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Patch 14 - Barbarian


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#21 speedloader1

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Posted 10 March 2012 - 01:01 PM

View PostDenkaSaeba25, on 10 March 2012 - 07:01 AM, said:

View Postspeedloader1, on 09 March 2012 - 10:09 PM, said:

Great news ? LMAO. Cooldown 15s ! Demoralize became useless. This is the worst nerf ever.

No, i don't agree. It's not something you actually need to spam. It just need to stay there during boss/champion fights, and hopefully those will last more than 15 seconds.
The effect of Demoralize lasts 3s. We can't make a taunt barb anymore.

#22 DenkaSaeba25

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Posted 10 March 2012 - 01:10 PM

View Postsgt_jack, on 10 March 2012 - 11:58 AM, said:

http://us.battle.net...XdRU!ZYX!aZbaZZ

look at this build +50% critical hit chance for hammer of the ancients

now nerf overpower and Hammer

-10% crit hit chance because of overpower nerf... wtf ?! -95% damage nerf and cooldown nerf

-10% crit hit chance because of hammer nerf  ...

50%->30% crit hit chance; that's what i call of big nerf !

Even with those boosters it wasn't 50%, i'm sorry. Remember that crit chance is multiplicative.

#23 DenkaSaeba25

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Posted 10 March 2012 - 01:11 PM

View Postspeedloader1, on 10 March 2012 - 01:01 PM, said:

The effect of Demoralize lasts 3s. We can't make a taunt barb anymore.

The taunt barb idea was bad since the beginning.

Edited by DenkaSaeba25, 10 March 2012 - 01:12 PM.


#24 italofoca

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Posted 10 March 2012 - 06:07 PM

For god sake people barbarian now have 30% damage reduction ¬¬
He was obviously buffed.


And Taunt was much problably ridicously OP on party... You could CC all monsters to you all the time, this is ridicolous. Allowing player to crush the monsters AI is bad, i'm glad they removed the possibility.

Maybe they should increase the Taunt duration to 4s or 5s match other similar effects like WD's Horrify. But i'm certain they will tune those effects with time.

Edited by italofoca, 10 March 2012 - 06:10 PM.

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#25 Mahrlin

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Posted 10 March 2012 - 10:30 PM

I like that they moved some damage reduction to an innate 30% and reduced the +armor for War Cry so that now it feels a little less mandatory (though I still plan on picking it up). This change should allow for a greater number of viable builds late-game, especially those that are more offensively-minded.

#26 BombayMD

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Posted 10 March 2012 - 10:55 PM

where is the 30% damage reduction coming from?

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#27 Mahrlin

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Posted 10 March 2012 - 10:59 PM

View PostBombayMD, on 10 March 2012 - 10:55 PM, said:

where is the 30% damage reduction coming from?

from the offical patch notes

Quote

Barbarian
Barbarians now have innate 30% passive damage reduction versus all sources. This damage reduction is applied at the same time as all other damage reducing effects (such as Armor), but prior to shield block

monk got the same treatment. Only, I wonder about the viability of melee demon hunters and wizzards now.

Edited by Mahrlin, 10 March 2012 - 11:01 PM.


#28 speedloader1

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Posted 10 March 2012 - 11:01 PM

View Postitalofoca, on 10 March 2012 - 06:07 PM, said:

And Taunt was much problably ridicously OP on party... You could CC all monsters to you all the time, this is ridicolous.

It's sooo OP that you could spam it in D2 without any problems for years. Oh wait ...

#29 sgt_jack

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Posted 10 March 2012 - 11:14 PM

View PostDenkaSaeba25, on 10 March 2012 - 01:10 PM, said:

View Postsgt_jack, on 10 March 2012 - 11:58 AM, said:

http://us.battle.net...XdRU!ZYX!aZbaZZ

look at this build +50% critical hit chance for hammer of the ancients

now nerf overpower and Hammer

-10% crit hit chance because of overpower nerf... wtf ?! -95% damage nerf and cooldown nerf

-10% crit hit chance because of hammer nerf  ...

50%->30% crit hit chance; that's what i call of big nerf !

Even with those boosters it wasn't 50%, i'm sorry. Remember that crit chance is multiplicative.

you mean that way ?

(+ 15% = *1.15 etc)

1.15(hammer)*1.1(over power)*1.1(revenge)*1.05(ruthless)*1.1(weapon master)

that make about 1.6 so +60% to critical hit chance

I am right ?

#30 DenkaSaeba25

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Posted 10 March 2012 - 11:20 PM

View Postsgt_jack, on 10 March 2012 - 11:14 PM, said:

you mean that way ?

(+ 15% = *1.15 etc)

1.15(hammer)*1.1(over power)*1.1(revenge)*1.05(ruthless)*1.1(weapon master)

that make about 1.6 so +60% to critical hit chance

I am right ?

Nope: it's (1- (0.9*0.9*0.95*0.9*0.85))= 1-0.5885 = 41.13%

#31 Mahrlin

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Posted 10 March 2012 - 11:23 PM

View Postspeedloader1, on 10 March 2012 - 11:01 PM, said:

View Postitalofoca, on 10 March 2012 - 06:07 PM, said:

And Taunt was much problably ridicously OP on party... You could CC all monsters to you all the time, this is ridicolous.

It's sooo OP that you could spam it in D2 without any problems for years. Oh wait ...

You might not be aware, but they're releasing a new game called Diablo III, not re-releasing Diablo II. To say that "Skill X" in D3 is fine simply because a similar spell wasn't a problem in D2 is more than bit far-fetched. I, too, was looking forward to being able to taunt enemies at will, but I think this change opens up more possibilities for play-style than it precludes.

For one thing, if you were building a "tank" barb prior to this change, I don't see why you would choose any other rune than Demoralize. Now, this is just a personal anecdote, but of the dozens of tank builds I've thrown together over the last month for the barb, almost every setup included both Threatening Shout and the Demoralize rune. For higher difficulties, you may still feel compelled to pick up Threatening shout but at least there's now room for the other runes to be competitive (esp. considering the buffs to Grim Harvest and Terrify, though I still think the latter is rather lacklustre).

#32 wishedhehadbeta

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Posted 11 March 2012 - 02:05 AM

View PostDenkaSaeba25, on 10 March 2012 - 01:10 PM, said:


Even with those boosters it wasn't 50%, i'm sorry. Remember that crit chance is multiplicative.

really? because in the beta when you get the passive that gives 5% crit, your crit goes from 5% to 10%....additive....
"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson

#33 DenkaSaeba25

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Posted 11 March 2012 - 09:07 AM

View PostGladHeHasBeta, on 11 March 2012 - 02:05 AM, said:

View PostDenkaSaeba25, on 10 March 2012 - 01:10 PM, said:

Even with those boosters it wasn't 50%, i'm sorry. Remember that crit chance is multiplicative.

really? because in the beta when you get the passive that gives 5% crit, your crit goes from 5% to 10%....additive....

For little numbers it's not really different.

#34 Superstate

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Posted 11 March 2012 - 12:53 PM

Crits are not multiplicatively added. This is mainly because even if numbers reaches 100% (or surpasses), it does not equal to immortality. IE, it does not "matter" in the same way as for armor or dodge (who both equal immortality if numbers were allowed to reach 100% dodge / 100% dr).

#35 Afflicted.

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Posted 11 March 2012 - 01:37 PM

This isnt WoW Diablo combat is much more fast paced I dont think a taunt was needed. A "tank barb" would be played by using +armor passive and active skills, along with runes. The fact that we have CC's like Ground Stomp and all the AoE attacks (Overpower/Revenge) is enough imho.
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#36 Malkishua

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Posted 12 March 2012 - 01:33 PM

They started making the barb a CD type class, I really dislike that :/.. I loved that TS wasn't on a CD so I could spam it every time I jump into battle. Now with the 15 sec CD you actually need to wait before you jump again, or just cast it ever other pack.

Kind of ridicules if you ask me :/




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