I have been looking at datamined barbarian paragon boards and they look very interesting, however, some of their legendary nodes are very bad! Here are my thoughts on them, hope it helps!
Blood Rage legendary node triggers with 10% chance on killing a bleeding enemy and gives you 5 seconds of beserking. Wont that feel bad and unusable when it will really matter the most because on kill effects in general feel really bad and unreliable? Can we instead have 1-2 seconds of beserking and have it proc with 20-30% chance on a lucky hit on a bleeding enemy? Goal would be to replace relentless beserking aspect at endgame, which will otherwise every barbarian build need use to maintain dmg on bosses, which would in return make this legendary node useless. I dont think its a good design to have main passive class feature ability uptime be managed mainly by legendary aspect, and I dont think it would feel good looking at ur aspects late game to see that either.
Another legendary node I have issues with is Decimator. It has 8% chance to make an enemy vulnerable for 2 seconds with 2 handed weapon slashing attacks on a lucky hit. I feel thats quite underpowered. In case you are using a core skill, which on most barb builds will be most of the time, skill “Pressure Point” at lvl 1 will actually outperform Decimator, as it has 10%, and then 30% at level 3, to make enemy vulnerable for 2 seconds when hit with core skills on lucky hit. I think it make sense that legendary paragon node outperforms at least 1.5 to 3 points put in skill tree? For the record, Pressure Point is quite unreliable way of applying vulnerability already, so nerfing it to make legendary node feel better would not be the right call I think. Can we instead have it buffed to 20-30%?
I think rest of legendary nodes are really good (Weapon Master does look underwhelming). Considering glyphs:
I think Mortal Draw is far 2 strong. Nerf it, both passives. Swapping weapons crit chance to maximum of 10%, and skill that swap to a different weapon at lvl 20 should give a maximum of 5% increased dmg per bonus 5 dex, probably less, if it scales the way I think it does. (I think it adds on All damage scaling, therefore I think its a multiplicative scaling which is already very op, of course if thats the case).
Rare glyph Seething, second passive, while wielding a sword, you get 3 fury if u kill an enemy. Nobody is ever going to pick that glyph, even if your build needs fury. This is not a reliable enough generator and it feels really bad. As previously mentioned, on kill effects in general feel really bad and unreliable. maybe add a lucky hit mechanic that generates fury on hit or just straight up give us fury on hit instead. Gain 1 fury on lucky hit with sword, 2 fury if enemy was bleeding, would be really good way to go about it.
Most of other glyphs look fine. Hope this helps!