After my initial feedback I gave, I felt like I could have added more to my feedback on Barbarians. Barbarians are one of those classes that are slow paced and weaker during early game (which we tested), start gaining momentum midgame and are powerful late game. For this reason, I won’t be making suggestions that impact mid and late game.
Arsenal System and Weapons: I love the Arsenal System but there is one glaring issue I have with it. You are forced to use a 2H Mace. I would very much like to use a 2H Sword and 2H Axe in my build. There is no apparent reason why this slot is locked to only a 2H Mace for options. As far as weapons go, the Swords roll weaker damage compared to Axes and Maces (both the 1H and 2H weapons). I can probably see thematically that Maces are stronger than Swords but Axes and Swords should roll the same damage output honestly. There is no reason to gimp swords damage whatsoever.
Whirlwind and Fury Degeneration: I love Whirlwind but it feels like a really bad skill below level 20 due to constantly being Fury starved. Also when you exit combat and Fury starts to go away, the speed at which it goes away is neck breakingly fast. The 2 fixes I would recommend implementing are to half the speed at which Fury degenerates out of combat and the Enhanced Whirlwind trait (Gain 1 Fury each time Whirlwind deals direct damage to an enemy, or 3 Fury against Elite enemies) should give 2 Fury/4 Fury for Elites baseline. This would help keep Whirlwind going a little longer on trash mobs and bosses. It is not a crazy amount but would definitely help the early gameplay of the Whirlwind Barbarian.
Legendary Powers: Whirlwind Barbarians require a lot of legendary support to make it a fun and satisfying experience. The problem is that it is very costly to keep those legendary powers on your character to keep it viable compared to other classes where most of their power is baked into their Skill Tree. I would like to see two of the Whirlwind powers merge into 1 power as to alleviate this issue slightly. Those powers being Whirlwind periodically pulls enemies toward you and Whirlwind increases Crit. The Crit buff to Whirlwind is a decent damage boost but isn’t very transformative to the build. Whirlwind periodically pulling enemies toward you is a transformative power but having that by itself feels lackluster in damage output. Combining these two powers into 1 power would open up a power slot for build diversity in the Whirlwind build for a defensive or resource generating option. This would also reduce the cost to keep the build viable by having 1 less power you have to worry about.
My main issue with barb was that there is just too much crowd control. Not talking about freeze but the random displacements (looking at you spider boss), enemies standing in damage areas that lasts forever. At the end I was almost able to ignore those but it doesn’t seem a viable endgame strategy.
Yeah too much anti-melee mechanics.
Melee rogues suffer the same problem.
Doing one of the event where you need to stand on the four circular markings for a time sucks when you get ranged enemy as an melee.
Just go ranged and ignore majority mechanics.
I do agree that there are a lot of anti-melee mechanics which the Sorcerer and Ranged Rogue can solve a lot easier. That being said, there are abilities and powers that either pull enemies toward you or close the gap. If you are having issues with this, I would suggest adding one of those abilities into the mix in order to help with this issue. Abilities like Leap, Upheaval, Steel Grasp, and Call of the Ancients are awesome at either attacking at ranged, closing the gap, or pulling enemies toward you.
I think barbs will be fine barbs have a slow start, they have since d3. I think the big issue with ww is I’ve seen no option to change its damage to elemental, however i do feel ww is the route to go over rend, i just have a strong feeling rend will fall off mid game to late game since bleed damage can’t crit
honestly i have to disagree. the damage of the whirlwind will drop off but not the bleed damage. being able to get a legendary or skill to finish bleeds is extremely powerful. I played purely WW initially but when i added bleeds and powers to augment that aspect, i found my damage go through the roof. Bleeds and bleed builds are definitely endgame material.
I actually want a buff to our movement speed. Or at least the node that increase movement speed should be higher. Like at least double or triple the current movement speed.
That would make it more of an interesting passive to take. As of right now, I have to agree it is a bit lackluster to spend a precious skill point into it.
Using something that pulls mobs closer to you means one less hotbar you can choose from and rogues don’t get that. Sorc don’t need it and can kill faster and tank better from range than the barbs and melee rogues.
There’s literally no benefit going barbs or melee rogues atm other than more fun for those who don’t like ranged play style in this heavily anti-melee game.
CC often doesn’t work on bosses(I must admit I did not try in D4 beside stun). Most issues in the beta was a boss deciding he lived in the AOE or being randomly pushed across the map by some random attack.
The legendary power that pulls enemies to you has a small pull range however the use of it isn’t insignificant as it interrupts spell caster mobs and helps slightly with mobs that try and run away. The legendary power is ok but it really feels like a half legendary power unlike the Whirlwind summoning Dust Devils or Ancient powers.
I think I have played this class enough to know that it is fury starved at the early game, the arsenal system is busted with always requiring a 2H mace, swords rolling noticibly lower damage compared to axes and maces, and 2 legendary powers focused on whirlwind being lackluster and half powers.
Yeah but the Whirlwind pulling enemies toward you power isn’t really meant for the boss but it does work on boss minions. The spider boss was one of those annoying bosses for Barbs. The trick to that boss was mechanics like gap closers or unstoppable buff. There were spiders that were ranged web spitters that could be affected by pulling them to you.
The ego and self importance with you is astounding and is the stuff of legend. Not only that but you have to lie about reaching 100 on every class. This is sad.
you cant make ANY conclusion after reaching only to level 25 with no fully unlocked game … you lack so much information and probably items you dont have mana
You know. Every post I see you in, you contribute nothing of worth and think your opinion matters above all others. You just need to stop posting all together.