Posted this on the official forums and thought I'd post here for yalls opinions
Put short, the mighty weapon perk of this passive is just subpar, as Barbs we do not have an issue getting fury. Also when compared to the other 3 perks that all boost damage directly I can't help but to think that Blizz has seriously drop the ball here. So how can we correct this and make this passive fair to mighty weapons? I have a few ways.
1) damage increased by 16%. This would be a flat damage bonus you using a mighty weapon, and at 16% it would give a feeling of the weapon being truly mighty. This is my personal favorite.
2) Critical hit damage increased by 100%. a fun bonus but dependent on you going for a crit based build,
3) you gain all 3 effects increasing attack speed and damage by 8% and crit hit chance by 5%. this one is powerful and would really hit home the mighty in mighty weapon; however, I feel it would be so strong this passive would feel mandatory when using mighty weapons.
What? Getting fury is the biggest problem of a Barbarian IMHO. It is the reason why barb is currently probably the weakest class. If I could spam HOTA like wizards can spam frozen orb, there would be no problem.
if your having an issue getting fury you might want to look at your build. I never have a fury issue with any of my builds.
I think the suggestions that you offer are over-tuned for a passive slot. Mighty weapons are not designed to be inherently better than other weapons by virtue of their damage stats. They offer things that you can't find on other weapons, such as life per fury spent.
When the mighty weapon mastery was 3 fury per hit, I'd say it was probably too strong. At 1 fury per hit, it feels weak to me. The developers are pretty good at tuning things though; I'd rather keep mighty weapon mastery the way it is and perhaps just tweak the fury value.
I'd rather have more passives that alter your play style rather than just give more damage. Mace/Axe mastery was a good example of doing both. Mighty weapon mastery gives you a new play style, but unfortunately, for most of regular D3, Into the Fray made mace/axe mastery strictly better than mighty weapon mastery. With Into the Fray gone, now would be a good time for mighty weapon mastery to shine- however it does feel awfully weak at 1 fury/hit (times the proc % on your attack skills).
Put short, the mighty weapon perk of this passive is just subpar, as Barbs we do not have an issue getting fury. Also when compared to the other 3 perks that all boost damage directly I can't help but to think that Blizz has seriously drop the ball here. So how can we correct this and make this passive fair to mighty weapons? I have a few ways.
1) damage increased by 16%. This would be a flat damage bonus you using a mighty weapon, and at 16% it would give a feeling of the weapon being truly mighty. This is my personal favorite.
2) Critical hit damage increased by 100%. a fun bonus but dependent on you going for a crit based build,
3) you gain all 3 effects increasing attack speed and damage by 8% and crit hit chance by 5%. this one is powerful and would really hit home the mighty in mighty weapon; however, I feel it would be so strong this passive would feel mandatory when using mighty weapons.
When the mighty weapon mastery was 3 fury per hit, I'd say it was probably too strong. At 1 fury per hit, it feels weak to me. The developers are pretty good at tuning things though; I'd rather keep mighty weapon mastery the way it is and perhaps just tweak the fury value.
I'd rather have more passives that alter your play style rather than just give more damage. Mace/Axe mastery was a good example of doing both. Mighty weapon mastery gives you a new play style, but unfortunately, for most of regular D3, Into the Fray made mace/axe mastery strictly better than mighty weapon mastery. With Into the Fray gone, now would be a good time for mighty weapon mastery to shine- however it does feel awfully weak at 1 fury/hit (times the proc % on your attack skills).