So they fixed snapshot of mighty throw as soon as they found it, but ignoring all the bugs of SpiriteBorn

Now you can see their real thoughs towards class balance.

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Was there a hotfix? Where is it posted?

I just tested it (my Barb is fully geared for Mighty Throw, outside of a Shroud) and it’s still snapshotting so I have no idea where this is coming from. There was also no hotfixes last night, and it’s Sunday now in America so…

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You have to hit both bash and mighty throw at the same time

You just have to make sure overpower from Combat Bash is ready, and then cast MT at least once every four seconds after that.

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I thought the rhythm = bash throw bash throw

1 : 1

You just need to get Combat Bash online, which is four critical hits with two-handed Bash.
If you have Bash Cleave tempered into a weapon (which you should), it’s possible to get it online with one cast of Bash, assuming you are hitting enough people. This also means for boss fights you need to cast Bash at least 4 times to get the overpower ready.

Also if Blizzard is watching, I’d really like an option to trigger overpowers with a Dual Wield Basic Skill. Maybe something involving Frenzy?

Ah i see…thanks sgt soda

Overpowers are the most convoluted micromanagement system ever conceived. The way Overpowered is gained and consumed needs to be straight up overhauled. Having to take Skills specifically so they do not consume an Overpower is stupid. At the very least, they should allow you to Assign which Skills can Overpower. By Default, any Skill that can Overpower should Overpower. You can still have the caveat to where the Overpower buff expires after a certain amount of time if not consumed similar to how Limitless Rage works.

Outside of this, perhaps lets come up with some more dynamic ways and controlled methods to gain Overpowers. With enough investment, every major attack should be an Overpower assuming you build for it. By no means should this be a requirement or default to the best builds. Choosing to forgo Overpower entirely should be viable also. If you build for it, 100% of all attacks can be Critical Strikes. Every enemy is always Vulnerable (that requires little investment). I am of the opinion however that builds should be able to make use of one of, two of, all of, or none of these mechanics. There should be builds that allow for this and are all viable.

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This build always runs Steel Grasp, which will eat the Combat Bash’s overpower it you aren’t careful, I honestly don’t think it’s that big of a deal.
I just don’t like how Bash (specifically Bash with a two-handed mace) is the only basic attack that plays well with Overpowers. It really limits build options, especially when Overpowers on Barb are as strong as they are.

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Being able to Assign what Skills can or cannot Overpower fixes most of those issues. Perhaps if Combat Bash was instead an Aspect that affected all Basic Skills. Combat Bash gets changed to causing a Earthquake whenever you Clobber an enemy. Need to add direct Overpower support for other Skills besides passives (Earthstriker, Banished Lords, Bone Crusher, Blood Boil, Sundered Ground etc.)

Every 4 Critical Strikes with 2H and every 6 Critical Strikes with a 1H grants your next Basic Attack to Overpower. Overpowering a Crowd Controlled enemy causes your Basic Attack Skill to hit all nearby enemies. Enemies hit by this effect do not count toward stacks.

What this does:

  • This turns your Basic Attacks into AoEs.
  • Removes having to use a Basic Skill in order to guarantee Overpowers with other Skills.
  • 1H and 2H can now proc and deal Overpowers.

Offensive Aspect spots are quite limited on Barb (hilariously enough), because of how important Uniques are becoming. Like every Barb build ever runs at least one Unique Sword, for example. Also that feels like power creeping Earthstrikers Aspect as well.

What I kinda like is turning that one Frenzy modifier, that only gives like +6% AS to your other skills, into something like ā€œWhen Frenzy is at Max Stacks, critical strikes with Frenzy cause your next Core Skill to Overpower.ā€
Also the stuff about assigning what skills can overpower sounds great on paper, but I’m not sure how to implement that in a smooth way.

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You would implement it similar to the Arsenal system UI. Just a simple On/Off Overpower. That alone would fix most of the problems with Overpower as you could control what Overpowers and no longer have to stare at a bad UI and hope a keypress sequence aligns.

Using HoTA as a Support Skill and want it to OP and not your Primary Damage Skill? Go for it. Want to make sure Steelgrasp, Ground Stomp, or Leap does not eat the OP? You can do that now. Have some weird build where you want your Basic and a Core to be able to OP, well, you can do that now. Do not have any form of OP and just want the Base OP chance for all Skills? Knock yourself out.

I wish they’d stop trying to tie Frenzy to other skills altogether.

It’s not good synergy.

Barbs have always had to work overtime to get miniscule momentary buffs on the third Wednesday of the blood moon.

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Having to rely on Overpower proc just to be have comparable damage output is a big ā€˜no no’ for me. Stuff like Earthquake and Dust Devil Overpower. Lots of aspect powers can’t Overpower. Like thorn. If this is the direction blizzard is leading barbarians into I said make it so ALL outgoing damage can Overpower. Or make it so Overpower is a straight damage output multiplier.

Funny you mention this for barb now as this, more than anything was the reason why so many druid builds died in s4. Running multiple uniques were required to make builds function, but with how bad the gear overhaul was you were always either aspect starved or dmg/survivability starved.

Im honestly not surprised they couldn’t recognize the need to move the functionality abilities on uniques into class trees or paragon boards, etc… as voh was clearly only developed for sb to be stupidly OP to push FOMO sales

If you don’t want to use Frenzy to buff other skills that’s what the ā€œgains MS and DRā€ option is for. I think it’s a fair system, honestly.
Barbs having activators for buffs and other skills is fine as long as there is a proper payoff to it. I don’t want a Barb where ā€œholding down your core skill button foreverā€ ends up being the best way to play it no matter what. If I wanted to do that I’d be playing Spirit Born.

sorry , my bad, it’s still working . I just heard some rumors from chinese source

The Enhanced Frenzy has rcr for core skills, and Battle Trance has half of its unique affix wasted on the same exact option as one if its final enhancements.

That’s 3 out 5 Frenzy options in the game geared towards other skills. Pure trash.

Frenzy stacks should inherently increase all of your attack speed, not just the skill itself, as it always has.

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Now you can also see what was created ON PURPOSE and what is actually bugged (not working as intended).

This isn’t new. It has been done this way every single season. They nerf what they didn’t plan on immediately, and they keep the exact OP build/class that they ā€œbrokeā€ on purpose to be OP.

You couldn’t convince me that these devs accidentally made spiritborn THIS good in ALL of these ways if your life depended on it.

They do it on purpose, and always have. Spread the word.