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Re: Regarding the most recent Barbarian nerf
Posted: Thu Apr 26, 2018 2:37 pm
by Miskol
flower wrote: Thu Apr 26, 2018 10:22 am
I am sorry, but things have to be set with the optimised builds in mind. If it was not the case, then those who make -optimised- would greatly benefit from it and you would feel the impact as well.
I entirely disagree with this statement. There are players who do not make optimized builds, and these changes specifically targeted at optimized builds unnecessarily punishes them, albeit unintentionally. Powerbuilders have always existed and will continue to exist, those who want the mechanically best build will just simply move on to another character while those devoted to the RP of their character will be left in the dust amidst the changes.
Re: Regarding the most recent Barbarian nerf
Posted: Thu Apr 26, 2018 2:46 pm
by flower
Miskol wrote: Thu Apr 26, 2018 2:37 pm
flower wrote: Thu Apr 26, 2018 10:22 am
I am sorry, but things have to be set with the optimised builds in mind. If it was not the case, then those who make -optimised- would greatly benefit from it and you would feel the impact as well.
I entirely disagree with this statement. There are players who do not make optimized builds, and these changes specifically targeted at optimized builds unnecessarily punishes them, albeit unintentionally. Powerbuilders have always existed and will continue to exist, those who want the mechanically best build will just simply move on to another character while those devoted to the RP of their character will be left in the dust amidst the changes.
You fail to see the point. If you set classes around non optimilised builds, then you will get broken things. While player with non optimised thing will be avarage with this thing in both, pve and pvp, those others will make something which will dominate server.
Consequences you could have seen many times already. Spellsword put into game, initially overpowered, everyone made it. 3 from 5 people in group were Spellswords. Than when you play anything else and this broken thing wiping floor with you regardless your best attempts or gear what is point in having hostile encounters at all. Same thing had happened with barbarians. In past with damage shield it was hard to kite it against it and majority of people had no idea how to fight them or their builds were unable of.
It ended up that almost every troublemaker was barbarian. During these times, each time i saw someone killing cordorian guards en masse, it was a barbarian...So yes, broken classes have negative impact on server and on variability of characters. It also backfires back at those "non optimised" builds, who will be on the receiving end of it as well.
Re: Regarding the most recent Barbarian nerf
Posted: Thu Apr 26, 2018 3:00 pm
by Miskol
So then the message you would be sending to new players and those focused on the RP aspects of the game is to make a powerbuild or be useless? I think you fail to see the point I made here, which is that Arelith is an RP server. If these strong builds are being abused in PvP, they will be dealt with by the DM team. As for the case of spellswords, it cannot be compared to barbarians. Full BAB spellswords were grandfathered, the imbue changes didn't affect STR or DEX builds specifically. Not a single spellsword needed to be rebuilt to stay average. However, for barbarian, CON builds are disproportionately affected compared to STR builds. As of now, the only thing that CON does for a barbarian is extend rage duration and increase the effectiveness of terrifying rage. This effectively forces barbarians who have heavily invested in CON to effectively remake their characters if they want to remain somewhat relevant.
Re: Regarding the most recent Barbarian nerf
Posted: Thu Apr 26, 2018 3:22 pm
by BegoneThoth
Cortex wrote: Thu Apr 26, 2018 9:24 am
I didn't understand any of this.
What is this "blender build"?
Sorry I forget not everyone pays attention to the meta. Here's the builds in question.
Ork Blender, fighter variation (made in about 20 seconds may contain errors). 'Tanky' variation should use a race with a +4 weapon and pick up expertise.
Class Race Barbarian(17), Fighter(10), Rogue(3), Half Orc Gift
Abilies STR: 21 (28)
DEX: 9
CON: 16
WIS: 8
INT: 14
CHA: 6
30 Half Orc Gift: (Darkvision, Power Attack, Ambidexterity)
Bb 01: Barbarian(1): Weapon Proficiency Exotic
Bb 02: Barbarian(2): {Uncanny Dodge I}
Bb 03: Barbarian(3): Weapon Focus
Bb 04: Barbarian(4): STR+1, (STR=22)
Bb 05: Barbarian(5)
Bb 06: Barbarian(6): Two-Weapon Fighting
Bb 07: Barbarian(7)
Bb 08: Barbarian(8): STR+1, (STR=23)
Bb 09: Barbarian(9): Improved Two-Weapon Fighting
Bb 10: Barbarian(10)
Bb 11: Barbarian(11)
Bb 12: Barbarian(12): STR+1, Blind Fight, (STR=24)
Bb 13: Barbarian(13)
Bb 14: Barbarian(14)
Bb 15: Barbarian(15): Improved Critical
F 16: Fighter(1): STR+1, Knockdown, (STR=25)
F 17: Fighter(2): Improved Knockdown
F 18: Fighter(3): Toughness
F 19: Fighter(4): Weapon Specialization
F 20: Fighter(5): STR+1, (STR=26)
F 21: Fighter(6): Epic Weapon Focus, Epic Weapon Specialization
F 22: Fighter(7)
F 23: Fighter(8): Armor Skin
Bb 24: Barbarian(16): STR+1, Terrifying Rage, (STR=27)
F 25: Fighter(9)
F 26: Fighter(10): Epic Prowess
Ro 27: Rogue(1): Epic Skill Focus: Discipline
Ro 28: Rogue(2): STR+1, {Evasion}, (STR=28)
Ro 29: Rogue(3)
Bb 30: Barbarian(17): Thundering Rage
Ork Assassin PDK 1000 DMG a round (You need 8 hide/ms before assassin levels hence the later monk 4, and one pdk late for taunt)
Class Race Monk(4), Purple Dragon Knight(10), Assassin(16), Half Orc Gift
Abilies STR: 21 (28)
DEX: 9
CON: 16
WIS: 8
INT: 14
CHA: 6
30 Half Orc Gift: (Darkvision, Power Attack, Ambidexterity)
M 01: Monk(1): FREE SPACE, Or Skill Focus Disc if it's actually required, {Cleave, Evasion, Improved Unarmed Strike, Stunning Fist}
M 02: Monk(2): {Deflect Arrows}
M 03: Monk(3): Weapon Focus
PDK 04: Purple Dragon Knight(1): STR+1, (STR=22)
PDK 05: Purple Dragon Knight(2)
PDK 06: Purple Dragon Knight(3): Two-Weapon Fighting
PDK 07: Purple Dragon Knight(4)
PDK 08: Purple Dragon Knight(5): STR+1, (STR=23)
PDK 09: Purple Dragon Knight(6): Blind Fight
PDK 10: Purple Dragon Knight(7)
PDK 11: Purple Dragon Knight(8)
PDK 12: Purple Dragon Knight(9): STR+1, Improved Two-Weapon Fighting, (STR=24)
M 13: Monk(4)
As 14: Assassin(1):
As 15: Assassin(2): Improved Critical, {Uncanny Dodge I}
As 16: Assassin(3): STR+1, (STR=25)
As 17: Assassin(4)
As 18: Assassin(5): Toughness
As 19: Assassin(6): Evasion
As 20: Assassin(7): STR+1, (STR=26)
As 21: Assassin(8): Epic Weapon Focus
As 22: Assassin(9)
As 23: Assassin(10)
As 24: Assassin(11): STR+1, Armor Skin, (STR=27)
As 25: Assassin(12): Defensive Roll
As 26: Assassin(13)
As 27: Assassin(14): Epic Prowess, Epic Skill Focus: Hide
As 28: Assassin(15): STR+1, (STR=28)
As 29: Assassin(16): Improved Evasion
PDK 30: Purple Dragon Knight(10): Epic Skill Focus: Discipline
Edit; Not trying to turn this into a builds thread but if we're talking about builds and how they may have or may not have influenced the nerf they need to be brought up.
Re: Regarding the most recent Barbarian nerf
Posted: Thu Apr 26, 2018 4:05 pm
by flower
Miskol wrote: Thu Apr 26, 2018 3:00 pm
So then the message you would be sending to new players and those focused on the RP aspects of the game is to make a powerbuild or be useless? I think you fail to see the point I made here, which is that Arelith is an RP server. If these strong builds are being abused in PvP, they will be dealt with by the DM team. As for the case of spellswords, it cannot be compared to barbarians. Full BAB spellswords were grandfathered, the imbue changes didn't affect STR or DEX builds specifically. Not a single spellsword needed to be rebuilt to stay average. However, for barbarian, CON builds are disproportionately affected compared to STR builds. As of now, the only thing that CON does for a barbarian is extend rage duration and increase the effectiveness of terrifying rage. This effectively forces barbarians who have heavily invested in CON to effectively remake their characters if they want to remain somewhat relevant.
I am not talking about players. I am talking about design of classes and their set up by DEVs. And first nerf to barbarians was done in way to mitigate it, this nerf which hit them again, has nothing to do with constitution already and noone needed top end constitution to play barbarian prior this recent nerf. It was purely player's choice. And yes if design is abused, not working or too strong it needs to be changed. And i will use your argument. We are on rp server noone prevents you to make a new character and enjoy the new dimension of role play, quite contrary rolling off characters is encouraged even (5% rolls)

Re: Regarding the most recent Barbarian nerf
Posted: Thu Apr 26, 2018 4:07 pm
by BegoneThoth
Miskol wrote: Thu Apr 26, 2018 3:00 pm
I think you fail to see the point I made here, which is that Arelith is an RP server. If these strong builds are being abused in PvP, they will be dealt with by the DM team.
Let us not turn this thread about a new nerf into some kind of blanket "rp vs powerbuild" thread.
Please make a new topic for that.
Re: Regarding the most recent Barbarian nerf
Posted: Thu Apr 26, 2018 5:15 pm
by Miskol
What I'm saying is should we be funneling players down a single build path? There were other ways to balance the high damage half orc barbarians builds in a way that wouldn't affect other barbarian play styles. Just as how monk was specifically balanced for dragon shape and dragon shape alone. Not everyone wants to play a high strength glass canon, but the recent changes have made other build variants more and more undesireable.
Re: Regarding the most recent Barbarian nerf
Posted: Thu Apr 26, 2018 8:27 pm
by Scurvy Cur
-snipped-
Miskol wrote: Thu Apr 26, 2018 5:15 pm
What I'm saying is should we be funneling players down a single build path? There were other ways to balance the high damage half orc barbarians builds in a way that wouldn't affect other barbarian play styles. Just as how monk was specifically balanced for dragon shape and dragon shape alone. Not everyone wants to play a high strength glass canon, but the recent changes have made other build variants more and more undesireable.
The issue with barbs was with more than just horc double axe blender barb; the class itself was too survivable across the board for the amount of offensive threat it put out. Survivability therefore needed to be decreased.
Re: Regarding the most recent Barbarian nerf
Posted: Thu Apr 26, 2018 8:31 pm
by BegoneThoth
-Snip-
Also, guys, please don't derail the discussion any more, focus on barbs and the problematic blender builds.
Re: Regarding the most recent Barbarian nerf
Posted: Thu Apr 26, 2018 9:36 pm
by Cortex
The "blender build" you posted gets +1 more AB, 10 discipline he probably won't need since it's already sweating testosterone, Armor Skin and two extra skill points/level over a normal 21/6/3 with EDR3.
So unless I'm missing something, it's final stats are 660 at max CON(756 during rage), 48 AB(49 in rage), 33 AC (if you're DEX capped in plate armor), 31.5 physical damage (40.5 during rage), 2 DR, 5% (10% during rage), and Terrifying Rage which may boost effective AC to 35, 70 ish discipline.
Compared to the one I posted: 660 at max CON(786 during rage), 47 AB(49 during rage), 30 AC (dex capped in scale armor), 31.5 physical damage (42.5 during rage), 13 DR, 5% damage immunity (15% during rage), 60ish discipline.
So, things your build is 'better' at: 3 AC, Terrifying Rage (honestly it serves 1h better and is otherwise just a seal clubbing feat), 1 more skill point per level (since you'll be using one for intimidate), 10 discipline (on a super STR heavy build it isn't that important), Improved Knockdown (it's nice to have but end of the day it's only +4 on the disc roll and lets you KD dragons if you're into that). While the one I posted has +11 DR and +5 DI% which makes for a staggering amount of damage reduction when coupled with the high base HP pool on top of the temporary 126 HP.
Honestly, if I were to play your build, I'd drop Armor Skin and ESF Discipline for Great STR II.
Does it have merits? It does, but it gives up all damage soaking in exchange of these merits, not something I'd consider worth it. The things it gains when comparing the two overlaps with the DR in field of defense, but in ways that are much more niche and not really as useful. Even after the barbarian temp HP nerf, your version is far too glassy compared to the DR one in exchange of too little, it's not a HP sponge so much as a blob of HP without many defenses to speak of.
(the pdk assassin is also kind of awful but posting another giant text wall about it isn't in my to do list today)
(also cut down on the passive aggression)
Re: Regarding the most recent Barbarian nerf
Posted: Thu Apr 26, 2018 10:27 pm
by Cortex
on a semi related side note in regard to "theres no point in taking many barbarian levels"
A meme 27/3 barb:
21 EDR
24 EDR/EDR
27 EWF
30 Epic Rage Feat
It gets +5 passive CON damage (1 less than fighter EWS), 15 DR (2 more than the vanilla barb I posted), +2 more damage during rage, and -1 AB due to no Epic Prowess(you could drop 1 EDR for it if you wanted it really bad). Is it better? In all cases I can think of but one, no. But it's not as terrible as you'd think, it could even become the go to build one day.
Re: Regarding the most recent Barbarian nerf
Posted: Thu Apr 26, 2018 10:35 pm
by Cerk Evermoore
I learned effective character building is important when Stellen Varg killed my 30 warlock in two hits. You are either the butcher or the meat.
Re: Regarding the most recent Barbarian nerf
Posted: Thu Apr 26, 2018 10:37 pm
by rookie
Scurvy Cur wrote: Thu Apr 26, 2018 10:11 pm
Miskol, if you'd like to avoid the callouts, you're perfectly welcome to avoid venturing into what is essentially a balance discussion with a rousing cry of "But what about the innocent RP builders whoare playing full con barbs". I'll leave you alone then.
However, so long as you're voluntarily joining in on this conversation and passing yourself off as an RP builder, or at least someone whose primary concern is RP builds, it's actually
very germane to the conversation to point out that your concern about RP builds is entirely one of convenience, rather than a deeply held conviction.
From doing a quick reread of Miskol's posts I saw more of "There are players who do not make optimized builds" than saying they were some pillar of RP building. I realize ad hominem attacks are easy to shut down discussion you don't like but doesn't really seem to fit our
environment forums.
And as I note I'm actually in agreement that you have to keep an eye on the extremes that can be done with a mechanic when balancing things.
Re: Regarding the most recent Barbarian nerf
Posted: Thu Apr 26, 2018 10:42 pm
by BegoneThoth
Cerk Evermoore wrote: Thu Apr 26, 2018 10:35 pm
I learned effective character building is important when Stellen Varg killed my 30 warlock in two hits. You are either the butcher or the meat.
+1
Re: Regarding the most recent Barbarian nerf
Posted: Thu Apr 26, 2018 10:44 pm
by Cortex
Cerk Evermoore wrote: Thu Apr 26, 2018 10:35 pm
I learned effective character building is important when Stellen Varg killed my 30 warlock in two hits. You are either the butcher or the meat.
By far this is the most bizzare post in this thread as of yet.
Here I am thinking how a scim WM could two shot a level 30 warlock when they still had DR, considering the base HP of a pure warlock with 10 CON is 240, you'd need to have sub-10 CON or he would have to critical'd you for 130 damage twice if you went for 10 CON.
Re: Regarding the most recent Barbarian nerf
Posted: Thu Apr 26, 2018 10:45 pm
by BegoneThoth
Cortex wrote: Thu Apr 26, 2018 9:36 pm
The "blender build" you posted gets +1 more AB, 10 discipline he probably won't need since it's already sweating testosterone, Armor Skin and two extra skill points/level over a normal 21/6/3 with EDR3.
So unless I'm missing something, it's final stats are 660 at max CON(756 during rage), 48 AB(49 in rage), 33 AC (if you're DEX capped in plate armor), 31.5 physical damage (40.5 during rage), 2 DR, 5% (10% during rage), and Terrifying Rage which may boost effective AC to 35, 70 ish discipline.
Compared to the one I posted: 660 at max CON(786 during rage), 47 AB(49 during rage), 30 AC (dex capped in scale armor), 31.5 physical damage (42.5 during rage), 13 DR, 5% damage immunity (15% during rage), 60ish discipline.
So, things your build is 'better' at: 3 AC, Terrifying Rage (honestly it serves 1h better and is otherwise just a seal clubbing feat), 1 more skill point per level (since you'll be using one for intimidate), 10 discipline (on a super STR heavy build it isn't that important), Improved Knockdown (it's nice to have but end of the day it's only +4 on the disc roll and lets you KD dragons if you're into that). While the one I posted has +11 DR and +5 DI% which makes for a staggering amount of damage reduction when coupled with the high base HP pool on top of the temporary 126 HP.
Honestly, if I were to play your build, I'd drop Armor Skin and ESF Discipline for Great STR II.
Does it have merits? It does, but it gives up all damage soaking in exchange of these merits, not something I'd consider worth it. The things it gains when comparing the two overlaps with the DR in field of defense, but in ways that are much more niche and not really as useful. Even after the barbarian temp HP nerf, your version is far too glassy compared to the DR one in exchange of too little, it's not a HP sponge so much as a blob of HP without many defenses to speak of.
(the pdk assassin is also kind of awful but posting another giant text wall about it isn't in my to do list today)
(also cut down on the passive aggression)
Terror rage is mandatory because it lets you breeze through content and you can aura-wiggle players with a dc30 something save or disable, which you now have time to do as time stop doesn't let you take physical damage until 50% health, so time stop, aura wiggle, win. It wins content and pvp on its own.
I also see little value in DR on a non-high AC build because you get blown up by everything and eat every hit. 9 DR may add up over time but what's it gonna do to 1000 damage a round? Nothing.
Re: Regarding the most recent Barbarian nerf
Posted: Thu Apr 26, 2018 10:49 pm
by Cortex
This "1000 damage per round" is incredibly subjective and arbitrary when you're not presenting where it comes from. The aura-wiggle is something that needs fixing to apply only once IMO, as for when it was first designed, it wasn't meant to activate multiple times.
Re: Regarding the most recent Barbarian nerf
Posted: Thu Apr 26, 2018 10:59 pm
by BegoneThoth
Cortex wrote: Thu Apr 26, 2018 10:49 pm
This "1000 damage per round" is incredibly subjective and arbitrary when you're not presenting where it comes from. The aura-wiggle is something that needs fixing to apply only once IMO, as for when it was first designed, it wasn't meant to activate multiple times.
Well we're going on 10+ years of that design.
Also it's not really situational it's 'hit pdk no save immobilize' and right click. It's not situational it's on like a 3 minute cooldown iirc, it can be pretty much used in every situation with a CD that short.
Re: Regarding the most recent Barbarian nerf
Posted: Thu Apr 26, 2018 11:03 pm
by Cortex
Maybe that aura issue is fixed sooner than you'd think now.
The immobilize is also not instant, it can be a half-round action if you were previously hasted, and if the opponent has FoM it will not work. So unless you're cheesing hard or you're fighting people that don't really know what they're up against/don't know what they're doing/is an uneven gangbang, I just don't see it.
Re: Regarding the most recent Barbarian nerf
Posted: Thu Apr 26, 2018 11:05 pm
by TimeAdept
I mentioned the "aura wiggling" problem awhile back when Terror Rage was first revamped - I'm glad to see it getting dev attention to fix. It and other auras could definitely use some form of check to avoid the aura-wiggle problem, which can happen even accidentally between chases of people with different innate movespeeds - like especially barbarians.
Re: Regarding the most recent Barbarian nerf
Posted: Thu Apr 26, 2018 11:06 pm
by BegoneThoth
Cortex wrote: Thu Apr 26, 2018 11:03 pm
Maybe that aura issue is fixed sooner than you'd think now.
The immobilize is also not instant, it can be a half-round action if you were previously hasted, and if the opponent has FoM it will not work. So unless you're cheesing hard or you're fighting people that don't really know what they're up against/don't know what they're doing/is an uneven gangbang, I just don't see it.
It's not really that bad, a half round is great. You can also pop a time-stop at the end and, given your foe WILL be at 50% health, 100-0 even the most tanky of creatures in this game. Not to mention players.
Re: Regarding the most recent Barbarian nerf
Posted: Thu Apr 26, 2018 11:08 pm
by Sockss
(It's a cutscene immob so FoM doesn't prevent it, but FoM will remove it)
But, err, imagine if the target of immobilise did one of a large number of things to prevent you hitting them that round. It's a quick mop of an afk guy though, but then what isn't.
Re: Regarding the most recent Barbarian nerf
Posted: Thu Apr 26, 2018 11:09 pm
by Cortex
If they don't use FoM, or don't have any form of AC, and assuming each attack hits including the lowest AB ones do, would you really need all of the above to win? Would it work against someone who knows how to quickly use a FoM wand and immediately target you to avoid sneak attacks, and/or use their own time stop scroll to counter yours?
edit: Improved Expertise, too, would nullify a lot of your attacks.
Re: Regarding the most recent Barbarian nerf
Posted: Thu Apr 26, 2018 11:11 pm
by Cerk Evermoore
Cortex wrote: Thu Apr 26, 2018 10:44 pm
Cerk Evermoore wrote: Thu Apr 26, 2018 10:35 pm
I learned effective character building is important when Stellen Varg killed my 30 warlock in two hits. You are either the butcher or the meat.
By far this is the most bizzare post in this thread as of yet.
Here I am thinking how a scim WM could two shot a level 30 warlock when they still had DR, considering the base HP of a pure warlock with 10 CON is 240, you'd need to have sub-10 CON or he would have to critical'd you for 130 damage twice if you went for 10 CON.
Gift of humility and he had improved power attack on.
Re: Regarding the most recent Barbarian nerf
Posted: Thu Apr 26, 2018 11:14 pm
by BegoneThoth
The only other concern I have and would like to voice; when the thread went up with the change, it used an erroneous HP calculation, one that spyre quickly quoted in defense of the nerf.
DM Spyre wrote: Thu Apr 26, 2018 2:30 am
The nerf is also not so heavy in HP. You probably dropped 60 HP? Yet maintained all your damage output and other increases.
You already have an exceptionally high amount. The formula, new and old, are presented for clarity - if you review them, you shouldn't see a high difference.
I really hope it isn't true, but given the fouled up math in the announcement and then this post, I don't know if the 'nerf' was even done using the correct, in-game math.
Given how some people lost almost 200 HP (some con barbs lost even more) vs the 60 quoted by Spyre, I am hoping the nerf was not done with the correct math in mind, and the nerf can be adjusted.