I do not really understand the use of this Fields of Crimson weapon other than it can have a big weapon damage since it is a 2-hander. The pool that the weapon creates when using rupture deals ONLY 1000 bleed damage over 6 seconds and the 10% extra damage is mediocre at best, you can use another weapon that deals way more than 10% bonus extra damage.
I upgraded a Fields of Crimson to max and it got +9 ranks in rupture and I had in total get +15 ranks in rupture and it still felt like playing with a level 1 rupture. The only thing that happens for every rank of rupture is that you get .17 cooldown reduction or something so it is literlly no point of spening any extra points at all on this ability.
It feels like both Rupture ââlevel 1ââ and Crimson was created for early game and then they forgot to make it scale for when enemies scale up to get more health. The only thing rupture do at every level is that it makes the enemy take the total bleed as damage when used, and heals you for 15% or give you 20% attackspeed, it does not scale its bleed damage or anything after level 1. The cooldown reduction for every point is also dumb, why not let it go down to a very short cooldown to become a very reliable heal ability if it if not supposed to improve anything with levels? The short cooldown reduction makes it feel like a waste to put more points in to this ability.
Fields of Crimson ââ700+ââ should make a pool that deals 5000-15000 damage over 5 seconds to make it actually fun to use. That would make rupture in to something you want to use off cooldown.
Rupture should scale better and apply a higher bleed with higher levels to make it better for aoe because it feels like a 100% solo ability even with the explosion that is supposed to deal with surrounding enemies. Both rupture and the affix from the weapon together makes a weak bleed of 2000 over 5-6 seconds, what kind of bleed is that when ONE of my basic attacks deals more damage than that?
At least Iâve found some good used for that perk, it stacks that Disobedience armor perk hard and it also works for Upheaval stacks. But upheaval feels very weak compared to HoTA.
Havenât had it drop yet but yeah assume itâs garbage since itâs flat damage unless you can somehow stack itâs burning ground fast enough but sounds like that required 3 Shouts.
I actually think some of the tooltips are poorly written. Iâve been experimenting with earthquake on stomp / leap and it does more damage than the tooltip reads as. Each tick, of which there are 8, ticks for 500-900 damage, more with crits. The tooltip reads as 2144 damage over 4 seconds, which is clearly very wrong. I would believe that the bleed pool from the sword is similar. Since it can also crit, it can do way more damage than the tooltip states. They are very poorly written. I bet that sword does more like 6-9k average damage from the pool since it likely ticks twice a second instead of only once thus making 12 ticks. Iâll have to test more when I get home though.
Rupture is trash, Iâve been saying it since beta, people kept replying to me and saying that I need to wait. No it is trash. It actually has no place in the game when you can get oneshot for standing a split second too long and this skill locks you down for a long time.
Here is my proposed change that I posted elsewhere:
My solution:
Add an aspect, or change the unique buff on Fields of crimson to say this: Rupturing a bleeding enemy, deals the bleed damage it accumulated (or a percentage of it) in an aoe area.
The current Field of crimson aoe damage does not scale at all, it is really low. These changes might mean that some barb who is thinking might use the ability.
Rupture sucks because it doesnât scale off anything. It should pop the bleeds and reapply them. Instead it does flat damage and it applies one of the worst aoe bleeds in the game. Rupture is straight dogwater
Just had this drop from a nightmare dungeon. After about 15 minutes of seeing if this could be a viable weapon by studying the skill tree, there is just no way Rupture can be used. Barbs do not work without a minimum 2 shouts, they need mobility so itâs lunging strike and/or leap (which elimiates frenzy and/or rend) and the sword does not benefit or give bonuses to builds that utilize bleed. And the proc is flat damage, doesnât scale. It looks pretty, but that is about all it is, a trophy to hang on your wall.
I think rupture is not working correctly with 2h swords. it heals the bleed itself applies with a 2h sword. Iâm not on about the aoe. But Two handed sword expertise applies (currently)20% of direct damage dealt as a bleed. So if I rupture for 40,000 I expect a 8,000 over 5 seconds bleed but it undoes its own bleed. You can see the bar of health jump back up after the bleed rupture would cause with 2h sword is applied. If this didnât happen the skill would be fine as it would stack with the aoe from enhanced rupture. And it would essentially a be a 20% damage increase of your bleeds when you specialise into it
Rupture currently is broken anyway. It has been since early betas and been reported a few times. With Advanced Rupture,
It is supposed to do the following:
Remove all Bleeding
Deal Damage equal to the ammount of bleeding removed
Create an explosion applying bleed in an aoe.
However what is happening is:
Remove all Bleeding
Deal Damage equal to the ammount of bleeding removed
Create an explosion applying bleed in an aoe.
Remove all Bleeding
This is not consistent, sometimes it will happen but more often than not it does. You can test this on just about any mob that will live long enough you will see the explosion bleed from advanced Rupture land on them and instantly get removed and they gain taht health straight back that should have been bleed damage.
I suspect thereâs some server shennanigans at play where the server double checks all bleed has been removed from the target and removes the newly applied bleed instead on an unlucky server tick.
For now though I am having fun with the combo between Fields of Crimson, Weapon Masters Aspect, Rupture, Steel Grasp and Weapon Master Glyph.
With aspect of Berserk Ripping on also and rage of Harrogath you have the potential to just infinitely go off with scaling bleeds.
3 shouts if low fury to start the ball rolling.
Iron Grasp to pull enemies in, apply vuln, grant berserking.
1 rend to apply a bigger bleed and extend vuln.
Rupture, removes all damage then explodes for more bleed plus berserk ripping and lowers cd of iron grasp by 2 secs.
Iron grasp for more vuln, more berserk and 2 sec reduction on rupture.
Now either weave a Rend in if you have 1 stack of iron grasp left or just rupture and iron grasp til everything is dead.
Every time you apply bleeding to an elite everything is on cooldown, rupture can keep scaling higher and higher thanks to berserk ripping and with edgmasters and perma berserk you are always at full fury.
At later levels and with disembowel glyph and the chest piece your shouts refresh constantly also.
I am running this in a rupture + deathblow, rend build. The plus skills allows me to put the points in deathblow instead. Iâm running the extra charge legendary and harrogath. Rupture and deathblow basically 100% availability.
The problem is that rupture doesnât scale with levels. Itâs cooldown is all that scales. Rupture is an execute⌠fields shouldnât have rupture on it, it should have rend.
Conceptually i like it. but thereâs too many draw backs.
Lose a 2H aspect slot (this is a big thing to lose, the weapon should compensate to be worth the sacrifice else is not worth equipping)
pool of blood has terrible visibility so no idea how big the area is
the 10% damage taken only applies to bleedsâŚseems unnecessary to impose this limitation. barbarian already struggles for skill slots with the need to use shouts, and making it good for group play wouldnât be a bad idea (imo).
Affix choice (unless iâm misunderstanding the scaling of affixes) the choice of damage over time and 2 hand slashingâŚThey donât reach as high rolls as other comparable (assumption) affixes that could go well on a bleed based weapon on a barbarian (close range, critical damage, even damage to slowed is a contender)
the dot does seem low⌠but i dont know what scaling it gets from paragon and gear.
what I like:
a modifier to damage taken by enemy ensures good scaling of existing damage
uptime of rupture is good makes skill somewhat viable
another source of bleed to inflict on enemy (if rupture wasnt broken then you would have 2 bleeds added by one attack very good!)
it is a 2H sword so the implicit affix of sword suits bleed builds.
the unique weaponâs name is cool.
what im undecided on:
pool of blood, ground AOE, not sure its the best/coolest way to apply the unique aspect,⌠why not a rain or fountain of blood turning enemies affected red so you get good visual indication of active effect. and when it ends (if it ends?) and affected mobs? maybe if i could see it this wouldnt matter. just not as cool as I would have liked.
Definitely in agreement that Rupture and Fields of Crimson both feel really underwhelming. Both feel like they could use some level of redesign.
Couple quick complaints about Rend :
Arc where it hits feels too narrow and too short. This ability already has a kind of delayed gratification when it does hit, it really should hit more enemies in a crowd in the first place. It just feels really bad when you swing at the center enemy in a group of 4 and that one off to your right is just like 3 degrees too far around so the swing doesnât hit all of them, or when you want to hit a caster in the center of the crowd but thereâs a ton of munchkins barely keeping you out of range. Would gladly welcome a return to the old full circle AOE.
Cost feels a bit too high. Hard to stack more than 3 bleeds on a target to really lead to a payoff with Rupture.
Issues with Rupture itself :
Only hits the one enemy, or perhaps two or three if the stars align? (uncertain)
Only pops the existing bleed damage on the target, doesnât multiply that damage. On a single target that wonât die just from popping that damage now, it basically does nothing except grant the bonuses from the related talents. Stacking more bleeds would basically be the better play unless you need the healing / attack speed.
Extra ranks only reduce cooldown, donât increase base damage or multiply the bleed damage, which feels extremely weak.
Enhanced Rupture only deals a flat 6% damage bleed, instead of also spreading a portion of the bleed damage on the target hit to other enemies like it should.
The ability goes on cooldown even if it doesnât hit anything. More on this in a moment.
The animation is too slow. This has several problems :
If the enemy dies before the damage event at the end of the spell, you get no benefits, and the skill still goes on cooldown. This feels terrible.
If the player is not Unstoppable and gets crowd controlled or even pushed by a gentle breeze before the damage happens, it does nothing and the spell goes on cooldown anyway.
if the target gets knocked away or simply walks away from or around behind the player during the animation, the spell misses and goes on cooldown anyway. This actually happens way, way too often because most enemies are really fast and will easily either run off to attack someone else, run to get out of range, or just run around your side during the animation.
Some issues with Fields of Crimson (which rolled really poorly for me so I gave up on it pretty quickly) :
The pool deals flat damage, which is basically even worse than Enhanced Rupture. Holy smokes is this weak. It stems from using Rupture but nothing about the damage done by the Rupture plays at all into how much damage the pool does.
The damage bonus from the pool only really helps if enemies stay in the pool, which they usually donât. Itâs also not clear if the bonus stays after the enemy leaves the pool, which I really doubt.
Two of the rolls on the weapon do basically the exact same thing. Ranks of Rupture are the exact same thing as Rupture Cooldown Reduction. These could have just been combined into one or the other and the weapon given another stat, like Damage to Bleeidng enemies.
Some suggestions for these things that I would really like to see :
Rend :
Increase the arc to 180 degrees at least (a little beyond the arc of the animation), or return to the full circle, and increase the radius by at least a couple yards.
I could accept an aspect that returns it to full 360 and increases damage.
Drop the base cost to 30.
Rupture :
Change the ability to add a multiplier on top of the bleed damage consumed, like âdamaging enemies for 150% of their Bleeding amount.â Alternatively deal damage based on the bleeds but donât consume the bleeds. Either one of these would fix the problem where Rupture feels nearly useless on bosses it wonât outright kill.
Change ranks of Rupture to reduce Rupture cooldown and increase damage based on bleeds. This indirectly helps the value of Fields of Crimson a lot.
Change Enhanced Rupture to deal AOE bleed damage relative to the damage done by Rupture. This would be an easy fix for this ability. Let me kill a room by stacking bleeds on an elite and popping them, then watching the rest of the room melt from the resulting bleeds.
Do not put the ability on cooldown if it doesnât hit anything or gets disrupted. This would easily fix the dumb situations with crowd control or the enemy just running away.
If the ability hits an enemy, trigger the pop at the end and the related modifier effects even if that target dies before the pop event triggers, or donât put the ability on cooldown. This fixes the times when the ability does its initial damage on the stab step but doesnât trigger any of its modifiers because the target is dead.
Cut the animation length in half, making it less dangerous to use and more likely to actually trigger its effects.
Improve the tracking of the ability so it is more likely to connect with enemies who simply walk fast during the animation. Players actually Evading out of the way should be possible, but a mob walking from directly in front of you around to your left side should still get hit.
Fields of Crimson :
The name of this weapon suggests to me that there would be pools of blood everywhere. Making one puddle under only the target of Rupture really doesnât live up to that. Change it so that when an enemy dies while affected by your bleeds, it creates a puddle that applies a new bleed to enemies passing through it, relative to the remaining bleeding damage on them, and Rupture creates a puddle that applies bleeds relative to a portion of the bleed damage consumed.
The resulting damage from the pools must be scaled in some way by other bleeds applied by the build or by bleeding damage consumed by Rupture. The flat damage on this weapon right now is laughably bad.
If Necromancers can create absolute smokescreens of black clouds everywhere that make it impossible to see anything, there should be no issue with blood puddles under the feet of enemies that donât block visibility at all.
Combined with changing Rupture to have damage scale with ranks instead of only cooldown reduction, the cooldown reduction effect should be a little stronger per rank, and the Rupture Cooldown Reduction stat on this weapon should be turned into something else (again, like Damage to Bleeding Enemies, or even a new things like combined Damage To and Reduced Damage From Bleeding Enemies in one stat).
Bonus complaints not directly related to these things but often used in Rend/Bleed builds :
Steel Grasp is infuriatingly bad at doing the main thing the skill says it does: pulling enemies to the player. I almost never get enemies actually dragged to me when I use this skill. I think I have something ridiculous like a 1 in 5 success rate on actually pulling in enemies hit by this skill. I completely gave up on using it because it just doesnât work. MOST of the enemies I hit with this skill just stay exactly where they were. It also has a really long animation, leaving the player wide open to counter-attack when enemies recover faster from being hit by it than the player does from casting it.
Hemorrhage may be a straight 12% multiplier on damage to bleeding targets that doesnât get combined with the actual stat Damage To Bleeding Targets, but 3 seconds is a long time in a game like this for a legendary paragon power to just do nothing. Either the bonus should just always apply which would easily make the most sense, or the bonus should ramp up over those 3 seconds so at least thereâs a partial effect.
Actually pretty much all of the legendary nodes seem pathetic.
Fury generation is awful, either because generators are too slow or the fury generated by them is too low. The dependence on shouts and aspects just to get to a level of fury generation that feels reasonable makes early and mid-game feel like you spend way too much time doing tickle damage just to build up the fury to actually do real damage.
I got a little carried away writing this, but Iâve mostly been having fun with a Rend/Rupture build, just getting really annoyed at how often Rend misses things it should hit, how often I just have no reason to hit Rupture, and how quickly I swapped back off of Fields of Crimson for a weapon I already had for like 10 levels.
Edit : Remembered another issue last night. Even with a nearly perfect roll, the Slaking Aspect is still really really pathetic. At absolute best, you high roll and can just chain Rend after Rend for a little bit. But even with 40%+ chance to refund energy, it most of the time ends up doing literally nothing. This Aspect could really use a redesign, such that Rend always returns Fury when hitting a bleeding target, with the amount being the scaling part (maybe 10 up to 25?) or Rend/any bleed has a chance to grant a small amount of Fury. The current design is just blatantly worse than other options for Fury generation.
By the way constant rend doesnât stack more bleeds. It just refreshes the 5 second bleed rend applied. The key passive may be giving you that additional bleed that can role and giving a bigger chunk of dark health bar on the enemy. This is what makes it quite confusing as it looks like it is stacking. But what I read indicates rend bleed is not self stacking. Rend and flay can stack and thorns bleeds but same source bleeds donât stack with themselves only each other
This is why the unique is half good. Reducing rupture cool down means you can wipe the bleed and apply another which mostly matters on high health enemies like bosses or high tier dungeons. And why these rend builds without rupture confuse me.
But it shouldnât take a unique to make a build viable and the stats arenât ideal. And rupture itself is healing its own bleed effects more often than not making bleed Barb perform far below its true potential. Hopefully some fixes soon