Diablo® III

Barb community skill improvement ideas (RoS)

Awaken your inner game designer!

Week 3
1. Weapon Throw
2. Ignore Pain
3. Ground Stomp
4. No Escape
5. Inspiring Presence


Week 2
1. Earthquake
2. Threatening Shout
3. Furious Charge
4. Boon of Bul-Kathos
5. Relentless

Week 1
1. Call of the Ancients
http://us.battle.net/d3/en/forum/topic/9786108545#2
2. Ancient Spear
http://us.battle.net/d3/en/forum/topic/9786108545#3
3. Seismic Slam
http://us.battle.net/d3/en/forum/topic/9786108545#4
4. Pound of Flesh
http://us.battle.net/d3/en/forum/topic/9786108545#5
5. Juggernaut
http://us.battle.net/d3/en/forum/topic/9786108545#6

Short version:
-> post skill improvement ideas
-> post skill-related legendary affix ideas
-> create new skills

Note that if you´ve already posted your own ideas about skill improvements in the past, even on different forums, feel free to repost them as a whole or simply link to them.

Longer version (details):

Reaper of Souls (RoS)

The D3 expansion is coming next year and the announcement indicates that we may get a couple new toys to play with, including new active and passive skills due to a higher max level (70). At this point it´s safe to assume that there won´t be any patches before the expansion, at least those dealing with skill improvement of the less useful and least used skills we have.

This is why I believe right now is the time for us players to put together a compilation of constructive feedback about our skills, the idea behind them, their damage and utility aspects and last but not least their “fun factor”, so that they can be reworked for the expansion to make us enjoy the game more.

The purpose of this project

Let´s make a serious effort to change the game guys. I know many of you are thinking right now: “Well, the devs won´t even notice the existence of such a thread and even if they do, they won´t care.". That´s understandable. I admit I have my doubts as well but never trying is worse than trying and failing.

To the devs: I understand that the game is your product and you have every right to make whatever changes you like, but please don´t forget that you should work towards having satisfied players (customers) with your release above anything else. From the RoS tidbits so far it´s clear that you´re actually listening to some of our feedback (which is positive), so please do not discard this effort “just because”. You may come across an idea or two that you´ll like to implement into your game. By the way, it would be cool if there was some sort of Blizzard supported community constructive feedback topic for the serious players among us ;)

Back to the players. Believe me when I say that it´s very difficult to find a thread or individual posts involving constructive feedback and suggestions to improve certain aspects of the game on the forums, as they are easily lost in the countless new “help me” ones.

The plan here is to focus on the skills in question for a period of time to make them work the best way possible in different gameplay situations. Obviously we´ll start off with the least liked (used) skills according to usage statistics and hopefully work ourselves up to the better ones. Even the best skills have runes that lack utility in certain aspects.

Do not panic. It isn´t required that you go and spend days using the skill to participate, but it´s much easier to form an understandable opinion on something that you actually tried for more than 2 minutes.

If you have ideas you want to share, ideas that go further than just: “this skill sucks, buff it!”, feel free to post them here and please answer at least the following 2 questions:

1. Current issues: What are the main problems you have with the usability of the skill now?

2. Suggested improvements: What changes to the skill mechanics would you suggest so that you would consider the skill a viable option compared to today?
-> Damage
-> Range
-> Utility
-> Defense
-> Availability
-> Rune effects
-> Unique legendary affix bonuses
-> Other ideas (specify)


The more people participate, the better, as we all have different gameplay experiences and expectations. Try to think as if you were designing the skill with the experience you have from playing the game. How would you want a particular skill to work to consider it putting into your build and why? What needs to change in order to give you a feel of “wow this is amazing I want to use it”?

I´ll try to gather all of the feedback that you guys post in a way that should make it easily accessible to D3 game devs if they happened to stumble upon this project by themselves or by reading their weekly reports (if it gets included).

There is not enough space for me to quote all of your (hopefully) long posts so I´d like you to write a short overview of your key ideas at the start of your response and I´ll quote those main points alongside a link to your whole post. Even if you have a single idea about a single rune or single legendary affix, do not be afraid to post it.

Tips for consideration when coming up with ideas

1. So far, there is no information about skill synergies similar to D2 LoD, but it was confirmed that many of the new legendaries will be getting unique bonuses to skills. It seems that items will play a more important role in what skills (build) you choose than today.

I don´t think skill synergy ideas are to be discarded as hopeless, this just means you might as well post ideas about legendary affixes tied to skills like for example the 300 spear which grants an unique damage bonus to Weapon Throw and Ancient Spear.

Other confirmed features in the expansion to consider when coming up with ideas:
-> diamond gems that lower the cooldown of skills (helm), give an elite damage bonus (weapon) or add all resist (armor);
-> paragon points to customize your character´s stats:
a) core -> strength, dexterity, intelligence, vitality
b) attack -> crit damage (1% per point max 50%), crit chance, attack speed, cooldown reduction (0.2% per point max 10%)
c) defense -> armor, all resist, dodge, block
d) utility -> movement speed, magic find, pickup radius


2. The basic barbarian gameplay fantasy is a mix between Conan the Barbarian and The Hulk according to a recent interview with lead game designer Kevin Martens at gamescom (while he was talking about the introduction of the Crusader class and its fantasy).

If you propose skill revamps, try to stay in such a “fantasy” mindset because that´s how D3 developers will probably go about accepting ideas. It´s been stated on a couple of occasions that the devs aren´t fully opposed to community ideas, but for those to be acknowledged, they´d have to fall into the main developer mindsets (their general idea how the game should work).

3. Another thing I´d like to point out is that no skill has to be perfect for every situation, but I believe it should have at least some special use in certain gameplay situations or in certain farming aspects and at the same time there should not be a huge damage/defense/utility gap compared to the best skills.

The main aspects of the game are currently:
-> demonic essence farming (elite and goblin runs, mostly Vault of the Assassin)
-> paragon leveling and loot hunting (5 NV stacks and trash mobs or just trash mobs)
-> keys and ubers (5 NV stacks and keywardens; 5 NV stacks and ubers)
-> brawling
-> party play with friends and in public games
-> hardcore
-> “fun”, depending on personal preferences

4. If you watched Wyatt Cheng´s very interesting GDC video about D3 game development (below is a link to its transcript), you may have noticed how the skill and rune system evolved during production and how the rune system changed relatively close to release. We currently have a system with a base skill function unlocked at a certain level and 5 rune effects that add special bonuses or slightly modify how the skill works. Each rune now has a specific name but before that, there were just 5 rune stones that you were able to choose their effect.

http://diablo.incgamers.com/blog/comments/wyatt-chengs-gdc-2013-panel-illustrated-transcript-part-two

I believe this is an important factor when coming up with skill and rune revamps, because you understand the basic ideas behind the current rune effects, which were derived from the rune stones. The end result is that they kept and adjusted the effects, got rid of socketing rune stones, gave runes specific names tied to the skill and allowed us to freely choose between them without further need of special items.

Original 10 runes: striking, multi-missile, power, energy, lethality, explosive, knockback, extension, summoning, life stealing.

General themes of the 5 rune stone system:
Crimson – damage, healing, striking, fire
Indigo – multiplicity, splitting, frost
Obsidian – stunning, slowing, poison
Golden – energy, efficiency
Alabaster – critical hits, lethality, randomness, lightning

Remember what Mr. Cheng said: “The runes still carry forward spiritually.”

______________________________________________________________
______________________________________________________________
______________________________________________________________

TL;DR recap:
-> post skill improvement ideas
-> post skill-related legendary affix ideas
-> create new skills

Thanks in advance to everyone who participates.
Edited by Nubtro#2147 on 9/19/2013 8:35 AM PDT
Reply Quote
CALL OF THE ANCIENTS

Eduw - http://us.battle.net/d3/en/forum/topic/8196602581#1
-> legendary affix - Call of the Ancients cooldown is reduced by 5 seconds whenever you pick up a health globe.

WordMaster - http://us.battle.net/d3/en/forum/topic/9786108545#9
-> duration extension like Archon by one second (or, if that's too OP, 0.5 seconds) for every enemy you or the ancients kill
-> buffing their damage might also be a good idea
-> the idea of a legendary item that makes them permanent summons is interesting

Zaknaril - http://us.battle.net/d3/en/forum/topic/9786108545#10
-> treat the Ancients like followers with a health-meter, applying buffs, health globes etc.
-> create a legendary mighty weapon with life steal that heals the Ancients

Jim - http://us.battle.net/d3/en/forum/topic/9786108545#11
-> CC immunity + CC absorption/negation
-> increase damage or persistence (duration)

Orwell - http://us.battle.net/d3/en/forum/topic/9786108545#12
-> Ancients equip a copy of weaponry from your inventory
-> using shouts reduces the cooldown of Ancients by 2 sec
-> IK set pieces give a bonus each plus additional set bonuses to the Ancients; full set piece allows to summon a 4th Ancient
-> “Lorekeeper´s Visage” legendary helm grants the Ancients a chance to drop lore books upon their summon

Fourty2DNAD3 - http://us.battle.net/d3/en/forum/topic/9786108545#15
-> special runed skills should be base and runes should affect those skills
-> the Ancients apply Life on Hit, Life Steal and CC based on your gear
-> the Ancients last until they die
-> runes: CC reduction, life regen, cooldown reduction, faster movement speed, Threatening Shout Demoralize

Ravlaor - http://us.battle.net/d3/en/forum/topic/9786108545#13
-> Damage: Base: 120% weapon damage per swing.
Talik uses Whirlwind/Blood Funnel skill; The life return is equally divided amongst the 3 ancients.
Korlic uses Cleave/Gathering Storm skill; Talik and Madawc's attacks have a 25% chance to slow the enemy as well.
Madawc uses Weapon Throw/Stupefy skill; the confusion lasts 3 seconds.
-> Defense: The ancients should have the same mechanics that were applied to the WD Zombie Dogs. This will help make them permanent pets.
-> Availability: Fury Cost should be removed and the cooldown should be held; i.e: 2 mins. But the ancients should be permanent pets instead of temporary, this should be baseline or CoA will never be able to compete with other barb skills.
-> Rune effects: I personally dislike all of the runes available for this particular skill; so I'll just redesign them from scratch:
a) Council Rises - Every party member gains a 15% bonus to movement speed, including the ancients.
b) Duty to the Clan - Whenever a party member's killed - that includes the caster - a random ancient sacrifice in his/her place and the player is healed back to 30% life. This effect cannot be triggered for the same party member more then once every 1 minute.
c) Korlic's Might - Korlic gains the skill Threatening Shout/Demoralize. The taunt works for 6 seconds.
d) Madawc's Madness - Madawc gains the skill Wrath of the Beserker/Insanity. Weapon Throw's attack ricochet like the rune for the duration of the Wrath of the Beserker buff.
e) Talic's Anger - Talic gains the skill Battle Rage/Bloodshed: The explosions deal 60% weapon damage.
-> Unique legendary affix bonuses: If the devs do want to design something around this skill it should be along the lines of changing the ancient skills/runes that they would be using. Maybe, for instance, allow for them to provide party-wide bonuses like casting Warcry and/or using skills such as Sprint/Forced March, Ignore Pain/Mob rule. I did design, in my thread, a pair of legendary boots that had a similar concept to this skill.
Arreat's Sacred Striders (Legendary Boots) Armor: 309-355. Item Level: 63. (The artwork should be that of the astral greaves.)
-> 10-20% Life, 10% Chance of Casting Ground Stomp/Wrenching Smash When Hit, 5% Chance of Casting Earthquake/Chilling Earth When Hit, Immune to Frozen and Cold Damage.
-> All Creatures In a Radius of 15-20 Yards Have Their Movement Speed Decreased by Half.
-> The Sacred Pledge.** Whenever the wearer takes damage equal or more then 15% of his health pool, an Ancient Barbarian Ghost is summoned. The base damage of the Ghost will be 60% of the wearer. It will randomly spawn with 1 out 5 abillities: Weapon Throw/Ricohet; Seismic Slam/Rumble; Rend/Ravage; HoTA/Birthright; Whirlwind/Dust Devils. All abilities damage correspond to that of the skill. The Ghosts last until they're killed. No more then 5 Ghosts can be active simultaneously.

Nubtro - http://us.battle.net/d3/en/forum/topic/9786108545#14
-> Active cooldown management
a) duration extension from globes/on kills
b) or CD reduction on globes/on kills/on crits
-> Survivability - scale like WD pets, no flinching animation, 50% CC reduction plus 5 sec CC immunity after appearing
-> Base skills - damage and effects at a lower level than normal, can score crits and deal crit damage at your levels:
Talic - Whirlwind Hurricane (1/2 of tooltip) and Battle Rage (1/3 of tooltip);
Korlic - Cleave Gathering Storm (1/2 of tooltip) and Threatening Shout (1/3 of tooltip);
Madawc - Weapon Throw Throwing Hammer (1/2 of tooltip) and War Cry (1/3 of tooltip);
-> Runes – gain 1 elite affix, offensive and defensive bonuses plus additional effects:
a) The Council Rises – weaker version of Desecrator, cast Blind and deal damage upon battlefield entry, Armor bonus and permanent CC immunity, IAS party bonus, Fury generation bonus and bonus to max Fury;
b) Duty to the Clan – Life Link, partial damage absorption, weaker version of Inspiring Presence, increased chance to drop health globes, halved Ignore Pain cooldown, Thorns damage bonus;
c) Talic´s Anger – gains a weaker version of Molten, Marauder´s Rage and Sprint RLTW in addition to WW, deals fire damage, burning effect increases party damage, slain enemies explode and deal fire damage to nearby enemies,
d) Korlic´s Might – gains a weaker version of Frozen and Threatening Shout Falter but a strong Leap Call of Arreat, deals cold damage, Black Ice and/or Frost Nova on kill;
e) Madawc´s Madness - weaker version of Mortar, Veteran´s Warning and Seismic Slam Stagger with Stun without Knockback, Fury on kill bonus, party movement speed bonus
-> “Memento from the Past” passive or legendary – active cooldown management, Ancients gain a life, toughness and damage bonus; reduced cooldown on Leap, Ground Stomp and Furious Charge; damage bonus to Ancient Spear and HotA; party experience gain bonus
Edited by Nubtro#2147 on 9/5/2013 11:38 PM PDT
Reply Quote
ANCIENT SPEAR

Eduw - http://us.battle.net/d3/en/forum/topic/8196602581#1
-> legendary affixes:
- Ancient Spear has a chance of pulling up to 3 additional random enemies within 5 yards of each other. This range is extended by items that increase your gold pickup radius.
- Ancient Spear critical hit chance is increased by half your pickup radius.
Ranged attacks (Weapon Throw/Ancient Spear/other classes abilities):
- ranged projectiles have a chance of piercing through enemies
- ranged projectiles have a chance of launching homing rockets
- ranged projectiles critical hit damage increases with the distance travelled by the projectile (5% per yard travelled - max 50 yards)

WordMaster - http://us.battle.net/d3/en/forum/topic/9786108545#9
-> legendary affix that increases its range, or adds one extra spear that shoots out alongside the first

Zaknaril - http://us.battle.net/d3/en/forum/topic/9786108545#10
-> add a bleeding effect to the damage
-> create a legendary with a hollow point-like chance to double the bleed damage
-> add multiple hooks to the Butcher´s Sickle mimicking Butcher´s dragging attack

Orwell - http://us.battle.net/d3/en/forum/topic/9786108545#12
-> Wormhole-like rune which allows multiple AS uses within 1 second before the CD begins
-> “Mocking Skirmish” rune that taunts enemies to attack your
-> “Mighty Spear” rune that creates a hurricane wind the spear´s path, granting a movement speed bonus to players in its wake
-> “Schaefer´s Glaive” legendary spear – teleport with the spear to the targeted location as if riding on lightning
-> “Soul Eater” legendary spear – additional shadow and poison damage; on kill chance to summon a reaper for 10 seconds
-> AS dissipates arcane beams, desecration and plague pools and walls it hits

zylog - http://us.battle.net/d3/en/forum/topic/9786108545#17
-> rune or legendary effect which drops additional health globes like Swords to Ploughshares and Birthright

Ravlaor - http://us.battle.net/d3/en/forum/topic/9786108545#13
-> Damage: 250% weapon damage (single target, long cooldown, requires an additional skill to be used).
-> Utility: Instead of a 60% movement speed the target should be rooted for 1 sec, if the spear hits.
-> Availability: Remove the 10 sec cooldown, remove the 15 fury generated and make it cost 15 fury.
-> Rune effects: Instead of redesigning them all I think changes should be incremental to the existing rune effects:
a) Grappling Hooks: Throw 3 spears. Each spear will pull back the enemy that it hits. The monsters affected are rooted for 3 seconds instead of 1. Grappling Hooks affects elites, rares, bosses as well as huge enemies such as Mallet Lords.
b) Skirmish: Instead of costing 15 Fury, Ancient Spear generates 30 Fury. If a monster affected is killed by the spear it will fill up whole the player´s fury globe.
c) Dread Spear: Increase the base damage of the spear to 350% weapon damage. Gain Life equal to 60% of the damage inflicted.
d) Harpoon: Pierce through multiple enemies in a straight line and drag them all back. If 4 enemies or more are pulled in, the barbarian gains a 15% movement speed bonus for 15 seconds. This bonus cannot stack more than twice and it does not count towards the movement speed cap.
e) Rage Flip: Enemies hit with Ancient Spear are pulled in the opposite direction and damage is increased to 400%. Every enemy in 10 yards the landing spot, including the one pulled, is stunned for 1.5 seconds.

ColdKnight - http://us.battle.net/d3/en/forum/topic/9786108545?page=2#23
-> cooldown reset should be innate and No Escape should grant increased fury generation to 25 per AS
-> improve control to register destination before the animation is complete

Nubtrohttp://us.battle.net/d3/en/forum/topic/9786108545?page=2#24
-> skill revamp - changing the skill function as a whole, a tribute to the Javazon (D2)
1. Function (utility): Ranged DoT with limited AoE (single target / straight line) that grants various bonuses.
2. Animation: Throw an immense piercing spear that deals DoT.
3. Availability (all runes):
-> cooldown reduction from crits (Overpower mechanics)
-> or critical hits reset its cooldown (without the need of another skill) and add HotA mechanics of gaining a crit chance bonus for each 5 fury you have
-> generate: 20 fury; additional 10 fury for crit roll on the initial frame
4. Damage:
-> higher total DoT damage and shorter duration than Rend due to smaller AoE and having to aim
-> suggested value: 750% weapon damage over 3 seconds (1.8x Rend dps, slightly higher total damage per cast)
5. Base (no rune) mechanics:
-> deals poison damage and slows enemies by 60%;
-> 10% crit damage bonus for 10 seconds after scoring a critical hit with AS (up to 5 stacks);
-> attacks against the affected enemies generate 3 additional Fury;
-> affected enemies have an increased chance to leave behind a health globe when they die;
6. Runes add (1) elemental bonuses, (2) on crit effects and (3) on kill effects
a) „Dread Judgment“
- elemental effect - keeps poison damage and party gains 2% Life Steal against affected enemies; also lowers their attack speed by 20%
- on crit - immobilize targets for 2 sec
- on kill - the effect jumps to 2 nearby targets when the affected enemy dies
b) “Massacre Mayhem”
- element – physical bleeding DoT
- on crit - 2% IAS and movement speed bonus for 10 seconds after scoring a critical hit with AS (up to 5 stacks);
- on kill - enemies killed while bleeding cause all enemies within 10 yards to begin bleeding for 150% weapon damage as physical over 3 seconds
c) “Ice Block Partisan”
- element - cold damage and increases the slowing effect to 80%
- on crit - 50% chance to freeze enemies for 2 seconds
- on kill - affected enemies leave behind a patch of ice when they die, dealing 400% weapon damage as cold over 3 seconds to enemies passing through
d) “Lightning Fury”
- element - direct chain lightning damage
- on crit - gain a 10% crit damage bonus for 10 seconds after scoring a critical hit with AS (up to 5 stacks)
- on kill - enemies killed by Lightning Fury stun nearby targets for 2.5 seconds
e) “Fire at Work”
- element – direct fire damage plus fire DoT
- on crit - apply a burning effect, causing affected enemies to take 15% more damage
- on kill - affected enemies explode when slain, dealing 20% of their maximum life as damage to enemies within 8 yards
Edited by Nubtro#2147 on 9/5/2013 11:40 PM PDT
Reply Quote
SEISMIC SLAM

Eduw - http://us.battle.net/d3/en/forum/topic/8196602581#1
-> legendary affixes:
- reduces resource cost of Seismic Slam by 2-7 Fury
- generates 2-7 additional Fury for each target slain by Seismic Slam
- Seismic Slam critical hit chance is increased by half your pickup radius

WordMaster - http://us.battle.net/d3/en/forum/topic/9786108545#9
-> give every rune a flat damage buff
-> create a legendary that removes the knockback effect from all Seismic Slam runes

Zaknaril - http://us.battle.net/d3/en/forum/topic/9786108545#10
-> flat damage buff
-> change Stagger to “Fault Line” – shockwave in all directions with less damage to synergize with a pulling Leap or Stomp
-> create a legendary that removes Knockback but adds a chance to Stun on crits or a chance to refund fury spent on crits

Jim - http://us.battle.net/d3/en/forum/topic/9786108545#11
-> change base rune effect Knockback to 1.5 sec snare, keep Knockback on 1 rune and Stun on another
-> add fury on kill mechanic to Slam

Orwell - http://us.battle.net/d3/en/forum/topic/9786108545#12
-> “Mighty Slam” rune increases AoE by 1 yard for each 200 strength points you have
-> “Mallet of the Titans” legendary 2H mace with a 10-20% damage bonus to Slam and HotA
-> “Singing Stone” legendary 1H mace that increases the duration of tornadoes and quakes you spawned upon Slam use
-> replace Knockback to Stun as baseline effect

Raging Koala - http://us.battle.net/d3/en/forum/topic/9786108545?page=2#21
-> remove Knockback from all but one rune,
-> reduce base resource cost to 25 Fury
-> add elemental damage and effects to runes:
a) Stagger - keeps Knockback and has a reduced Fury cost
b) Shattered Ground - shoots Lightning bolts from the heavens which deal damage and have a chance to Stun main target and jump to nearby enemies;
c) Rumble – physical crushing stalagmites fall from the sky and slow down enemies; mid-upper damage range
d) Cracking Rift – armageddon brimstones rain from the sky and deal direct fire damage plus additional fire DoT, semi random AoE with massive damage
e) Strength from Earth – ice shards slow enemies with a chance to freeze
-> legendary affix bonus reduces resource cost instead of granting a crit chance bonus

Lachdanan - http://us.battle.net/d3/en/forum/topic/9786108545?page=2#22
-> reduce the base resource cost to 25 Fury
-> needs to pass through walls
a) Stagger – remove Knockback
b) Cracking Rift – more damage or different effect otherwise HotA is superior in every situation

Nubtro - http://us.battle.net/d3/en/forum/topic/9786108545?page=2#27
1. Damage: largest AoE so you have to be careful to not go overboard
1.1. Keep frequency but make a buffed Rumble the default rune for damage and utility (Rumble is still just 220% relative weapon damage compared to HotA) and or increase its base animation frequency between Slams.
1.2. Ranged synergy:
-> rework Ancient Spear to a DoT as suggested here http://us.battle.net/d3/en/forum/topic/9786108545?page=2#24
-> WT Mighty Throw should grant a damage bonus similar to Punish and Maniac, slightly lower (15-18% max stacks for 6 sec) due to faster cast frequency of WT and slow frequency of Slam (to get in more Slams between refreshing stacks)
-> all Overpower runes should grant a crit chance bonus (shift Killing Spree to base rune) in which case Storm of Steel becomes a viable support rune for ranged (damage oriented) Barbs
-> create a new passive similar to DH´s Steady Aim with (no enemies within x yards), increase the damage bonus to 15% (or grant an IAS + mobility bonus) and make it reverse scale with pickup radius (more pickup radius -> less yards for the effect to become active)
2. Availability: reduce the base cost to 25 Fury and/or grant the skill itself the ability to generate 3 fury on crits
3. No rune (base effects):
-> damage - main shockwave deals 250% weapon damage and 2 additional shockwaves deal 30% each (like Rumble)
-> CC - Knockback stays
4. Runes (1) element (2) on crit (3) on kill effects
a) Stagger: the initial shockwave pushes enemies towards you (like Call of Arreat or Wrenching Smash)
- element – just your weapon damage, reverse Knockback
- on crit – stun the target for 1.5 sec
- on kill - affected enemies have an increased chance to leave behind a health globe when they die
b) Typhoon: initial shockwave creates a dense cloud of tornadoes
- element – physical DoT, loses Knockback
- on crit – immobilize the target for 2 sec
- on kill – slain enemies are lacerated into small pieces that deal direct damage to nearby enemies
c) Rumble:
- element – direct physical damage, damage and Knockback increased by 25%
- on crit – affected targets inflict 50% weapon damage to enemies where they land
- on kill – create a tremor that slows the movement speed of affected enemies by 80%
d) Strength from Earth: initial shockwave releases magma from the ground
- element – direct fire damage, keeps Knockback
- on crit – create a small explosion that generates 1 fury for each enemy hit
- on kill – slain enemies leave behind a pool of fire that deals Dot damage to enemies passing through it
e) Arctic Rift: initial shockwave creates sharp ice shards
– element – direct cold damage, keeps Knockback
- on crit - ice shards Blind affected enemies
- on kill – ice shard explosion that deals damage to nearby enemies
Edited by Nubtro#2147 on 9/5/2013 11:43 PM PDT
Reply Quote
POUND OF FLESH

WordMaster - http://us.battle.net/d3/en/forum/topic/9786108545#9
-> secondary effect, similar to that of Gruesome Feast, where the Barb's Strength is temporarily increased for every globe he absorbs, which would make sense with the flavor text too ("When our enemies bleed, we grow strong").

fhantomPL - http://us.battle.net/d3/en/forum/topic/7319952329#1
-> now also increases health pickup radius by 10 yards.

Zaknaril - http://us.battle.net/d3/en/forum/topic/9786108545#10
-> act like Gruesome Feast, doubled healing, gain 10% max fury, gain a 10% strength bonus for 10 sec (5 stacks)
-> remove increased health globe drop chance
-> create a legendary armor piece that increases number of strength bonus stacks to 10

Orwell - http://us.battle.net/d3/en/forum/topic/9786108545#12
-> globes grant 1% movement and attack speed but decrease armor and resists by 2%, stacks up to 20 times
-> globes reduce the cooldown of skills by 1 second instead of healing
-> Butcher´s Cleaver lengendary 2H axe that makes picked up globes explode and increases chance for enemies killed by the explosion to drop an additional globe

zylog - http://us.battle.net/d3/en/forum/topic/9786108545#17
-> health globes reduce the cooldown of your skills

Fourty2DNAD3 - http://us.battle.net/d3/en/forum/topic/9786108545#15
-> globes grant 3 fury
-> globes grant a 3% IAS bonus for 10 seconds (max 3 stacks)
-> globes increase pickup radius by 3 yards for 10 seconds

Nubtro - http://us.battle.net/d3/en/forum/topic/9786108545?page=2#25
-> fuse with bloodthirst and keep a cutting, bleeding, blood splash, health globe theme
-> 1.5% life steal, increased chance to find a health globe and health globe healing bonus
-> Fury from globes (20)
-> gain a 10 second bonus that stacks up to 5 times (choose one or few to make it special): 1% crit chance, 2% damage, 3% movement speed, 4% increased fury generation, 5-6% strength, 10% crit damage
-> include a synergy with active skills:
a) Cleave: attack speed increased by 25% and slain enemies rest in pieces
b) Rend: bleeding duration increased by 1 sec and Blinding blood splash on kill effect
c) Whirlwind: 10% crit chance bonus and no movement speed penalty
Edited by Nubtro#2147 on 9/5/2013 11:45 PM PDT
Reply Quote
JUGGERNAUT

WordMaster - http://us.battle.net/d3/en/forum/topic/9786108545#9
-> instead of having this skill give a flat decrease to the duration of control impairing effects, have it DOUBLE the "reduced duration of controlling effects" affix found on the user's items.

fhantomPL - http://us.battle.net/d3/en/forum/topic/7319952329#1
-> duration of control impairing effects on you is reduced by 30% (increase from 20%)
-> whenever a Stun, Fear, Immobilize or Charm is cast on you, now you don't have only a chance - you always recover 15% of your maximum life

Orwell - http://us.battle.net/d3/en/forum/topic/9786108545#12
-> 1% chance to shrug off CC for every 1 fury you have
-> being CCed reduces the cooldown of WotB by 2 seconds
-> legendary boots that reduce the cooldown of Leap and Furious Charge when dodging frozen orbs and arcane beams
-> “Prismatic Mirrow Shield and Amulet” set that grants Juggernaut a 15% chance to reflect CC at the attacker
-> CC duration is reduced by 10% per NV stack

Nubtro - http://us.battle.net/d3/en/forum/topic/9786108545?page=2#26
-> fuse with Tough as Nails and make you an unstoppable force with an unique damage bonus based on movement speed
-> 10% melee and ranged reduction
-> 40% CC reduction
-> 10% of max life gain on CC (now also includes frozen)
-> Thorns damage is increased by 25% and scales with Strength
-> gain a damage bonus equal to your movement speed bonus
-> include a synergy with active skills:
a) Furious Charge:
-> no cooldown
-> Thorns added to Furious Charge hits
-> 5% on kill movement speed bonus for 10 seconds (up to 5 stacks) from FC
b) Sprint:
-> additional 10% movement speed bonus when using Sprint
-> reduced resource cost by 10
-> leave behind a fire trail DoT
Edited by Nubtro#2147 on 9/5/2013 11:46 PM PDT
Reply Quote
Oh snap! (>^^)>
Reply Quote
Stuff that I found so far:

Suggestions for Barbarian new legendaries (by Eduw)
http://us.battle.net/d3/en/forum/topic/8196602581#1

Improving Barb build diversity (by Jim)
http://us.battle.net/d3/en/forum/topic/9679139023#1

Skill rework: expanding build diversity barbarian ex. (by suddenZenith)
http://us.battle.net/d3/en/forum/topic/9654385484#1

Improving most unused passives and skills (by fhantomPL)
http://us.battle.net/d3/en/forum/topic/7319952329#1

improving itemization; legends revamp (by fhantomPL)
http://us.battle.net/d3/en/forum/topic/7415515028#1

Idea to bring more diversity to the barb skill Warcry (by Celis)
http://us.battle.net/d3/en/forum/topic/9658865806#1

I remember there was a fairly long skill overhaul post from a player but I can´t seem to find it right now. Anyway, as I said, if you´ve ever written or read something that could be gathered here, post it please.

08/26/2013 07:58 AMPosted by VocaloidNyan
Oh snap! (>^^)>

What´s up SnapSwapHugMaster3000? You could use your current status and talk with some DH pals to open a similar topic. I´ve posted a few mechanics articles there but I don´t feel confident enough to start this sort of topic in a dangerous place like that :p
Edited by Nubtro#2147 on 8/26/2013 8:25 AM PDT
Reply Quote
Call of the Ancients:

1. Make the skill operate like the Wizard's Archon. Have the duration of the ancients be extended one second (or, if that's too OP, 0.5 seconds) for every enemy you or the ancients kill. Buffing their damage might also be a good idea.

2. Wasn't there a video a while back where one of the devs hinted at a future item that would make the ancients permanent summons? I guess that would be interesting.

3. I can't think of any way to optimize Call of the Ancients if it stays the way it is now. It's a pretty terrible skill.

Ancient Spear

1. I think that improving this skill has less to do with the skill itself, and more to do with the type of monsters that we face. Currently, there's not a lot of reasons to use Ancient Spear, because most monsters can easily be caught up with on foot. If the expansion introduced some fragile kiting monsters that moved extremely fast and dealt high damage, Ancient Spear might become more popular.

2. Well, Ancient Spear already has the damage buff from the 300th Spear. What about a legendary affix that increases its range, or adds one extra spear that shoots out alongside the first?

3. Skirmish, combined with No Escape, is a fantastic way to generate Fury quickly for Dread Bomb based builds. Dread Spear is also a decent rune, thanks to its high Lifesteal.

Seismic Slam

1. Give every rune a flat damage buff.

2. Create a legendary that removes the knockback effect from all Seismic Slam runes. I guess this is a personal problem, really...I always found the knockback from SS extremely annoying.

3. Seismic Slam (especially Rumble) is already a decent skill. It just suffers in comparison with HotA, because of the latter's higher damage and innate crit chance modifier. Again, if there were more fast yet fragile kiting monsters, I think Seismic Slam would regain some of its lost popularity.

Pound of Flesh

1. The simplest way to buff this skill is to have the increased health globe drop rate apply to the other players in a co-op game as well. This will make Pound of Flesh Barbs into the Witch Doctor's best friend, and function as an interesting support skill. Perhaps the passive could also have a secondary effect, similar to that of Gruesome Feast, where the Barb's Strength is temporarily increased for every globe he absorbs. This would make sense with the flavor text too ("When our enemies bleed, we grow strong").

2. Can't think of any at the moment.

3. This skill is pretty much useless for the Barb right now. He has no reason to pick up Health globes in the first place, seeing as he doesn't get any extra bonuses from them and can easily get all the healing he needs from Lifesteal.

Juggernaut

1. Instead of having this skill give a flat decrease to the duration of control impairing effects, have it DOUBLE the "reduced duration of controlling effects" affix found on the user's items. So if the user had a pair of IK boots with 12% reduction, and an amulet with 10% reduction, he would have 22 x 2 = 44% reduction total!

2. No need for this, as any Legendary with random magical properties can roll with the "reduced duration of control impairing effects" affix.

3. Er...well...you could...do that thing...and then...bah, I got nothing.
Reply Quote
Call of the Ancients:

1. Give each of the ancients a health meter. Treat them like followers for the purposes of buffs, health globes, and such. When their health drops to 0 they die. They don't come back to life like followers though, they can only be recast.

2. A mighty weapon that has a LS ability that also heals your ancients. This would extend their longevity but wouldn't be too OP.

3. If the skills remains the same there's no real way to optimize it. The last 3 runes are all dependent on the DPS of your primary weapon so I suppose you could maximize weapon damage (ruby) to maximize it in the current form.

Ancient Spear

1. We've just thrown a spear into a monster and yanked it to us by a chain. That monster should be bleeding so I'd suggest a bleed effect along with the primary weapon damage. Dread Spear should then gain life, not only from the initial damage, but from the bleed effect as well.

2. How about "Hollow Point" that gives the AS a chance to increase the bleed damage by like double? Or how about adding multiple hooks to the "Butchers Sickle" legendary that's already in the game (mimicing the actual ability the Butcher uses)?

3. All I know is rage flip seems to be a nice way to keep monsters at a distance in a weapon throw build. I don't know what else you could really use AS for.

Seismic Slam

1. I agree that SS needs a flat damage buff. I'd also change the name of rumble to aftershock...makes more sense. Stagger isn't a very good Rune. I'd remove it and move all the other runes up one. Then I'd make the rune unlocked at level 57 called "Fault Line" where you slam your weapon into the ground and, instead of sending a shockwave in a straight line, it sends it in every direction (AOE) but with a bit less damage than the normal attack. This would facilitate a fun synergy with leap. You could leap (or ground stomp) to pull the monsters close and then hit fault line to damage them all.

2. Create a legendary that removes the knockback from SS but adds a high chance for stun on critical hit. Or another legendary that has a chance to refund fury spent on critical hit.

3. SS, especially with the shattered ground rune, can give Barbs a "ranged" feel that allows you to keep monsters at a distance. I would combine it with a weapon throw build and use SS when monsters get too close.

Pound of Flesh

1. I like Wordmaster's idea about PoF acting like Gruesome Feast and I think I would take it a step further. "Healing from health globes is increased by 100%. Whenever you are healed by a health globe you gain 10% of your maximum fury and 10% strength for 10 seconds. The strength bonus can stack up to 5 times." I'd scrub the increased drop rate of health globes.

2. Could have an armor slot that increases the maximum strength stacks from 5 to 10.

3. Like Wordmaster said...there's really no reason to use this ability. PUR helps it so I suppose that's a way to maximize it.

Juggernaut

I think Wordmaster covered about the only reasonable change you could make to Juggernaut IMO. Great idea. I don't have anything else to add.
Edited by Zaknaril#1820 on 8/26/2013 4:57 PM PDT
Reply Quote
Great thread Nubtro. To sum up my post here: http://us.battle.net/d3/en/forum/topic/9679139023#1

I think most issues with barb stem from the overreliance on WotB:ToC and BR:ITF. These two abilities are the easiest way to provide CC immunity, DPS, and infinite fury for skills. If they can add more ways to generate fury and break crowd control, then I think barbs will be much better balanced.

For your skills this week -- I'll just comment on the ones I have played a lot with--

Call of the Ancients

This skill is in between Ignore Pain and WotB. They are decoys and DPS at the same time. The issue is that they are terrible at both functions.

1) Decoy --> make them immune to elite crowd control, or have GREATLY reduced effect from them. Possibly make them absorb CC affects or silence whatever elite they attack so they cannot cast them. Elite crowd control renders them useless, especially since the duration is so short.

2) DPS --> for this to work, they need to do way more damage while active or persist much longer.

Seismic Slam

This skill works well with Weapon Throw:Stupefy. You can crowd control in a party with this combo and the knockback is great for some situations. However, for general farming, the knockback is highly annoying and damage is low. I suggest they make the default effect be to 'snare' monsters, slowing them for 1.5 seconds. Change one rune to 'knockback' for people who want that, another rune stays as stun. I'm not sure that a blanket dps increase is what the skill needs -- it could be a group utility skill with a few tweaks.

The other issue with this skill is the fury cost. It requires use of BR:ITF to work... There should be a multiple ways to deal with this, as the combo immediately limits your other skill options (and drives 2 passive choices). It is incredibly annoying when you run out of fury and you start swinging at the air because you are at range, so against elites you have to fight melee, further reducing the utility of the skill.

I think the intent of the skill was to give barbs a way to wipe out a screen of trash monsters, then switch to some other attack. So, I think 'fury on kill' would be a good mechanic for this skill also, so you could slaughter a bunch, then swap to HotA or whatever to smash down high HP stragglers.
Reply Quote
Nubtro....interesting that your week 1 features a lot of least used skills in the game :) Honestly had to check my calculator on what some of these skills/their runes even did, that's not a good thing.

1. Call of the Ancients
Strength of the Ancients idea
skill improvement:
If available, each summoned ancient will equip a copy of weaponry from your inventory for the duration. Talic will equip a weapon and shield. Korlic will equip a polearm. Madawc will equip two axes.

second idea: Favor of the Ancients: Each time you use a shout the ancients draw nearer to returning by 2 seconds.

legendary affix ideas: Each piece of Immortal King's armor can roll with a bonus to the ancients, or to one of the ancients you summon. Set bonuses give additional benefits.
examples: Immortal King's Triumph Set Helm affix:12% life and 12% life for your ancients
2 piece bonus: 60 to all resistances and 60 to all resistances for your ancients
5 piece bonus: Your Call of the Ancients ability now also summons Worusk, leader of the tribes.

Another legendary idea: Lorekeeper's Visage Legendary Helm...unique item property: Upon departure, Ancients summoned by Call of the Ancients have a chance to drop lore books.

optimize right now:
increase damage or decrease cooldown. it's just not enough bang for the buck. wouldn't be hard.
the runes are underpowered and not very interesting.

2. Ancient Spear

skill improvement:
Skill Rune: Swift Spear (wormhole like rune) allows 1 second for Ancient Spear to be used again before the ability must recharge.

Skill Rune: Mocking Skirmish...enemies hit by the spear attack the barbarian.

New idea: Mighty Spear The barbarian's mighty spear throw creates a hurricane wind in its path allowing all allies to move 40 % faster to the spear's final destination.

legendary affix ideas:
Schaeffer's Glaive: Legendary 1 handed Spear: Unique item property: Whenever you use your Ancient Spear ability, you ride the lightning to that enemies location.

Second Legendary: Soul Stealer, legendary Spear: Deals additional Shadow and Poison damage. Unique item property: Whenever you kill a foe with your Ancient Spear ability, a Reaper is summoned to assist you for 10 seconds.

optimize right now:
Honestly this is used by throw barbs, and they don't always want to pull enemies to them. Ancient Spear could be used to dissipate arcane beams, desecration and plague pools, or even walls that it hits.

3. Seismic Slam

skill improvement: Skill Rune Mighty Slam: Every 200 Strength you have increases the distance Seismic Slam travels by 1 yard.

legendary affix ideas: Mallet of the Titans Legendary 2 Handed Mace, unique item property: Your Seismic Slam and Hammer of the Ancients abilities deals 10-20% more damage.

Second idea: The Singing Stone, legendary 1 handed mace. unique item property: Whenever your Seismic Slam ability shockwave hits your spawned tornadoes or earthquakes, their duration is increased by 1-3 seconds.

optimize right now: Replace Knockback with % stun chance as baseline.

4. Pound of Flesh

skill improvement:
New skill idea : Every health globe picked up increases the bloodlust of the barbarian, increasing movement and attack speed by 1 % per globe but decreasing armor and resistances by 2% per globe, stacking up to 20 times.

Second idea: Pound of Souls...Health globes boil with black blood reducing the cooldown of all abilities by 1 second for each globe consumed instead of returning health.

legendary affix ideas: new item butcher's cleaver legendary 2 handed axe...
unique item property: picking up a health globe causes an explosion of blood for 90-150% weapon damage in a 7-10 yd radius . enemies killed by this explosion have a 10-30 % chance to drop an additional health globe

optimize right now: Your followers, pets and summoned allies seek out health globes within 30 yards.

5. Juggernaut

skill improvement:
You have a 1% chance to shrug off any control impairing effects for every 1 Fury you currently have.

Second idea: Every time you suffer an Immobilize, Frozen, Fear, or Charm effect, the cooldown on your Wrath of the Berserker ability is reduced by 2 seconds.

legendary affix ideas:
Ice Climbers legendary boots: unique item property: While Juggernaut is active, reduces the cooldown of your Leap and Furious Charge abilities by 1 second every time you successfully avoid Frozen orbs or Arcane Beams within 25 yards.

Second Legendary Idea: Prismatic Mirror Set Shield and Amulet: 2 piece bonus: Your Juggernaut ability gives a 15% chance to reflect control impairing effects back to the attacker in addition to its current bonuses.

optimize right now:
Duration of control impairing effects on you is reduced by 10% per stack of Nephalem Valor.
Reply Quote
Congrats for another great Idea Nubtro!! Now moving on to serious business:

1. I made an extensive thread in the general forums - that went mostly unnoticed under the mountain of qq's and/or trolling - the aim was to design really game changin legs. I had the intention to foster new ideas for skill improvements and legendary item related affixes. I'll leave a link to it so people can read it.
http://us.battle.net/d3/en/forum/topic/8796521844?page=1

2. As I make my suggestions on the skill/passives I'll edit the post.

Week 1:
===================================================================
1. Call of the Ancients

1. Current issues: What are the main problems you have with the usability of the skill now?
Long cooldown, low damage, low utility, short duration. Except from the awesome look - and the nostalgia from seeing the ancients from D2 - this skill does indeed need an overhaul.

2. Suggested improvements: What changes to the skill mechanics would you suggest so that you would consider the skill a viable option compared to today?
-> Damage: Base: 120% weapon damage per swing.
-> Range: Not applicable.
-> Utility:
.Talik uses Whirlwind/Blood Funnel skill; The life return is equally divided amongst the 3 ancients.
.Korlic uses Cleave/Gathering Storm skill; Talik and Madawc's attacks have a 25% chance to slow the enemy as well.
.Madawc uses Weapon Throw/Stupefy skill; the confusion last 3 seconds.
-> Defense: The ancients should have the same mechanics that were applied to the WD Zombie Dogs. This will help make them permanent pets.
-> Availability: Fury Cost should be removed and the cooldown should be held; i.e: 2 mins. But the ancients should be permanent pets instead of temporary, this should be baseline or CoA will never be able to compete with other barb skills.
-> Rune effects: I personally dislike all of the runes available for this particular skill; so I'll just redesign them from scratch:
a. Council Rises:
- Every party member gains a 15% bonus to movement speed, including the ancients.
b. Duty to the Clan:
- Whenever a party member's killed - that includes the caster - a random ancient sacrifice in his/her place and the player is healed back to 30% life. This effect cannot be triggered for the same party member more then once every 1 minute.
c. Korlic's Might:
- Korlic gains the skill Threatening Shout/Demoralize. The taunt work for 6 seconds.
d. Madawc's Madness:
- Madawc gains the skill Wrath of the Beserker/Insanity. Weapon Throw's attack ricochet like the rune for the duration of the Wrath of the Beserker buff.
e. Talic's Anger:
- Talic gains the skill Battle Rage/Bloodshed: The explosions deal 60% weapon damage.
-> Unique legendary affix bonuses: I don't have a specific legendary affix bonus. However, if the devs do want to design something around this skill it should be along the lines of changing the ancient skills/runes that they would be using. Maybe, for instance, allow for them to provide party-wide bonuses like casting Warcry and/or using skills such as Sprint/Forced March, Ignore Pain/Mob rule.
I did design, in my thread, a pair of legendary boots that had a similar concept to this skill. ( The link's at the top of the post and the name of the item is Arreat's Sacred Striders).
-> Other (specify): I think I covered what I wanted.
Additional (optional) questions: None that I remember. (If something occurs to me I'll edit it).

3. What do you think was the intent of the developers with this skill?
For me the purpose of the Rage skills were to design powerful ones that had long cooldowns and when activated would help turn a dire situation. For CoA failed shor of this. It's neither an utility skill, a burst one nor even some sort of pet for barb since it only lasts for 15 seconds.

4. How would you try to maximize the efficiency of this skill in its current state?
With the current itemization there's no way to significantly alter how his skill functions nor even improve it's usability/utility.
-> Build (skills): Unfortunately, I would not use this skill in it's current state.
-> Gearing: As stated above.
-> Strategy (use): Maybe as a damage soak? I've tried using it and honestly, with all my experience, both in softcore and hardcore I could never find a niche for it that it wasn't better represented for another skill in the barb tool set, which is quite exasperating as the skill looks awesome and it could foster some completely different ways to aproach a barb from what we have right now.

5. Which skill in your current favorite build would swap out for this one and why (if at all)?
After 1100 hours of barb playing alone, in the current state of the skill - in pains me to say this - I would never put this skill in my bar.

--------------------------------------------------------------------------------------------------------------
2. Ancient Spear

1. Current issues: What are the main problems you have with the usability of the skill now?
I don't really have any problems with this skill in particular but I would like a better diversification of it's runes and it's base damage buff, simply because unless it won't be able to compete evenly with other skills. I think skill, if tuned correctly, should have it's cooldown removed and be turn into a spender.

2. Suggested improvements: What changes to the skill mechanics would you suggest so that you would consider the skill a viable option compared to today?
-> Damage: Since it's a single target only skill, with a long cooldown that needs a passive to be spammable and no ordinary amount of crit for it to work out I think the damage should be increased. 250% weapon damage. Single targets need to hit HARD.
-> Range: The range's fine as it is right now.
-> Utility: Instead of a 60% movement speed the target should be rooted for 1 sec, if the spear hits.
-> Defense: Not applicable.
-> Availability: I'm not against the cooldown, but I would much rather see it removed and this skill be made into a spender instead of a generator. So, Remove the 10 sec cooldown, remove the 15 fury generated and make it cost 15 fury.
-> Rune effects: Instead of redesigning them all I think changes should be incremental to the existing rune effects:
a. Grappling Hooks: Throw 3 spears. Each spear will pull back the enemy that it hits. The monsters affected are rooted for 3 seconds instead of 1. Grappling Hooks affects elites, rares, bosses as well as huge enemys such as Malet Lords.
b. Skirmish: Instead of costing 15 Fury, Dread spear generates 30 Fury. If a monster affected is killed by the spear it will fill up whole the players fury globe.
c. Dread Spear: Increase the base damage of the spear to 350% weapon damage. Gain Life equal to 60% of the damage inflicted.
d. Harpoon: Pierce through multiple enemies in a straight line and drag them all back. If 4 enemys or more are pulled in the barbarian gains a 15% movement speed bonus for 15 seconds. This bonus cannot stack more than twice and it does not count towards the movement speed cap.
e. Rage Flip: Enemies hit with Ancient Spear are pulled in the opposite direction and damage is increased to 400%. Every enemy in 10 yards the landing spot, including the one pulled, is stunned for 1.5 seconds.
-> Unique legendary affix bonuses: I don't have any particular ideas but flat out %damage increases without any unusual bonuses aren't that interesting when you look at legs. Specially when you're trying to fosted different builds with skills that are very rarely used. That being said I like 300th spear concept.
-> Other (specify): I think I must insist: Dread Spear should be a spender and not a cooldown/generator.
Additional (optional) questions: None.

3. What do you think was the intent of the developers with this skill?
For me this was a skill made for pvp. It certainly has it's uses on PVM play but it needs a serious buff/rework so it can compete with others.

4. How would you try to maximize the efficiency of this skill in its current state?
-> Build (skills): Dread Spear works really well in conjunction with SS/Rumble builds. Sort of push and pull builds were you generate fury with Spear and then rumble away. It works really well with classic WT builds because of No Escape passive.
-> Gearing: There's 300th spear and that's it.
-> Strategy (use): Described above.

5. Which skill in your current favorite build would swap out for this one and why (if at all)?
It can be safely used as a generator instead of the trio when used with No Escape. Works really well with SS buidls such as the one my HC barb's using - change bash for Spear and No Escape instead of Inspiring presence.

--------------------------------------------------------------------------------------------------------------
3. Seismic Slam

1. Current issues: What are the main problems you have with the usability of the skill now?

2. Suggested improvements: What changes to the skill mechanics would you suggest so that you would consider the skill a viable option compared to today?
-> Damage
-> Range
-> Utility
-> Defense
-> Availability
-> Rune effects
-> Unique legendary affix bonuses
-> Other (specify)
Additional (optional) questions:
3. What do you think was the intent of the developers with this skill?
4. How would you try to maximize the efficiency of this skill in its current state?
-> Build (skills).
-> Gearing.
-> Strategy (use).
5. Which skill in your current favorite build would swap out for this one and why (if at all)?
--------------------------------------------------------------------------------------------------------------
4. Pound of Flesh

1. Current issues: What are the main problems you have with the usability of the skill now?

2. Suggested improvements: What changes to the skill mechanics would you suggest so that you would consider the skill a viable option compared to today?
-> Damage
-> Range
-> Utility
-> Defense
-> Availability
-> Rune effects
-> Unique legendary affix bonuses
-> Other (specify)
Additional (optional) questions:
3. What do you think was the intent of the developers with this skill?
4. How would you try to maximize the efficiency of this skill in its current state?
-> Build (skills).
-> Gearing.
-> Strategy (use).
5. Which skill in your current favorite build would swap out for this one and why (if at all)?
--------------------------------------------------------------------------------------------------------------
5. Juggernaught

1. Current issues: What are the main problems you have with the usability of the skill now?

2. Suggested improvements: What changes to the skill mechanics would you suggest so that you would consider the skill a viable option compared to today?
-> Damage
-> Range
-> Utility
-> Defense
-> Availability
-> Rune effects
-> Unique legendary affix bonuses
-> Other (specify)
Additional (optional) questions:
3. What do you think was the intent of the developers with this skill?
4. How would you try to maximize the efficiency of this skill in its current state?
-> Build (skills).
-> Gearing.
-> Strategy (use).
5. Which skill in your current favorite build would swap out for this one and why (if at all)?
===================================================================
Edited by Ravlaor#1393 on 8/28/2013 7:58 AM PDT
Reply Quote
Thanks for the input so far everyone, keep up the good work and spread the word ;)

Btw. it´s not required to post all your suggestions into one post if you don´t have the time for all of them. Heh, but seems like I´ll be spending quite some time updating the individual links in the following days.

Anyway, here´s my personal suggestions. Beware, it´s quite long...but you didn´t expect me to stay concise did you? :p

_______________________________________
CALL OF THE ANCIENTS (CotA)
_______________________________________

Main ideas: availability uptime through active cooldown management, boosting survivability and damage, shouts, elite affixes and more.

Skill issues

1. Incredibly long cooldown with no active reduction mechanics, unfitting for an action RPG with the current level of monster density and character mobility, which allows players to encounter new monsters in rapid succession (as it should be).
2. The summons can´t survive in higher monster power, suffer heavily from crowd control and even flinch from taking damage (this was fixed in the past for characters but not for summons).
3. As a result of points 1 and 2, the skill´s effective duration is very short and its damage output is virtually non-existent, which makes this skill highly undesirable. No wonder it´s at the bottom of the usage stats.

Expected expansion features

1. Diamond socketed in helm reduces cooldown of skills (33% if marquise, 35% if higher level gem).
2. 10% cooldown reduction from paragon points (0.2% per point, capped at 50 points).
3. Legendary affix that grants permanent summons.

Opinion on expansion features

1. The inclusion of diamonds and paragon points is a good start that partially solves cooldown issues but forces players to equip a certain item to slightly improve availability instead of being active during battle, which limits gearing options. Being forced to use a certain single item in order to use a skill is not desirable.

Gear should buff the effectiveness of a skill that is already usable (viable) itself and not be the only option to actually use a skill.

2. Slightly higher uptime (availability) doesn´t fix the damage output and/or utility of the Ancients if they instantly die, get constantly CCed or flinch upon taking damage, all while dealing pitiful damage themselves.

Suggested improvements

1. active cooldown management of CotA while at least one Ancient is summoned:
-> duration extension per kill within 8 yards (Archon mechanics); range increased by pickup radius;
-> cooldown reduction per kill within 8 yards (Grave Injustice mechanics); range increased by pickup radius;
-> cooldown reduction on crits (Overpower mechanics); party gains a 10% crit chance bonus for 15 sec after summoning;
-> cooldown reduction/duration extension when healed by health globes (modified Gruesome Feast); health globe healing bonus improves the effect (example 180 frames base and +1 frame for each 100 point of healing bonus).

Note that the skill itself may apply one of the active mechanics (innate – not limited to a rune) while a different skill (for example Boon of Bul-Kathos or a new passive) would give the option of a second active mechanics. The more options the better.

Reasoning: Availability diversification depending on player preferences and gameplay. Those who are active and wish to constantly be in battle are rewarded with higher uptime on their skill and don´t have to rely on specific equipment to actually use a skill. More conservative players who don´t like to feel pressed to “hurry” get the option to use gems, paragon points and unique gear that gives them a skill that is available most of the time at their rate of play.

2. Survivability:
-> adjust the survivability to scale similar to Witch Doctor pets;
-> get rid of the flinching animation when Ancients take damage;
-> give them partial CC reduction on top of 5-7 second CC immunity after being summoned;
-> let them benefit from party spells, life regeneration and thorns.

3. Base skills and their damage:
-> Talic uses Whirlwind - Hurricane that deals 72.5% weapon damage (72.5%/3 per tick at a 20/aps frequency);
-> Korlic uses Cleave - Gathering Storm that deals 70% weapon damage per swing, which reduces enemy movement speed by 40% for 1 sec;
-> Madawc uses Weapon Throw - Throwing Hammer that deals 65% weapon damage per throw with a 25% chance to stun the oponent for 1.5 sec;
-> the Ancients benefit from your critical hit chance and can deal critical damage just as you.

4. Base shouts:
-> Talic casts a weaker base version of Battle Rage that grants the party 1% crit chance and a 5% damage bonus (1/3 of base);
-> Korlic casts a weaker base version of Threatening Shout which lowers damage taken from affected enemies by 6.67%;
-> Madawc casts a weaker base version of War Cry that grants the party a 6.67% armor bonus;
-> shouts cast by Ancients stack with your own shouts.

5. Skill Runes:

A) The Council Rises
-> the Ancients now gain the ability to cast a weaker version of Desecrator
-> upon their battlefield entry, the Ancients cast Blinding Flash affecting all enemies within 20 yards of their destination for 3 seconds; elites suffer a 30% chance to miss with their attacks
-> each Ancient deals 500% weapon damage to nearby enemies upon battlefield entry
-> the Ancients gain 50% additional armor and permanent CC immunity
-> increases attack speed for you and the party by 10%
-> your fury generation is increased by 10% and your maximum fury is increased by 15

B) Duty to the Clan
-> the Ancients gain the Life Link ability and absorb 10% of the damage done to you;
-> they gain the passive ability Inspiring Presence which increases the duration of their shouts by 25% and the party regenerates 1% of max life per second for 30 seconds after they use a shout;
-> enemies slain while an Ancient is summoned have an increased chance to leave behind a health globe
-> while an Ancient is summoned, the cooldown on Ignore Pain is halved
-> Thorns damage is increased by 50%

C) Talic´s Anger:
-> Talic gains a weaker version of Molten;
-> Talic now also uses Sprint Run Like the Wind in addition to WW, which deals 30% weapon damage (10% per tick at a 20/aps frequency);
-> Talic´s WW deals fire damage and applies a burning effect on the targets, which take 5% more damage for 3 seconds
-> enemies slain while Talic is summoned explode, dealing 40% weapon damage as fire to enemies within 8 yards
-> Talic now casts a weaker version of Marauder´s Rage which grants a 10% damage bonus in addition to 1% crit chance

D) Korlic´s Might:
-> Korlic gains a weaker version of Frozen and deals cold damage;
-> Korlic now uses the skill Leap – Call of Arreat, which deals 140% weapon damage in a 16 yard radius and pulls affected enemies towards him;
-> enemies slain while Korlic is summoned leave behind a patch of ice that deals 60% weapon damage as cold over 3 seconds
-> enemies slain while Korlic is summoned have a 5% chance to release a Frost Nova
-> Talic now casts a weaker version of Falter that also lowers the attack speed of affected enemies by 10%

E) Madawc´s Madness:
-> Madawc gains a weaker version of Mortar and deals physical damage;
-> Madawc now uses the skill Seismic Slam – Stagger which deals 120% weapon damage with a 35% chance to stun affected enemies but loses Knocback;
-> each enemy slain while Madawc is summoned grants you 5 fury
-> you and the Ancients gain a 10% movement speed bonus
-> Madawc now casts a weaker version of Veteran´s Warning that grants a 10% bonus to dodge chance

6. Unique affixes and other ideas:

“Memento from the Past” (passive or legendary)
-> one of the active cooldown mechanics from the suggestions in point 1;
-> the Ancients gain a 20% bonus to maximum life, toughness and damage;
-> the cooldown on your Leap, Ground Stomp and Furious Charge is reduced by 50% for as long as at least one Ancient is summoned
-> the damage of your Hammer of the Ancients and Ancient Spear is increased by 25% for as long as at least one Ancient is summoned;
-> you and your party gain a 10% experience bonus for as long as at least one Ancient is summoned.

More ideas to be added later when they come to me... 

_____________________________________________________________

Additional info:

What do you think was the intent of the developers with this skill?

I believe the main purpose of creating this type of skill in the first place was for Barbs to also have at least one summon, because each class has one or more of these. I think the idea of bringing back the protectors of Mount Arreat from D2 is amazing, unfortunately the implementation lacks in almost every aspect.

How would you try to maximize the efficiency of this skill in its current state?

Seriously there is a reason why this skill is at the very bottom of usage stats, it´s that bad. Don´t see a point in optimizing a skill that´s available for a fraction of gameplay and does nothing because the Ancients are unable to deal damage for various reasons.

Which skill in your current favorite build would swap out for this one and why (if at all)?

My favorite build currently is no generator Rend-RLTW-WW-OPKS. First of all, at this point I would not choose Ancients for reasons described above. If I was forced to, I´d probably switch out Overpower or WotB. I use a Skorn and simply can´t imagine not using Rend and WW/RLTW is too good to pass up for various reasons like mobility, damage and fury generation. I´d use Boon of Bul-Kathos passive if only to get more uptime on these guys (as ridiculous as that sounds).

Ending words:

Note that I mostly focused on applying the already existing game mechanics to the skill and modifed and adjusted them for balance purposes. I believe adjusting existing strings of game code would be easier to implement than creating absolutely new effects. It seems like a similar thing will be the case for Crusader skills which are mostly variations/adjustments (a mix) of already existing skills from other classes (which isn´t a bad thing per se).

Please, devs make this skill worthwhile in the expansion and go all out crazy with it creatively. The options for this one are almost endless. Don´t stop at simple stuff like a single item granting permanent summons and revamp the skill as a whole. You have to give players a reason to want to use this skill even over the likes of Wrath of the Berserker (this is why my suggestions may seem broken at first sight).

Thanks for reading.
Edited by Nubtro#2147 on 8/27/2013 7:59 AM PDT
Reply Quote
pound of flesh (any of these or any combination):

health globe gives 3 fury (pound (#) symbol is shift 3)
health globe gives 3% ias for 10 seconds can stack 3 times
health globe increase PUR by 3 yards for 10 seconds

when it comes to Call of the Ancients, I think they should all always have the skills that are currently runed, and the runes should actually affect the skill itself...

They should each have a chance to proc loh (themselves only) life steal (themselves only) and CC effects (like EF fear) from your gear.

They should last until they die.

Runes (affect you and all 3 summons):

CC reduction
Life regen
10% cooldown reduction
faster run
all 3 summons get threatening shout->demoralize
Reply Quote
^
Reply Quote
What I'd like to see is have Pound of Flesh grant some other benefit such as cooldown reduction whenever you pick up a health globe.

Meanwhile, ancient spear could have a rune or a legendary effect which drops additional health globes. There a hota rune and a battle rage rune that do the same, but all three of these should be buffed past than what we have currently.

What this might do is encourage some health globe based parties, as WDs, DHs and wizards all have passives that benefit from the health globes. For the barb, having cooldowns tied to health globes means you can use runes other than thrive on chaos for WotB, or use a buffed version of CotB, similar to how WDs will have their BBVs come off cooldown after a huge engagement.
Reply Quote
I posted in an earlier post that I am a big fan of allowing Barbs to be able to duel weld 2 handed weapons or use a 2 handed weapon and a shield. Going back to the D2 days when Barbs were able to duel weld swords. I think the more options they give Barbs and every other class in the game the better off it will be in the long run. We should be able to choose more options then just HOTA or WW and more weapon options too. Blizzard needs to get away from using the same items for every class. I think if they allowed more freedom for builds, improve the loot like they claim they will, and finally give us the real pvp they promised they could slowly reclaim a lot of the fan base they lost.
Reply Quote
I won't let this thread be tossed into the pit. Also I'm really curious to see what your suggestion regarding the other skills will be Nubtro.
Reply Quote
lol
Reply Quote

Please report any Code of Conduct violations, including:

Threats of violence. We take these seriously and will alert the proper authorities.

Posts containing personal information about other players. This includes physical addresses, e-mail addresses, phone numbers, and inappropriate photos and/or videos.

Harassing or discriminatory language. This will not be tolerated.

Forums Code of Conduct

Report Post # written by

Reason
Explain (256 characters max)
Submit Cancel

Reported!

[Close]