I'm going to update here instead of taking the chance that my corrections get lost in all the other post.
Having spent considerable more time looking at it, I can update and change a few of my complaints.
Barbarian Power Attack - Apparently it's a glitch with humans, it's supposed to stay active when raging and not toggle itself off. The bug has been reported.
Barbarian Power Rage - DOES exist, I overlooked it when first using the new tree system. However, it has been nerfed - there's now only Power Rage I-III, instead of Power Rage I-IV, removing a point of strength from our builds.
Frenzied Berserker - no longer exist. The new tree offers Frenzy, Cleave, and Death Frenzy - but these used to be packaged with Frenzied Berserker I-III. Most of the other benefits are still available...sort of. But they're scattered out through the different paths.
The glancing blow weapon effects are scattered over the Frenzied Berserker tree, as is Cleave - in fact, that's pretty much all a Frenzied Berserker is now. The mass of the power comes from the Cleaves and they eat up more hitpoints than before to use them.
The critical multiplier is in the top tier of the Ravager tree - mostly. It tops out at +2 now, instead of the +3 we used to get. It takes 40 points in that tree to get it and you can't have it and the top tier Cleave both - you have to pick one.
Near as I can tell, the Barbarian Capstone and its benefits are gone as well now.
In my opinion, right now what we're being offered is the power we had before being diluted into multiple new clickies. You'll end up with far more timers to keep track of, none of which seem to pack the punch they used to.
And unless I'm overlooking it, there's no longer any additional DR enhancements offered.
Below is the original post
When the enhancement pass rolls out, I'm quitting. Since I wasn't finding much information about the changes to my class of choice, I wasted a day downloading and installing the test server so I could see first hand, and I'm not the least bit happy. And a quick note about Barbarians, since I know there's the misconception they're weak - I'll gladly admit that with the old system, they're a very easy class to gimp up and make weak, but a well planned barb is just as strong or stronger as any other class. Even hitting epic levels, I never go lower than 3rd as far as kills goes. Usually I'm leading at the number one slot or, if there's a good wiz or sorc in the group, I'll hit number two - but the top two of us normally account for over half the kills in that quest. That includes me being fairly self healing and even occasionally healing others.
I've reset the new stats 3 times so far, and each time I've ended with a toon that was a weak as my first life. Now I'm going to allow for error in this, I might be overlooking things. I have no doubt someone will correct me if I have. But so far, here's my issues with the new system.
First off, human adaptability is no longer that adaptable. You get one point to add to your stats, and any others you add are directly connected to whatever enhancements you choose to boost. You can add points to a stat but only gain the effect for those 20 second increments when using that clickie.
The biggest reason to play a human was the flexibility they offered, allowing you a little more room to tweak your class how you want it than other races. I ended up spending 5 points in the race tree, but any more seemed like a waste.
I find it funny that they offer a Frenzied Berserker tree, but spread basic Barb requirements over all 3 trees. Apparently only Occult Slayers need to have the full length of their rage and only Ravangers need Hardy Rage and a Power Attack. So I have to drop points into trees by picking enhancements I don't need, just to pick up a few basic barb abilities.
I DID overlook the power rage. It is under frenzied and I was thinking it was something else - but it has been nerfed by one - it only goes up to three now instead of the four it used to be. Must be something else I'm overlooking then, because I'm still raging with 4 less str points than before. But want to point out, my original complaint about power rage was my mistake.
As is the way they have Power Attack set up. I'm not sure if it's intended or not, but right now you can't rage AND power attack at the same time - which defeats the purpose of taking power attack. If you don't have or don't use power attack, it makes a significant increase in...well, the power of your attack. I can tell when I forgot to flip it on because I'm doing easily 15-25% less damage than normal.
Long and the short of it, even outside of losing the 4 str points when at full rage from the changes, I'm seeing a huge drop in damage from what I had before. On the test server, I was seeing non crit damage as low as 25 hit points worth of damage - and I'm level 25! On a low damage hit, 50 points of damage used to be the lowest I ever went. I dropped both versions of my toons into a low level wilderness area and with the old system, my average low, no crit hits were in the 80-100 point range (not counting stacking damage), while on the test server, the average was closer to 50-70. I could kill level 10 creatures with one swing, now it's taking 2 to 3.
I know the new system add various other perks and stacking damage, but it's flat out not adding up to what it was doing before. I hate to think what newbs are going to do building a barb with the new system - they're going to be even weaker than before.
But this much of a nerf to a class that was already challenging to design and play - if it rolls out, Turbine has seen its last penny from me.