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5 years ago ::
Oct 06, 2008 - 9:46AM
#11
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Date Joined:
Jul 18, 2003
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While people are complaining that there is no point to Rage abilities at low levels (And there is a thought that I half agree with them), I also say that once you hit level 15th level, they might be too powerful. Do you mean rage abilities in general, or Rage Strike?
Let us forget for a moment that you are sacrificing a daily. You go from rolling 3 dice of damage for every daily, to 6 dice. that means that once you hit your "OMG, this is the End Encounter" of the day, your barbarian is outdicing damage of just about everyone, and it gets WORSE as it rises in levels. By the time you hit epic, no one rolls as much dice as the barbarian. Hold on. You can't just forget that this takes up a daily power. At 25th level 8
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5 years ago ::
Oct 06, 2008 - 10:46AM
#12
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Date Joined:
Oct 11, 2005
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Do you mean rage abilities in general, or Rage Strike? I meant Specifically Rage Strike. Please forgive me.
Hold on. You can't just forget that this takes up a daily power. At 25th level 8
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5 years ago ::
Oct 06, 2008 - 11:36AM
#13
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Date Joined:
Oct 25, 2006
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My thoughts after reading the article and some of the reactions in this thread and elsewhere:
* The art is great, especially the first one with the Dragonborns, the jumping woman and the final one with the Tiefling under the dragon's paw.
* The fluff is also great. Some seem to think the powers are too much like regular martial powers, but I think there is enough of the spirit-stuff there (and there's no problem playing it up if you want to).
* I like the feel of a different type of striker, on the far end of the spectrum from the ranged rogue.
* Having the dailies as different types of rages is a good solution, I think, though it does limit them to raging once every few encounters rather than all the time. I suspect barbarians will play very differently depending on if they rage in an encounter, and if so, which type they use. Variety in flavor is good, but great variety in effectiveness is not. If the rage effects are too powerful the barbarian will swing heavily in effectiveness depending on whether they use a daily or not. This is true for other classes as well, though, so perhaps it isn't that much of a problem.
* Rage strike is being discussed a lot already with some thinking it is too powerful and others that it is next to useless. I think the damage output it creates has to be carefully balanced against the normal use of dailies for the barbarian as well as the other classes. However, since the number of dailies a character has access to is limited this may not be that big a problem.
* As to the powers, I only have experience with low-level play so I'll mostly limit my comments to the early ones:
Pressing Strike: I'm always wary of powers that are strictly better than others in the same category, and this seems to be better than the rogue's Deft Strike in every way. You can shift instead of moving, you can pass through enemies, and you get the bonus effect of pushing the target. Something has to go.
Avalanche Strike: 3W seems like a lot for a lvl 1 encounter power, but with the reduction in defenses I think it's balanced.
Swift Panther Rage: It seems odd that the barbarian has the potential to be more mobile than the rogue, but maybe there are more mobility options for the rogue in the Martial Powers book.
Great Leap: The language should be harmonized with that of the rogue's Great Leap. (The power itself is fine, but using the same words to express the same thing leads to less confusion.)
Blade Sweep: Should make it clear if adjacent bloodied enemies take the automatic damage twice or not if you have Rageblood Vigor.
Frenzied Blood from the paragon path should make clear what happens if the attack used already does half damage on a miss.
Rage of the Primal Beast: It seems to me like there should be a cap on the attack bonus, or an encounter with many enemies (as would be appropriately epic at high levels) will make the barbarian using it unable to miss on anything but a 1. Surely a bonus of say +5 should be enough?
* General comment: several of the rage types do automatic damage to attacking enemies, meaning they automatically kill minions. That may be intentional, but it seems like something that should be considered carefully.
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5 years ago ::
Oct 06, 2008 - 12:07PM
#14
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Date Joined:
Jul 18, 2003
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I meant Specifically Rage Strike. Please forgive me.
Forgiven.
Did you actually look at those Daily Powers? I don't know about you, but I am really underwhelmed, and once I have the only power I really like active (Rageheart or Frost Wolf), I am not going to be using the other rages. Yeah, you wouldn't want to switch 'em out once you've got a rage going. But I think in most cases it'll be a meaningful decision whether to use Rage Strike or save for the next encounter. Being able to knock an enemy prone as a free action every round, for example, is likely to cause a lot more damage per encounter than one 4[W] + Str hit. (Not even considering that entering the rage lets you make a decently-powerful attack on its own.)
It varies depending on level, but the Level 25 ones seem to be only 1[W] less than Raging Strike plus they have an immediate effect on hit plus the whole-encounter effect. Level 1 rages do the same damage as Rage Strike immediately plus an effect.
Switching rages in fact Loses me damage, and picks up minor effects that I may or may not use. While it is nice to have those options, when it comes down to "This is the last encounter of the day, I am facing the elite, and I wanna kill it", I don't think you're going to be seeing people holding back those extra rages. Sure, that's what it's there for. No one in the party will be holding back their dailies at that point.
In fact, I doubt you'll see anyone playing a rage an encounter. The Rage Strike makes that disadvantagous to do once you hit that 9th level. It even has a minor boost at 5th level, when you can finally use the thing. Not really a boost — you just get less from expending your 1st level power than you do your 5th level one.
Anyway, I think there will have to be actual play experience to find out who's right on this one. You'd really give up a 3[W] attack and DR 6 (or so) for a whole encounter in hopes of doing a single 5[W] attack in a later encounter?
At the end of the day, I don't really care about what options my rage gives me. I just care about solid damage output. The only thing that will do that is Rage Strike. Otherwise, my damage output is less then a Leader, and that to me is an issue if I'm suppose to be a striker. I think you're overlooking the at-will powers — not to mention the hit points and healing surges. The class has amazing mobility and is much hardier then the other strikers. You can get to where you're needed in the thick of battle, even if it's behind enemy lines, and once you're there you're not at immediate risk of death.
[...] However, I am not sure if you understand how the barbarian works with your point B. You aren't going to rage more then once a day. If you are, you're just simply playing it wrong. I think we just disagree a whole lot here.
I think ideally you rage at the beginning of every challenging encounter. If that's only happening once per day your DM may be doing something wrong.
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5 years ago ::
Oct 06, 2008 - 12:51PM
#15
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Date Joined:
Oct 25, 2006
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I think ideally you rage at the beginning of every challenging encounter. If that's only happening once per day your DM may be doing something wrong. I think this is an important point, actually. It's possible the barbarian is more sensitive to DM style than the other classes, specifically number of encounters per day and encounter difficulty.
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5 years ago ::
Oct 06, 2008 - 1:03PM
#16
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Date Joined:
Oct 11, 2005
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I suppose that depends on what we consider challenging.
There are two keys that to my mind signify Challenging. 1) We have an elite monster or Solo and Backup crew. 2) We have a threat that the party can't hit well. The first one is obvious to people, usually. The second one is much harder to gauge.
Let us assume for a moment that you are doing a dungeon crawl, and you're coming across alot of Undead. You're average Encounter looks like this. 3 Ghouls and 2 Wraiths. They've been equal level with your group. Then you run into the big encounter. 3 Battle Wights and 2 Trap Haunts, with another trap thrown in for measure. On the surface, it doesn't really look all that different form the other fights you've had. However, it is much tougher, you are hitting less often, but it LOOKS like every other fight.
Now, after about four rounds, the party might decide that it is indeed the tough encounter of the day, but if I had wasted my dailies before now, on those other encounters, I wouldn't have had them for this encounter. This is a play philosiphy instilled upon players from first level, and it is still well in effect till almost the end of Heroic Tier. At about 5th level, they start to feel more comfortable breaking out of this pattern.
The Barbarian player won't break that pattern, though, and that is what I'm saying. Without obvious cues, they won't drop their daily because things are getting a little rough, because they don't know if it will be safe to do so. They won't even know it till halfway through a challenging encounter, depending on the encounter design. Out of all the characters, it hurts the barbarian the most to use their daily, because if they do, they loose their bonus abilities from their at wills, they miss the boosts to their encounters, they lose damage potential from future encounters that might need it.
Currently, Rage (or Rage Stike, but really, they're two sides of the same coin) is just really badly designed. I think we both agree on that. I just think we have a disagreement on game philosophy and execution. Having sent the Barbarian through some mock battles, I'm pretty postive that you'll find the barbarian that uses a Rage an Encounter will be suffering when that battle that they needed those extra powers available for damage output. I really think that WOTC needs to go back to the drawing board and think of ways to make Rage Matter More without Rage Being Constrictive.
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5 years ago ::
Oct 06, 2008 - 1:06PM
#17
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I think ideally you rage at the beginning of every challenging encounter. If that's only happening once per day your DM may be doing something wrong.  Until level 5, you can't rage more than once daily. Or did my sarcasm meter not ping appropriately?
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5 years ago ::
Oct 06, 2008 - 2:32PM
#18
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Date Joined:
Feb 18, 2004
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At quick glance, I like the flavor of the class - the mechanics might need to be tweaked a little, but it looks like it should capture the feel of a barbarian character.
Since I tend to be overly focused on multiclass potential, I'm somewhat concerned with how multiclassing will work. It's hard to judge precisely without knowing what the class-specific multiclass should look like, but the at-will attack powers are extremely strong compared to what's given to other classes. Both Howling Strike and Recuperating Strike have additional striker-level damage added into the powers themselves and Pressing Strike incorporates two fairly good secondary effects. The bonuses keyed to Rage are fine - but the base powers are simply to strong.
I'd suggest either keying more of the bonuses to Rage or separating the extra damage to a class feature - example:
Mighty Blow: At higher levels, when you are using an at-will attack power with the weapon keyword, you do additional damage if the attack hits. Level * Mighty Blow Damage 1st-10th * +0 11th-20th * +1d6 21st-30th * +2d6
Howling Strike Barbarian Attack 1 With a blood-freezing scream, you throw yourself into the fray. At-Will * Primal, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + 1d6 + Strength modifier damage. Increase damage to 2[W] + 1d6 + Strength modifier at 21st level. Special: When charging, you can use this power in place of a melee basic attack. If you are raging, you do not provoke opportunity attacks for moving during the charge.
Pressing Strike Barbarian Attack 1 You push lesser foes from your path, moving through the lines of battle at will. At-Will * Primal, Weapon Standard Action Melee weapon Target: One creature Effect: Before the attack, you shift 2 squares. You can move through an enemy’s space during the shift, but you can’t end there. Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage. If your are raging, you push the target 1 square. Increase damage to 2[W] + Strength modifier at 21st level.
Recuperating Strike Barbarian Attack 1 Nothing restores your will to fight more than slamming your weapon into a foe. Each crushing swing gives you more will to press on. At-Will * Primal, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and you gain temporary hit points equal to your Constitution modifier. If you are raging, you instead gain temporary hit points equal to 5 + your Constitution modifier. Increase damage to 2[W] + Strength modifier at 21st level.
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5 years ago ::
Oct 06, 2008 - 7:37PM
#19
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Date Joined:
Oct 25, 2006
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I suppose that depends on what we consider challenging.
There are two keys that to my mind signify Challenging. 1) We have an elite monster or Solo and Backup crew. 2) We have a threat that the party can't hit well. There's at least one more, which is 3) Tons of monsters. Using your example, adding a couple more ghouls will also make the encounter more challenging.
Now, after about four rounds, the party might decide that it is indeed the tough encounter of the day, but if I had wasted my dailies before now, on those other encounters, I wouldn't have had them for this encounter. This is a play philosiphy instilled upon players from first level, and it is still well in effect till almost the end of Heroic Tier. At about 5th level, they start to feel more comfortable breaking out of this pattern.
The Barbarian player won't break that pattern, though, and that is what I'm saying. Without obvious cues, they won't drop their daily because things are getting a little rough, because they don't know if it will be safe to do so. They won't even know it till halfway through a challenging encounter, depending on the encounter design. Out of all the characters, it hurts the barbarian the most to use their daily, because if they do, they loose their bonus abilities from their at wills, they miss the boosts to their encounters, they lose damage potential from future encounters that might need it. It may be true that the barbarian loses more when using his daily "early", but on the other hand that may save the party as a whole resources to spend on the tough encounter. If the barbarian uses up his rage before the final, extra difficult encounter he will have had those significant benefits earlier which should mean that the rest of the party has more left of their dailies, healing surges, healing potions etc.
Currently, Rage (or Rage Stike, but really, they're two sides of the same coin) is just really badly designed. I think we both agree on that. I don't; I think it's too early to judge.
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5 years ago ::
Oct 06, 2008 - 7:46PM
#20
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Date Joined:
Oct 11, 2005
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I don't; I think it's too early to judge. I'll be interested to hear how you feel it handles after running what they presenting after a few encounters then.
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