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  1. #21
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    Ill bump this again, honestly it amazes me that how little attention this thread is getting compared to all other trees, in some cases there are 1000% more activity counting even my last 3 posts here.
    Imo all three barbarian trees need to to be adjusted before going live, I would hope others do not prefer barbarians to be this unpopular on live.
    Alkkarn Alkkine Alkine Roubot Alkot Alkky
    On argo cuz its better than you!

  2. #22
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    Quote Originally Posted by Alkot View Post
    Ill bump this again, honestly it amazes me that how little attention this thread is getting compared to all other trees, in some cases there are 1000% more activity counting even my last 3 posts here.
    Imo all three barbarian trees need to to be adjusted before going live, I would hope others do not prefer barbarians to be this unpopular on live.
    I will say this... the threes are at least 10 times better than what we have on live. Barbarians will always be unpopular on live. This is because self healing really isn't a real option. You would have to change everything that makes a barb a barb in order for this to no longer be an issue.

    Then what would you have? A fighter that just does things differently.

  3. #23
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    Quote Originally Posted by jalont View Post
    I will say this... the threes are at least 10 times better than what we have on live. Barbarians will always be unpopular on live. This is because self healing really isn't a real option. You would have to change everything that makes a barb a barb in order for this to no longer be an issue.

    Then what would you have? A fighter that just does things differently.
    I agree with this partially, I think that while self healing has skewed party strategy to a very self oriented version at endgame. ATM there are just no incentives to work as a team for he most part, I think adding more powerful functions of the things that barbarians "tough" would help them survive in current endgame without having to nerf heal scrolls, cocoon and w/e else. Think more emphasis on powers like uncanny dodge, fast healing, and DR. Most of these powers are flawed in that they do not scale forwardly into the inflated numbers that progress from lvl18-28. While mobs are still hitting for 30, 40, 50 DR/9 is still a very powerful damage reduction. The case does not hold up while mobs are hitting for 100, 200, 300, 400, at that point the entirety of barbarian fully invested damage reduction is of so overly dwarfed by these numbers you may as well not have it. In fact with all endgame damage numbers the sapphire of resistance gives your a larger percentage of DR using either the 12 or 14 prr version.

    Consider changing barbarian damage reduction to scale in a more scale able function, revise the feat to begin at lvl1 barb and progress at a rate of 1.5DR-2DR per barbarian level. This will land final numbers at very much more useful at endgame and on the way to cap.
    lvl5 7-10
    lvl10 15-20
    lvl15 22-30
    lvl20 30-40
    Looking at these numbers either would be imo within a reasonable power level for their level, however 1.5 per level would allow for more expansion. Think with occult slayer: Add a 2-4-6 DR t1 or t2 AP and at the same time with one of the higher core abilities it could be added that the DR multiplier could be changed from 1.5 to 2.0.
    For a total of 46 DR given a full spec into the ability.

    As for fast healing(which I think is very important to have in the ravager tree) a similar type scaling mechanic would need to be in place for this to work from 1-28 without being under or over powered at any 1 point.
    Traditionally fast healing is a ability that regains 1hp per round, not only do rounds not really translate perfectly to ddo this rate of heal would diminish while gaining levels.
    If done round-1sec than... 60hp per min would take more than minutes to heal a 1k hp barb(that may be an understated hp value come the EP)

    I suggest completely reinventing the values and system for ddo(These are merely suggested values):
    1d6hp per level every 30sec, non effected by spell power (possibly exclude heal amp to keep from becoming overpowered)
    Avg hp per min:
    5: 35
    10: 70
    20: 140

    Baseline values listed here while helpful to self healing (and what I think is flavorful to the class) is not enough to sustain themselves at full health at any level.

    Expansion through ravager core enhancements: Your Fast healing ability now regenerates health every 20 seconds rather than 30.

    As for the Fotw fast healing expanded or not it should sync up at 1min and give a double burst of healing should it be taken. I do not think addition of this would require a revamp of that ability at all.


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    Alkkarn Alkkine Alkine Roubot Alkot Alkky
    On argo cuz its better than you!

  4. #24
    Community Member mezzorco's Avatar
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    In D&D, fighters and barbarians make the frontline of any group. The main difference between tanky fighter and barbarian are:

    - barbarian has quite more hp
    - fighter has more AC
    - barbarian has damage reduction

    So, while fighters rely on their shield, barbarians ARE meat shields.

    In DDO mechanics and balance are different from D&D, but the feel should be the same. What I suggest for barbarians:

    1. Double hp from false life effects
    2. Make them gain more hp from con modifier, for instance 1.2 hp per con mod per level. At level 25, +2 con would be 30 hp instead of 25, a mostly thematic change
    3. DR is essential to barbarians, but game scaling makes it pointless. I suggest one of the following:
    3.1 make them gain double PRR from any source (remember that PRR function is logarithmic and caps at 65%)
    3.2 make a unique PRR funcion for them that caps at 75% (i.e. (1 – (0.99^PRR)) × 0.75 instead of (1 – (0.99^PRR)) × 0.65)

  5. #25
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    TBH the only reason I'd use barbarian levels is for a splash of 3 levels for the free Cleave-like Enhancement. Almost 1/2 of the CD, does the same [W] as GCleave for the cost of 13 AP (heck the rogue equivalent requires 12 AP on itself and the preq. alone.

    Having a lot of fun with a warforged wizard/barb/druid on the dojo kobolts (too lazy to actually try him on the "field")

    Druid - beguile + heal
    Wizard - Tensar + Healing + buffs and whatnot. Wraith for 35% incorp, some dodge etc etc
    Barb - 5 rages per rest, lasting 115s each for +7 str (immuned to the fatigue cuz wf), PA enhancement and the furious rage core actually procs quite often.
    WF - fatigue immunity, Glancing blows, PA enhancement (not sure if stacks actually) and + 0,5[W]

    I know it's not optimal and etc, just saying - barb is a nice splash xD

  6. #26
    Community Member Uidolon's Avatar
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    when you realised the single PrE frenzied i shelved my barbs and have not played any of them since didnt even try out taking FB had 0 intrested in the class after that.

    now occult and ravager is both PrE that if they are "effective" enough ill roll up one and test it out on live. ill probably roll one of each on live and compare them. dont like doing things halfhearted so not trying out them on lamma since i have no confidence you would pay any attention to my feedback and as such its a waste of my time.

    if you make them unbalanced i will take whatever is brokenly OP and abuse it to death thats how i roll i find the weak link and then i abuse it so do your best to balance them, id be willing to bet money onmyself finding a OP build against you the developers managing to balance them if its a fun to play OP build is a totally diffrent story.

  7. #27
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    Bumping this thread

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