I think MoK should decrease armour, but significantly increase HP instead so that it essentially becomes the main damage sponge over armour, which lifesteal would lead itself greatly too as a MoK player could then tank and regenerate more of their "overall" health in a fight rather than being dependant on armour recharging. It would make MoK a lot more deadly in a long drawn out scrap. Maybe also a small increase in melee lunge attack range as well?
MoK doesn't need more life steal, its needs more durability to actually use that lifesteal with. MoK already has a HUGE downside, no down state, no outside healing, no health packs, thats a real issue. Conversely it gets life steal and a little extra health. The big problem with this is that in the time it takes you to charge a SINGLE melee heavy attack you can go from full health to dead, so life steal is meaningless. Realistically MoK needs to give more health in needs to actually be able to survive long enough to get a full melee swing off even if its being shot by one person, so that the life steal it has (which is at a fine/reasonable level) actually kicks in and starts working which is the problem with MoK currently.
Yeah i also think that we need to wait for the next melee rework to say anything. The problem isnt the stats but the in the mechanics. currently by the time you get stunned the enemy can roll away and immediately use his bolter to shoot you twice in the head. If there wouldnt be any clanging or bolter usage in melee the life steal would be greatly but indirectly buffed.
Yeah in theory atleast, what ive tried in the garrison in melee the mok sometimes works pretty great when you can get some of that life back if the enemy managed to hit u earlier. In tactical vs melee however you dont necessarily get to hit the enemy once he starts shooting you and he always has the ability to clang your hits so that you wont gain any life back. Ofc if the enemy has no clue how to melee or you backstab him then you can pretty easily heal yourself if you are low.