Barring Barbarian possibly being fine just because of the extra weapon slots over most other classes, the Legendary nodes are definitely just too weak compared to even the Rare nodes around them, thus they end up being really boring, and seem really lame when compared to what other classes can choose from.
Blood Rage seems relatively okay. I think the only reason it isn’t higher is because you could take it with something like Furious Whirlwind to easily apply bleeds to every single enemy you face. I don’t know that just buffing the 10% chance is the answer because of that, but it could definitely be something like a higher chance for Rend to trigger it, or higher chance based in some way on how much bleed damage they took. Though it would be nice to see another component on this node that doesn’t depend on killing bleeding enemies, so it still has value before things die. Something like,
Blood Rage
Critical Strikes and Overpowers against Bleeding enemies instantly deal bonus damage equal to 20% of their Total Bleeding Amount. This damage is not consumed by this effect.
Killing a Bleeding enemy has a 10% chance to grant to Berserking for 5 seconds, or 20% if they were affected by Rend.
Bone Breaker is definitely pretty screwed because while we get some decent sources of Fortify, we don’t really get enough to properly build around Fortify and Overpower to make Overpowers actually reliable. The only way I ever seem to get many Overpowers is with the Earthstriker’s Aspect, which wouldn’t even be reliable for combining with Bone Breaker because Bone Breaker requires specifically two-hand bludgeoning. Even without the specific weapon requirement this wouldn’t be good, so at the very least the weapon type requirement could easily be removed without a second thought. But really, the easiest thing to do would be to flip the design around: instead of only doing anything when we overpower by other means, make this node about triggering the overpower effect more often, while keeping the bonus from triggering overpower. Something like:
You have a 5% increased chance to Overpower, doubled when Fortified or when using a mace. Overpowers Stun enemies for 1 second and grant you 20% of your Maximum Life as Fortify.
This plus Earthstriker requiring fewer weapon swaps would actually be pretty compelling.
Carnage might be one of the few legendary nodes that actually seems fairly good, though the effect is probably like half of what it should be. I don’t think there’s really a lot that needs to change here, it’s just weak.
In a world without Exploit, Decimator may have a place. As things stand now, there is basically no reason to ever even care about it. The current effect could be massively increased and it still wouldn’t matter because we’re just going to get Vulnerable from more reliable sources. The most obvious solution would be to add some slightly specific way of dealing extra damage to Vulnerable targets or some interesting way of interacting with Vulnerable that is sort of unique to Barbarian, while also increasing the current effect because why not:
You have a 5% increased chance to Critical Strike against Vulnerable targets. Your Bleeding damage on Vulnerable targets has a 3% chance to make your next ability guaranteed to Overpower.
Lucky Hit: Your attacks have up to a 15% chance to make targets Vulnerable, doubled if using a Two-Handed weapon.
Flawless Technique doesn’t seem like all that bad of an idea, it just doesn’t do enough or last long enough. I’m fine with it encouraging you to use dual-wield weapons to stack up the Crit bonus. I just think it should be more like:
Damaging enemies with One-Handed Weapons increases your Critical Strike chance by 3% for 4 seconds, up to 15%. This can only happen once per Skill cast, or twice per second while channeling Whirlwind.
The most obvious, glaring problem with Hemorrhage is that it has a delay for no reason, so either that must go, or the wait needs a drastically larger payoff. I say 3 seconds is a long time in a game like this so we remove the wait. It should also play even more into doing bigger damage based on how much Bleeding damage is stacked on the target, as opposed to simply doing more damage to Bleeding targets:
Enemies that have been affected by your Bleeding take 10% - 30% increased damage from you, increasing based on their Total Bleeding Amount.
All of your attacks instantly deal additional damage equal to 5% of the target’s Total Bleeding Amount, tripled for Critical Strikes or Overpowers. The damage is not consumed by this effect.
Warbinger might be one of the only legitimately good legendary powers we have, which feels bad because it’s purely defensive. I would make it more consistent instead of coming in chunks after spending a large amount of Fury, and I would play into Fortify being a source of passive Fury income, to make it even more appealing for people wanting to make “Tank” builds:
For every 6 Fury you spend, gain 1% of your Maximum Life as Fortify.
For every 1% of your Maximum Life you take as Fortify damage, gain 1 Fury.
I’m not really certain how to change Weapon Master without just increasing the Fury given, or stepping on the toes of Walking Arsenal too much, but I’m taking a shot at something that lets you sort of play around which bonuses you care about maintaining:
Swapping weapons grants you 3 fury and a bonus depending on the weapon category for 5 seconds :
Two-hand Bludgeoning: 5% Overpower Chance and 20% Overpower Damage
Two-hand Slashing: 5% Critical Strike Chance and 10% Critical Damage
Dual Wield: 10% Attack Speed and 10% Lucky Hit Chance