This doesn't present any new information, but in case any of you aren't up-to-date on how the Barbarian's energy resource has changed from initial conception, and partially because our Blizz Tracker is all screwed up ATM...
Quote from Grug »
With fury now a meter instead of a Stoplight, I got to thinking about the Barbarian's viability in PvP and against solo monsters. I suggest that while the current system of "hit to build up fury, decays if not used" be kept, there should be a threshold of rage that will not decay unless used. For example, a Barbarian's fury will not decay below 10 points, but it can still be used and if used, must be replenished normally. It would allow some more options while starting a fight other than "basic attack", and the threshold is another stat that could be tweaked for specific builds. Your fury could also be restored to its threshold limit whenever a healing NPC is visited, to avoid players beating up weak creatures to store some fury.
Official Blizzard Quote:
There are only so many ways to make a resource system before they start becoming overly complicated, confusing, annoying, esoteric, or maybe even just meaningless. We know. We've been through many skill system revisions and continue to be in the midst of them. None of the ones put into practice wildly flared in any of the aforementioned directions, but even minor tweaks to established concepts can have an enormous effect.
There's a reason why a few basic resource system concepts have existed since the beginning of game-time, and permeate game after game after game.
ANYWAY, we've tried a lot of things regarding fury build up and decay. I think we've hit a good place of mixing what skills can be used whenever, what skills have cool downs, what skills require fury, and what skills require fury and have a cool down. At least a good place where more play testing is needed. And of course there's all the different ways to affect fury gen/decay. Of course!
yeah, saw that post last night and it got me thinking... will probably be a few skills that generate fury (some base skills perhaps), some passives that will help increase the rate of fury generation and the skills that consume it for more powerful, devastating blows.
I would like to see warcries be used to help increase or decrease fury.
I would like to some good skills that requires little or no fury and is best used after using a skill that uses up all fury. After that skill is used the Barb will have too much fury to use it again but not enough to use the more powerful skills based on fury.
Rollback Post to RevisionRollBack
On Strike and supporting Fallout 4 Mod Makers
Some fallout 4 mod makers have had their mods stolen and uploaded and downloaded on Bethesda's site for the Xbox One.
Please support them.
To post a comment, please login or register a new account.
There are only so many ways to make a resource system before they start becoming overly complicated, confusing, annoying, esoteric, or maybe even just meaningless. We know. We've been through many skill system revisions and continue to be in the midst of them. None of the ones put into practice wildly flared in any of the aforementioned directions, but even minor tweaks to established concepts can have an enormous effect.
There's a reason why a few basic resource system concepts have existed since the beginning of game-time, and permeate game after game after game.
ANYWAY, we've tried a lot of things regarding fury build up and decay. I think we've hit a good place of mixing what skills can be used whenever, what skills have cool downs, what skills require fury, and what skills require fury and have a cool down. At least a good place where more play testing is needed. And of course there's all the different ways to affect fury gen/decay. Of course!
I would like to some good skills that requires little or no fury and is best used after using a skill that uses up all fury. After that skill is used the Barb will have too much fury to use it again but not enough to use the more powerful skills based on fury.