Ha, this skill does bear some resemblances to our suggestions; )
The main culprit has spoken hahaha. How do you feel, knowing that a D3 skill might be based on an idea of yours?
I kind of hoped we would finally get a chance to use Earthquake and Call of the Ancients in normal gameplay but Avalanche may fight for their slot. We´ll see whether the skill makes the game and what exactly it will do. Let´s hope that our beta feedback won´t be discarded if our opinion is negative.
Btw. here is how much Fury WW spends per second today
Ingame Whirlwind Fury cost (1.0.8)
tested APS <-> frames / tick <-> fury loss <-> ticks = fury / tick (fury / sec)
3.33795 aps 5 frames 84 fury 49 ticks = 1.71 / tick (20.57 / sec)
2.86740 aps 6 frames 76 fury 41 ticks = 1.85 / tick (18.54 / sec)
2.50500 aps 7 frames 98 fury 50 ticks = 1.96 / tick (16.80 / sec)
2.22600 aps 8 frames 106 fury 50 ticks = 2.12 / tick (15.90 / sec)
2.00001 aps 9 frames 109 fury 50 ticks = 2.18 / tick (14.53 / sec)
1.82000 aps 10 frames 116 fury 50 ticks = 2.32 / tick (13.92 / sec)
1.66800 aps 11 frames 120 fury 50 ticks = 2.40 / tick (13.09 / sec)
1.54000 aps 12 frames 126 fury 50 ticks = 2.52 / tick (12.60 / sec)
1.43000 aps 13 frames 132 fury 50 ticks = 2.64 / tick (12.18 / sec)
I think a skill like Seismic Slam could work better, with Mighty Weapons master is stays relatively spammable. Also I´d love it if there was a synergy between those two skills and one Avalanche rune would create a wall behind oponents so that your Slam was knocking back enemies against it :D
The boulder falling from the sky is way too similar to Wiz Meteor skill. And really doesn´t resemble what a barbarian would do.
My suggestion is to make the barbarian take a huge stone from the ground and throw it with his bare hands, That would be something that you would expect from a barbarian, a character with such massive strength.
The skill would be a rugged stone rolling through a path, like a projectile skill. Not some stationary AOE skill like it was presented.
Yep I agree with you, the presented animation feels very similar to Meteor. Don´t get me wrong, I love meteor, it´s an amazing skill, but it doesn´t make much sense for a Barb. Also I´m not sure if you guys have seen some of the Crusader footage but his version of this skill is basically the same, one rune is animated as a single large falling boulder.
Cooldown: 60 seconds
Description: Call in an assault from afar, raining balls of burning pitch and stone onto enemies around you, dealing 310% weapon damage. The bombardment continues on randomly targeted monsters for the next 6 seconds.
-> Impactful Bombardment: Reduces the number of impacts to 1. On impact it instantly deals 310% weapon damage within a 30 radius
-> Moo-Splat: Instead of hurling burning balls of pitch, the carcasses of dead and diseased animals (cows) are thrown. When they land, their poisoned parts are scattered across the battlefield, leaving the area poisoned for 3 seconds doing 250% weapon damage per second.
-> Targeted: If you have a target highlighted when you cast bombardment, that enemy will be the focal point of all the bombardments.
@silverfire there is your answer to falling corpses being too dark for D3. They were/are considering giving the Crusader (righteous wrath) the ability to call forth poisonous diseased cows.
But back to Avalanche.
The idea of hurling a boulder could work really well if implemented correctly. If the Avalanche skill concept is final, at least they should change the implementation to fit the Barb more. Simply let us rip out part of the earth and throw it or slam it against targets.
Not sure if anyone here is familiar with the One Piece manga but a character did something like that with a big chunk of ice :)
-> The hurling rolling stone/bowling ball/snowball idea could be one variation (on the ground).
-> Another variation could be this larger scale rock throw (rock slide) as a ranged missile.
-> Next a "clap" like slam with huge pieces of earth like when in comic action movies a big dude grabs two cars and his opponent is hit from two sides. Here he´d do it with the some earth plates.
-> Then just use the corpse shield (Grim Guard) idea I posted earlier and use a boulder as protection or smash the ground so that chunks of rocks fly in the air and create a shield or simply create an earth wall. Note that this earth wall idea could be a nice Ground Stomp rune as well.
Basically just substitute the corpse with boulder in my Dread Brawl idea and adjust the animations.
The most important aspect for a new offensive skill in my opinion is bare handed, pure brute force combat. Like, a couple of demons think that they caught me weapon-less and off-guard, only for me to turn around with a smirk on my face, instantly punching one demon into oblivion and continuing by slamming its corpse around like the maniacal berserker that I´m supposed to be. Even hordes from hell would be demoralized from such a sight.
Here, based on the datamined information about skill changes so far, I´ve compiled a new skill categorization to see what type of new skills could fit into our roster.
1. Primary - main Fury generators (4): Bash, Cleave, Frenzy, Weapon ThrowBattle Orders
2. Secondary - main Fury spenders (5): Hammer of the Ancients, Rend, Ancient Spear, Seismic Slam, Whirlwind
3. Strategic - defense and utility (4): Ground Stomp, Leap, Sprint, Ignore Pain
4. Might - offensive support (3): Revenge, Furious Charge, Overpower <- Dread Brawl
5. Shouts - buffs and debuffs (3): Threatening Shout, Battle Rage, War Cry <- Ancient Roar
6. Temporary burst (3): Earthquake, Call of the Ancients, Wrath of the Berserker <- Battle Orders
was created as a burst skill that rivals the likes of WotB and turns you into a walking Empowered Shrine that would greatly benefit the party. I personally view it as a huge problem that we bring nothing remotely offensive to the party and improving resource generation and reducing cooldown is a neat indirect offensive buff, not to mention I purposely added elite damage because that bonus is on no skills in the game yet. Dread Brawl
could work as a "WHOA, holy cow! What did that Barb just do to those monsters?" moment that wouldn´t be always available. It requires you to be active and kill a monster first and is usable for a period of time afterwards like Revenge which relies on getting hit though - you can´t really do much to improve its availability beside not stacking dex and maybe by using a shield as blocking counts towards activation).
Cost: 10 Fury (gear rolls cost reduction)
Description: Perform an intense frightening yell, generating a shockwave in a 22 yard arc that deals 220% weapon damage to affected enemies. Critical Hits petrify affected enemies, rooting them to the ground for 2 seconds.
Rune (a): Killing an enemy causes its head to explode, dealing additional damage to all enemies within 10 yards
I haven´t finalized the rune effects yet but the basic ideas here should be pretty clear:
-> D2´s War Cry revival, which was a damage dealing skill that stunned enemies;
-> with BO around, I´d love to be able to play a super party friendly Shout barb with 5 Shouts.
Originally, this Roar idea was a special effect of Threatening Shout as a legendary Barb helm.
“Rebel Yell” (blonde spiky hair appearance :)
-> 201-230 strength, 5-6% crit chance, 8-10 pickup radius, socket, 2 random magic properties
-> improves the wearer´s Threatening Shout efficiency (hidden bonuses):
- TS has no cooldown but costs 10 Fury
- TS now deals an additional 200% weapon damage
- TS crits have a chance to Stun affected enemies for 1.5 sec
- the heads of enemies killed by TS explode, creating a shockwave that deals 40% weapon damage to nearby enemies
I know Threatening Shout needs some attention itself because it´s currently worse than both Battle Rage and War Cry, but I think there is enough room for both Roar and TS. I´d adjust Shout to be more of a mix of defense and utility. Ideally all runes would have the Demoralize (taunting) effect but a pure Taunt was shamelessly stolen by the Crusader :(
11/11/2013 03:37 PM
Posted by Eduw
pwease gimme BO!
Seriously, at least two-three of those runes/effects should be implemented...
...cause War Cry has some seriously crappy out-of-context runes.
○ Charge! - Even granting 60 Fury on cast sucks. WC needs a resource-related rune and I seriously think that 20% Resource Cost Reduction or Resource Generation would be perfect for resource intensive builds/parties.
○ Invigorate - It'll probably become more attractive since lifesteal will be gone.
○ Veteran's Warning - A barbarian shout granting dodge...seriously?!?
I understand that WC was designed as a defensive aura but the way it is, only tanks would use.
An alternative would be implementing one of those runes on BR:Ferocity's place, since that's the barbarian's offensive shout. It would be nice specially since BR lost the utility part from ItF.
Great thinking there. Although I think there is room for Battle Orders as a separate party buff, some of the WC runes are really not competitive.
One of the worst ideas for Barb runes in my book are the dodge ones, in particular the WotB one and Warcry one. They need to be changed ASAP. I could actually understand the idea behind a Sprint one granting dodge but it´s still below the bottom of usage stats. Isn´t the Monk the dodge-oriented class?
Well, I went overboard with the wall of text again...please forgive me :p