11/19/2012 06:35 PM
Posted by Lylirra
if i dmg a mob but my party member kills him instead, do i get the full percent HP return, a partial return based on dmg done, or no return in HP?
No, you don't receive a return in HP.
On a larger scale, this is something we've been talking about how to improve. We definitely realize the way Life on Kill works right now isn't very co-op friendly. When you're playing with a group of people and sharing your killing blows, the affix just doesn't have as much value as it does in solo games, and that can be a really poor user experience. We also recognize the same applies to various skills, such as the wizard's Archon ability.
We still want players to feel like they can gear/build their characters differently for solo vs. co-op, and we think there will always be some affixes and skills that are better in one mode or the other. That's not going to change. But, at the moment, the degree of advantage seems like too much of a swing (I imagine a lot of players would agree).
We've been discussing possible solutions for how we can bring LoK/Archon/etc into better balance between the two game types -- without just outright homogenizing everything -- but haven't settled on the best course of action just yet. This issue is absolutely on our radar, though, and we're certainly open to your feedback in the meantime.
What's the difference between group play, and solo play with Monster Power enabled? It's functionally the same thing in terms of increased Mob HP. Solo vs. group play is a false binary-- the issue is purely one of scalability of item affixes in the face of increased monster HP.
You've already alluded to this somewhat with the potential changes to Thorns affix-- i.e. allow it to scale with damage stats. You need to find similar fixes for Archon, LoK etc. that account for scaling, regardless of solo or group play.
How about something like a Monster Power quotient? The idea here is to divide the mobs health by the quotient, and establish break-points in the mob's health that proc stuff like LoK/Archon. We already know the infrastructure for something like this exists-- boss mobs will drop health orbs at 75%, 50%, 25% etc.
To keep things simple, let's use MP10 and some made-up values. Let the Monster Power quotient equal the current monster power, so at MP 10, MP quotient = 10. Applying our quotient to a mob with one million HP would give us a value of 100k. Therefore, every 100k health we reduce from the mob, we proc our LoK value, tick of archon, tick of grave injustice etc. These allow abilities based on "proc on kill" to not be worthless as mob health scales.
Obviously, the values are made up for simplicity's sake, and also do not account for the fact that the quotient would scale linearly with monster power, while monster health actually scales at a faster rate with monster power. Addtionally, Blizzard would have to account for the interaction of MP and the group HP bonus. However, I think the basic framework makes sense.