I'll start with some general ones I would like to see:
1) Make resource spending worth it.
Take the least-used runes for each rage spender and replace it with a rune that adds a defensive element to its use. Examples: Seismic Slam gets rune that reduces enemy damage by 20% for 3 seconds after being hit. Hammer gets rune that increases armor by 25% while standing in tremors.
Basically, this would add some of the elements of the DH Discipline model to our Rage use. Resource = Defense, instead of the current Resource = Nominal DPS Gain that is Probably Not Worth It. This also ties in well with #2.
2) Remove the CD from Leap and Furious Charge. Add a 30-40 rage cost. Reduce Leap armor rune increase to 200%. Reduce Furious Charge heal rune to 5% per enemy hit. Replace Merciless Assault rune on Furious Charge to give back 20% of Fury cost for each enemy hit.
3) Add 25% resist increase baseline into War Cry and make the Impunity rune add an additional 25% resists. This will make the other runes a little more attractive. Currently Impunity is just too strong.
4) Add 200% armor increase to Ancient Spear, baseline. Otherwise, enemies hit by Ancient Spear have damage reduced by 25% for 4 seconds.
5) Frenzy: Triumph Rune. Instead of getting lifeback on kill, give each Frenzy hit a 20% chance to heal you for 8% life over 6 seconds.
6) Call of the Ancients: Baseline damage increase 33-50%. One of the best looking abilities in the game, no reason for it to be dwarfed by Wrath of the Berserker and Earthquake.
I would probably be happy if any of these changes were implemented. I especially would like to see the CDs removed from Leap and Furious Charge, in order to make the use of rage a lot more interesting. This would also open up several passives that are currently being ignored, such as Animosity.
Which skill changes would you like to see in 1.04?
Actually there are builds based off rage spenders, like the one i am using right now. There are some build, like sword and board, where u dont use rage, just spam revenge all day long, but .. )
There are already at least 3x differed barb builds. Revenge Barb, Tornado Barb, Range Barb.
If you want to use spenders play tornado or range barb.
+1 man. Seriously looks like ppls out of touch with class are suggesting stupid ideas. Sword&board is probably the only spec benefiting from full rage bar via berserking rage, whille tornado/weapon throw/seismic slam builds are using rage for dealing dmg far above "Nominal DPS Gain that is Probably Not Worth It". Only suggestion that i liked is adding some resists to warcry by default. That indeed will make other runes more attractive.
None of those builds are actually of any use in Hardcore mode, as an example.
I do see a point in this thread, aiming for Rage to be more of a usefull resource that scares, rather than something you can use only in a couple of ways (Defensively talking here) and then keep stacking it, 'cause your senders are on CD.
Right now, if you're playing on "defensive stance", let's call it that, progressing throuh new content and such, you wont be using your rage as your generate it.
Rage is usefull while on farming overgeared content only.
So you play hardcore without revenge?
I can't argue with your playstyle, I'll just leave this here.
I should have written "make rage more worth it" instead of simply "make rage worth it". I don't disagree that there are builds that employ the use of rage spenders. It just seems that there is a significant amount of Barbs running around using a build with no rage spending. This would be the equivalent of DH using no Hatred and just spamming Hungering Arrow, or Wizards using only Signature Spells. Its fine, but it misses out on the point of a resource system.
The point of a limited resource system (Rage, Mana, etc.) is that you should nearly always want to use the resource spender, but cannot because you run out of it at some point and need to replenish before using it again. There are (in my humble opinion) ways to make the rage spenders more attractive so that the idea of a limited resource system is not lost on the Barb.
Basically I'd like to see better balance between skills overall. There's still too many "must haves", and others that are hardly ever taken. And as unpopular as this statement may be; Run Like the Wind needs a serious nerf. I enjoy gimmick builds as much as the next guy, but it's ridiculous that a rune on a defensive/mobility skill can account for 80% of your damage output.
I play barb and i think, instead of building up a wishlist for next patch, we should instead brace ourselves for a nerf. Many of the barbs abilities like WotB with insanity and Earthquake scale too well together. As the WotB increases the damage of the aoe by more than 100%. I dont know if u guys noticed, but when getting geared it is normal for content to get easier. But with the nerf to mob damage from act2-3 across the board it got pretty easy for barb with decent gear to just streamroll through anything. Well,i could barely do act3 inferno dying once per 8-9 mins pre 1.03 as barb, now i simply die once per hour or so to arcane enchanted and waller jailer or something as such in between wotb cds. Hence playing hardcore since then 50ish now.
Most other classes have an easier time too like monks but they need more gear to do damage and not cooldowns only like barb. But if it happens that they nerf barbs WotB and earthquake, the damage might really become too low for us. I mean, it really costs a lot of gold too get 1000 all res as barb with impunity, as all res geared is basically the same for all barbs and shared with the monks.
So my wishlist for 1.04, dont nerf our damage too hard, i d rather we lose a bit more control(too many stuns) and gain a bit more survivability for pvp.(Like buffing relentless to a higher value, lowering the WW and sprint spec tick spec that is really too overpowered if you have the gear for it).
i d rather we lose a bit more control(too many stuns) and gain a bit more survivability for pvp.(Like buffing relentless to a higher value, lowering the WW and sprint spec tick spec that is really too overpowered if you have the gear for it).
I am not using the ww spec but i don't agree with your wish (sounds stupid xD to call it wish , lets call it suggestion).
All these ww users farmed or paid for that gear and just because they do high dmg doesn't mean blizzard should nerf it , nerfing it is more lie blizzard wants to lose more people . Players waste time and money to get enough gear for a build they want to use then blizzard nerf it ?
I think the problem with barb right now is that some skills are just downrated and others a so far superior than others, here is my feedback.
Active skills
Bash: Fine maybe a buff on damage and a boost on it's rune effects. Frenzy most of the time is superior and Bash is more usable with instigation for faster fury generation.
Cleave: I think Broad Sweep rune just destroys Bash. Damage with Cleave need some tunning. Sidearm is more viable because of it higher procs. Gathering Storm is too short. Also cleave should generate fury per enemy hit and not per swing, the rune is just a boost for more fury.
HotA: 200% weapon damage for thunderstrike rune just don't worth. I'm not fan of "kills procs something" or "critical has a chance of". Kills make it more viable when you have superior gear or the stage is crowded, useless vs elites/bosses. Rolling thunder with reduced damage? I prefer to pick seismic slam instead.
Ground Stomp: Just make it useful on bosses and elites. If the problem is eternal stunlock than put a slightly DR on it.
Rend: Blood Lust rune only works if you have sooo powerful gear, for progession is useless needs a buff. Lacerate and Mutilate, why should I pick one or another? the tooltip is so confusing, modify one to generate fury instead or whatever. Bloodbath, again rune that grants a benefit on kill is weak (my opinion), I want a instant gratification, something that I can rely when I want, be dependent to Rend kills is rough and not fun.
Leap: Blizzard stated that leap is a escape ability. And two runes improves that: iron impact and death from above. The rest of the runes are soooo weak. We could use a leap with dodge bonus/movement speed increase. An offensive leap with increased damage bonus or a guaranteed critical strike for all your attacks for X secs. Something interesting. Or a rune that makes you "after 1s of leap, you can leap twice before incurring it's cooldown."
Ancient Spear: Needs a rework, too situational, blizzard can make it more useful. I don't have any ideas right now.
Frenzy: Sidearm nerf for sure, the axe damage will probably be 75% weapon damage or less. Triumph rune, again "on kills runes" is bad, people RARELY use it, bad for progression and makes the player rely too much on kills with the specific ability, add some life on hit on this. Vanguard should be baseline, or at least increase attack speed to 100% at 5 stacks in addition to the movement speed.
Seismic Slam: For me weak weapon damage and all fury spenders need some buff on damage, people rely to much on fury generators for main damage. Fury spenders only worth with high level gears, it's sad. Stagger, 70% for just 1.5s stun? it cost fury, I want to be rewarded for using it. Rumble rune is weak.
Revenge: I'll compare this one with overpower (which is downrated compared to revenge). Barbarians rarely don't get hit, and for the massive use of provocation rune, a nerf with proc chance is inevitable. So first, revenge is too rewarding on damage and survival. 220% weapon damage is too much, so a nerf here. Provocation rune is mandatory so it should be removed and revenge proc can be adjusted baseline of 20%. The rune that substitutes provocation can be Guardian rune. The guardian rune grants additional 5% of your max hp has a shield. Absorved damage does not proc revenge. Grudge is weak, could be replace by a rune that increases your armor 5% for 5s, stack up 3 times.
Overpower: I'd like a buff on damage and a reduced cooldown, 15s is too much. If criticals reduces cooldown I want this ability to worth using. i'll pick revenge that procs all the time and do much more damage and heals me. Make Overpower OVERPOWER.
Ignore Pain: Bravado rune, bad design, NOONE use this kind of rune "knockback/damage on activation". Put a rune that increases the damage ignored by 100% for 3s.
Battle rage: I have no doubt that critical hit affix will be nerfed and critical damage aswell. And many of battle rage runes has this "critical hits HAVE A CHANCE", Imo I hate this kind of RNG and will be affected for future nerfs, so make runes more consitent and less RNG. marauder's rage is too strong, put a rune that increases damage by 20% and critical hit chance by 5% or increased critical hit damage instead of all damage.
War cry: Impunity will probably be nerfed by half. My idea is to put 15% armor and resistances baseline and 25% armor and resistances with the rune, to make others more powerful compared to impunity, because resistances are so useful, so a baseline resist is good. Instead os Hardened Wrath, put an offensive war cry that grants attack speed by 5% for everyone, don't give damage increase because we already have passives and battle cry.
Weapon throw: A situational ability and well balanced. Also nerf charm effect to 4s.
Sprint: For me a meh ability, We have a plenty escape abilities so I don't think it is necessary to have a mobility ability like that, but that just me.
Threatening Shout: Well balanced ability. Falter can reduce attack speed by 10% but for entire duration. Terrify could be 100%, RNG is bad for CD abilities.
Furious Charge: Merciless Assault could be baseline, if so furious charge would have less damage and nerfed beneftis from runes, but that just me. But for balance purposes, Battering Ram is useless if I can spam Merciless Assault. Dreadnought could be nerfed to 5% (8% is too good). Bull Rush could be 100% without the crit thing.
Wrath of the Berserker: Of course Insanity rune will be nerfed here, but I'll add a 25% damage baseline and 50% with insanity rune. Arreat's wail type of rune is sad and poor design in my opinion. And add a kill to increase the duration of the ability like archon to encourage players too use it to zerg mobs, not only champions. Make Thrive on Chaos to also add 1s duration per 25 fury spend. Slaughter to have 100% proc chance, less RNG blizz.
Earthquake: Needs a rewamp on some runes, they look so similar.
Call of the Ancients: Duty to the clan is the most popular choice here, and add new abilities to one of the ancients isn't that cool, you really don't know how this would work and looks more cosmetic than anything, so rewamp this abilities runes and make them more cool, like "talic/korlic/madawc is now your companion and gives X benefit" like Monks copy elements.
Passives
Inspiring presence: Double duration on shouts isn't that useful, you know, you have to activate them when they're off Cd because you have to generate fury and stuff, so it's inevitable. 1% hp regen per sec is weak, 2% fair. A buff on main stat bonus of the shouts could be better than an extended duration.
Bloodthirst: This is disgusting weak, i'm sorry, but life steal is already nerfed on inferno, and 3% is useless. Make it more useful please.
Unforgiving/Animosity: Should be 2 in one really.
Relentless: 20% is really too low, my idea is to put 35% health and 50% less fury cost and damage while below that amount.
Juggernaut: Too RNG, people don't like that. Passives should be consistent. nerf healing to 10%, but put it to a 100% really.
These are some great ideas. I disagree with some, but agree with many as well. I definitely dislike the "on kill" runes. They are really only useful on non-elites, which makes them virtually pointless.
This is exactly the type of feedback I was hoping to see on this thread. Bravo.
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1) Make resource spending worth it.
Take the least-used runes for each rage spender and replace it with a rune that adds a defensive element to its use. Examples: Seismic Slam gets rune that reduces enemy damage by 20% for 3 seconds after being hit. Hammer gets rune that increases armor by 25% while standing in tremors.
Basically, this would add some of the elements of the DH Discipline model to our Rage use. Resource = Defense, instead of the current Resource = Nominal DPS Gain that is Probably Not Worth It. This also ties in well with #2.
2) Remove the CD from Leap and Furious Charge. Add a 30-40 rage cost. Reduce Leap armor rune increase to 200%. Reduce Furious Charge heal rune to 5% per enemy hit. Replace Merciless Assault rune on Furious Charge to give back 20% of Fury cost for each enemy hit.
3) Add 25% resist increase baseline into War Cry and make the Impunity rune add an additional 25% resists. This will make the other runes a little more attractive. Currently Impunity is just too strong.
4) Add 200% armor increase to Ancient Spear, baseline. Otherwise, enemies hit by Ancient Spear have damage reduced by 25% for 4 seconds.
5) Frenzy: Triumph Rune. Instead of getting lifeback on kill, give each Frenzy hit a 20% chance to heal you for 8% life over 6 seconds.
6) Call of the Ancients: Baseline damage increase 33-50%. One of the best looking abilities in the game, no reason for it to be dwarfed by Wrath of the Berserker and Earthquake.
I would probably be happy if any of these changes were implemented. I especially would like to see the CDs removed from Leap and Furious Charge, in order to make the use of rage a lot more interesting. This would also open up several passives that are currently being ignored, such as Animosity.
Which skill changes would you like to see in 1.04?
How about no.
There are already at least 3x differed barb builds. Revenge Barb, Tornado Barb, Range Barb.
If you want to use spenders play tornado or range barb.
+1 man. Seriously looks like ppls out of touch with class are suggesting stupid ideas. Sword&board is probably the only spec benefiting from full rage bar via berserking rage, whille tornado/weapon throw/seismic slam builds are using rage for dealing dmg far above "Nominal DPS Gain that is Probably Not Worth It".
Only suggestion that i liked is adding some resists to warcry by default. That indeed will make other runes more attractive.
So you play hardcore without revenge?
I can't argue with your playstyle, I'll just leave this here.
Yes, gear shape your build as in everywhere
The point of a limited resource system (Rage, Mana, etc.) is that you should nearly always want to use the resource spender, but cannot because you run out of it at some point and need to replenish before using it again. There are (in my humble opinion) ways to make the rage spenders more attractive so that the idea of a limited resource system is not lost on the Barb.
Most other classes have an easier time too like monks but they need more gear to do damage and not cooldowns only like barb. But if it happens that they nerf barbs WotB and earthquake, the damage might really become too low for us. I mean, it really costs a lot of gold too get 1000 all res as barb with impunity, as all res geared is basically the same for all barbs and shared with the monks.
So my wishlist for 1.04, dont nerf our damage too hard, i d rather we lose a bit more control(too many stuns) and gain a bit more survivability for pvp.(Like buffing relentless to a higher value, lowering the WW and sprint spec tick spec that is really too overpowered if you have the gear for it).
I am not using the ww spec but i don't agree with your wish (sounds stupid xD to call it wish , lets call it suggestion).
All these ww users farmed or paid for that gear and just because they do high dmg doesn't mean blizzard should nerf it , nerfing it is more lie blizzard wants to lose more people . Players waste time and money to get enough gear for a build they want to use then blizzard nerf it ?
Active skills
Bash: Fine maybe a buff on damage and a boost on it's rune effects. Frenzy most of the time is superior and Bash is more usable with instigation for faster fury generation.
Cleave: I think Broad Sweep rune just destroys Bash. Damage with Cleave need some tunning. Sidearm is more viable because of it higher procs. Gathering Storm is too short. Also cleave should generate fury per enemy hit and not per swing, the rune is just a boost for more fury.
HotA: 200% weapon damage for thunderstrike rune just don't worth. I'm not fan of "kills procs something" or "critical has a chance of". Kills make it more viable when you have superior gear or the stage is crowded, useless vs elites/bosses. Rolling thunder with reduced damage? I prefer to pick seismic slam instead.
Ground Stomp: Just make it useful on bosses and elites. If the problem is eternal stunlock than put a slightly DR on it.
Rend: Blood Lust rune only works if you have sooo powerful gear, for progession is useless needs a buff. Lacerate and Mutilate, why should I pick one or another? the tooltip is so confusing, modify one to generate fury instead or whatever. Bloodbath, again rune that grants a benefit on kill is weak (my opinion), I want a instant gratification, something that I can rely when I want, be dependent to Rend kills is rough and not fun.
Leap: Blizzard stated that leap is a escape ability. And two runes improves that: iron impact and death from above. The rest of the runes are soooo weak. We could use a leap with dodge bonus/movement speed increase. An offensive leap with increased damage bonus or a guaranteed critical strike for all your attacks for X secs. Something interesting. Or a rune that makes you "after 1s of leap, you can leap twice before incurring it's cooldown."
Ancient Spear: Needs a rework, too situational, blizzard can make it more useful. I don't have any ideas right now.
Frenzy: Sidearm nerf for sure, the axe damage will probably be 75% weapon damage or less. Triumph rune, again "on kills runes" is bad, people RARELY use it, bad for progression and makes the player rely too much on kills with the specific ability, add some life on hit on this. Vanguard should be baseline, or at least increase attack speed to 100% at 5 stacks in addition to the movement speed.
Seismic Slam: For me weak weapon damage and all fury spenders need some buff on damage, people rely to much on fury generators for main damage. Fury spenders only worth with high level gears, it's sad. Stagger, 70% for just 1.5s stun? it cost fury, I want to be rewarded for using it. Rumble rune is weak.
Revenge: I'll compare this one with overpower (which is downrated compared to revenge). Barbarians rarely don't get hit, and for the massive use of provocation rune, a nerf with proc chance is inevitable. So first, revenge is too rewarding on damage and survival. 220% weapon damage is too much, so a nerf here. Provocation rune is mandatory so it should be removed and revenge proc can be adjusted baseline of 20%. The rune that substitutes provocation can be Guardian rune. The guardian rune grants additional 5% of your max hp has a shield. Absorved damage does not proc revenge. Grudge is weak, could be replace by a rune that increases your armor 5% for 5s, stack up 3 times.
Overpower: I'd like a buff on damage and a reduced cooldown, 15s is too much. If criticals reduces cooldown I want this ability to worth using. i'll pick revenge that procs all the time and do much more damage and heals me. Make Overpower OVERPOWER.
Ignore Pain: Bravado rune, bad design, NOONE use this kind of rune "knockback/damage on activation". Put a rune that increases the damage ignored by 100% for 3s.
Battle rage: I have no doubt that critical hit affix will be nerfed and critical damage aswell. And many of battle rage runes has this "critical hits HAVE A CHANCE", Imo I hate this kind of RNG and will be affected for future nerfs, so make runes more consitent and less RNG. marauder's rage is too strong, put a rune that increases damage by 20% and critical hit chance by 5% or increased critical hit damage instead of all damage.
War cry: Impunity will probably be nerfed by half. My idea is to put 15% armor and resistances baseline and 25% armor and resistances with the rune, to make others more powerful compared to impunity, because resistances are so useful, so a baseline resist is good. Instead os Hardened Wrath, put an offensive war cry that grants attack speed by 5% for everyone, don't give damage increase because we already have passives and battle cry.
Weapon throw: A situational ability and well balanced. Also nerf charm effect to 4s.
Sprint: For me a meh ability, We have a plenty escape abilities so I don't think it is necessary to have a mobility ability like that, but that just me.
Threatening Shout: Well balanced ability. Falter can reduce attack speed by 10% but for entire duration. Terrify could be 100%, RNG is bad for CD abilities.
Furious Charge: Merciless Assault could be baseline, if so furious charge would have less damage and nerfed beneftis from runes, but that just me. But for balance purposes, Battering Ram is useless if I can spam Merciless Assault. Dreadnought could be nerfed to 5% (8% is too good). Bull Rush could be 100% without the crit thing.
Wrath of the Berserker: Of course Insanity rune will be nerfed here, but I'll add a 25% damage baseline and 50% with insanity rune. Arreat's wail type of rune is sad and poor design in my opinion. And add a kill to increase the duration of the ability like archon to encourage players too use it to zerg mobs, not only champions. Make Thrive on Chaos to also add 1s duration per 25 fury spend. Slaughter to have 100% proc chance, less RNG blizz.
Earthquake: Needs a rewamp on some runes, they look so similar.
Call of the Ancients: Duty to the clan is the most popular choice here, and add new abilities to one of the ancients isn't that cool, you really don't know how this would work and looks more cosmetic than anything, so rewamp this abilities runes and make them more cool, like "talic/korlic/madawc is now your companion and gives X benefit" like Monks copy elements.
Passives
Inspiring presence: Double duration on shouts isn't that useful, you know, you have to activate them when they're off Cd because you have to generate fury and stuff, so it's inevitable. 1% hp regen per sec is weak, 2% fair. A buff on main stat bonus of the shouts could be better than an extended duration.
Bloodthirst: This is disgusting weak, i'm sorry, but life steal is already nerfed on inferno, and 3% is useless. Make it more useful please.
Unforgiving/Animosity: Should be 2 in one really.
Relentless: 20% is really too low, my idea is to put 35% health and 50% less fury cost and damage while below that amount.
Juggernaut: Too RNG, people don't like that. Passives should be consistent. nerf healing to 10%, but put it to a 100% really.
These are some great ideas. I disagree with some, but agree with many as well. I definitely dislike the "on kill" runes. They are really only useful on non-elites, which makes them virtually pointless.
This is exactly the type of feedback I was hoping to see on this thread. Bravo.