divided equally with them.

4. If there aren’t any monsters nearby, that damage isn’t shared and is taken fully by the monster you hit.

Now, there is bug that’s currently active that makes it so that Life Steal isn’t as effective against monsters with the Health Link affix (the amount of life stolen is diminished when attacking Health Linked monsters), which could account for what you’ve experienced.

(Sorry to chime in a bit late on this thread, but this was something I wanted to check on with both QA and our development teams. I hope you’ll forgive my necro!)

I like when bugs are explicable. Like this one; you can read the details and go, “Oh yeah, I can see how/why that would happen.” So often bugs are inscrutable and exist because of weird connections in the game code that no non-programmer can ever hope to comprehend.

How do you guys feel about Health Link? I kind of like it, though I always wish it was called DiabloWikiDie Together (though that was a different mod, I enjoy the name.) With Health Link it can be fun to bang away on a Champion for triple or quadruple the normal time, while dodging the others and knowing that as soon as I kill this one, his friends will drop dead simultaneously, if not sooner. (Literally sooner; once in a while I see the others die before the one I’m hitting, due to vagaries in how much damage is shared.

Tagged As: | Categories: Blizzard People, Blue Posts, Bosses, Diablo III Bugs

Comments

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  1. I quite like the idea that health steal might be diminished, in the same way that damage is reduced on the monster you’re hitting. There are a bunch of cool ways to make a powerful character, it’d be nice if they all had a monster affix or two that really made things difficult for that particular build. And, in this case, it even makes sense.

  2. I like Health Link as a mod. It’s a fun change of gameplay (without being overly crazy), and also a huge help for my monk who doesn’t employ a lot of pursuit skills. When I’m facing a pack of Health Link mobs who like to spread out and wander away, I don’t have to chase any particular one down to whittle him down. I can just attack whoever is closest and I’ll be making progress against the whole pack!

  3. Health Link is really a non-negative affix for me — it’s a slight positive. In general, the way the game has been scaled to increase monster health but not damage, one hard-hitting champion is about as dangerous as two or three. So the “downside” of having them all alive/mostly alive until you whittle down 3-5 health bars, instead of just one, isn’t that huge of a deal. Instead, I can just fire blindly at the pack and know that eventually, they’ll all go down.

    Similarly, Illusionist is a positive affix for me at this point. It extends Archon, procs Revenge, gives you more benefit from LoH, LS, and LaK, and gums up of the works such that the actual mobs can’t get to you as quickly.

  4. How do you get 20k+dps from total life leech properties anyway? I can’t even get over 50k unbuffed dps with my level 60(8) Monk and only get 2k of hp back per hit, I can afford millions of gold either so that rules out paying to win on ah. Just seems odd that they couldn’t best the pack etc with such strong stats on their characters.

  5. If Reflects damage is a good check against players who over specialize in DPS, then Health Link is a good check against players who over specialize in life steal. Both probably need to be toned down a bit and some classes could probably use extra help to mitigate their effects, but the mechanic of having certain modifiers add challenge to common build strategies is a good one.

    Perhaps they should add a boss mod that makes them immune to critical hits…

    • “Perhaps they should add a boss mod that makes them immune to critical hits…”

      Ooooh, I like it. That would definitely make lots of people whine.

  6. + fire traps act 3

    + reflect dmg monsters

    + desicator fire pool dmg

  7. also EVERY TIME I use the smash build on my barb almost over 80% of all ingame elites are reflect dmg…soi yeah – balamce is the key I guess….extremes will allways attract extremes to counter – but bugs should be fixed 🙂

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