*Why* Raekors May Need A Change.

  • Not because it's OP - but because it's insanely frustrating to be grouped with a barb using this set. Far too often I've been in a 4 player game where a Raekor barb zooms off into the distance gathering all the elites with no way for me or the rest of the party to catch up.

    I'm absolutely fine with barbs having nice things - except when those nice things are annoying to everyone else.

    Sets should provide synergy within a party, not troll the party.

    EDIT: Huh. Didn't expect this sort of response :) Going to be interesting to see how this shakes out.

    However one major thing Blues - PLEASE let the new DOT stack. In this way it should be at least something of a single target increase.
  • 11/27/2014 08:17 PMPosted by Starbird
    Sets should provide synergy within a party, not troll the party.


    This is actually pretty offensive to us as well, but we don't think the problem is with the concept of Raekor's. When you observe the gameplay as a teammate, it kind of reminds you of that kid on the playground who would take the ball and run with it rather than passing it around and letting the other kids play with him.

    That's not a great feeling, especially for the rest of the party. It doesn't live up to the spirit of multiplayer or create good teamwork opportunities. We're looking to fix this by redesigning the Dreadnought rune and the Raekor's set. Here's the current plan:

    • Furious Charge
      • Dreadnought
        • Has been redesigned. Now grants Furious Charge two charges.
    • The Legacy of Raekor
      • 2-piece bonus: The first enemy hit by Furious Charge takes 100% additional damage.
      • 4-piece bonus: Furious Charge gains the effect of every rune.
      • 5-piece bonus: Enemies hit by Furious Charge take 3000% weapon damage over 3 seconds.


    The gameplay of zipping back and forth across the screen and dealing huge amounts of damage is a lot of fun, and we want to preserve that. What we want to combat is how this gameplay was downright incompatible with multiplayer. Rather than charging forever forward, it should feel good to charge through existing groups before moving on to the next pack, and it'll be even better if your buddies line 'em up for you to knock back down. This change should be in the next PTR patch, which we're hoping to get to you shortly. We look forward to seeing your feedback!
  • The intent of these changes is identical to those for Marauder's and Sunwuko. Numbers are something we can always revisit if we find additional tuning is necessary.

    I also want to clarify that, while feedback certainly plays a part in our decisions, it's rarely the only deciding factor. Think of feedback as an integral part of a very big picture. We're always having discussions about the state of the game, builds, and their effect on overall gameplay. This thread aligned with a lot of the discussions we were already having internally about Raekor's, which is why I chose to share our thoughts here.