new life-tap idea

Guys how do you feel about this idea I had:

This is a gameplay changer for destro which doubles down on the idea of sacrificing hp for power. Guys I believe I've cracked it for both pvp and PvE that this could genuinely be a very fun way to play.

Destro locks have a new passive:

Offensive damaging abilities increased by double the percentage of depleted HP. Haste is also increased by half of this percentage.

So this means re-introducing life-tap and essentially playing a balancing act for more power, and also means you can gain real benifit from using burning rush too.

It's dangerous, it's scary and down right OP of you manage to cast off a meaty buffed chaos bolt with 5% remaining hp before you die.

In pvp you will try to delete as much HP as you can for a strong opener and use unending resolve to ensure a little bit of safety (it may need buffing to 90% dmg reduction for 8 sec).

In PvE where heals are constantly incoming, you will be regularly suppressing your life for the power and speed of casting. This means you kill your HP as much as you can before a boss pull for the passive effect and gain the BL buff for the extra kapow.

Should life-tap be on or off the GCD in this case? I think it should be off personally but prevents spell casting if used between.

In pvp you'd have to synergies with a class that'll allow you to have a clear 3 seconds of free cast after eliminating most of your hp to get a nice killing snipe. It won't be easy to do though.

This would also be quite a lot of fun in battlegrounds too, and out in the world where you really will be relying on your void to tank so you don't just get 1shotted.

Further more I think to aid this gameplay style it should also work if your hp is being reduced by other means such as damage taken since this is a health aura based on how much is being sacrificed.

What do you think?
Come on guys I really out a lot of thought into this :(

I suppose if they wanted to they could blanc and change some abilities to we Sac our HP but we can very quickly return it if we get into trouble but our damage will just be much less and slower.
Sorry but no man. You gotta think it through a little more. Think about how they would balance warlocks dps in PVE for starters. What health % would they choose to balance around? Let's say they choose 50% as the amount where locks are equal to other classes. Now any fight where locks can stay at 10% hp or something they do double damage of all other classes. If you have disc priests handing out big shields that could be more often than you think. Alternatively, if they balance us around being at 10% hp, then we gotta almost kill ourselves just to be equal to others.

You'd have warlocks constantly wiping raids because they wanted to squeeze out a tiny bit more damage and died. You'd also have warlocks cursing healers due to them receiving AOE healing they don't want or getting healed back up after tapping themselves down.

Same goes in PVP balance. What's a pretty good amount of damage for a chaosbolt to do without CDs? I would say about 25% of someones hp. Well at what health % do you get to do 25% now. If you can do 25% of someones health while at full hp, then you're doing 50% of someones HP at half hp. Add in darksoul and Grimoire and you're oneshotting people even before half hp. That's going to be broken in arena and even worse in RBG.

So you say okay lower the base value. At 100% HP you now do 12.5% chaosbolts. Well then I basically do horrible damage unless I first spend like 3-4 globals of any pvp situation lifetapping or purposely trying to get hit.

Sorry, this aint it.
That would make lock a God with anybody who can shield him... so, doubt it will happen. In raids this would be so utterly unbalanced... you would do 0 damage with full hp, to balance you doing damage at 50% or 25% hp.
I apologize for how harsh it sounds but...

We don't need reinventing the wheel.
We need the wheel back instead of the square.
Yea I see at you mean.

I still think gameplay wise it'd be a pretty fun and intense way to play while fulfilling a deep warlockish suicidal power struggle fantasy.

As for the balance argument, I'm listening to some Dev interviews now (recent ones) and they say thy weren't always interested in balance as much as you might think because if everyone is the same then it's boring. They prefer players to theory craft and figure it all out and possibly never find the perfect cookie cutter soec/ talent combo.