Blizzard Explains the Big “Life On Hit” Changes


The DiabloWikiLife per Hit affix is changing in function in Patch 2.1, especially with how it works through channeled skills and DiabloWikiAoE attacks. Happily, there’s a new blue post in which Blizzard Explains the Big Life On Hit Changes:

Life on Hit has undergone a number of changes, and it can be little confusing at first. I’ll go over how LoH is currently working on the PTR, but it’s also good to keep in mind that it’s still subject to tuning.

The bullet-point basics:

  • You gain your Life on Hit amount per cast, so long as you’re doing damage.
  • The amount healed per cast does not change based on the number of targets hit.
  • You continuously gain a portion of your Life on Hit value while channeling.
  • We’re increasing LoH on items by another 100%, and LoH in Paragon by 50% in an upcoming PTR build
  • We’re aware that this needs tuning, particularly with large packs of monsters, or those with Reflect Damage.
  • More long-form explanation:

    Currently in the live game, you’ll receive Life On Hit when an ability hits an enemy, and then that mechanic is run through the proc coefficient of the ability itself. As a general rule, this means that many AoE skills give very small amounts of Life On Hit vs. single targets, and you typically get large amounts of Life on Hit against multiple targets.

    We want players to be able to heal consistently at the times you need it most: Boss fights and Elite fights. To support this, we’re altering some of the conditions of Life On Hit. Life On Hit will now trigger once per ability activation as long as that ability requires an animation*. This means casting Magic Missile, Frozen Orb, and Blizzard all provide the same Life On Hit per cast. Channeled spells provide an equivalent amount of healing over any given period of time to non-channeled spells.

    Not only does this allow you to gain more Life when you’re attacking a low number of targets with AoE skills, it provides more consistent healing between various skills, and it also separates Life On Hit from the proc system. This last benefit is important as it means we can be more generous with allowing Legendary items to proc various effects.

    All of that said, there is still some tuning to do now that we’ve adjusted how Life on Hit works. We’ll be keeping an eye a close eye on it, and continue to make the necessary adjustments to get it in line with where we want.

    *Attacks that deal damage, but don’t animate (like Overpower, or Frost Nova) do not trigger Life on Hit. The intention is to prevent double LoH procs per animation cycle since these skills can be cast while attacking, or channeling.

    The long form explanation sounds good; more consistent value from the affix rather than “always full health” against large groups and “never enough health” against a single target. Plus, if removing it from the procs system can allow legendary properties to kick in more often, that’s a nice change. I’m sure there are some drawbacks as well… right?

    Tagged As: | Categories: Blue Posts, Ex-Blizzard, Items

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    1. These changes, just fire the developers already and shut down the game.

      What a laughably bad design decision just like everything they have done on the PTR so far.

    2. Care to add some explanation as to why you don't think these changes make sense?

    3. "The long form explanation sounds good …"

      ??? what
      it sounds horrible and stupid

      "The amount healed per cast does not change based on the number of targets hit."

      well then it's not really "life on hit" is it

      really, just..
      wow

    4. pretty simple
      life on hit it is not

    5. Yes it is, just not Life on All Hits. Also, you're arguing semantics, instead of the merits of the new system itself.

    6. Yeah what kind of dumb comments. Ok, more correct term would be life on cast or whatever, but that doesn't change the fact that the new system sounds pretty good.

    7. It is "life per cast that hits with animation". LpCtHwA or LCHA.

      I still do not understand why they want life per hit or life steal which always leads to yoyo life bulb and instant death on bad luck (or lag). They should lessen boss and elite damage and replace LoH by damage mitigation like +armor or resall on hit.

    8. It is "life per cast that hits with animation". LpCtHwA or LCHA.

      I still do not understand why they want life per hit or life steal which always leads to yoyo life bulb and instant death on bad luck (or lag). They should lessen boss and elite damage and replace LoH by damage mitigation like +armor or resall on hit.

      Yet, the fun part of "seeking trash mobs for life on hit a meet two other elite packs in a rift" has gone

    9. Yep.

      "it provides more consistent healing between various skills,"

      How long until we just have a single "click to kill" skill that does exactly 1/4 of enemy HP per click?

      They're diligently filing down all of the interesting points of difference between skills until they're all just uniform round spheres of mediocrity.

    10. Especially melee characters will certainly have a bit of a problem with this, as their getting hit quite often and need LoH to keep in play. Life regeneration and life after kill may be enough to compensate for the lack on LoH on lower difficulties/greater rifts, but I highly doubt that even optimal gear can push a character with melee setup beyond Torment IV.

      Ranged characters will have a similar problem, but in addition could compensate with an increased amount of kiting.

    11. Please tell: What are the merits?

    12. "All of that said, there is still some tuning to do now that we’ve adjusted how Life on Hit works. We’ll be keeping an eye a close eye on it, and continue to make the necessary adjustments to get it in line with where we want."

      Oh, Blizzard. Better safe than sorry, I get it, but you really don't have to mention that. After ten years of fiddling and fumbling around on WoW base balance overhauls and D3 gameplay becoming ever more nonsensically generic with each makeshift applied, noone is really expecting a stable game/content release from you anymore.

    13. Presumably, better healing against bosses & champions, maybe greater need/use for defensive skills?

    14. Well, more health regained while fighting fewer monsters, less when fighting larger groups. Sounds ok. I always felt that LoH and procs is bad combo. How could that be Life on Hit, when you're getting 1/3 LoH per hit.

    15. 1) More intuitive and transparent mechanics. Like Mortalo said the previous system was anything but that, since LoH relied of skill coefficients, which were and are still hidden. The name "Life on Hit" doesn't imply that, nor does it necessarily imply that you'll get life for every monster you hit. It should have been called "Life per Hit" ever since the first beta, but that still wouldn't have helped with the whole coefficient thing.

      2) More healing when you most need it, that is against Elites and big bad Bosses. I don't know about you, but in the past I largely ignored Healing stats in favor of more mitigation, because they sucked against the most dangerous enemies and against huge mobs of normal enemies Health Globes were plenty enough to survive. It's high time that Blizzard finally acknowledged the problems with Healing.

      3) Completely eliminating the Healing potential of skills without animations will mean that it won't be possible to gain disproportionate amounts of HP recovery if you make these skills more spammable and this helps with the balancing of the new Life on Hit.

      4) I think the changes will mean that higher attack speeds will become more desirable, which would be great, because personally I usually tried to avoid it when I could in favor of other DPS stats. Now the choice will be harder.

      Now it's your turn, what are the drawbacks in your opinion?

    16. The times you needed LoH most – against elites – is when it tended to work the worst. This flips that making healing work best when you need it most. Smart thinking.

    17. I'm just a bit confused as all my LOH is on my weapon and NOT on a skill? Am I just dense or am I missing something here?

    18. Agree with HardRock's points, for the most part. The changes are simplifying things in a way, which I'm usually against, but current LoH is wildly unbalanced. Hugely favors AoE and crowd situations, which could be seen as strategy/tactics, but it's not like there's some other form of healing that works super good against single targets and sucks against groups.

    19. What about Wizards with a Wand of Woh/EB build? It essentially means its no different from wearing life steal gear i.e. Life on Hit for them no longer functions because EB is cast without an animation.

    20. If the problem was LoH doesn't work well enough against elites, why not just boost LoH against elites? Problem solved.

    21. I like these changes. Sure they are not perfect yet but thats why it is called a PTR.

      Please link me to your topic/post on the official forums where I can read your suggestions on how to improve it, I'm interested.

    22. What a joke. My barbarian handling tens of thousand monster damage per hit. Dont you think below 2000 loh going to help? Waste time.

    23. move LOH to secondary or dont waste time on it.

    24. well current monster damage doesn't give a chance to such LOW healing. quick death or full health

    25. Current LOH is Junk affix than any….

    26. 1) "Life on Hit" is now basically "Life on Cast"

      good

      2) "It doesn't matter how many monsters you hit, or if you're channeling, you'll be healing for something as long as you're in combat."

      good!

      Because here's what actually happens in the current game. I cast Frozen Orb at 8 targets. FO's proc co-eff is about 0, so I gain 0 life. Explosive Blast? 0 life. Disintegrate? 0 life. I didn't even know that Frost Nova could proc LoH! Maybe this was a Wizard-specific problem, but I often got nothing out of LoH. This is why for so long I used Electrocute/Lightning Blast (!) with high IAS. My LoH actually worked and my Thunderfury proc'd constantly. (Lightning Blast is surprisingly good.)

      Heh, although after these changes my Wiz will have 0 skills that can proc LoH. Oh well.

    27. Short reply, as I ain't got any time today…

      1) Before was more intuitive. Or better said, there was a logic behind it that was easy to comprehend.

      2) I generally have less problems against elite-packs or bosses. Unless I've been frozen, overlooked a desecretor/… while being blocked by walls or being "teleported" right into a batch of arcane sentries, my health stays in the zone smooth to play. (Repositioning is the key.) Keeping my health up though LoH usually becomes difficult when being swarmed or against fast attacking or jumping mobs, where repositioning can't be done before getting some hits in. An additional secondary affix, upping LoH on elite-mobs/bosses, would form my point of view be a more interesting solution here.

      3) Haven't quite figuered out what you've meant here… Later, when I at least an idea of what your refering too…

      4) Indeed. The effectiveness of higher attack speed already is quite valuable, when building around LoH. With the changed mechanics it's becoming a necessity against large mobs now, thus massivly devaluating 2hd-weapons again. (Although these were usable only on crusader and a few, shrewd skillsetups anyways.) What really has gained value here, are some secondary affixes like, for example, chance to stun.

      If I'm not to sleepy, I may add the one or other point tonight, when I'm back. But I guess tomorrow would be more probable.

    28. Perhaps you missed it at the top, or you just want to complain without actually reading, but previously LoH on the PTR got buffed by 100% on items, and now it's getting buffed by an addition 100% on items and by 50% on Paragon points. This means that come 2.1, LoH values on items will be four times as high, and LoH values on Paragon points will be 1.5 times as strong. It should be functionally impossible to have really, really low LoH, because even if you get just one item with LoH on it in 2.1, and you put all your Utility page, then you should have around as much LoH as if you had a full gear set decked out in LoH now. Now, you could argue that that's still not good enough, but frankly, if you build for LoH now, it probably should be good enough. If you put together a LoH build now, you can get up to around 10,000 LoH from items and 4000 from Paragon. Thus, in 2.1, you should be able to get around 40,000 from items and 6000 from Paragon.

    29. There is one thing I don't like about the change that hasn't been mentioned. Once LoH has been changed it will no longer be possible for us to test & find out what the hidden proc coefficients are. Although the change in LoH will make that knowledge less important, I for one like to know how "% chance on hit" effects are affected by different skills.

      I can only hope that Blizzard will add info about proc coefficients to tooltips somehow, but I won't hold my breath. The more they share about how the game mechanics work, the more they have to "defend" their game design, and the more confusing it appears to them for casual players to understand.

    30. Regarding #3, I was talking about this part of the Blue post:

      "Attacks that deal damage, but don’t animate (like Overpower, or Frost Nova) do not trigger Life on Hit. The intention is to prevent double LoH procs per animation cycle since these skills can be cast while attacking, or channeling."

    31. 40K is laughable. We are talking monster damage at instant death in High Grift with 500K+ Hp with 13-4 Million toughness! 40K is what? Oh my god i forget it is a WHOLE slot with LOH!

      Lets see what you will sacrifice in current system to replace LOH
      Helm: socket/ Crt% / 6-700 vit (only helm and golve roll such high vit)
      Amulet: Elemental/ Crt %/ Crt dam (100%+ only in amulet or weapons) / Main / socket for legendary gems…
      Rings: Main/ Crt% / Crt dam / CDR/ socket / elemental
      weapons :Main/ % to elite / % weapon damage / elemental
      Golves: Main/ Crt%/ Crt dam/ CDR/Vit
      Braces: Main/Vit/Elemental/ Crt%/all resist

      I dont know what the hell ROS team is doing. May be they get a "damage to player " report and they "think" player take small damage because of high toughness ! However the real reasons is we kill faster than monsters kill us.

      In my observation . Current fight is fast kill or fast death. only 1 chance to recovery with potions , health back skill is important than any LOH affix nothing more. 40000 LOH doesn't save anyone from 1 spear from Goat man at T6+ high difficulties

    32. The imbalance of LOH is not about numbers of LOH can do, but the monster damage and our damage . When all boss fight within 15 sec, It is no room for any healing besides instant heal to function well.

      Increase LOH in P lv is welcome as it is no cost at all but not work in item affix in current monster damage lv.

    33. They could make it "lower potion cool down by xxx on hit". Or heal by %life on hit. I always have bad feelings about healing skills or items which does not improve with life.

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