ED's really change things a lot for them tho, they open quite a few doors that were not open before, but still those abilities are ED's not barb abilities, they don't make the Barb class more fun to play, they just make it suck less after you mixed in a few epic levels.
if we think about what a barbarian really is, he is a reckless savage so taking damage should be understood in that way but he should be able to shrug off that damage and keep trucking. DR/ or PRR or dodge or something along those lines I think needs to be increased, but not by a lot. just something that doesn't make a barb take damage like a wet paper bag, more specifically in epic levels.
really, there is only 2 things a barb needs to be "fixed". better healing options than CSW pots and SF pots and a little better defense. everything else about the class I don't see wrong with it. now if we look at the trees, than yes there are some problems there.
don't get me started on DOTs though. too powerful and can easily pull agro from the tank. so annoying and seen parties wipe because people cant keep those DOTs under control when someone is trying to tank.
Main: Amossa d'Cannith, Sarlona, casually trying Completionist [<o>]
Almost-never-played-alts: Arquera - Chapolin - Fabber - Herweg - Mecanico - Tenma
I want DDO to be a better game. Those are my personal suggestions on: Ammunition, Archmage, Combat Stances, Deities, Dispel Magic, Epic Destiny Map, Fast Healing, Favor, Favored Enemy, Half-elf Enhancements, Monk Stances, Past Life, Potency, Potions, Ranger Spells, Summons, Tiered Loot.
Last edited by Ryiah; 10-05-2013 at 08:17 AM.
Ryiah | Raeyah | ReikaraToy Soldiers
its bad enough that we have to suffer through all those 1-5 min clickies just to survive, i refuse to add more magic garbage to the hotbar, barbarian is a melee class, want to add magic (ritual scaring guy from forgoten realms?), thats fine but a pure melee builds should still be viable!
And although i survived with the party to lv 16 with a +2 great axe and a pair of masterwork boots (no potions nor heals!), purely by learning the rules and playing smart
This ****age behaviour is continued in DDO, oh, you want a dps melee toon? ahhh, i see, but you do huge amount of self damage as compensation, need some high power self healing on that toon? have some self nerfing SF pots, i call BS.
To the dev's of any MMO out there:
I don't care how emotional scared you are about the musclebound jock taking the girl you had a crush on to the prom, (while you were reading books about being the knightly hero, he worked out to be one), stop taking it out on melee classes, stop putting in over the top "balancing" nerfs in there so you can feel special being in a caster class.
The self damage of the barb capstone&the self damaging (death)frenzy&lack of defense&lack of self heal while raged (you know, the primary game mechanically reason to be barb?)&mob defenses&mob damage output&mob hp, outweigh the pitiful dps has at higher level, apparently no one can design a proper melee dps class.
The risk of being a barb far outweigh the potential profit
Ahhhh, but barbs have more hp then the arcane canons to balance things out, right? i call BS again, the difference between a capped wizard and barb is (12-4)X28=224 hp, a pitiful amount in EE endgame.
I think making stunning blow less of a timer, and giving er an extra half char level would go a long way in making any melee without a set of wraps on more survivable. Your better off trying to trip something then stun blow it.
Though the real meat and potatoes comes from barbs gettn jacked on not being able to use clickies and fighters/monks/rogs/mnkter/whatever else anyone creates uses on a constant consistent basis. The poor sobs can't even get an outside displacement anymore because turb made it self cast.
So they gotta be going through 20 or so clickies casting a rage, fighting that duration and then dropping and clicking again. Then if your not 18 barb suffering those levels, with every drop your running like a gimp lame legged codger, using boosts just to keep up.
You can't even go pure. To do so is to be labeled. Before maybe, it just said, I don't give a damn im dps and ain't nothing worth trying for anyway. But now with resistance +8 or 10, +10 stats, and exceptional or whatever they've labeled them, along with damn near every benefit under the sun, having a decent save is attainable, as is much more. Course the same goes for fighters, so no pure was really spared almost. (couple exceptions in the melee category.) I loved the crits on my barb, but no way did I like being someone elses * in a group.
Maybe one day ai will become as smart as a human and not seem autistic or mentally challenged at the simplest things like healing themselves and or others (me) But until that day a hireling is a reject of society.
Through avarice, evil smiles; through insanity, it sings.
Having to dismiss rage to use clickies and stuff though is a big turn off I guess for barbs.
Last edited by NaturalHazard; 10-06-2013 at 07:47 PM.
Is trying to save the barbarian class like trying to enter a 1972 Pinto into a formula one race?
Barbs have always been terrible . . . well . . . they've been terrible for at least since MoTU. Trying to make them not terrible just isn't gonna happen.
I just swapped my old pally to a two weapon fighting 12 barbarian 4 favorite soul 4 rogue. Think its going to work well. Ameloriating strike for self heals (sp pots when needed of course), evasion with good saves, lots of hit points, good dps, good stun blow.
One thing I am kind of getting bored of is stun blow/stun fist and sunder. Wish that there were more tactics that upped dps or neutralized opponents. That is why rogue and archers are fun because they have different tactics that they employ. I would love disarm and grapple in DDO. One feat set that I do not think Pen and Paper does a good job with is bull rush - Turbine could make that better. Bull Rush would be great fun in DDO and a cool barbarian option. The fun thing about stun and sunder is you get gear for it, build for it, etc. If we could have feats like improved disarm, improved grapple, and improved Bull Rush a part of the fun would be building and gearing for it.
What would be cool for barbarians would be a new set of auto granted feats. How about some feats granted to barbarians like Great blow http://www.dandwiki.com/wiki/Great_Blow_(3.5e_Feat), Cleaving Rampage http://www.dandwiki.com/wiki/Cleavin...ge_(3.5e_Feat) , http://www.dandwiki.com/wiki/Frenzie...ck_(3.5e_Feat) , etc.
Norg Fighter12/Paladin6/Monk2, Jacquiej Cleric18/Monk1/Wiz1, Rabiez Bard16/Ranger3/Cleric1, Hangover Bard L20, Boomsticks Fighter12/Monk 6/Druid 2, Grumblegut Ranger8/Paladin6/Monk6, Rabidly Rogue L20, Furiously Rogue10/Monk6/Paladin4, Snowcones Cleric 12/Ranger 6/Monk 2, Norge Barbarian 12/FVS4/Rogue4. Guild:Prophets of The New Republic Khyber.
Originally, barbarians were supposed to make up for being easier to hit by their ability to mitigate physical damage to a much higher degree than other classes. Their DR needs to be increased, and I would suggest giving them a PRR bonus equal to their total barb DR bonus. And maybe there could be a high level barbarian feat that lets them regenerate HP. That would be nice to have.
Ryiah | Raeyah | ReikaraToy Soldiers
I think we're long past the point where the general desire of established players is for a party-role oriented style of group play. It's been a long time since I've even seen a post from a well-known prophet of party role style gameplay would post threads that devolved into popcorn fodder. So the barbarian class has to adapt given its general dependence on others when pots don't cut it.
I think that if you want to avoid the barbarian splash of only a few levels for massive benefits, then proposed benefits like self-healing through damage or other mitigation factors should go into the core part of trees where you can control how big of a splash is needed to gain the benefit. This would coincide with the ability to keep barbarians alive through heroic content through the normal means, while giving them a leg-up when they really start to trail off when everyone else is picking up umd/cocoon/etc survival options.
I have learned to adapt to these changes in DDO, but in epics its become beyond challenging. I am totally against any kind of self healing on a barb unless its vampirism attained through enhancements or EDs because a barbarian is about raw DPS and not like a paladin or ranger. What does need improvement is better defense and another pot option between csw and SF without the penalties. The game has evolved into a solo self sufficiency game and barbarians are getting left behind.
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