2.6.6 is a step in the right direction

Yes, we need more balance and especially barbs need more buffs.

However, for 3 years we haven’t had any mentionable all around new items. But this time we have! I love to theorycraft the new builds I can create with these items.

I hope the future patches are a brilliant mixtures of balancing buffs and thrilling new items.

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Glad you like it, but there is not much in the new item updates for Barbarians.

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Less than 3 years I believe.

In the 3 years these are the new things I can name:
DH: Impale, hellcat
Monk: Monkey king set remade
Barb: whirlwind set remade
Cru: Invoker set remade but I’m not sure if it’s only power creep
WD: (didn’t play much so I can’t remember)
Wiz: Manald Heal
We had Nec, although it’s so hard to play for me : (

Not quite.

While all sets for all classes have had their damage multipliers increased over the years, the only significant change to the Wastes set was to slap a multiplier onto the WW skill along with the Dust Devils.

Obviously, this failed to fix the problems with the set:

  • Rend is useless at nearly all levels of play
  • Front-loading all damage into WW makes the build frustrating and ultra-reliant on fishing
  • The build has too few supporting legendaries and relies on gimmicky secondary rolls

Etc, etc. And that’s just one set, arguably our most broken. It doesn’t get into the host of other Barb problems.

Even if we’re being generous and saying there have been “tweaks” to Barb items, the disparity between our class and other classes–along with the many other problems within our class–has never been addressed.

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There are some request on PTR feedback for barb stuff if you want to give a look and maybe also saying what you think it’s missing i’m sure it will enrich the discussion.

I’ve seen and I’m not sure what to add except that the proposed “buffs” don’t have much consistency. Do the folks suggesting numbers really understand what those numbers will translate into?

For example, if Mortick’s buffs your damage output by 200-300% when Wrath is active, only a small number of our builds can make use of that with any consistency. But if the buff is too big, then all builds will use it, because the buff during Wrath will offset the lack of a buff during its cooldown.

See the problem? All it does is make Wrath more mandatory.

And would 200-300% be enough?

No. Different builds need different amounts of buffs. Give this a read:

Here’s a snippet from the site:

With that in mind, here is a revised list of needed buffs by build:

To achieve intra-class parity, Zodiac WW needs +2 GRs

  • To achieve both intra- and cross-class parity, Zodiac WW needs +6.1 GRs

To achieve intra-class parity, Fire and Physical EQ need +2 and +3 GRs

  • To achieve both intra- and cross-class parity, Fire and Physical EQ need +6.1 and +7.1 GRs respectively

To achieve intra-class parity, IK HOTA needs +3 GRs

  • To achieve both intra- and cross-class parity, IK HOTA needs +7.1 GRs

To achieve intra-class parity, R6 HOTA needs +0 GRs

  • To achieve cross-class parity, R6 HOTA needs +4.1 GRs

To achieve intra-class parity, Vile Charge needs +0 GRs

  • To achieve cross-class parity, Vile Charge needs +4.1 GRs

See the problem? A flat buff to all damage isn’t really going to fix anything. In fact, it might just perpetuate the problem. And as much as many Barbs desire uncapping the Slam bracers, that’s not necessarily a good idea. Sure, the cap should be raised–from 5 to 10–but uncapping them could produce some serious problems down the road. Remember, Slam is an AOE skill with a massive multiplier than can be spammed. You have to be very careful with how you handle that.

In short, I don’t think the ideas in that thread are very good. A lot of folks mean well, but they don’t really understand the class and its problems very well.

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I just collected and summarized players request i did not tested it all.

But i agree. They should to apply all this website list. Barb and monk are left behind for years. This patch did not solve it. They said they would look into barb issues. But they didn’t. Mortick do not not solve nothing.

The Executioner

  • New Legendary Power: Attacks will slay enemies with less than (5-10%) health.

Isn’t this a bit too underpowered? I mean it’s weapon which is very crowded slot. Would 20% be too much?

People keep saying that the barbs got nothing in the latest patch, but almost all of the new legendary powers are classless, so can be used by barbs. Barbs even got Mortick’s Brace on top of that, so along with WDs, they in fact got more than any of the other classes. :fist:

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Not exactly because barb can’t effectively use Crimson. LoD is also less meaningful - just check S17 leaderboard for how many LoN builds are there for each class.

My problem with LoD is that it requires getting all the way to rank 99 to reach full LoN status. That’s really, really steep. Most LoN builds can be fairly well implemented well before a player is capable of that high a GR solo. It should really cap at 50 ranks to make the progression more in line with what LoN’s time requirements are.

if you have no idea what you are talking about then dont join into discussion that goes beyond your understanding of game and history of barbars misery

Is there pvp?If not,then this game is going no where.

You know this game is 7+ years old right? it hasn’t had an expansion in 5 years or DLC in 2.

I think the PVP ship has sailed.

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I had heard that this worked on our followers, which would actually make them semi-useful. Was this actually the case? I haven’t had a chance to try it. If it is, then I think that’s a pretty reasonable value considering even the Necro debuff doesn’t go that high.

hey blizz morticks starts with a “m” so does multiplier

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Give it a rest already. You sound like a broken record.

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Compared to you, I stick to the subject and know what I talk about.

2.6.5 was in right direction. Not this one.
-> Old builds were revamped, gained power, and were usable for GRpush. Sure, it wasn’t for every class, but having DoD WD and Crus buffed was good. Same for Chantodo, which needed a buff.
-> Seasonal buff opened new builds possibility. Same for old RoRG buff.
-> QoL were enjoyable

Not this one.
Buffing crafted sets is good, I don’t say it’s blamable. I always enjoy new content on DIII. But what’s the point to buff those, is they don’t make any new build appear?
The real lack of diversity is due to the lack of multipliers on some items, who already buff some skills. Since we really need multipliers to push, skills without any multipliers/bad multipleirs are left aside:
ex: Kridershot, Serpent Sparker, Death grasp dagger, Chakram Quiver…

For me, the main interest of a Season in DIII is to experiment new gameplay, new META, and pushing it to the limit. (of my boredom) The 2.6.6 doesn’t change GR pushing at all, same comp, same builds again.

I don’t understand how they had the idea, with the major suggestions made on threads. Lot of skills only needed multipliers on items who already exist, and those modifications were simple to make. Then why don’t continue the work on 2.6.5 ?

This is utterly non sense for me.

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