- vampires life drain ability reduced to 30%.
I understand that with this change you want to complicate fights with neutrals without losses.
However, any lifesteal debuff also hits "final" fights (against other players), making this ability goofy.
I have been extremely critical of the 20-30% lifesteal in Heroes 6, citing this approach as an example of how NOT to do abilities. I said that when people do not know how to work with game balance, they make abilities weaker - because then there are fewer problems with them.
Unfortunately, you decided to go the same way as the developers of Heroes 6. This is not the first ability nerf, but it is a significant, symbolic change, which is why I am writing about it.
The best lifesteal was in Heroes 3 (100%), the lifesteal in Heroes 4 was also good (50% but given the very high attack it was close to 100%).
I will add that I am very good about your project, despite the fact that there are many changes with which I do not agree. It's an interesting experience to sometimes try something that is opposite in order to better understand things from different angles.
Weakening abilities are not always bad. There are examples where it improves the game. For example, the mark of fire, which in the original gave + 100% fire damage. This overly strong bonus killed the choice of which destructive spells to cast, because 200% fire spells are always beneficial, even when hitting exactly one target. Therefore, a nerf up to 50% is justified. On the other hand, the fact that this ability is random doesn't provide any benefit, so the 100% proc chance (always) is justified as well. The increase in duration also looks good. This example clearly shows that the weakening is carried out not in order to weaken the influence of the effect (increasing the chance and duration contradicts this), but in order to maximize interest and choice.