So I was going to necro an older thread on this, because I didn´t feel like spamming the forum with another of my literary masterpieces, and also, there were some pretty good points already, so I wanted to give them a bump, but then I realized necro is not allowed on this forum, so you did this to yourselves, paladins.
As has been stated about a billion times already, the lvl 20 talents are kinda broken, and for all classes at that. They are of course broken for all classes because they are the same for all classes, which is one of the issues with them, but probably the least important one imo.
The main issue is that virgin health on crit is literally pointless next to the vastly superior Chad health on kill, except maybe a couple cases, like with the beam staff a friend of mine told me about. Apparently, this one is only viable because it is also broken, but in the opposite direction, making it pretty op due to either some bug or just a bad design. There may be a couple other exceptions I do not really care about enough to look them up and evaluate them, but in almost every instance, option a) sucks and option b) is just vastly superior. Even high-speed, high-crit chance weapons and classes will generally benefit much more from health on kill than health on crit.
One of the reasons the above statement is true is because it seems that health on crit only gives you health per crit attack, not per crit hit. Which is some bull*hit. Playing as WHC with 15/23/40/48% crit chance (depending on currently active buffs) and super-quick attacks, there is no worth at all in taking health on crit. There might be if all the enemies hit with a crit would trigger the effect, but they clearly do not. Which leads me to my question, which is: “why?” If this build doesn´t remotely benefit from taking crits over kills, then why does that talent even exist in the first place? Practially no one uses it, except of some possible exploits and perhaps a couple legit reasonable builds, which I have not really verified, so please, do enlighten me down below.
Then of course there is the third talent, which very loudly screams “I was asked to come up with three talents, because we need 3 talent options for every new talent line, but it is already 2 a.m., I have a life and no idea what the game works like, but hey, based on this scribble on the wall written in blood by my predecessor who killed himself after burning down a nursery, there are some bosses in this game or something, so let´s go with that.”
Basically no one uses that unless they want to make the game more difficult, and since there is no option to remove already selected talents, the best they can do is get the ones that are the most crap. And that is where this talent shines, so if that was a design choice, it was a bold one, but it kinda works and I do respect that. It might still be rivaled by the also impressively bad health on crit, but in most cases, it would probably win.
So before I get banned and possibly locked up in an asylum, let me present something constructive instead of just being a sarcastic a-hole.
Make health on crit proc on hitting every enemy hit, that way it can be pretty useful against hordes and a lot less useful against everything else, same as health on kill. Might require increase or decrease in health generated per proc, might not. It would still be pretty much the same as the 2nd talent, but at least now it might actually work properly and have some worth to it.
As suggested in a slightly different way by another user a while back, make the 3rd talent generate temporary health on hitting bosses and elites (and possibly even specials).
You could also completely rethink the talent line, and just do what perhaps should have been done in the first place: Make custom lvl 20 talents for every single career. Then, Shade might choose between getting temp health upon backstabs, upon kills, or upon crits (but these of course would have to have their values adjusted to make all of them viable with certain builds and playstyles, yet none of them overpowered with any builds and and playstyles). I see some degree of danger in this, as it might become too restrictive, for example, I like to play ironbreaker as a well-rounded class with a two handed axe, rather than just a super tanky tank with a shield. It would be a shame if this became far less viable, because his health-replenishing talents would all rely on him being passive/defensive/tanking. But if still allowing for pretty much any playstyle being viable as any career (to the extent it is now), it might be the best solution, but also the hardest of course.
Alternatively, you might solve this very easily, safely and elegantly by making the 1st talent generate temp health on melee kill, 2nd talent generate temp health on ranged kill, and 3rd generate temp health by either blocking attacks or pushing enemies or not having been hit/damaged in the past, say, 20 seconds. The last one would of course be designed for tanks, but possibly also for quite skilled players or just players who tend to play rather defensively etc. It could give a buff that would generate something like 2 white health per second.
Basically, there isn´t too much of a problem with these talents, except that only one of them really works/is a viable option, meaning the whole talent line is a rather crappy talent design, which is also why I am posting this as feedback and not a bug report. And it just kinda feels wrong to have 2 out of 3 talents totally worthless, and I think it also sort of trips up new players, even if just for a while (personally, I got tripped up most by trying to figure out if the other two can possibly be worth it, how, when, and if not, why do they even exist).