BLEEDS ARE DAMAGE THAT A PLAYER IS ABOUT TO TAKE, so a heal should have priority to "heal" the bleed before a players Health Points. With this as a rule, we have to remove manually inflicted bleeds (with the exception of anything that requires combo points or some kind of stacking since you cannot spam this).
Basically heal fixes wound, requires the damage of the wound to heal it.
The solution is to have melee criticals to have a high chance of inflicting a bleed unto the target, based on weapon crit damage and normal melee attack have a low chance of inflicting a bleed based on weapon damage.
-Blood Knight spamming rend with other abilities that could potentially be a -50% HEAL debuff & -50% Spellpower debuff (wow reference to Arms Wars) == NO!
-Thief getting combos and only able to inflict a bleed after 3 landing Global Cooldowns == YES!
-Weaponless (or weapons with lack of sharpness [blunt fists, spike less maces, shield (slam), guitar, flute, cornet]) melee classes (MONKS) inflicting weaker bruises instead of bleeds == YES! (They'll make up for lack of damage elsewhere )
-Low level weapons having lower chance to inflict bleeds to make a player feel more satisfied about his own growth (and not to be OP) == YES
Basically I could easily think of a way to figure this out. LVL Cap being absolutely 100.
Normal = .05% (Chance) * lvl;
Critical = .25% (Chance) * lvl;
Lvl 50: 2.5% chance on normal hit :: 12.5% chance on critical
Lvl 100: 5% chance on normal hit :: 25% chance on critical
Percents may seem low, but this should occur quite often at 100. If lvl cap went beyond 100, replace lvl with [% of lvl cap]. This stacks on top of the critical damage, but it may be expected to have the blunt of the melee crit to be less painful then the bleed.
-Bleed on hit/crits stack? == YES! It will refresh the old bleed and increase the damage by 2 (assuming it is of the same type hit//or//crit), why? Because you just cut the hole Deeper.
Hitting with a bruising blow again will make your hit HARDER (getting hit in the bruise hurts more than being hit normally) You hit for 100, opponent gets bruised, you hit again (which was lucky enough for another bruise) you now hit for like 150 (example) instead of applying new bruise and refresh the duration of the bruise debuff.
-Maybe give a bruise a debuff for +1% extra melee damage at the cost of the damage the player would have gotten for the bleed. This could get strategic for melee. Switching weapons to apply bruise debuff, then going in for the bleed crit.
-Bruising lasts longer than bleeds (at the exchange of the bleed damage, since it is a debuff)
-Make bleed timer relatively quick, maybe 5 - 10 seconds? Quick enough not to be stacking it to 100, we want it to easily take its course, but we want the lucky person who gets the bleed multiple times to benefit. Random luck makes players interested.
(This of course is heal-able, if you got a healer on you, those bleeds are being removed. But lucky criters and very lucky hitters make healers have to heal harder, healers should have ally topped off!)
Basically heal fixes wound, requires the damage of the wound to heal it.
The solution is to have melee criticals to have a high chance of inflicting a bleed unto the target, based on weapon crit damage and normal melee attack have a low chance of inflicting a bleed based on weapon damage.
-Blood Knight spamming rend with other abilities that could potentially be a -50% HEAL debuff & -50% Spellpower debuff (wow reference to Arms Wars) == NO!
-Thief getting combos and only able to inflict a bleed after 3 landing Global Cooldowns == YES!
-Weaponless (or weapons with lack of sharpness [blunt fists, spike less maces, shield (slam), guitar, flute, cornet]) melee classes (MONKS) inflicting weaker bruises instead of bleeds == YES! (They'll make up for lack of damage elsewhere )
-Low level weapons having lower chance to inflict bleeds to make a player feel more satisfied about his own growth (and not to be OP) == YES
Basically I could easily think of a way to figure this out. LVL Cap being absolutely 100.
Normal = .05% (Chance) * lvl;
Critical = .25% (Chance) * lvl;
Lvl 50: 2.5% chance on normal hit :: 12.5% chance on critical
Lvl 100: 5% chance on normal hit :: 25% chance on critical
Percents may seem low, but this should occur quite often at 100. If lvl cap went beyond 100, replace lvl with [% of lvl cap]. This stacks on top of the critical damage, but it may be expected to have the blunt of the melee crit to be less painful then the bleed.
-Bleed on hit/crits stack? == YES! It will refresh the old bleed and increase the damage by 2 (assuming it is of the same type hit//or//crit), why? Because you just cut the hole Deeper.
Hitting with a bruising blow again will make your hit HARDER (getting hit in the bruise hurts more than being hit normally) You hit for 100, opponent gets bruised, you hit again (which was lucky enough for another bruise) you now hit for like 150 (example) instead of applying new bruise and refresh the duration of the bruise debuff.
-Maybe give a bruise a debuff for +1% extra melee damage at the cost of the damage the player would have gotten for the bleed. This could get strategic for melee. Switching weapons to apply bruise debuff, then going in for the bleed crit.
-Bruising lasts longer than bleeds (at the exchange of the bleed damage, since it is a debuff)
-Make bleed timer relatively quick, maybe 5 - 10 seconds? Quick enough not to be stacking it to 100, we want it to easily take its course, but we want the lucky person who gets the bleed multiple times to benefit. Random luck makes players interested.
(This of course is heal-able, if you got a healer on you, those bleeds are being removed. But lucky criters and very lucky hitters make healers have to heal harder, healers should have ally topped off!)