Class Skill Changes needed

Challenging Shout: The taunt needs to be stronger and draw enemies in quicker or pull them in.

Ground Stomp: Needs a glyph or a skill options to draw enemies in. I realize you don’t want to make this too powerful and therefore it becomes meta or mandatory so make it a glyph then.

Earthquake: AOE needs to be increased by 100% - upgrade rumble or the Aspect.

Steel Grasp: Take out the 0.5 second weapon swap delay. This should also register as a weapon swap.

Iron Skin: Make it a shout.

Leap: Should make you unstoppable.

Kick: Should send a shockwave that knockback / down enemies in a line, always.

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I think there should just be 1 shout that does 5 things then you can have more action skills.

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Ooo or how about investing into skills/paragon that make a singular “Shout” skill do multiple buffs?

Problem:

  • Ground Stomp is not a Defensive Skill.
  • Kick is wonky and mostly taken to apply Vuln/Berserk and activate Red Ring.

Solution:

  • Move Ground Stomp to Brawling.

  • Combine Ground Stomp and Kick.

  • Slightly increase the AoE.

  • This skill maintains 2 Charges like Kick with Kick’s 40% Lucky Hit and CD.

  • Allow an Arsenal Weapon to be assigned.

  • Increase the Base Damage and Stun Duration by 1 second. This skill also applies Knockdown now.

  • Enhanced Ground Stomp makes enemies Vulnerable for 4 seconds.

  • Strategic Ground Stomp reduces Ultimate Skills now by 2 seconds for every enemy hit and generates 40 Fury.

  • Tactical Ground Stomp replaces Power Kick. It consumes all Fury and deals 20% additional damage per 10 Fury spent.

  • 100,000 Steps now also Pulls Enemies to the Barbarian prior to launching its Ground Stomp similar to Godslayer.

  • New Defensive Skill is added for Barbarian. This Skill focuses on Parrying/Counter-Attacks, Ranged Projectile Deflection, and Dodge. This provides additional synergy with Thorns and the many Aspects revolving around Dodge for Barbarian.

  • Steel Grasp can now have an Arsenal Weapon assigned to it. Berserk and Vulnerability duration increased.

Conclusion:

  • This fixes Kick and Ground Stomp. It puts both Leap and Ground Stomp in the same tree, which is far more fitting. Now you have an PbAoE “Kick” which feels much better. LeapQuake is now far more viable.
  • A better and more active Defensive Ability is active. Counter-Attacking is something missing from Diablo and could utilize Thorns Damage as a modifier for the Riposte Damage synergizing very well with Needleflare etc. Dodge Aspects are almost never taken due to the lack of support and synergy. This provides an alternative defensive path.
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Are you saying you’d like to see kick not propel enemies away but rather just knock down?

I think Kick is one of the coolest skills in the game but it just isn’t working at the moment!

All I want is the attack speed buff from artillery shrine be baseline animation for a lot of skills. Kick being one of them.

Yes. Knockbacks are antithetical to a melee class. Go run and chase them down? The AoE of Kick is incredibly small and the animation is bad. Ground Stomp is a better version of Kick. They need to be blended.

This basically makes Kick an AoE and gives it far more Utility. 100,000 Steps would pull enemies like Godslayer.

-Leap → Quake
-100,000 Steps Pull and Ground Stomp → Quake (reset Leap)
-Double Swing → Enemies are Stunned and Knocked Down, Deal extra damage and free DS → Gain Walking Arsenal

  • Leap → Quake
  • Ground Stomp → Quake (reset Leap)
  • Double Swing → Refresh WA

Rinse, repeat. Retribution works well. Seligs and Ramas works well. Can go Bleed with Skullbreaker, Anemia, and WW Bleed.

Gotcha, so were saying nearly the same thing

Whirlwind respectively whirlwind items also need revision. A whirlwind glyph is also missing.

Barb is the class that needs the LEAST changes out of all of them but sure why not lol

Barbarians needs lots of changes. Mechanical changes. Interaction changes. Modifier changes. Just not number tuning.

Can you do that? I’d like battle shout, rallying cry and challenging shout to all be in one shout called NNNNNNNYYYYYYYYAAAAAAAAAAAAGGGGGGGHHHHHHHHHHH!!! And it does all 3 things at once. Then I can put cool action skills on my bar.

Shouts replacing the Weapon Expertise system would be pretty cool. Be able to customize 1 of 3 Shouts and change how the Shouts work. There is a portion that is always on and Passive, then a portion that has trigger points based on certain conditions. Whether that is becoming CCed to gain Unstoppable, at Max Fury, perioidcally enemies get Taunted abs pulled, Lucky Hit to proc Berserker, etc. etc.

It basically would be a mini skill tree. You pick 1 of 3 Shouts, an Enhancement, and an Upgraded. There would be Passive Skills you could select and put points into as well in order to tailor it for the player. Shouts are basically Offensive, Defensive, Utility. Wherever the Barbarian struggles with, this provides a new min/max source and provides consistent buffs to the Party.

D3 Monk’s aura? Remember those? And how blizzard keep nerfing aura because the skills bring too much utility? Blizzard design is for skills to be mandatory or illusion of choice.

Shouts basically are Auras you have to refresh anyways. Making them friendlier and instead of the entire utility being passive, you can have multiple layers.

For example:

War Cry might give 10%x damage while active. Its effect could pulse every 10 seconds giving allies 10%x damage for 3 seconds also.

Enhancement: Lucky Hit - While War Cry is active, gain 40% chance to gain Berserking for 2 seconds.

Upgrade Opt 1: Increase damage by 5%x when Berserking.
Upgrade Opt 2: Killing an enemy has a 10% chance to reduce all Cooldowns by 1 second. Ultimate Skills cooldown is reduced by 2 seconds.

From there, you can create even more specialization options that are interesting and triggered off Overpowers, Critical Strikes, Crowd Control, Vulnerable Enemies etc.

Shouts are auras. With long cooldown and short duration. My point being is Monk’s aura was nerf to the ground. Making them high investments just to be applicable. Same thing with Shouts in D4. Even when Shouts becomes a secondary class mechanics, blizzard is going to make sure Shouts can be ignore.

You can pretty much have Shouts always up as needed. If you couldn’t, they would be trash. What is the difference between toggling on an effect or always on and having something that has the same duration and CD? I know I know it isn’t “always up” but for every pull (what matters) it is. There is a small window where Shouts are not active giving you the illusion of choice.

I would be happy reducing the Shout effectiveness slightly and just making them always active as a QoL improvment. Put more active/reactive abilities in place of the Shouts that move out of the Skill Tree as its own system.

That’s the issue with D3 Monk’s aura. They became mandatory maintenence buffs. You lost something without aura on. Which is something I don’t want Shouts to become.

I am suggesting replacing the Expertise/Technique system.

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Whirlwind needs to be stronger. Whirlwind isn’t playing the same game as the other core skills. Whirlwind can’t overpower and they made everything about overpower when they made changes to damage buckets.