as a warden, taking damage would be more risky if you’re actively attacking the other person, since you can’t regenerate health while you’ve selected your weapons. That would be a lot more balanced and interesting than just taking a flat percentage of your max health each time you attack and thus lowering your total max health by like 30%, just like how drawback works.
Instead, warden players will have 3 options. They can either play more aggressively and risky, they can choose to try to stay back and use longer ranged attacks for less damage but more safety, or they can choose to simply stop attacking for a while to regenerate their HP.
Besides, I think like Ekrix works much better with my idea than with just baked in drawback.
Having a dash that reduces damage taken would work well with the first option of playing more aggressively and risky, and having to time the dash exactly right to negate some damage brings in a bit of skill while also closing the gap. With drawback it’s still useful, however you do have insanely high hp and regeneration, so it’s not that useful.
Also I think that this is a more skilful and more rewarding style of fighting compared to just having baked in drawback. With drawback, you would just have to find good opportunities to drain your health for an attack, and then just wait a bit to regen it all again. With my idea, warden players would have to commit more to being aggressive and risky in order to deal the most damage, but they will still have the option to stay back and be safer while dealing less damage.
Warden players would, of course be able to equip 3 different weapons. And since the spirit shards work like imbuements, this will allow players to quickly switch their way of fighting. This could lead to way more varied builds and different synergies, unlike a certain other statbuild (warrior, it’s literally just the same build over and over again). This would also allow warden players to quickly switch to their ranged option, when they’re at low health, and try to play more safely.
My idea for warden is a bit more of a tanky mixup class (like warrior), with a more high risk playstyle focussed around taking as little damage as possible while trying to do as much damage as possible. Besides, I feel like this would also simply work better with the different hybrid vitality classes, since it encourages them to use both aspects of their build in a fight. (If you’re a paladin, you would probably use the spirit weapons first, and then start using magic once you take damage to heal up.)
Tl:dr. baked in drawback for all spirit weapons is boring and kinda stupid. It makes more sense to disable health regen, since that would encourage a playstyle that’s more interesting and skilled.