Life steal mechanic... just out of control

I have no problem with life steal… It is awesome actually, especially since ALL hero classes can use it… MY actual problem is, when you have life steal 5, but a minion only has 2 health, you should NOT be able to get 5 back… you should only be able to get as much as the health is… OTHERWISE, you are going into the negative, and taking what does not actually exist… THAT, is too much… Someone please explain to me differently… other wise, Life steal, needs a nerf… not a complaint, only an observation… This happens all around.

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This conversation keeps coming up at least once a year and the argument is always that you can’t do more damage to something than it has life but we all know that’s not true. If that was true, then every time you killed the opponent it would be an honorable kill, right? Every time you killed a minion it would be an honorable kill, right?

Damage obviously can go negative. It’s called life steal not Health Steal.

And no, life steal is not overpowered. If anything right now it’s underpowered because damage far far exceeds healing.

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well, thanks for replying, but I respectfully disagree… I will say you are right on one thing so far, it is not overpowered, just out of control. Ok, next question, what life steal cards have honorable kill? Perhaps I have not seen those ones… IF they have honorable kill, I can agree… IF they do not, and are just plain life steal, then taking more than is actually there, is too much… Again, only looking for a friendly discussion… :slight_smile:

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I understand what you’re saying, but you’re mixing lifesteal with healthsteal. It’s not stealing health.

Lifesteal is damage, not health drain.

If you’re at 1 health and on your death bed and I hit you with a punch and kill you, I didn’t just steal 1 health from you.

If I did, then that same scenario where instead of punching you I dropped a tractor on your face would be equivalent.

They are only equivalent in that they did enough damage to kill you, but not equivalent in how much damage I did.

Lifesteal is damage.
Health steal is health points.

Is the 1 mana priest spell lifestealing?

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which game works like that i know it isnt MTG or yu gi oh

which game this mechanic work like that ?

You missed the analogy and reasoning I brought up honorable kill.

Your argument is that you can’t lifesteal more health than a minion has, thus you can’t deal damage to a minion more than it has life.

If a minion hits for 8, and the target only has 5 health, it should only be doing 5 damage technically and thus can’t lifesteal 8, only 5.

If that was how it worked, then every minion kill would be an honorable kill because you’d never be able to do more damage to it then it has life, right?

If you have 5 health and I hit you for 8 I should get an honorable kill because in your opinion, I can’t deal 8 health damage to you since you only have 5.

I can squeeze and orange for 1 damage or I can run over it with a steamroller for 50 damage, but I’m only getting 1 orange’s worth of juice out of it.

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It’s working how they want it to do you really want them to replace it with some convoluted description like for every target hit by this spell heal for this amount plus spell damage?

ok, HEALTHSTEAL, I have not yet seen any card with health steal, either no one uses it, or hearthstone just doesn’t have it. anyway, I do not doubt you are making a valid point… I just must not be ready to see it… I am sorry, I just find it ridiculous, that life steal, can take more than what is there… OR, and here is something else, why not just make some of those cards health steal instead of life steal. Denathrius, even after the nerf still very powerful… MAYBE that card can be a health steal, instead of life steal… OR change/limit how much life/health stealing can happen… Right now, too many opponents are playing anything and everything life steal… I might play a couple of cards on occasion, otherwise it isn’t a lot in my deck… Way back, FLJ… with the life steal ele, was the best card for Mage… when it came back it was useless, because there was too much counter… But for all other ls cards, I see very little counter, at least easily… (card draw is a factor) But they can pop so much out, it just seems out of control. All of my freeze spells in the world, cannot stop it… Only stall… Anyway, I strayed off point… Is my health also not my life? HP, is health and my life, is it not? SO, if my health/life is only 3, how can someone steal 5? AS well, if you have for some reason 100 damage, but the hero has 5 health/life then I feel like it is fine… So maybe that makes me a hypocrite… but once the hero is done, game over… Hero doesn’t get reborn, or brought back to life with any card… at least some minions can come back… I may have just negated my own argument… GOOD TALK!!

no… that would take too much room… I just want it to be able to take ONLY what is available.

So you want it to heal less than the designers intended and are using the name as an excuse to justify it then.

actually, i want it to NOT take more than is there… 5 life steal, should not take 5 life off something that only has 2 health… sorry… I don’t like going into the negative being ok… again, just a discussion.

Lifesteal is based upon damage dealt only. Not upon how much health the minions or the opponent have.
You can do more damage to something than the max health points it has.

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So you do have a problem with the wording of the mechanic ok convoluted descriptions can replace lifesteal or rename it lifedamage problem solved.

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am I the only person who thinks the “wording” is a ridiculous loophole? It is clear no one agrees… And that is fine… We can’t have discussions, if no one ever talks or shares… Sorry to all of you who agree with taking what is not actually there… I am sorry, I have a problem with bad math…

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Seriously though lifesteal was originally Damage dealt by this minion also heals your hero Before it was keyworded you are asking either for the original definition to be changed or for minions only to be able to take damage up to their health like a 10 attack minion only hits a 1 health minion for one damage.

ok… can they just fix the wording then? I GET it you all have explained it… BUT, I just cannot easily wrap my head around being able to take something that isn’t there. Damage dealt makes sense to me, but if you only do 2 damage, why should you get more…? is there a math expert someplace who can explain this? LOL

Because overkill is a thing. Watch when that 5A minion kills a minion with 2H. The minion goes to -3 before being removed from the board.

Overkill I get… So just change/fix the wording. Life steal 10, overkill the excess, but not life steal the excess… I am sooooo sorry… you have made more sense than most so far… I just cannot grasp stealing life, that isn’t actually there…

why would you want to nerf defensive options, during a meta when defensive options are so piss poor at doing anything most games are ending at turn 6

I don’t want it nerfed… I want to wording to change… My son is a far more avid gamer than I, he also mentioned a card in MTG similar to these… The mechanic works as it is meant to… BUT the wording needs to be fixed… You just cannot steal/take something that does not exist… I want a million dollars, I can’t just go to someone’s house to take it, especially if it is not there… My minion has only 2 health/life you should not be able to steal more than that, because it isn’t there. You cannot take what isn’t there… Just change how it is worded…