Season 4 - Improve Concentrate Synergies

That’s a total non sequitir. Any reasonable player would have a fortitude within a few weeks at most. Your comment doesn’t change the fact that you’re suggesting the devs make ridiculously meager buffs to a skill that needs bigger fundamental changes to it. Sounds like a waste of time and resources when with a bit more thought we can build suggestions that actually makes the skill have a compelling use beyond the few hipsters who just want to do something different from berserk.

I havent found a Lo rune either.

What i did find was tals armor and amy that i traded day 2 for a Lo on my ladder start item find barbarian.

Lo runes are practically worthless now on jsp going for 40fg.

And on SP you can get a Lo within a a good 1000 runs of lower kurast on SP.

Synergies has more impact on a single playthrough than spending weeks farming a Fortitude does. Changes are worth it if they make sense and improve the player’s enjoyment and overall game experience. Many synergies are poorly designed and it take MINUTES to change it, stop acting like this is a big deal for a dev to do.

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To be honest, this is where you lost me. I have a full time job, wife and kids and barely have time to play my Conc Barb and choose to play HC for added thrill. Progress is slow at times and play SSF and do not party up or trade.

With that said, request for minor improvements to Concentrate is justified and can be done relatively quickly for next Season. If more improvements are required as it did not go far enough, the developers can make more sweeping changes. I think you’re just being unreasonable.

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So because people found out you could abuse treasure farming in Lk, its something we should accept as by design and how the game is meant to be played? Usually things like that would get patched and removed, just like Pindle was later nerfed. Makes no sense you get the best items by doing literally harmless content.

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You’re just requesting a waste of time, simple as that?

I don’t care about your lifestyle. If you’re so busy then use jsp. If you dont then that’s on you. You play subpar because you want to and I can respect that. BUT that doesn’t make for a compelling counterargument to my criticisms of your suggestions. They simply are not good enough. They are a waste of skill points for a build that is already suboptimal to play while leveling (even in hardcore. Throw barb/ww/frenzy are still much better and throw barb much safer). So changes that make a bad build not much better for the early doesn’t change the fact that by the late game a fortitude, a single runeword pretty much provides the damage and defense buffs that 60 skill points of synergies would. And because of diminishing returns on skill ED and defense that is just a waste of points.

This is all just hypothetical, and it’s glaring how all you seem to come up with is just mediocre suggestions, falling back on “oh those changes will be too much for the devs.” Is another poor counter argument. In fact i’d argue that these suggestions are a waste of time because they wouldn’t change how players interact with these skills just like leap again. Again where are all the leap attack barbs?

Just because they could make small changes doesn’t mean it’s a good thing. Conc,bash, and stun need significant changes if anyone is ever to actually use them other than for the novelty of doing something different.

How is it abusing the game? Chest runs have always been a thing.

You two aren’t even making cogent counter arguments anymore at this point.

You both are suggesting blizzard change buff conc in a way where a single, friggin gear choice already does that.

I’m absolutely baffled at the level of mediocrity on display here. I’m not even disagreeing with the fact that conc does need buffs. I’m saying that as a SINGLE.TARGET.SKILL conc, bash, and stun need HUGE changes to justify building around a single.target.skill.

These are skills that are extremely slow, have low damage (because weapon modifiers to skills are already low compared to skills and besides grief) and leave the player in a precarious position (ww is mobile, frenzy gives you fast movement speed, leap attack has leap which is good cc).

As I have repeatedly said here, they changed leap attack and buffed it. Good right? Except where are all the leap attack barbs? There are none, because it’s a single target skill, that requires 40 points of investment that winds up doing less than what 1 point in ww and 20 points in berserk can do.

I’ve hero edited a leap attack barb with the best gear possible. Even with 2,000% skill ed it can’t one shot pit lords on p8 with a grief/phoenix combo.

Honestly, have you even played a HC Conc Barb? If you did, you would understand that changing Bash synergy to Iron Skin or Shout synergy is infinitely better and compliments this defensive-oriented character. I don’t want to play a throw barb or spin to win barb, I want to play a conc barb.

The fact is an improvement is an improvement and this change can be done by an intern during their coffee break. You’re asking for sweeping changes that would take too much developmemt time and dead on arrival.

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Come on. Now you’re just getting emotional. What I said was perfectly reasonable but we can agree to disagree.

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Yes, i have a SSF HC leap attack barb, throw barb, and ww barb, zerk barb. They are all much better than conc simply because of their mobility and CC capabilities.

Throw barb is safe because you can stand back and let your merc tank.

Leap attack has leap as a synergy and leap is one of the best cc skills in the game.

Whirlwind is mobile and has no synergies so you can max shout and battle orders.

Zerk barb has howl, can be rippy, but strong enough to use with a stormshield and still good do damage due to BO synergy and magic damage.

Gotcha. You’re not here for serious discussion.

I was but you’re reducing the conversation down to absurd straw man arguments.

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Agreed, what you said is reasonable. JPRG74 is just being unreasonable to a reasonable request.

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Calling your suggestions mediocre is not a strawman, nice try.

Arguing against his suggestion, because Fortitude exist, was a straw man. That’s like saying everything “melee” is viable because Grief slaps. It’s impossible to have a conversation if this is the logic you’re using.

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So you admit you have little to no experience as a conc barb. You like to play it safe as a throw barb hiding behind your merc. I’m the opposite, I like to be in the middle of the fray hanging on to dear life chugging potions. In all seriousness, we can agree to disagree and leave it as that.

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That’s not a straw man.

It’s an absolutely valid comparison. One that I can test and one that we can draw real tangible results from. I can go throw on a fortitude and see how effective conc would be since the runeword is comparable enough to these suggested changes.

Guess what? Conc still sucks. Sure having 30k defense looks nice on paper. But it doesn’t change the fact that in pvm you’re good enough with 10-15k which is what you’ll have with the chilling armor proc and 1 point iron skin.

It also doesn’t change the fact that conc screams “all this defense, you should use a two hander.” Except the big problem with conc and two handers is that you need waay too much attack speed to reach the final breakpoint if you aren’t using grief (lol another Lo has entered the fray).

Except this isnt about me or you. It’s about your suggested changes that already exist in the form of Fortitude and slapping both together just means you wasted 60 skill points for a novelty build that only has real meta applications in the niche circuit of melee pvp.

No, I’m saying your suggestions suck and you should think more boldly about how the devs should really buff these skills.

Hey man, I appreciate that you’re willing to write a good lengthy response but I can’t see this conversation going anywhere if you’re missing the point I was trying to make. You come across as “gatekeeping” rather than giving good counter arguments to his suggestion. So I’ll leave it at that.

Already done and suggested to the developers to consider sweeping changes to melee skills for all classes in thread linked below…

Barbarian

  • Increased Stamina - rename to “Increased Resilience,” and now adds +1% FHR per level
  • Taunt - now taunts monsters in the immediate area (no longer single target)
  • Bash - now grants +5% crushing blow at level 1 and increases +3% per level, increase flat damage to +3 (up from +1) and increase +3 per level (up from +1)
  • Stun - rename to “Cleave,” and now requires a 2H-weapon equipped and hits up to 2 adjacent enemies next to your primary target
  • Whirlwind - don’t apply diminishing returns to weapon IAS (only to other equipment). This places more importance to weapon IAS, which harkens back to old mechanics
  • Concentrate - increase max attack FPS from 9 to 7, replace Bash synergy with Iron Skin, and add new Increased Speed synergy as follows:
    • Iron Skin: +1% PDR per level
    • Battle Orders: +15% Damage per level
    • Berserk: +5% Magic Damage per level
    • Increased Speed: +1% IAS per level for 1H-weapons and +2% IAS per level for 2H-weapons
  • Frenzy - remove Taunt synergy and adjust synergies as follows:
    • Double Swing: +10% damage per level
    • Berserk: +3% magic damage per level
    • Increased Stamina: +8% damage and +0.4 seconds per level
  • Grim Ward - remove corpse requirement (max. limit is 5, similar to traps)
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