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I donât think that method of redesign would be balanced with different builds that use different attacks.
If they change that rune they should do something similar to the Battlerage - Bloodshed rune change. Make slaughter; âwhile active, critical hits have a chance to cause an eruption of blood that deals 50% of the critical hitâs damage to all enemies within 15 yards.â
That way the blood explosionsâ damage would scale with the dps of whatever attacks were used to proc them, no matter their weapon damage % or how many explosions they produced with their proc coefficients.
Youâre welcome.
Instead of damage based on weapon damage change it to based on enemy life %.
@OP: Why did you double-post this topic ?
Iâve been brainstorming some ideas for a new Slaughter, because 300% damage is pitiful for most builds in 2019. Pain Enhancer does so much more in comparison, and itâs just a Gem.
I think this is the one I like the most:
Thorns
- Attacks have a chance to cause an eruption of blood dealing 300% Thorns to enemies within 15 yards (% can be modified as needed)
- This would add some much needed AoE to Barbarian Thorns builds.
My other ideas just made Berserker even more mandatory which in turn makes Mortickâs and Boon more mandatory⌠and itâs bad game design.
However, redesigning Slaughter to be a Thorns specific rune helps out a specific build or two and doesnât make Zerker anymore mandatory for other builds than it already is.
I know this is boring, but why not just make it give the Barb 10% increased critical strike chance and 100% increased critical strike damage?
Easy on the servers, and a very powerful rune option. I think that doing more crit damage and critical strikes more often when berserk and applied slaughter is fitting for the theme of the rune itself âslaughterâ.
Eh, the base rune already gives Critical Hit.
Plus, that just seems like a weird damage rune when we already have Insanity buffing damage.
how would this differ from insanity (or the rune that gives 50% damage increase)?
Sure, but then this gives more, making morticks a little better. I think having a skill with a rune that doubles the base effect makes some sense.
The 100% crit damage would be like a 20-30% increased damage pending your gear, it is unique in its own right that it has some early game power prior to gaining higher crit damage or crit chance, which I like that option tremendously.
We need to ultimately find a solution that does not strain the server.
To make the Slaughter rune a bit different but still a dps thing, it simply could add area damage (the same type of area damage you get from items). Maybe in addition to that it also could give attack speedâŚ
⌠or it even could execute enemies that are below 5% of their maximum life, which could stack with âThe Executionerâ in addition to area damage and attack speed.
All of that still would fit the fantasy of âSlaughterâ.
As the term is âSlaughterâ, perhaps considering a brief 3-5 second attack speed increase is not a bad thing either.
You mean like the Hardened Wrath rune from War Cry?
War Cry buff lasts 2 minutes, but the Hardened Wrath effect only last like 5 seconds or so.
Or âAttacks will slay enemies with less than 10% health.â 
The problem with Slaugther is that much like the old Blood Sheed rune it is based pn Weapon Damage, which is rather inadequete when tge majority of your damage stems from skill multipliers. Thus to make it interesting it should follow the power curve of your dealt damage.
One approach could simply be changing those 300% to be based on the damage dealt, much like Area Damage, but its own kind with a larger radius. So it would read: chance to erupt in explosion for 100% of the damage dealt.