As a prelude to a possible suggestion thread I thought I’d bring this topic up for suggestion. I’ve always enjoyed playing archetypes with a high level of sustainability, I’m currently playing a Blood/Soul Reaping build with a solid amount of toughness/healing, and I feel like when I’m not in a dungeon there’s not much point to playing how I enjoy. In past games when playing sustainable characters you had the unique perk of not having to stop between fights while others had to stop to regen or eat/drink (depending on the game) Now that being said I don’t necessarily feel this a fun mechanic for those playing more damage focused builds, but it’s certainly disheartening for those who play sturdier characters.
Whether you end a fight at 90% health or 10% health you’ll be ready to go again in a few seconds. One option could be to simply fight more enemies at once, but this doesn’t necessarily let you kill them all that much faster and increases the risk many magnitudes more than the benefit.
How would you feel about being able to turn off out of combat health regen (for some other benefit like magic find, etc.) to incentivize doing something other than stacking damage stats with a touch of vitality as most players seem to be doing. Where you end a fight at would actually impact how you start the next. Playing smartly, avoiding damage or mitigating damage would have a much larger focus. This would be very welcome considering maximizing damage is rather simplistic in this game, so why not emphasize further the defensive part of the game?