I would like to begin this post with a disclaimer that I have yet to reach endgame with my Barbarian. It’s a Couch co-op character that I’ve been playing with my partner, and my main is a Rogue.
Despite some of the other complaints/comments people have already brought up, I would really like to discuss the issues surrounding a specific build archetype that was brought in from Diablo 3. Leapquake Barb was my favorite build in D3 by far, and although not the most powerful build, was some of the most fun I’ve ever had in an ARPG.
Here is what I like that they’ve done. The Build was a 6 piece set in D3 (The Earth Set) and essentially allowed you to jump around leaving earthquakes every time you land making mobility and Area clear extremely strong aspects of the build. They decided to bring it to Diablo 4, with some small changes. Rather than a set, it’s a combination of legendary powers which is great because as long as you get the aspects early, you can start leaping and leaving earthquakes pretty early in the game. It also only really requires 2-3 legendary aspects to get going, The main one going in the boot slot which you get from Charnel House in Dry Steppes. This aspect allows kick and ground stomp to reset the cooldown of leap, essentially giving you infinite leaping potential.
However, this is where things start to become problematic playing this build. The other 2 aspects required for this build to work have some issues. One of these, which is the only other mandatory one is thankfully attached to a dungeon as well, Light’s Refuge in Hawezar to be specific. This one makes your leap leave an Earthquake behind dealing damage over time in an area, and making you take less damage while standing inside of your earthquake. The main issue with this particular aspect is two fold. One, the damage output of your earthquake, is specifically tied to the item aspect roll, and the level at which it was received. Now this may seem avoidable considering you can always upgrade it as you level since it’s tied to a dungeon and always available via the codex. However, the second issue is that it’s not an offensive aspect oddly. Meaning it cannot be put on a 2 handed weapon for the 100% bonus. The best you can do, is an amulet for the 50% bonus, but considering How little damage this build does compared to what’s meta, I don’t understand this restriction.
Before I go over some potential solutions, I want to address the 3rd aspect as well. This aspect makes your ground stomp create an earthquake, that also does damage over time, but this increases your damage if you are standing in it. It is not mandatory for the build to be functional, but is a serious damage increase if you can even get it, and reliably throughout the leveling process. This brings us to the main issue with this aspect, It is not tied to a dungeon. So the one mod that is offensive for the build, and can be put on a 2 hander for the 100% roll bonus, is drop only. This makes the damage output of this build feel pretty bad most of the time, especially since I have only gotten the aspect once and my Barbarian is close to 50. Now I am aware that Legendaries become a lot more common in WT3 and upwards, but having both damage outputs of this build be at such a disadvantage really hurts the experience of trying to make this work and is a constant gear stuggle, especially because I cannot upgrade my 2 handed weapon that has the third aspect mentioned on it until I get the aspect to drop again, Which lowers all of my non-Earthquake damage pretty substantially.
There are two potential solutions that I propose, and I know both would take quite a while to implement but either could work. One solution is targeted at this build specifically, and the other would affect all players. Please keep in mind, That Rogue and Barbarian are the only classes I have personally played, so my knowledge of all classes, their aspects and what these solutions could mean across the board is fairly low.
Solution 1: Bring Back EARTHQUAKE!
In D3, Earthquake was a skill, it was one of the ultimates, and did huge DoT damage with the right rune. I want Earhtquake back in D4 and it needs to be a skill, meaning Just like every other build, it scales off of your weapons rather than random damage modifiers attached to aspects. The Two Earthquake Aspects could simply read that Earthquake is Cast when you Ground Stomp/Leap. This would eliminate the need to put any aspects I mentioned on my weapons just for the damage boost, and make weapon upgrades the priority, and achievable since I am no longer locked behind an aspect drop. I also think the damage bonus/defense bonus should be active as long as you have an Earthquake, not standing in one, because that’s extremely counter intuitive to leaping around constantly.
Solution 2: An Upgradable Codex
This solution actually came from a discussion with a good friend who has also been playing as a Druid, but was telling me about his own issues while leveling. Essentially, it feels like for some classes, specifically Barbarian and Druid feel very aspect dependent to deal enough damage, where as a lot of the other classes don’t need much to get started. Now, everyone’s experience is different, but this was ours. And I can vouge for rogue being drastically easier to do whatever you want with.
The solution we came up with revolves around the codex. Some Legendary aspects can be gained from completing dungeons, and although it’s the minimum roll, this is a huge enabler for starting builds early on. However, only some builds can start early because of this, which makes diversity and creativity pretty limiting. Our idea was pretty simple. Rather than make all aspects a part of the codex, make it so that when you get a legendary to drop, if you extract the aspect, it goes into the codex. If it is one that can also be obtained from a dungeon, then it will permanently upgrade the roll to be the one you extracted from the drop. If it is an aspect that is drop only, it will permanently add it to your codex. This gives players an extended form of progression, and creates a lot of accessibility to different build options early on, as well as eliminates the gearing issues I have run into on My barbarian. I got the Earthquake on Ground Stomp drop once, so if I extracted it, I would always have it, completely eliminating the need for me to wait until it drops again to upgrade my weapon. This would also completely eliminate the need for an aspect tab, and the ridiculously small storage space issue that everyone has due to aspects taking up so much space. This kills like 3 birds with one stone, and would be a huge Quality of life for all players. Although I don’t know how I feel about this in conjunction with Sacred and Ancestral Aspects, that would most likely be a one time use still for balancing purposes, but that would be for Blizzard to decide.
Although I know these changes are unlikely, I really hope someone at Blizzard sees this. I love leapquake as a build, but it feels like the design and balance of it was completely overlooked or shoehorned in. I want this game to be successful, and want the classes, all of them to feel fun to play. However, at least for Barbarian, I feel very pigeon holed into playing something meta until I get all the gear pieces to transition later into leapquake. Although at that point, the only reason I would have to switch is for the fun of it, but as it stands I know that it’s strictly worse in every way compared to WW or HoTA.