Some classes, like Ironbreaker, get 1 very specific talent, that only works with only some of the weapons (f.e. THP on stagger - GL using it with 1h axe) and the alternative is THP on kill.
Now, don’t get me wrong, I understand that some of you may enjoy THP on kill for various reasons. But lets look at other HP generating talents:
THP on cleave - works on bosses, works with most weapons (with only few exceptions - 1h axe? - even dual axes that aren’t known for cleave have enough attack speed to greatly benefit from this talent), get a higher-cleave weapon and you get tons of THP the very second you encounter a horde, works against bosses and lords
THP on crit/headshot - the crit part is build-dependant, but HS bonus is excellent and promotes accuracy and skill - works wonders vs bosses
THP on stagger - doesn’t work vs bosses, but guarantees great results if you are using hammers and similiar weapons, encourages to use high stagger attacks when low on THP, which isn’t always a good thing, but hey, it works and its reliable.
Now THP on kill may work just fine for a Shade that can just DOT the horde into oblivion at high speed and has access to the most devastating melee attacks in game, that allow you to safely remove high-HP enemy, thus gaining a good THP boost at the beginning of encounter. But that’s it. For other classes its quite damn random and encourages toxic behaviour like attacking enemies that are already almost down, just to get that THP spike.
And when you’re slow hitter like IB Bardin with 2h axe, you are not getting that THP more often than not, because elites are main targets whether your teammates are using THP on kill or not - people just love green circles + elite kills are the most satisfying.
The fix is quite easy - change THP on kill to a THP on damage dealt to enemy + kill bonus - and amount of THP should depend on enemy’s “value” and/or armor class, so you’re getting more THP by damaging chaos warrior and way less for hitting marauders.
This way Shade can still get nice burst of THP by slaying CWs, but if she slays the CW you’ve just hit with the fully charged pickaxe and then struck with push-attack for a total of 105dmg, she doesn’t nearly get as much, as she would if she actually attacked a target that was not about to go down.
This way weapons like 1h axe - with low cleave and low stagger - but decent at killing and single-target damage would also bring you a reasonable amount of THP - for IB that would still be less than f.e. with shield/hammer/dual hammers and stagger talent, but it would be way more reliable than it is right now and could bring you some THP when fighting bosses.
So, less random factor, less promotion of toxic behaviour and could be easily balanced by tweaking the “value” of dmg/kills vs different enemy types.