Member of "Guild of the Black Dragons" & "Swords of the Light" on Sarlona. Proud "Last" member of Caffeine - we aint stragicially savy.
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Right O,
Guildies and I have been havin long discussions about Barbarian vs Paladin dps and we all agree that Paladins will be ahead. We're really hopeful that either holy sword will be nerfed or barbarian given better criticals. From a balance perspective, barbarians should have the best dps in the game, or at the very least be ahead of paladins.
Grail did some awesome number crunching in a thread I think I linked elsewhere,
... https://www.ddo.com/forums/showthrea...vs-Paladin-DPS
The update will create some really interesting toons, and am definitely looking forward to it. Thanks for giving it the attention and detail needed.
- love, tes
Temporary hp from a barbarian rage are very different from item effects. They are larger and you can heal up to that hp level again. So they were a totally different system. They were part of the point of rage. I don't think I'm following why that comment was made :/
~ Crimson Eagles of Khyber ~~ Melianny ~ Melizzic ~ Melton ~ Meliambit ~ Mellant ~ Melimenace ~ Melangst ~
Sev, you can't base such an essential ability on a low proc chance. The unreliability in itself is a HUGE weakness. Barbs will sometimes get 5 procs in a row, but will sometimes go 20 hits without a single proc and die because of it. This is the problem with masters blitz currently. Players hate it. It's a much better design to do away with the variance. If you want to go down this route I'd strongly recommend this instead -
Blood Strength: (2 AP) Each time you land a hit you are healed for a number of points equal to (0.2*your total Barbarian level). Each time you kill an opponent you are healed for a number of points equal to your total barbarian level. This healing scales with 100% Melee Power.
This will give the same amount of healing overall as your proposal, but do away with all the unreliability. It will be just as easy to adjust as the percentage you proposed since you can make the per hit healing multiplier slightly higher or lower until you hit the right balance.
And as a general thought on this ability, a per hit healing mechanic is going to have a lot of the same problems the old masters blitz did. Barbs in the party are going to be furstrated at times when they can't get their heals because all the ranged/caster characters are killing most of the monsters before the barb can get his hits in to heal himself. It's an anti-party mechanic that discourages grouping and encourages soloing - because when soloing a barb can get all the hits. This is a major downfall of a per hit design, please consider it carefully.
Last edited by axel15810; 10-29-2014 at 09:20 AM.
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hmmm... didn't consider self damage would scale with melee power. as it is now on Live, the self damage is plenty enough. if it could stay as is than I would still want to keep the flavor. if not, than I guess it depends on how much self damage it would be. I would assume that Accelerated Metabolism would negate the self damage though. either way, I still don't like self damage absorbed by barb DR. it just doesn't make any sense.
#MakeDDOGreatAgain
You are the one choosing not to play alts.
Casual player now investing way less than I used to into the game, playing 1-3 months at a time and still want nothing to do with Reaper. #improvepuggrouping#alldifficultiesmatter
Signed Again. All but one of my toons are healers (or backup healers). I only started my Main (Pally-Backup Healer) because healing alone doesn't get you very far in a game where everyone is a self healer. If barbs started bringing enough DPS (the only thing they have) to the table to justify me throwing heals every 10s instead of killing the mobs myself i would gladly heal them.
This is very, very accurate and I'm not seeing how these changes actually affect the core of what a barbarian should be. Everything I'm seeing with these enhancements is just far away from Barbarian and off in some kind of DDO-dreamland. Frankly, I find it disgusting to see this kind of crud bandied about on a class that is dear to many folks. This is just turning it into some kind of weird MMO character that is NOT a barbarian.
"The sword itself has no moral stature, since it has no will of its own. Naturally, it may be used by evil men for evil purposes, but there are more good men than evil, and while the latter cannot be persuaded to the path of righteousness by propaganda, they can certainly be corrected by good men with swords."
you mean Blood Tribute? that's if you are taking less damage overall from mobs. in EE, you wont be. the temporary hp will disappear pretty quickly and you have to wait for the timer to be over. that means also keeping 3 buttons constantly active and keeping watch for the timer every minute before starting your dps. basically, unless you have a healer on you, a FB will always have Accelerated Metabolism going to help slow the damage down.
edit: forgot about the 3 second cooldown. in that case, it would be a constant button to mash.
Last edited by Qhualor; 10-28-2014 at 08:53 PM.
#MakeDDOGreatAgain
You are the one choosing not to play alts.
Casual player now investing way less than I used to into the game, playing 1-3 months at a time and still want nothing to do with Reaper. #improvepuggrouping#alldifficultiesmatter
An idea for reworking DR into something usable:
- Dynamically scale DR by the dungeon scaling percentage, to make it impossible to break easier difficulties (because DR gets reduced by the same % as incoming damage)
- Make this effect obvious in the character sheet (e.g. if I am in EN and dungeon scaling is set to 20%, then my 10 DR/- would be displayed as " 2/- (10/- before scaling) "
- Have DR take effect after PRR, so that even after heavy scaling it can still be useful
This will give you the room you need to make DR function in a useful fashion, and allow barbarians to once again have a useful class feature (hint: an increase to the DR they can acquire is necessary).
I updated my previous suggestion to read
2. Give all level 20 barbs a feat called endless rage that you click to activate rage without expending one. That way rage consuming powers are still limited.
Based on the idea in the other thread.
Soooo If I build for DPS I can go barb and have a "slight edge in AoE"... That comes with:
-Heal amp and HP in the cores
-Medium armor prof
-AC penalties
-Inability to use many activated items/spells etc as a key feature of the class
-More skill points!
-Faster base run speed---wait, nvm, paladin can get that too... because that's what heavy armor's all about
-Nonstacking DR
-Ability to multiclass w/bard
Or I could go get "comparable" DPS from a paladin but forego the "slight edge in AoE" but what will I get in return for losing that slight edge?
-Best saves in the game
-Heavy armor prof (and the PRR that comes with it)
-Reliable burst healing
-Disease immunity
-Fear immunity
-A small selection of spells
-Bonuss PRR
-Ability to multiclass w/monk
-Access to bladeforged without a stack of expensive LR hearts and an alignment change
Yep! That sure looks fair!
/end sarcasm
Perhaps it is apparent why so many of us are not satisfied with you're going with this. Many of us Firmly believe you are starting with a faulty assumption that barbs are cool because they have stat drain, or can't use clickies for fun and profit. Barbarians are cool in DDO because they smash. Shade's classic post of how to play a barbarian captured the essence of it perfectly. (Sorry I can't find the link since it was pre-our wonderful new forums).
Emphasizing these other "neat things" about barbs is fine, but not at the expense of their core competency.
I feel like you're trying to design a car around the seats and steering wheel.
Ok, I know I said I was probably done commenting, but I'm strongly in the Cetus camp on this one. Nothing else matters for barbarians until you get the DPS right.
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I feel this goes too far in the direction of discouraging multi-classing.
I thought the original Blood Strength proposal was great because the core abilities contained all of the healing amp, which gave players a difficult decision to make; forego healing amp, which greatly changes the effectiveness of Blood Strength, or go deep into Barbarian and sacrifice splash or multiclass options. I also think vampirism is a lot more fun than sporadic healing.
With the healing amp built into the Barbarian cores, healing abilities are already dependent on how many Barbarian levels are taken. Making Blood Strength even more dependent on the number of Barbarian levels just discourages multiclassing.
The Vanguard trees were pretty extreme when it came to discouraging multiclassing because they put all the attack speed in the cores and stacked it with double strike at the cap. I personally wouldn't consider making a Vanguard with less than 18 or 20 levels in a single class (honestly I probably wouldn't even consider doing it with less than 20 levels in a single class), which is fine, because multiclassing has been the rage for a bit and the pendulum needed to swing back in the other direction some. Not every tree needs to work like Vanguard, however. Those who favor playing single class characters should have their voices heard, but not so much so that every new or altered tree is one where all of the power of the class is put in the cores, especially the high cores, or where all of the Tier 5 abilities become overly dependent on the core abilities.
Last edited by FlaviusMaximus; 10-28-2014 at 10:33 PM.
Make an effect like if you take x or more damage you gain y dr for that damage.
{Flavor taxes: you have become beater at taking heavy hit and can batter deal with them.}
(key x = 100< and Y = 10)
So lite say you take 150 damage from an atk so with this you take 140 instead,
Or you take 90 damage from an atk so with this you still take 90 .
This can also be a def ageist crt low lvl to and it is easy to scale to.
Suggestion:
Change the Ravager core3 so the 1d6 damage increases to 2d4, 3d4, 4d4 at Barb levels 6, 12, and 18. But limit the damage to living enemies only. Then for the core12 version, Pain Touch works on unliving things too, you have +2 Stun / Sunder DC, and are immune to pain.
Explanation:
I was playing a Wizard just now, and I noticed that in the level 3 EK core I could get 1d6 per-hit damage that automatically increased to 4d4 as I leveled, without needing to spend anymore points in EK. It seemed silly that a directly comparable Barbarian core enhancement was so much weaker than a Wizard thing.