The definition of mediocre.
Skills
Lunging Strike
- Base damage increased from 30% to 33%.
- Fury generated increased from 9 to 10.
Bash
- Fury generated increased from 10 to 11.
- Enhanced Bash’s Fortify increased from 10% to 20%.
Frenzy
- Base damage increased from 20% to 22%.
Flay
- Bleeding base damage increased from 36% to 40%.
- Fury generated increased from 9 to 10.
- Enhanced Flay’s Vulnerable chance increased from 10% to 15%.
Double Swing
- Base damage increased from 36% to 40%.
Kick
- Cooldown reduced from 17 to 13 seconds.
- Base damage dealt to enemies Knocked Back into terrain increased from 54% to 70%.
Charge
- Enhanced Charge’s base damage dealt to enemies Knocked Back into terrain increased from 15% to 30%.
Leap
- Mighty Leap Slow increased from 50% to 70%.
Iron Skin
- Enhanced Iron Skin’s Barrier increased from 10% to 20% of Maximum Life.
Call of the Ancients
- Prime Call of the Ancients Bonus Attack Speed increased from 10% to 20%.
Iron Maelstrom
- Cooldown reduced from 60 to 45 seconds.
- Prime Iron Maelstrom Bonus Critical Strike Chance increased from 10% to 30%.
- Prime Iron Maelstrom Bonus Critical Strike Damage increased from 20% to 40%.
Bounding Slam
- Base damage increased from 75% to 112%.
Legendary Aspects
Developer’s Note: The below includes changes to flat damage Legendary Aspects. These effects scale with Item Power. For example, at 820 Item Power Bul-Kathos’ Earthquake increases from 1747-3404 to 2687-3717 damage.
Bul-Kathos
- Earthquake flat damage increased from .39-.76 to .6-.83.
Earthquake
- Earthquake flat damage increased from .39-.76 to .6-.83.
Dust Devil’s
- Dust Devil flat damage increased from .16-.25 to .22-.32.
Windlasher
- Dust Devil flat damage increased from .16-.25 to .22-.32.
Devilish
- Dust Devil flat damage increased from .20-.36 to .24-.38.
Iron Warrior
- Damage Reduction increased from 10-20% to 15-25%.
Items
Overkill
- Damage increased from 16%-30% to 24-38%.
Hellhammer
- Flat damage increased from .3-.5 to .6-.8.
Actually useless changes except for initial leveling experience, the only thing this makes me reconsider is shifting away completely from rend because these changes just solidified HOTA as top build. Additionally, no help for barb end game not for Lilith not for high NM.
these changes are a joke. Flat damage aspects are terrible and they only got buffed by 10-20% max, so still completely useless. No usability or damage buffs to some underperforming core skills. Basic skills generate 1 more fury, oh wow!
Yeah, feels bad.
20 chars
Nothing about rupture or steel grasp bugs… Great.
Pathetically lackluster. Wow.
Their $hittiness is intended, reported SG bugs in the beta, no impact or help at all. An entire skill that is made to pull enemies not pulling them? who cares, lets give basic skills 3% more base damage.
Hold up, so that unique chestplatw for barb is still bugged?? They didnt fix that?
Yeah, pretty wild.
Barb needed some serious help imo, whole class feels bad to play at a fundamental level.
Druid and rogue feel like more of a melee class more than barb does. It’s painful to watch druids literally one shot whole lanes, and they have yet to reverse any of the barb nerfs.
While im happy to get buffs, im still upset they did not fix the snapshotting issue with IMO is the biggest issue with Barb right now.
As a level 100 Barb that has spent way too many hours playing and theory crafting in this game, these changes do not impact our end game builds in the slightest. My Uber Lilith kill will still take 12+ minutes of perfect play while my necro buddy can beat it in under 2 minutes.
Flat # legendary aspects are compete garbage even after this buff. Wow my dust devil hits for 4.5k instead of 3.8k while my WW hits are hitting for 800k+ every second.
They need to scale off of our main stat or something so they can actually be used. Sucks that they spent time making so many legendaries that are completely unusable at end game.
are you just stacking crit damage, vuln damage and STR pretty much to get these numbers? Or is this one of those, once you hit 100 and get all your paragon it all kinda clicks into place thing.
So blizz wants us to use IM huh.
Even with the buffs to the skill, you sacrifice entirely too much to make it viable in aspects, skills, talents and possibly the unique boots too lmao?
It’s not enough.
If the smooth brain class devs really wanted us to use the chain abilities they’d do something cool like “enemies affected by steel grasp take 100% more damage from IM” add in an effect on the unique axe something to the effect of while enemies are attached you take X less damage. That opens up a path to use the unique as well in the build and Ties it all together. Omg did I just do a better job of class design then the people hired to do the job?
Your ideas are good; however, let’s not forget these are the same people who coded snapshot whirlwind. What you’re describing would require them to do some actual work.
This addresses none, and I mean none, of the issues. Because I don’t consider +1 fury per hit on my basic skill a real fury generation alternative to shouts…
No survival buffs. Only slight damage increases to mostly useless skills/legendaries.
And no word about snapshotting, animation locks and bugs.
Only thing I see is maybe, MAYBE, a decent damage increase to the walking arsenal playstyle, using kick/overkill/IM ?
But yeah, tbh I didn’t expect any big changes. This seems like the usual band aid patch from blizzard. Slightly buff some damage numbers and call it a day.
At least they increased XP everywhere.
Pretty much summarizes it and unless they ninja nerfed Nerco’s multipliers to make bone spear less absurd nothing change. Spin into HOTA gear and perfect your UL skills for that kill.
Yea these changes are sad. Hota will still be top dog by far as long as it remains bugged and sadly it has to or every barb spec is trash.
The increase on flat damage aspects is useless, they still won’t see play when you could use a multiplier instead.
Uniques are still bad because the skills behind them lack a lot compared to hota. Basic skill buffs are meh.
That’s the saddest part. So far, barbarian only shines when his skills are bugged…
Most infuriating thing is that you know by the time we go hota, they will pull a 180 and act the hota bug was not intended and fix it.
They fixed the bug in the previous hotfix but faced the wrath of bug abusers and went 180 and re-bugged this game. Their issue is that there are NO viable builds on Barb outside hota.
At least with WW you had indented power, with hota, it is bugged power. I hate both WW and hota but would take a WW meta over Hota any day of the week.
I am terrified they will fix this quake “bug” without adjusting anything else like they did with that “accident” a few days ago.
It would literally leave Barb without a viable build for killing Lilith or pushing high NM’s. Would be back to D3 days where we are just zDPS barbs that give our teammates shouts, pull enemies in, and stun them.