First, thanks Severlin and crew -- it’s great seeing a pass on one of the classes that needs it most!
I'm not sure where else to put this feedback, so I'm starting it here (it doesn't seem appropriate to just stick this into one of the tree feedback threads).
Terms
barb=barbarian, amp = healing amplification (most will know this, but for clarity's sake)
***General DPS vs survivability***
Very free-form response here, but I think the player consensus is that we’re not seeing a lot of DPS in these trees, we’re just seeing a lot more survivability.
While I applaud the actions taken to make barbarians a living DPS machine in the game rather than a zero DPS soulstone, I don’t think all the additions of amp, hp, and self-healing are the best direction for the barb.
I think players WANT a reason to keep the barb alive. I don’t think we want more barbs to solo content, or for them to do similar amounts of DPS to a well-planned fighter/paladin/rogue/monk/bard or less DPS than a well-planned caster/archer.
The problem with barbarians is not that they *merely* aren’t as hardy as, say, a high dodge monk/high mitigation vanguard/great saves paladin/ranged character, it’s that the DPS they provide isn’t appreciably better than the above.
If you can make barbarians TRULY, MEASURABLY, VISIBLY out-dps balizarde swashbucklers, mortal fear shuriken slingers, fury archers, and greatsword kensais, then I think you’ll have really done your job. At that point, everyone in the party is going to want to cocoon the barbarian during the raid, and every healer is going to have a good incentive to Divine Intervention+reactive heal+babysit the barb.
Why? Because they’re actually useful in the party.
With the proposed changes, they’re merely functional again, not fulfilling a niche better than all other melees that they were always meant to fill.
***Generic healing amp***
I don't think that this is the route to go for barbs.
Amp is not a barb trait
Amp has never been and should never be the province of barbs, and now it looks like they can get more amp than all of the amp-focused classes combined (read: monks, paladins). Even if we were to do another pass of the other classes to give their amp focus back to them relative to barbs, that just seems like a slippery slope.
What I don't want to see
I do NOT want to see everyone jump on the barb train for amp, then later have monks/paladins get a crazy boost to amp, and have another paradigm shift where everyone wants/needs to LR. Of course this is natural in an evolving game, but the evolution should never look like the sharp curves of say, shiradi casters becoming the most viable epic casters overnight (not good design).
Moreover, if you want to give amp a pass and then give barbs an absurd amount, at least ratchet up monk/paladin amp to comparable levels.
What I'd like to see:
*perhaps ONE of the barb trees getting good amp that is COMPARABLE but not exceeding amp from monk/paladin classes
*more logic behind amp gain, i.e. start a line of enhancements that increases DR at the expense of AC, increases amp at the expense of HP, etc
*more DPS mutations in the barb trees
*more damage mitigation (i.e. "I'm a barb, I'm shrugging off the pain through my rage")
***Healing abilities***
The following T5 healing abilities have been proposed, and here is my assessment:
Occult Slayer:
Ancestral Bond: (1/1/1 AP) Expend all stacks of weapon bond. For each stack expended you are healed for 2 hit points. This healing scales with 100% Melee Power. Cooldown: 60/20/10 seconds. Passive: +10/+20/+30 HP and +4/+8/+12 Magical Resistance Rating.
Vampiric Bond: (1 AP) If weapon bond is 150+: Your weapon provides you 20 temporary hit points when you damage an enemy. These temporary hit points scale with 200% Melee Power. This can trigger at most once every 12/9/6 seconds.
These two are GOOD.
They have a *cost*, i.e. you have to expend some DPS and build up to them. The amount of healing that you get per minute is respectable but not overpowered.
Frenzied Berserker
Accelerated Metabolism: (2 AP) While raging you heal 2d6 hit points every 4 seconds. This healing scales with 100% Melee Power.
This is OKAY.
Most characters that take 5 barb levels, be it for T5 enhancements or otherwise, are going to want to be raged while fighting.
Thus, though there is a cost of being raged (spellcasting prohibited, defensive stances negated, etc), there is no “true” cost to the healing that one pays for getting Accelerated Metabolism.
Other than that, I think that the ability is relatively weak which is a good thing; I don’t think that all barb trees should get the ability to burst heal like Occult Slayer, which is more defensively oriented than Frenzied Berserker.
Ravager
Blood Strength: (2 AP) Each time you land a hit you are healed for 1d4 hit points. Each time you kill an opponent you are healed for 1d20 hit points. This healing scales with 100% Melee Power.
This ability is BAD because it’s extremely strong.
Consider the costs found in other healing abilities:
Healing Ki (similar mechanic, costs Ki, must mark target with cooldown)
cure effects (cost mana or limited use, on cooldown)
ameliorating strike (on strike mechanic, long cooldown)
Ancestral Bond (sacrificed DPS, takes time to scale heal to appreciable levels)
Accelerated Metabolism/Vampiric Bond (small heals and small temp hp, respectively)
Now, I’m not entirely opposed to the mechanic of this ability, but I do think that there needs to be some kind of associated cost. I’m not the best at suggesting mechanics, but given the power of this ability, I’d suggest revamping the Fury mechanic and making more DPS tied to how many Fury stacks you have (remove the cap of 6) so that you actually have to sacrifice some DPS to use this ability.
Others have made more nuanced comments on how the Fury-building abilities have odd mechanics that let you either sit at 0 or full stacks of Fury too often, making the stacks pretty much a moot point, so I’d reference those.
***Barbarian class abilities***
This may be outside the scope of this discussion because you’re mostly touching enhancements, rather than class abilities, but please consider the following:
Move amp abilities to barbarian class abilities!
Rather than having cookie-cutter/copy+paste effects in each core series of the barbarian trees, move amp and HP to barbarian cores.
This allows you to focus more on giving character and life to each tree.
Suggestion: choose between amp and DR
I would much rather have barbs choose between the following feats at 1,3,6,12,18,20
“Ancestral body” / “Primal skin”
Choose to increase amp OR choose to increase scalable DR
Any other amp or DR enhancements you take can further customize the type of barbarian you want to be (bigger incoming heals or more damage ignored), but at the core, I don’t think the all barbarians should be getting what I’m seeing proposed:
*tons of amp
*tons of hp
*DR from a system that’s outdated and overwhelmingly nonfunctional in current epic content
***the Rage ability needs to scale better***
As others have pointed out, at one point in the game, Mighty Rage (and its interim counterparts) was powerful:
The bonuses of the barbarian's rage increase to a total of +8 strength, +8 constitution and +4 to will saving throws but the barbarian still incurs a reduction of his Armor Class by 2.
Now, however, lvl 12 kensais are getting +8 str without blocking out spellcasting (read: self healing). Monks in grandmaster earth are getting plenty of con and better critical profiles. Our enchanted items give us +11 str, in some cases.
There's just not a good incentive in this game to be Raged.
My suggestion: change the Rage Barbarian class ability to give a 5% rage bonus to melee AND ranged power, 3% rage to HP, +4 rage bonus to will saves, and 5% penalty to PRR.
Related:
greater rage gives 10% bonus to MP and RP
mighty rage gives 15%" " without fatigue
There we have a truly scalable reason to fly into a rage and lose all of our spellcasting ability.
***Seriously rework this capstone***
Visage of Terror: (1 AP, Level 20) Terrorize an enemy, killing them with fear if they fail a Will save vs 10 + Constitution modifier + half barbarian level. Enemies who make their saving throw are briefly paralyzed with fear instead. (Cost 1 Rage. Cooldown: 30 seconds. Passive: You gain +4 Constitution, +150 hit points and +40 healing amplification.
The other capstones are situationally useful, but NO ONE, unless they’re the most inexperienced player and even then they will be quickly disabused of the utility, will use this effect.
The only way I’d ever consider expending a rage, which could be used for increased DPS over a long period of time (much more than required to kill one instakill-susceptible monster) or for a sprint boost (actually useful--I do use this in quests just to be able to use a sprint effect on a separate timer from sprint action boost) would be if the save were:
10 + Con mod + character level (which would make it actually viable)
Area of effect
That way it’d be a unique panic button that barbs don’t have at the moment.
Thanks for reading!