I get the vibe post-launch support looks unlikely for the UEE.
http://us.battle.net/d3/en/forum/topic/13272817274?page=3#57
Would be pretty shitty of Blizzard to leave this game to die.
I will be honest with the way 2.1 is shaping up it might not be a bad thing at all. 2.1 is a complete mess right now and if it comes to consoles I want it to be down the road. After they can get stats from PC players and balance it properly for consoles. Some of the highlights of 2.1 are making the worst class even worse monks. Taking the horrible life on hit and making it 10x worse by turning it to life per case for certain spells and skills. Other skills don't even get life per cast like explosive blast a ROS wizard staple. The upgrading of legendary gems is a mess since it is RNG. Getting legendary amulets is a complete mess thanks to the nerf on drop rates on keys and organs.
http://us.battle.net/d3/en/forum/topic/13421592048
Life on Hit has undergone a number of changes, and it can be little confusing at first. I'll go over how LoH is currently working on the PTR, but it's also good to keep in mind that it's still subject to tuning.
The bullet-point basics:
You gain your Life on Hit amount per cast, so long as you're doing damage.
The amount healed per cast does not change based on the number of targets hit.
You continuously gain a portion of your Life on Hit value while channeling.
We're increasing LoH on items by another 100%, and LoH in Paragon by 50% in an upcoming PTR build
We're aware that this needs tuning, particularly with large packs of monsters, or those with Reflect Damage.
More long-form explanation:
Currently in the live game, youll receive Life On Hit when an ability hits an enemy, and then that mechanic is run through the proc coefficient of the ability itself. As a general rule, this means that many AoE skills give very small amounts of Life On Hit vs. single targets, and you typically get large amounts of Life on Hit against multiple targets.
We want players to be able to heal consistently at the times you need it most: Boss fights and Elite fights. To support this, were altering some of the conditions of Life On Hit. Life On Hit will now trigger once per ability activation as long as that ability requires an animation*. This means casting Magic Missile, Frozen Orb, and Blizzard all provide the same Life On Hit per cast. Channeled spells provide an equivalent amount of healing over any given period of time to non-channeled spells.
Not only does this allow you to gain more Life when youre attacking a low number of targets with AoE skills, it provides more consistent healing between various skills, and it also separates Life On Hit from the proc system. This last benefit is important as it means we can be more generous with allowing Legendary items to proc various effects.
All of that said, there is still some tuning to do now that weve adjusted how Life on Hit works. Well be keeping an eye a close eye on it, and continue to make the necessary adjustments to get it in line with where we want.
*Attacks that deal damage, but don't animate (like Overpower, or Frost Nova) do not trigger Life on Hit. The intention is to prevent double LoH procs per animation cycle since these skills can be cast while attacking, or channeling.