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View Full Version : Redesign Barbarian Rage to make Barbarians as proficient as other class in EE and...



adrian69
06-11-2014, 11:13 AM
Let's face it, how many barbarians do you know that play in epic content. I knew one, but he TRd quick. Though the issue with barbarians is their lack of healing, mine feels at lack of everything compared to my 20/4 fighter, 20/1 fvs, and 20/7 monk.

I loved barbarians way back in the day, but almost hate them now. Yet, I still want to love to play them, so I guess this why I am here.

Yeah, barbs primary stat has became con, but we just can't let go of that str much past starting w/ 16-18. 18 con is only 6 seconds of rage time to a class that can't do much at higher lvls w/o being raged. So let me begin w/ Pres.

I am ok with the Barbs Pre, for the most part. What I dislike is how extend rage and extra rage ended up in the pres, let alone two different trees. Both of these abilities should be scaled into the barbs levels, early on.

The rage system is as old as it comes for the barb. Now there's Tensor's and Bard rage and a lord of the blades rage. I am thankful that a barbarian's rage scales to from +4 to +6 to +8. However, it needs something else to better the barb and make them stand a about from the other pseudo rages.

I am suggesting barbarians gain a bonus to attack speed while raged, stackable w/ equipment and haste but not w/ Pr Enhancements like the fighters or rangers so it is not overpowered. I think, at a minimum, rage should provide 5% attack speed bonus starting at lvl 5 and gain 1% every three levels there after for 10% at lvl 20.

Now the effect may not seem as strong as a fighter's 30% for 30 seconds, however, with gear we are speaking of 6 to 16% for up to as long as your rage lasts, 2-3 minutes. However, I think this would make barbarians as proficient in epic as they are from lvls 1-15.

Opinions?

zwiebelring
06-11-2014, 11:59 AM
Give rage PRR (and soon MRR) bonuses. Give more options on dmg absorb/shrugging off while raged. And that to a meaningful number. And please redesign all enhancement trees. Frenzied Berserk should be all a bout raging. Occult Slayer is all about killing casters. The enhancements look like the dev.s had no real ideas any more. Bonuses to hit? Temporary hp? Silly stuff.

The attack speed bonus looks like something too generic. I don't think this is a core issue of the current barbarian class.

Dandonk
06-11-2014, 12:03 PM
Occult slayer seems to work fine in heroics. My dorf pure barb needs little healing with the temp HP procs and other defense he gets. But...

The problem will arise in epics, indeed. The temp HP will matter very little there, his AC (which is actually decent for heroic stuff) will not matter at all, and his PRR (while decent) will not matter enough. So in epics, he'll once again be a mana sponge (or become a member of SFPDA, Silver Flame Pot Drinkers Anonymous, which is nearly as annoying).

EDIT: My own preference would be to scale the temp HP better, give barbs some innate selfhealing of some kind while raging, and give them some PRR along with the DR (or make DR count AFTER PRR is applied, so it actually does some good later on).

painkiller3
06-11-2014, 12:54 PM
Occult slayer seems to work fine in heroics. My dorf pure barb needs little healing with the temp HP procs and other defense he gets. But...

The problem will arise in epics, indeed. The temp HP will matter very little there, his AC (which is actually decent for heroic stuff) will not matter at all, and his PRR (while decent) will not matter enough. So in epics, he'll once again be a mana sponge (or become a member of SFPDA, Silver Flame Pot Drinkers Anonymous, which is nearly as annoying).

EDIT: My own preference would be to scale the temp HP better, give barbs some innate selfhealing of some kind while raging, and give them some PRR along with the DR (or make DR count AFTER PRR is applied, so it actually does some good later on).

why not a healing aura (or temp healing) while raged similar to cleric aura and affected by devotion.

Synthetic
06-13-2014, 09:30 AM
Simple solution make epic abilities work while raged. It's a heroic ability it shouldn't effect epic abilities.

Qhualor
06-13-2014, 09:49 AM
After the devs make whatever changes to Paladins, I'm really hoping Barbarians are next on the list. With the changes of armor in the works now, hopefully that will help, but disappointed /DR is not in the conversation since it is also damage mitigation.

Dandonk
06-13-2014, 09:56 AM
why not a healing aura (or temp healing) while raged similar to cleric aura and affected by devotion.

Because we already have that effect, and I don't think a barbarian healing anyone else seems thematically appropriate.

painkiller3
06-13-2014, 10:17 AM
Because we already have that effect, and I don't think a barbarian healing anyone else seems thematically appropriate.

doesn't have to be an aura that affects anyone else just themselves...a tick every couple of seconds that is based on a combination of class level, devotion etc etc. when they're raging.

painkiller3
06-13-2014, 04:40 PM
if healing isn't your bag, how about +str to Prr when raged and +con bonus to saves (a la divine grace) as a capstone?

Dandonk
06-13-2014, 04:44 PM
doesn't have to be an aura that affects anyone else just themselves...a tick every couple of seconds that is based on a combination of class level, devotion etc etc. when they're raging.

Ah, misunderstood you, then. Some selfhealing while raged, whether time-based, vampirism, or on kill, would be awesome.


if healing isn't your bag, how about +str to Prr when raged and +con bonus to saves (a la divine grace) as a capstone?

Con bonus to saves might be a bit much, since con already has high value in giving hp and affecting fort saves. Also, for barbs you can get spell resistance based on con, and with a dwarf you can get con to damage. I think that would be a bit too much value from one stat.

But some form of PRR and bonus to saves wouldn't be bad, I agree there. Perhaps based on type of rage (normal, level 11, etc) to reward barbs going pure-ish.

Rougemastert
06-16-2014, 09:38 AM
While raging, how about every time you make a kill, you get benefits, which vary for each PRE. For example

Frenzied Berzerker: +1 Damage every time you make a kill, this has unlimited stack. You also gain an additional +1d6 damage every ten kills. (so having 100 kills would give you +10d6 damage, if I did my math correctly)

Occult Slayer: Whenever you are targeted by a spell that would deal damage to you, you gain +1d6 PRR and +1d6 MRR, this has no cap. Whenever you kill an enemy that can cast a spell, you gain an additional some effect) for the length pf the rage.

Ravager: While raging, whenever you make a kill, you gain +50 temp hp. Every additional kill raises the amount of Temp Hp you get by 25 (IE, first kill: 50, second kill: 75, Third Kill, 100). These Temp. hp lasts for 30 seconds.

I have no idea how to balance things, so not sure where/if these would fit in, let alone making sense with the theme.
*Edit- You only have those benefits while raging

Vellrad
06-16-2014, 09:56 AM
Rages should work like boosts instead of perma buffs.

Short but extremally powerful burst of awesomness, and after it ends, you can cocoon/cast/clicky/whaterer.

Monkey_Archer
06-16-2014, 10:05 AM
Honestly, Barbarian rage just needs the same treatment as tensors: No longer prevents spell casting, double spell cooldown, -2 DC, -2 spell penetration. Lorewise and even in DDO there exists things such as "Barbarian shamans" that are clearly able to cast spells, even if that doesn't directly adhere to purist D&D rules.
Unless you buff barb rage to provide a massive increase to dps and/or survivability, far above the potential of other non-raged classes (a very bad idea IMO), it will never be worth the spell casting limitation with the way endgame works now.

maddmatt70
06-16-2014, 11:00 AM
Well one thing that DDO got away from when compared to D&D is giving barbarians massive hit points. A barbarian should have as much hit points as the sword and boards builds currently do. I would like the rage ability from the base class to be % based. A rage should not be the static number it is because of the inflation in DDO. This is especially true of the higher levels. Something like the following:
Rage: 10% strength and constitution bonus.
Greater Rage: 20% strength and constitution bonus
Mighty Rage: 30% strength and constitution bonus.
Let's just say a character had 50 strength and 40 constitution at level 20 barbarian non raged.
When raged the character has a 65 strength and 52 constitution. iIf the barbarian had power rage enhancement those would get added before the % bonus.

maddmatt70
06-16-2014, 11:10 AM
Honestly, Barbarian rage just needs the same treatment as tensors: No longer prevents spell casting, double spell cooldown, -2 DC, -2 spell penetration. Lorewise and even in DDO there exists things such as "Barbarian shamans" that are clearly able to cast spells, even if that doesn't directly adhere to purist D&D rules.
Unless you buff barb rage to provide a massive increase to dps and/or survivability, far above the potential of other non-raged classes (a very bad idea IMO), it will never be worth the spell casting limitation with the way endgame works now.

I do not agree - this is too much of a departure from D&D. I would much prefer more ameliorating strike type effects for barbarians and a potion enhancement tree. By potion enhancement tree I mean a potion enhancement line for barbarians which double and perhaps triples the effects of potions. A barbarian could build for healing amp and it could do 300+ hit points in healing with the potion enhancement modifier or they could build up the ameliorating strike enhancement line up. Making every class the same is boring and should be discouraged.

axel15810
06-16-2014, 11:34 AM
I disagree as well about giving barbs self-healing. Giving barbs self-healing is the easy way out and adds nothing to the game. Rage is the defining trait of a barb, if you change it to work just like Kensei Power Surge there will be almost no difference between kenseis and barbs. If you let barbs cocoon while raged you might as well take the class out of the game as far as I'm concerned because the class will lose its specialty and become redundant.

It needs to continue to prevent self-healing, but give lots more bonuses to PRR, AC, Dodge, HP and perhaps DR while raging. A raging barb should take a long time to kill. Also, give them a big DPS boost. A 20 barb should be easily the best melee DPS in the game. Most importantly, the self-damage in the Frenzied Berserker Pre needs to be reduced significantly.

jalont
06-16-2014, 11:49 AM
I disagree as well about giving barbs self-healing. Giving barbs self-healing is the easy way out and adds nothing to the game. Rage is the defining trait of a barb, if you change it to work just like Kensei Power Surge there will be almost no difference between kenseis and barbs. If you let barbs cocoon while raged you might as well take the class out of the game as far as I'm concerned because the class will lose its specialty and become redundant.

It needs to continue to prevent self-healing, but give lots more bonuses to PRR, AC, Dodge, HP and perhaps DR while raging. A raging barb should take a long time to kill. Also, give them a big DPS boost. A 20 barb should be easily the best melee DPS in the game. Most importantly, the self-damage in the Frenzied Berserker Pre needs to be reduced significantly.

As long as barbs don't have self healing, they're a useless class. What is the point of even spending dev time on them if you aren't going to give them self healing? They'll still be in the exact same spot they are now.

Monkey_Archer
06-16-2014, 11:58 AM
I do not agree - this is too much of a departure from D&D. I would much prefer more ameliorating strike type effects for barbarians and a potion enhancement tree. By potion enhancement tree I mean a potion enhancement line for barbarians which double and perhaps triples the effects of potions. A barbarian could build for healing amp and it could do 300+ hit points in healing with the potion enhancement modifier or they could build up the ameliorating strike enhancement line up. Making every class the same is boring and should be discouraged.
I actually completely agree with you. Ameliorating strike type effects, potion enhancements, buffs to silver flame pots, or even more temporary hp effects or damage mitigation would all be more barbarian-like ways to help the class, but that still wouldn't make them as equally proficient or desirable in EE as say, a centered kensai, unless they had a significant dps advantage as well (and I dont agree with that level of power creep). All this would still be less effective then spam reconstructs/cocoon, they would still struggle with displacement, they still cant splash paladin or monk, they still have poor saves, etc...

Seikojin
06-16-2014, 01:22 PM
I think an enhancement for self healing (vamp) is good for barbs. It doesn't have to be across the board for all barbs, but a capstone would be nice, or a t5 ability. Their current enhancements need to offer more while raging. More stat, more utility, more of everything. And definitely add a casting capability while raged.

Lonnbeimnech
06-16-2014, 01:42 PM
Temp hp from a kill would fit. Even temp hp that tics every couple of seconds and stacks with itself while raged, would make sense.

Vampirism or divine healing based on hitting stuff is ridiculous, even paladins don't get that.

Qhualor
06-16-2014, 01:43 PM
Honestly, Barbarian rage just needs the same treatment as tensors: No longer prevents spell casting, double spell cooldown, -2 DC, -2 spell penetration. Lorewise and even in DDO there exists things such as "Barbarian shamans" that are clearly able to cast spells, even if that doesn't directly adhere to purist D&D rules.
Unless you buff barb rage to provide a massive increase to dps and/or survivability, far above the potential of other non-raged classes (a very bad idea IMO), it will never be worth the spell casting limitation with the way endgame works now.

I suggested Shaman Barbarians awhile back. It would be perfect for those that want to cast healing spells and buffs while playing a barb. I'm just not sure if they can rage and cast spells, but Shamans rely more on wisdom and constitution than strength. Not sure also with 3 barb prestiges already if the devs would be willing to start from scratch putting in enhancements that would benefit Shamans or creating a new tree.

Every time I run A Relic of a Sovereign Past and see these Shamans I am constantly curious how they heal themselves as barbarians.

macadope
06-16-2014, 03:16 PM
Barb rage sucks.

General_Gronker
09-25-2014, 08:21 AM
why not a healing aura (or temp healing) while raged similar to cleric aura and affected by devotion.

Because that would be both dumb and thematically inappropriate?


Let's face it, how many barbarians do you know that play in epic content.Lots, which makes your foundation shaky at best.

Barbs shoudl absolutely get a PRR bump while raged and should be able to use a lot of their abilities (I think some of the people designing the game don't grasp what the Barbarian is actually supposed to be). But they don't need a bunch of other **** added.

Silverleafeon
09-25-2014, 06:44 PM
Read every post, thank you.

Unable to comment atm, due to NDA restrictions.

FestusHood
09-25-2014, 08:04 PM
On the dps side, rage seems like a natural fit for getting a temporary melee power boost.

Uska
09-25-2014, 10:44 PM
why not a healing aura (or temp healing) while raged similar to cleric aura and affected by devotion.

Umm hell no!!! I can see increased damage resistance while raged but no way ever should barb get a healing aura even cocoon should be forbidden them!

Uska
09-25-2014, 10:45 PM
Ah, misunderstood you, then. Some selfhealing while raged, whether time-based, vampirism, or on kill, would be awesome.



Con bonus to saves might be a bit much, since con already has high value in giving hp and affecting fort saves. Also, for barbs you can get spell resistance based on con, and with a dwarf you can get con to damage. I think that would be a bit too much value from one stat.

But some form of PRR and bonus to saves wouldn't be bad, I agree there. Perhaps based on type of rage (normal, level 11, etc) to reward barbs going pure-ish.

No barbs getting any kind of healing isn't awesome and doesn't fit the class this isn't 4e

Uska
09-25-2014, 10:48 PM
As long as barbs don't have self healing, they're a useless class. What is the point of even spending dev time on them if you aren't going to give them self healing? They'll still be in the exact same spot they are now.

I would rather they delete them than give them self-healing barbs aren't healers period end of story once you change that they aren't barbs but some new kind of munchkin class

Uska
09-25-2014, 10:49 PM
I think an enhancement for self healing (vamp) is good for barbs. It doesn't have to be across the board for all barbs, but a capstone would be nice, or a t5 ability. Their current enhancements need to offer more while raging. More stat, more utility, more of everything. And definitely add a casting capability while raged.

No healing but casting while raged seems fair

EnziteBob
09-26-2014, 01:06 AM
While raging, how about every time you make a kill, you get benefits, which vary for each PRE. For example

Frenzied Berzerker: +1 Damage every time you make a kill, this has unlimited stack. You also gain an additional +1d6 damage every ten kills. (so having 100 kills would give you +10d6 damage, if I did my math correctly)

Occult Slayer: Whenever you are targeted by a spell that would deal damage to you, you gain +1d6 PRR and +1d6 MRR, this has no cap. Whenever you kill an enemy that can cast a spell, you gain an additional some effect) for the length pf the rage.

Ravager: While raging, whenever you make a kill, you gain +50 temp hp. Every additional kill raises the amount of Temp Hp you get by 25 (IE, first kill: 50, second kill: 75, Third Kill, 100). These Temp. hp lasts for 30 seconds.

I have no idea how to balance things, so not sure where/if these would fit in, let alone making sense with the theme.
*Edit- You only have those benefits while raging


had this same idea the other day. That kind of thinking could go a long way to make the epic levels more fun.

Pescha
09-26-2014, 02:17 PM
Armor up provides a huge buff to barbarians because soon there will be another option than just having evasion...

Wipey
09-26-2014, 02:24 PM
I would suggest :
Stacking of SF pots ( seriously, can we get that already ? )
Removal of cripple effect, stat penalties could stay.
2 threat, 2 multi NOT competence bonus with any weapon as autogranted level 17 feat.
And movement speed raised to 20 % at level 18.

Melee classes are getting too similar these days. Seriously.

Bridge_Dweller
09-26-2014, 02:38 PM
Honestly, Barbarian rage just needs the same treatment as tensors: No longer prevents spell casting, double spell cooldown, -2 DC, -2 spell penetration. Lorewise and even in DDO there exists things such as "Barbarian shamans" that are clearly able to cast spells, even if that doesn't directly adhere to purist D&D rules.
Unless you buff barb rage to provide a massive increase to dps and/or survivability, far above the potential of other non-raged classes (a very bad idea IMO), it will never be worth the spell casting limitation with the way endgame works now.


Love it.

Xianio
09-26-2014, 10:36 PM
I don't really have a way to fix the survivability issue (although I think preventing 'casting' is crazy in its current implementation. Spells not counting, sure. Clickies of all kinds/active abilities, that's crazy).

However, it would be pretty cool if rages made Barbs just dps monsters and different. A quick idea I had would be that you make raging have all the same stuff (+x to strength and con) but at the same time apply a bonus to the number of opponents your auto-attacks hit.

E.g. While raging your auto-attacks hit 2 enemies. Then with each 'bump' in rage tier the number of enemies would increase with mighty giving as many as 5 or 6.

This would make it so that barbs would feel very different from other melee classes as they wouldn't be 100% tied to cleaving. They could avoid that feat tree entirely and still get the benefit of attacking AoE style.

painkiller3
10-01-2014, 08:52 AM
... healing aura...

Because that would be both dumb and thematically inappropriate?

.

why would it be dumb? as i mentioned 3 months ago it wouldn't have to heal anyone but more similar to the fast healing that you get from FOTW...if only when raged wouldn't that fit thematically (harder to kill)? and to be fair thematically inappropriate went out the window with lawful good palemasters, paladins being able to use stuff like shard of xoriat or even running the minotaur slaughter quest, and many many others.

Tilomere
10-06-2014, 01:54 AM
Barbs already have access to crit that made bard and paladin magically viable. They have access to healing in divine crusader and with ameliorating strikes. The armor change should help them a bit. Now all they need access to is a high dps tree using a large shield so they can make use of the MRR changes and an ability to bypass the high average fort in end game mobs and they will be decent.

Scrabbler
10-06-2014, 02:47 AM
Barbs already have access to crit that made bard and paladin magically viable.
What? You mean like splashing 3-5 Bard levels to get crit? That doesn't really count as Barbarian power...

Shaude
10-06-2014, 08:57 PM
started a barb and with the problems of heals decided to go with the Ameliorating Strike to help and it does help(not enough to be viable) but i dont think it fits with the barb's play style to well as regard to p@p. i would like to see maybe a add on to the frenzy tree at lvl 12 frenzy to add + temp hit points based on barb lvl say +3/lvl or maybe even a tier 4 or 5, and/or change the i like pain from ravager to a better chance or a per so many hits?

Silverleafeon
10-09-2014, 07:08 AM
Read thru, thanks, unable to comment due to NDA on Barbarians atm.
I am in your corner, hoping for the future.
Thanks.

Nightmanis
10-09-2014, 08:13 AM
Read thru, thanks, unable to comment due to NDA on Barbarians atm.
I am in your corner, hoping for the future.
Thanks.

Make the Capstone for Ravager like the Wizard Vampire form. Turn them into a demon of some sort, you're healed by both positive and negative energy (because magic logic), and you get HP back per kill by bathing yourself in the blood of your enemies.

Also every kill causes an AOE to make all of your enemies shaken. Also when an enemy dies it deals 10-50 evil damage in an AOE.

I'm really just pulling ideas out of thin air right now.

fmalfeas
10-09-2014, 09:44 AM
There's a couple things I can think of that are fitting as buffs to barbs. Keeping in mind that they are savage, primal warriors, fighting on instinct and fury rather than technique and training.

#1 - When raged, gain some amount of armor penetration. The fury driving the barb's massive blows is simply far more force than can be readily handled. (perhaps 1% fort reduction per barb level, with Ravager getting some enhancement to gain more?)

#2 - Every point of barb DR should also provide 2 PRR, further reducing inbound damage. Occult Slayer can add MRR as well, perhaps in the cores.

#3 - Steal some of the Rashemi stuff. Let the barbs pick a 'totem' for their fury, that gives them a new action boost. The totem has to be something found in the wild, known for it's fury and endurance. Examples - Troll (regen action boost), Dire Badger (Immunity to Knockdown + freedom of movement for a short duration...the furious badgers don't stop coming!), Dire Wolverine (attacks cause stacks of bleeding for the duration of the boost), Raptor - yes, as in Velociraptor (pounce! Leaps onto the target, knocking them down for 3-9 seconds. Has a minimum range.) Dragon (+10 str, con, AC, +20 PRR & MRR, 30 seconds per boost - dragons are renowned for their power and endurance). Could even make those boosts only work when raged, but that could be restrictive since there's a limited number of rages.

Shaude
10-10-2014, 09:40 AM
#3 - Steal some of the Rashemi stuff. Let the barbs pick a 'totem' for their fury, that gives them a new action boost. The totem has to be something found in the wild, known for it's fury and endurance. Examples - Troll (regen action boost), Dire Badger (Immunity to Knockdown + freedom of movement for a short duration...the furious badgers don't stop coming!), Dire Wolverine (attacks cause stacks of bleeding for the duration of the boost), Raptor - yes, as in Velociraptor (pounce! Leaps onto the target, knocking them down for 3-9 seconds. Has a minimum range.) Dragon (+10 str, con, AC, +20 PRR & MRR, 30 seconds per boost - dragons are renowned for their power and endurance). Could even make those boosts only work when raged, but that could be restrictive since there's a limited number of rages.


Honey Badger nothing else needed

Damion01
10-10-2014, 04:22 PM
What if the developers created a final tier of barbarian rage or add to Mighty Rage:

Throw Your Barbarian Weight Around: Choose the same Weapon Type from Barbarian Weapon Training, You may use your Constitution modifier to determine the damage you deal with said weapon.

I would imagine if a barbarian punched you in the face due to his weight behind his physical conditioning, not so much strength and more constitution, it would hurt... a lot... like seriously.
So why is it that the barbarians physical conditioning doesnt also apply to his combat damage with weapons?.. this shouldn't be exclusive to dwarven barbarians.

If Rage was redesigned or an enhancement redesigned, i think this would give all barbarians overall a nice boost to overall performance. But ofcourse making it exclusive to barbarians, as to not be abused by other classes.

Or even Barbarians can add the full modifier or a partial modifier from his Constituation score to his damage, while raged so at least even strength built Barbarians, the more common barbarian, would still get a damage boost from their Constitution score.

Any thoughts?

the_one_dwarfforged
10-18-2014, 08:30 AM
What if the developers created a final tier of barbarian rage or add to Mighty Rage:

Throw Your Barbarian Weight Around: Choose the same Weapon Type from Barbarian Weapon Training, You may use your Constitution modifier to determine the damage you deal with said weapon.

I would imagine if a barbarian punched you in the face due to his weight behind his physical conditioning, not so much strength and more constitution, it would hurt... a lot... like seriously.
So why is it that the barbarians physical conditioning doesnt also apply to his combat damage with weapons?.. this shouldn't be exclusive to dwarven barbarians.

If Rage was redesigned or an enhancement redesigned, i think this would give all barbarians overall a nice boost to overall performance. But ofcourse making it exclusive to barbarians, as to not be abused by other classes.

Or even Barbarians can add the full modifier or a partial modifier from his Constituation score to his damage, while raged so at least even strength built Barbarians, the more common barbarian, would still get a damage boost from their Constitution score.

Any thoughts?

that doesnt help barbarians at all. and seeing as str is much easier to raise than other stats, like by using frenzy and death frenzy which are both barbarian abilities, id say its a noob trap.

sounds like a flavor wish.

XxJFGxX
10-28-2014, 02:29 AM
How about giving barbs a damage buff that rivals paladins holy sword spell?

Also how about implementing bull rush as a auto grant for a certain number of barbarian levels.

Plex1975
10-28-2014, 10:39 AM
...

Bladebolt
11-06-2014, 02:19 AM
I hope all you guys find the time to read Silverleafeon's thread, Project Barbarian.
Lot's of dialogue and ideas but it's worth the time.

I will state my opinion about barbs.
First, I want to make clear that barbarians is my favorite class.
After reading all these posts I have to say a few things too.
(My opinion of course)

My opinion is based on the following principles:

I don't understand why any class should be so powerful that a player can solo EE. It's supposed to be an MMO game.
All the melee classes are asking for more and more and the way the game is evolving we might end up with 3,4 classes that can do the same things a little different depending on the built. Barbarians, Fighters, Paladins should have different pros and cons.
Barbarians are supposed to be the heavy hitters, the guy you want on the front line facing the enemy, killing and bringing havoc.
The one thing that the Barbarian should be able to do is hit harder and kill fast.
I agree with those that say that self healing is out of the "Barbarian Spirit".


So based on these,

A lot more PPR and a lot more Healing Amplification makes sense to me.
The idea of restoring health by killing and hitting enemies although it is a self healing ability it doesn't sound bad as it is based on the ferocity and the Barbs blood-thirst.
But above all, really a lot more DPS!
And I mean a lot more!
No other class carrying a weapon should be able to out-DPS a Barbarian.
This is the only thing that Barbarians are supposed to do better!
The only reason to play a Barbarian.
( Yes I have tanked, I have thrown myself ahead to clean traps etc. but only because I had to play that part in with certain parties).
If you kill your enemies fast they won't get the chance to drag you down on HP, so less healing needed.
Yes, add the Con modifier to Damage, increase the critical threat rage apply any possible way, I am not the one to say how.

Barbarians criting for 20K-25K doesn't sound crazy anymore.
If you don't give that to Barbs than why play them?
Bards, Monks, Rangers, you name it, they all can get Far ahead of Barbs DPS-wise, they can all deal crazy amounts of damage and we all learned to accept that.

Get the Barbarians back in the game and give them back their role.

That is all I wish for and thank you all your ideas.