Hey Barbarians,
Our Rend/Rupture/Bleeds build needs a damage boost. In tough fights, we’re taking too much damage while trying to apply bleeds and gearing isn’t ideal – damage over time stats should matter more for us.
My solution is to add the following to our Keystone talent Gushing Wounds:
Gain 1 Strength for every 1% Damage with Bleeding.
This makes damage over time and physical damage stats more valuable and desirable. The extra strength, if geared correctly, helps us scale up better into endgame both offensively and defensively.
What do you think? It keeps things straightforward and gives our Bleeds build the kick it needs. Let me know your thoughts. Thanks for reading!
-Beastyn (Rend enthusiast since D4 launch)
Bleed DoT DPS should be the highest DPS possible compared to Direct Damage. When your Bleed DoTs can tick for 4M but your HoTA hitting for 500M, it would take 125 seconds of Bleeds to equal a single attack. That is 25 times applying 5 second Bleed DoTs or almost 3 minutes to equal the output of something that can be replicated every few seconds.
Bleeds should work like BL (just an unbroken version) that IAS can decrease the time between Bleed ticks. Rather than only going off every 1 second, you could effectively reduce this to .5 seconds with 100% IAS (soft cap), down to a minimum of 300ms. The overall damage would scale appropriately such that instead of 1,000 damage being dealt over 5 seconds with ticks every every second, it would NOT be 1,000 damage dealt over 5 seconds with ticks every .5 seconds but rather 2,000 damage dealt over 5 seconds with ticks every .5 seconds.
This means IAS acts as a multiplier for damage (x100%) as well as dealing incremental damage quicker.
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There’s a cap to how many bleed procs can be put onto a target. This should be removed completely. Attack speed should affect how fast DOT ticks as well. The duration should stay 5 seconds but attack speed should increase the number of tick per seconds.
Yeah, bleed needs to be able to be infinitely stacked, and it needs to be able to deal damage faster somehow. Attack speed makes sense. I’d also suggest that Skullbreaker be reworked to be able to apply to bosses. Something like on crit or OP, rather than on stun.
Rupture working properly would be nice too.
Wanton Rupture should just not rip the bleed off (remove the cool down), it’s the only way Rupture works without healing the mob/boss back.
Crazy that they can’t make Rupture work properly.
Every season they add one new aspect, this time for Barb it was around Rupture…did they not even test Rupture itself when making that aspect. This happened with Druid in S1 where vine landslide didn’t work properly too. Oh and same with the charge aspect too…God
Pure madness. How do these mfs get and keep their jobs? lol
Overworked bureacrats. One team to design the skill. Another to program it. Following team balance it. Last team debugs the entire thing. Guess whose at fault?
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Well, we have seen videos of Blizzard employees playing the game so, there is your problem right there. A lot of this stuff would be caught if there was an actual CM assigned to each class who interacts with players on the forums and plays the game at a high level.
There needs to be a conduit to and from the development team. It feels like screaming into a void now. Rupture has been broken since release. There are still tons of bugs and interactions not working properly with precisely zero acknowledgement. Not even a “we are aware of these issues and working on them.”
Or they could just you know, put out a damn PTR with Testing Tools. This is a revolutionary idea never before seen in gaming I know.
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PTR won’t matter much. Given how often item duping has happen, quality control is non existence. Meaning their debug team is “I’m going to close my eyes and point my finger. If it lands on you, you are now the sole person to deal with debug. You have 10 hours to fix all the issues or you’re fired without pay of any kind.”