Since the Barbarian class has had so many unfixed bugs over the years I'm going to keep a list of bugs and issues updated here.
Bugs:
1. Potions - can't be drank while raged or madstone raged: Neutralize Poison, Remove Curse, Remove Disease, Remove Fear, Remove Paralysys.
Can't be drank while madstoned raged (but can be while raged): Lesser restore
Bugged and reported since: Module 2 when this poor code was added to the game.
Known Issue: Yes (altho has been for years with no attempts to fix - infact many patchs have only added to the number of potions which can't be used unexplicably)
U15 Status: Still bugged. However a workaround exists now, but only for players in high level guilds: Guild pots are not clickes, use those.
Number of years bugged: Six (Since July 12th, 2006)
2. Frenzy Berserker Raid set steals 1 of your rages if you: Lose connection, Relog, Die, or a number of other scenarios.
Bugged and reported since: Not reported as I've lost all faith in the bug report system.
Known Issue: No
U14 Status: Still bugged. There was a partial fix done to prevent unlimited loss of rages, you can only lose the one now.. But it's still bugged, you should not lose 2 rages upon death (1 current one active, plus another charge).
Number of years bugged: 3.
3. Frenzy Berserker multiplier increase does not work correctly.
It works partially - base damage is multiplied. But burst damage on weapons is not correctly increased.
Bugged and reported since: 2 weeks into Mod 9 beta release
Known Issue: No
U14 Status: Still bugged.
Number of years bugged: 3.
4. Frenzy and Death Frenzy cause annoying flinch and scream animatnions on every single swing.
Video demonstration of bug here.
Bugged and reported since: 2 weeks into Mod 9 beta release
Known Issue: No
U14 Status: Still bugged.
Number of years bugged: 3.
5. Frenzy and Death Frenzy use the same icon as a rage potion
This makes them very hard to distinguish and thus difficult to tell if you are currently frenzied or not, as the visual effect fades quickly, and they all share a similmar duration.
Bugged and reported since: Mod 9 beta release
Known Issue: No
U14 Status: Still bugged.
Number of years bugged: 3.
Non-Barbarian bugs that directly effect the class's commonly used features:
Various related Fury and Dreadnaught Bugs, see the list here.
Issues and Player concerns:
1. Damage boost is not a worthwhile enhancement, and feels like a penalty to have to take it for Frenzy Berserker.
Due to requirement of stopping attack and long delay of activating action boosts - damage boost is generally considered to be a DPS loss to use mid battle due to it's rather poor boost (+5 at rank IV). For a class that can deal over 90 base damage with two handed weapons, a +5 boost is trivial and not worth stopping attack to activate.
Suggestions to improve it:
Return it to it's module 0 value, and apply double the benefit to two handed weapons as other new enhancements.
In module 0, the boost provided +10 damage. For lvl10 this was perhaps too high, but for lvl20 TWF it seems fine. THF should gain double the benefit, so +20 damage.
Alternative:
Provide a percentage increase to base damage, so it scales fairly across all levels and provideds a benefit to even the most maxxed out characters. Numbers similar to the fighter haste boost enhancement would seem appropriate (+15% to +30% damage boost)
U11 Status: Fixed. And used pretty close to my alternate suggestion =)
2. Rage animation time varies greatly depending on race and weapon style - and if interrupted will not activate, but will start a cooldown and waste a use.
This is really not acceptable as the PnP version doesn't have some way to interupt it, and it doesn't seem intended. Also there is no reason for the ability to have a 1 minuit cooldown - being you may not use it again while raged anyways, no cooldown is nessasary at all, its just an arbitrary artificial penalty we get for no reason.
Things that can interupt rage, wasting a charge and starting an unnessasry cooldown:
Pressing the movement keys after starting the animation.. Very common one that makes no sense.
Getting tripped... Melee, cometfall or otherwise.
Grabbing a ledge
Getting CC'd in any way really, hold, stone, etc.
Also how likely you are to get interupted depends on your race and weapon style.. Doesn't make much sense that a sturdy dwarf is more likely to be interupted by a trip then any other race.
Examples of greatly varying rage animation times: (Race and weapon style effect it)
1handed, no shield - Dwarf is ultra slow, 2+ seconds. (weird style but run into this issue often as I use a dwarven axe haste clicky - and clickies cannot be used if inside weapon sets, so I swap from THF to 1hand no shield to use, then rage)
2handed Dwarf is rather slow - ~1 second
S&B Dwarf is rather slow ~1 second
TWF Dwarf is very fast 0.5 seconds
THF WF very fast 0.5 seconds
Suggestion:
Quick fix: Remove the cooldown
Best fix: Remove the cooldown + Tweak all the animaitons to be fast, and un-interuptable. Ultra fast ala paladin lay on hands would be nice.
U14 Status: Still bugged.
Number of years bugged: Over 6: Since DDO Closed Beta.
Please contribute any bugs or issues I might of missed.