The problem:
Currently health (and defense) values are relatively low, and enemy damage scales comparatively quickly, meaning that your character is much more likely to get one shot by a big attack or lots of small attacks quickly, than it is to slowly lose health and be unable to recover.
This is even more true with the values of self-healing as it is now, where with a little bit of leech and damage, my health is either 0% or 100% permanently, with almost no time in between. This makes the issue more obvious, but also has the consequence of making any on-demand heal almost entirely pointless.
Potions, for example, canât really be planned and reasoned about - instead, as soon as you lose a bit of HP, you better hit that button before you die in the next 0.3 seconds.
A side effect of the healing situation, , and one I believe will become more obvious when multiplayer is in the game, is that having healers becomes pointless. Why do I need a character that is putting a lot of effort into healing, when simply hitting the mob heals me for more, and faster?
And finally, another consequence of this is that end-game gearing becomes purely a matter of how much defenses can you get - every character needs to have glancing blow cap, crit avoidance cap, loads of elemental resistances, as well as conversions from poison, necrotic, and void damage into phys or elemental damage just so we can resist them also.
There is absolutely no room for gearing for damage but defenses are just too important, which aside from balance issues, is just not as fun.
What I think the solution might be:
Increase health (or reduce enemy damage), and reduce self healing.
There is a tough balancing act between combat being slower and more methodical and combat just being slow and boring. With that in mind, we can imagine that with more health to act as a buffer before death, and less self healing, we will have more room for tactical decisions about the playerâs health situation as well as room for active healing abilities.
Another result of this, could be that with less fear of being instantly one shot without any time to react, you will not necessarily have to gear strictly for defense.
Will be interested to hear some opinions on this!