Tree of Savior Forum

Design Breakdown - Barbarian

WARNING - This thread isn’t made for new players or those that seek guidance on how to use said class, please look for proper threads regarding it such as class overviews and build guides. Design Breakdown is a design discussion thread only and has no purpose to help players on practical aspects of the game.

Starting another Design Breakdown this time for a twin release of Highlander and Barbarian, as those classes share common themes and identities. For this breakdown i’ll add a reply for the twin clash so read the other breakdown before that. In case this is your first time on a Design Breakdown topic go to this link for some basic information.

Barbarian - RANK 3 - ATTACK

“Barbarians are reckless and aggressive warriors who are not bound to the rules of battle, and would do anything to ensure victory.”

This description tells us that for Barbarians stepping on enemies is part of the job, it feels like the class is based on damage, control and diminishing enemies as this can be seen on its skill set. It’s considerably generic as an identity as any class can operate on those aspects.

Barbarian is a word that came from greek and was used to address any person or culture that wasn’t civilized as theirs, that was often used for tribal societies and even more advanced civilizations that had different cultural values, as such they weren’t a specific group nor had an unique culture. Once the roman empire conquered greece they took in their culture and knowledge, there was no other power that had the same training, tactics nor technology to match romans. This is how they took over europe as Barbarians couldn’t match their military and for romans it didn’t matter what underdeveloped cultures had, they were all the same.

The word was used for many different groups that often had some primitive behaviors, that may be the reason why we built this Barbarian myth, reckless brutal warriors that wore pelt if anything at all, as the word didn’t addressed a name but a quality. The fact is that Barbarians as we perceive today are a representation of the animal side humans possess, we can turn into violent beasts if power consumes us or if our survival is on the line.


Embowel (F) - Midground

The most savage skill this game ever had, stabs right through the enemy and kicks it away with no mercy as 300’s Leonidas, and that’s how you make a skill live for its theme.

It would be great if Embowel were as good as it is brutal, this whole setup doesn’t translate into the skill mechanics as the only special interaction is a small movement restriction on both parts till the animation is done. The skill itself is slow and clunky and having no overheats with an average damage doesn’t help it either, for some reason the skill not only hit multiple enemies but also adds AAR which kills the its whole fantasy.

To make it at least viable it needs some form of debuff to be applied or bonus damage when done by the enemy back, that may not be enough and speeding it up may turn it into one of those awkward skills that have no visual impact.


Stomping Kick (D) - Relief

When i said Barbarians would step on their enemies i wasn’t kidding, this skill takes that as the whole concept and doesn’t really sell it as the animation can’t truly convey the power it should have.

The major issue here is how clunky the Stomping Kick is as it freezes the character for a short duration after it lands, it does bounces up if the skill hits at least one enemy but it makes it even clunkier. Along with that the execution is questionable as it requires the user to jump and uses the height for extra damage, which the value isn’t informed, yet in usual scenario there won’t be many platforms in the map that can be used for it. As the best element on it is the small addition of boots defense which may increase the damage significantly, that again doesn’t inform the value, as it is empowered by anvils and transcendence.

Of all skills this would be the most likely to be replaced as it won’t fit any playstyle at all even if made fluid as the skill itself isn’t appealing nor fun.


Helm Chopper (A) - Counter Lead

Keeping the violence streak we have a straight up double hit on enemies head, it’s a shame the animation doesn’t live for it. Helm Chopper is a pretty solid skill on all aspects, it would be nice to have the stun duration on it tho.


Cleave (C) - Lead

The brutality here is only in name as the animation, again, doesn’t sell the strike.

Cleave is the best skill on its circle but not on its merit, instead it is overloaded with too many components while its counterparts are thirsty, Embowel in particular, for more power. From a single hit it can grant 50 critical rate for some time (that is 5s) and increase slash damage an unknown value (that is 50%) for an unlisted duration (that is 5s), it also deals bonus damage to stunned enemies which we don’t know the value as usual, for new players it is quite annoying to not know those numbers from start.

Having an extra damage against stunned enemies would be a nice move if it weren’t for the overload, it’s quite good to have a combo that can be performed with Helm Chopper but that could be done somewhere else. The best course of action is to transfer one of its elements to other skill as right now it steals all the spotlights, it may be nice to have some extra duration per level on a component as well.


With two clunky skills it’s hard to be satisfied with this circle, Helm Chopper and Cleave combo is good but they reduce Embowel and Stomping Kick value further and as this circle skills only have damage when leveled, with a small distinction as different property types, and obviously one of the worst ones will be out.

One great aspect of Barbarian tho is that no skill has weapon restrictions at all and as such can work with any build, also the basic skill set is decent for a filler class.


Warcry (C) - Complement

This is a technique that was employed to either boost morale the army or frighten enemies before the battle and was used by several groups through history, in fact it did evolved through time as the shouts were replaced my horns and later by instruments. As it is used here it takes the most primitive execution which fits a theme such as Barbarians, even tho the concept could be employed in other classes as easily. The animation and sound effect could be more intimidating tho as it doesn’t seem that threatening, but that can be explored with a special costume if that’s the case.

Warcry has some interesting elements bound to it, it works as a soft taunt, decreases 10% of enemies PDef and increases the user PAtk based on how many enemies were affected, that is also the only leveling factor on the skill. Even tho they allowed a huge gap from c2 to c3 as the target attribute can double the amount of enemies affected and as such it also doubles the PAtk obtained, not to forget that having 5 extra levels on it already increases that value.
At least on that matter the skill doesn’t have a scale with stats, yet that can also be a detriment.

Another important attribute Warcry has is the debuff duration extensor but it only applies when the skill is used, this is useful for party play but not that effective for personal use as the skill has a fairly long cooldown for it. The major use for it is bosses and by doing so it denies the PAtk from taking crowds, even when used properly the setup is adds another 1 or 2s to the package and in that time other classes may already be finishing the job.

Personally i think Warcry should distance itself from the buff part and focus more into being a crowd debuff as Frenzy already takes the attack steroid covered, that would also allow it to have shorted cooldown and take enable it as another taunt skill for those that won’t take shields nor rapiers.


Frenzy (E) - Complement

An iconic trait of the theme as some portrait Barbarians fury to give them power to defy even death, not that this later part is explored here.

Frenzy uses a stack system to build power over combat and the idea itself is quite good but it has two major flaws, the first one is the limitation to basic attacks only which prevents multi hit skills to generate Frenzy and the second one is the single target nature that clashes with the melee attack mechanic itself, that aspect is addressed at c3 with the maintain attribute but reduces the power outcome by half. Another issue the skill has is its short duration as it uses stacks, this kind of mechanic works with power building and maintenance and to make it worthy it has to be accessible and last long enough to reach its peak otherwise it will feel like a waste of time.

A way to address it is by dividing the power into smaller stacks in something about 2 to 10 times, then add a longer duration and allow skills to affect it as it opens up more strategies, and with both those out of the way it’s possible to remove completely the single target restriction and decrease the stacks one by one after being out of combat as the restriction factor. For the leveling factor it’s possible to change the focus on more power to a stack floor, with this method the skill will still be interesting to level but will have full efficiency at level 1, and so players can increase it for lower penalties.

Also stack buffs counters need to be fixed as they don’t update their values correctly but that may also be a local issue instead of a game glitch itself.


Seism (B) - High Lead

One of my favorite skills to be taken as example as one that has a fast animation with impact, the short hop before the motion builds up momentum combined with the weapon movement gives the feeling the blow takes the whole user weight on it. It’s only suppose to be another simple and savage skill, by giving it a proper animation it sells the idea.

Having Seism as a Slash skill is acceptable but the same animation that pushes it forward gives the impression of a Strike attack. A small complaint about Seism is that it can replace Helm Chopper as the Cleave combo setup and use points more efficiently, that is also tied to the damage type as it can make use of slash debuff as well. Again, inform the stun duration on the tooltip.


Wild Nature (D) - Gimmick Attribute

This feature was added probably to get Highlander farther and as a concept it isn’t that of a bad idea, specially for the Barbarian theme that does have a free running nature, but in practice it isn’t that effective. For it to work skills have to be quick and fluid or deal enough damage that in usual play it will either kill all enemies or get close to it and Barbarian skill set doesn’t support that. Along with that there’s the issue of having buff stacks built on it and as such you need to run for a certain amount of time to build power instead of using the same time to fight, that doesn’t align a theme as the usual route for a savage warrior is to engage combat fast and exterminate enemies quickly.

Stat wise it also doesn’t help the class as it is meant to be offensive, Frenzy further support that by multiplying PAtk, and would take STR as the main stat with DEX being on the second spot. CON is a good stat overall but it isn’t necessarily what a Barbarian wants and even when it does it won’t require it on high values due swordsmen HP ratio, in fact what is required for Wild Nature isn’t CON itself but stamina and that stat has a low growth on it.

If the running gameplay was really meant to be implemented the whole class should be designed to make use of it, either by using the ongoing movement of by adding some form of mobility in its execution, having it to be added with an attribute is just lazy design. Also the same stack issue as Frenzy applies as it may misinform the current amount and such unreliability is terrible, but that may be an issue on a small part of players.

Lastly they could’ve added the extra effects on each skill tooltip as having all condensed on the attribute is terrible for reading.


This mid circle gives a lot of steroids to Barbarian as both Warcry and Frenzy increases PAtk and the Wild Nature stacks over them. The whole issue with the first circle is how it lacks diversity on leveling aspects and seems like Wild Nature stepped up for it, yet that doesn’t make sense as it requires more investment into the class and to top it up Seism does the same.


Giant Swing (E) - Grand Lead

This is a legacy of the old exaggerated game concepts that stood the time, it’s a perfect idea for the pinnacle of brutality and manages to be useful.

When it works the skill can be quite scary as it has no target restriction and a massive skill ratio, but that doesn’t matter when Giant Swing seldom does. The captured mob may die and yet allow it to deal damage, sometimes it will drag merge the mob with the caster, it also can deal no damage even when swinging, yet the most common bug is to prevent movement which is the vital component for it to work, obviously all those can occur at the same time.

I’ll be quite sad to see this skill removed but i understand it may be gone for good as may be impossible to fix due mechanical issues.


Pouncing (E) - Relief

This skill is boring, it’s too mild for Barbarian theme and can’t even match the strength displayed on Wild Swing. Having it as a channel is also bad and the attack frequency and damage factor are laughable, it also seems like the skill can’t be used while standing still and that also compromises the viability of it.


For the last circle we go back to the identity with Giant Swing and Pouncing steps into it slightly with a knock down attribute. Again the new skills only get additional damage but as Giant Swing is unreliable and Pouncing is too slow they aren’t as effective as lower ranks skills, this is a complete backfire for the last rank with the major merits found on Warcry and Frenzy attributes.


Conclusion

The major issue with Barbarian is how clunky it is, even with combos that present options on how and when use skills they seem to be the only part of it that works as intended. Half of the skills are either too slow or have on element that kills the whole functionality and that is a major downside it has. What saves Barbarian is the PAtk steroids that can empower later ranks, it’s a huge attraction and along with the functional skills and combos can be a complete package for all builds.

Addressing the gameplay flow is enough to set it back to the rails, as much as animations must have a specific timing for their execution it should have a compensation for it. It would be good to have some improvements on them as well as only some sell the fantasy.

C 1 C 2 C 3
Identity A B B
Theme B B A
Gameplay C B D
Cohesion A B C
Point Distribution C C C
Dropout C D B

Usually this would be the end of the thread but we still need to do the clash, for that please read the Highlander one. If you already did that scroll down for the final part.

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Before starting the it i’d like to put a small disclaimer. This isn’t the usual Design Breakdown as the point itself isn’t to take only the classes but also how they relate with their siblings, for ToS it is way harder to have classes that compete in certain fields as players have to chose between class A, B or sometimes even a C and for this matter i’m taking two classes that have common thematic elements along with gameplay similarities, this doesn’t mean other less alike classes are free from those issues.

My whole point here will be to bring the discussion up more than having those two bare to their bones, for that i ask you guys to bring your thoughts on the matter instead of taking only the classes. I also plan to make other twin clashes as well for this same reason but they won’t use this same structure as each one has different convergent points and some may differences to be pointed as well.

Highlander x Barbarian

Here is where things start to get fuzzy, Highlander uses debuffs to build up its damage while Barbarians use them to control enemies and increase the offensive-defensive gap, their playstyle may be different but the execution isn’t that appart.

On themes they both share the tribal and rebel aspects as Highlanders follow a clan structure and fight against invaders while Barbarians don’t even have a established society and follow the jungle rule, in the root meaning of the word Highlanders would be Barbarians but that’s just going into definitions.

The weapon choice don’t help it either as both would take anything available and their myths say they beared two handed swords, Barbarians are also associated to axes but that weapon isn’t available in the game. Several classes have skills that trespass each other borders yet they didn’t got this treatment and the reason is that here they’re one rank apart yet share both identity and thematic elements in ways most classes don’t, that would be different if they had a proper specialization exclusive to them.

C1

This first comparison may not sound fair but it’s needed to understand the proximity of these classes.

Control Wagon Wheel Helm Chopper
Catar Stroke Embowel
Empowering Debuff Crown (C2) Cleave
Leftover Cross Guard Stomping Kick

On the first circle Highlander doesn’t express its identity and goes for control skills instead, that is right at the edge of Barbarian territory that takes the conditional damage on its first circle as Helm Chopper and Cleave.

The major distinction between the two is that Highlander has a critical attack attribute for two handed swords and Cross Guard defensive utility if used correctly, meanwhile Barbarian has Cleave as an overloaded skill with 3 overheats that has can amplify damage by itself.

Lastly i’d like to point that Cleave debuff itself is one of the best ways to apply conditional damage as it amplifies all slash attacks, this means that at c1 Barbarian is already ahead in Highlander’s game.

C2

Both classes perform similarly in gameplay, Highlander gets two combos being Skyliner packed with 5 Overheats and Moulinet simpler for a single use, Barbarian tho has only one combo but with stacking value as Cleave not only increases damage of slash attacks but also boosts the critical rate, with the addition of Seism it adds more variety as allows more combinations and also gets stronger as it uses slash damage.

This kind of design decision contributes for identity crisis as from classes that shares common elements, it isn’t exclusive to those but as they lack restrictions and have preference for the same weapon they have more reasons to compete. It’s ironic that Barbarian has more freedom on how to use skills as conditions are simplified while Highlander needs specific interactions, that should be the kind direction the class should have.

C3

At last both classes get apart but at this point it doesn’t matter much, at the point Highlander gets access to Vertical Slash Barbarians already expanded a basic combo and have freedom on how to perform it, even the new skill enabling that the lack of ceiling makes it shines the most when stacking the highest amount of debuffs possible.

Post Conclusion

As both classes are entangled in theme and have generic identities, i say that as what i point as their identities is based on the major elements they carry and it doesn’t seem like they have another pillar to hold them up.

I foresee the argument of raw damage of Highlander versus utility damage from Barbarian but the issue is that those two are at the earliest point for in the game and new players can easily skip dismiss the numbers for skill descriptions as that’s the only thing the game offers when picking new classes or browsing the website, none of the classes is bad but they’d both benefit from being less alike and that applies to every single class in the game.

To address this issue the best strategy is to split them as far as possible. Highlander can be the crowd fighter as it was intended, even tho that may be hard as the game prevents crowding without taunt, and Barbarian can develop a further niche identity that aligns with its theme. Taking that direction means that Highlander will have to lose some of the current elements present on its kit such as Vertical Slash bonus damage from debuff stacking. For Barbarian it’s possible to go for an identity not as far from the gameplay we have, it can be the class that has to be in fighting to maintain its power, and perhaps even evolve to a high risk and high reward pattern.

Highlander

Most of those were present at the skills itself yet i’ll repeat them here just in case.

Wagon Wheel - Add AAR per level and larger hitbox for two handed weapons (spear as well). It may be interesting to have a shock rebound attribute for c2 or c3 as well to gather enemies instead in exchange of lower AAR.
Catar Stroke - Take the knockback as a tool to use enemies as projectiles
Crown - Binds enemies for a short duration when disrupted (knock back and knockdown).
Moulinet - Use unique hitboxes with different shapes for each hit, that may allow it to hit different enemies per strike, larger hitbox for two handed weapons as well.
Vertical Slash - Change additional damage per debuff to a shockwave that damages an amount of enemies based on the size of enemy hit. It can also apply Bleeding or Armor Break (perhaps top break only) for two handed weapons.

Crosscut already serves this identity and Skyliner is a nice skill to have as it can be a strong relief combo, it may be better to have Cross Guard and Skull Swing removed as the first one can be done as a feature and Skull Swing can be incorporated into Vertical Slash and slightly adjusted for this new interaction. Another thing that can benefit the class is to have at least one or two skills that uses targets instead of AAR, and that can hit more per level, and have higher base AAR on skills as well.

Barbarian

Regardless of the direction taken there isn’t an easy way to deal with Barbarian, for what could be done easily i’ll write down.

Embowel - Add invincibility against affected enemies during the execution, short duration movement speed and critical rate buff when killing at least one enemy. Remove additional AAR and lower cooldown. Attribute for c2 or c3 that dashes backwards after using the skill.
Cleave - Critical rate buff removed, increases chance of critical strike against stunned enemies instead of having bonus damage. Reduced additional AAR.
Warcry - Add taunt effect and have duration increased with level, PDef reduction and target amount fixed with possible attributes to increase these numbers. Whenever the skill is casted the user will get a Warcry buff, killing enemies affected by it will refund some of its cooldown. PAtk bonus changed to increase damage against enemies under Warcry debuff, value doubled if under X% HP. Here is also possible attribute that consumes the Warcry debuff to revive the player, as such it wouldn’t be possible to refund cooldown.
Frenzy - Remove target limitation and increase stack count, each second out of combat reduces stacks count by a certain amount. Basic attacks add stacks by the amount of enemies hit and skills by the hit count of skills (10 hits on 3 enemies will only count as 10 stacks). The leveling factor may be as a skill floor that is increased or lowering the stack reduction when out of combat. It’s possible to transfer the duration extension attribute to Frenzy and make it doble duration of all Barbarian debuffs and damage amplifiers when stack count is at maximum.

Stomping Kick, Giant Swing and Pouncing would have to be removed or reworked in some major and perhaps unrecognizable form, Helm Chopper can be replaced my Seism as it does the same but has great thematic execution, and so the class would need new skills. This is just a way to distribute Barbarian’s power more with some tweeks, it still won’t make it fit an identity but if Highlander gets the new one it may be enough to set it on track for a while, yet the best way to do it is by having a full rework with a solid identity and that sounds quite weird as the class is at a decent state.


By taking those changes it may be possible solidify these classes into different playstyles that still respect their themes, at this early stage of the game they should be more visible as what they do and what they offer as right now not even some dedicated analysis can dig much.

And this is all for this double design breakdown, for next week i’ll take Ranger to settle the ground for another special analysis. As usual leave a like to show your support and drop some comments on how you see those classes and what you see as their issue on design due their rank placement.

Lastly, i added two different polls one on each thread to vote on different subjects for breakdowns so check both as i’ll take the most popular classes to cover next.

Pick 1 or 2 to vote

  • Cryomancer + Psychokino
  • Sorcerer + Necromancer
  • Fencer + Matador
  • Peltasta + Rodelero

0 voters

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Barb is another class in the swordie tree that needs a rework. So many skills are unused, worthless, and the class are mainly just a filler with C1 because of Cleave, Doppel powerhouse builds are also only takes one circle in Barbarian because no point going for three since there are much better classes to take.

Before i tried out Stomping Kick i thought the skill turns your basic attack in air into a falling kick attack, as an experienced game designer would plan the skill after playing some hack’n’ slash and beat 'em up games. But no suprise ofcourse. In my opinion they should change the mechanics of the skill and adding attribute for wider aoe with increased aar, plus giving bonus damage to knocked down enemies. If not just remove the skill.

Embowel beggs for a bleeding debuff, and dashing backward is nice idea, as @Hillgarm mentioned. I also would add a massive knock back to the skill, making the target spearding collision damage if hit by other targets, or a wall.

Great Swing needs to be removed, same for Pouncing.

Warcry should have a much wider area effect, currently its just a shout that attracts a few targets its nowhere near a vigorious cry, it should affect the whole screen. Does the devepolers actually aware of what kind of skill they are working on and how is that should look like?
Some of the skills animations does lack in impact.

Either way, our thirst for perfect reworks wont be satisfied in the future either, but atleast its nice they are working on previous classes and making them more appealing for player.

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Another victim of isolated class design. You can see it the 7 damage skills with moderately long CD’s. Another reason for the “mess” that is barbarian is the very broad, very vague identity it was given.

What do we have?

  • reckless
    ! How do you be reckless in tos? The closest thing I can think of is to not avoid damage so you can continue dpsing. Moving in tos usually means 0 dps unless you specifically have something to allow you to dps while moving. So why not have a barb gain something for taking damage
    !! Doppels have a mechanic where they gain something in deeds of valor when taking damage so this can be done for barb
    ! There is also staying low hp. Staying low hp is reckless because the next hit could kill you.
    !! chaplains have last right that gets stronger at a certain hp threshold (40%) so this can be done for barb

  • aggressive
    ! High attack speed can be a sign of aggression. Provocation (verbal or gestures) can be a sign of aggression.
    ! Barbs can have different kinds of war cry’s and not just the 1 skill it already has (coincidentally called warcry)
    !! Warcry exists so we can just have more (call em by their actual cry like: Ahoo! Hurrah!)

  • not bound to rules of combat
    ! I assume this refers to unconventional as all fighting has some form of rules. On the one hand we have general rules for combat “you stop moving to attack” to break that rule we have to attack while moving. That means a mobile channel that deals damage.
    !! The bokor’s bwa kayiman is this exactly. The duration and CD are the same so having something similar for barb is not ground breaking.
    !! Pouncing is also this exactly but the CD is too high (see bwa kayiman duration = CD)
    ! it could also mean damage that requires you to move
    !! SR’s retreat shot is this exactly. It does nothing if you don’t move.

C1: 1 dps skill as mobile damage + 3 warcry’s to buff
C2: 2 warcry’s to debuff
C3: 1 warcry to heal

Now to come up with a list of cry’s

  • AAA
  • Huraa
  • Ahoo
  • Grr
  • Geronimo
  • Wepa

Ok that last one was from a Gabriel Iglesias joke.

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I thought you’d talk about it later when you analyze Wild Nature, but you really forgot that Embowel inflicts a long stun with Wild Nature.

I don’t really get what’s your objective with your suggestions regarding Highlander and Barbarian skills, but I don’t agree with some of them. Those changes would hurt both classes more than it would help them, since you’re crippling the interactions with upper classes. For example Crossguard as a setup for Kunai in Doppel Shinobi builds taking Highlander and Cleave utility to boost slash-type attacks simply getting removed.

Let me give it a try:

Highlander

Wagon Wheel: increased AAR ratio per lvl as you suggested, AAR attribute removed and added a new one to spin enemies instead of knocking them up.
Cartar Stroke: charging time removed to make it easier to use it in combination with Wagon Wheel. Deals bonus damage against enemies under displacement effects (knockup, knockdown, spinning).

Barbarian

2H Blunt Weapons: Barbarians can learn to attribute to be able to equip those badass big hammers.
Cleave: AAR and hitbox angle increased per level (up to 360° at lvl 15).
Stomping Kick: just rework it to make it act like Rune of Giants. Changes the jumping animation and applies the skill damage when jumping on enemies (it becomes a buff that applies jump damage for the next 3 jumps in the next 10 seconds, for example). AAR is increased based on the skill level.
Warcry: I like your suggestion. Also remove the debuff duration attribute and move this effect to Frenzy (explained below).
Frenzy: moved to Circle 3. Changed to +2% per stack and 3 maximum stacks per skill level (+30% and 15 maximum stacks at lvl 5). Debuff duration attribute is added to Frenzy in a different way: all debuffs inflicted by the user last 0.4s more per Frenzy stack (+6s at 15 stacks). Target limitation removed and it’s also applied by skills like you suggested.
Giant Swing: moved to Circle 2 and reworked to use a 2H weapon instead of swinging an enemy (it becomes the only Barbarian skill with a weapon restriction). Select a target area to throw your weapon. Fixed scaling (something like 400%), with number of spins increased by each 2 skill levels (so it deals 400% x skill level damage to enemies around you, 5 spins at lvl 9 and 6 spins at lvl 11 with Divine Might or Cronewt Gem) and a last AoE hit to enemies caught in the area where the weapon is thrown (with increasing scaling based on the skill level).
Seism: hitbox increased when using 2H weapons.
Pouncing: scaling increased (131% + 17% per additional skill level = 209% at lvl 5). New attribute: at 15 Frenzy stacks, deals 2 hits per attack (2 x 209% with Pouncing level 5 = 20 x 418% hits = 8360% with Pouncing level 5 with 15 Frenzy stacks over 10 seconds since it’s Pouncing’s max duration).

3 Likes

@c2gaming.seetoo

Personally i think both Deeds of Value and Cyclone fits Barbarian more but we can’t have skills completely swapped from a class to another.

I really forgot to address it but the whole concept of Wild Nature don’t really fit the class at the current state, even with it and the obnoxious debuff Embowel is clunky and has no use at c1, that was the point i was trying to make.

I really think Crossguard should be removed as a skill and get the same treatment as Butt Stroke, the idea itself is good but it’s wasted by having it as a skill, it could be something that Barbarian and Doppel could have without relying on Highlander. The cleave was a wording issue, i was reffering to the bonus to stunned enemies going to raw damage to more critical chance, right now the skill is quite overloaded and that can be a less impactful way to nerf it (and having critical chance moved to embowel also distributes the power).

@suggestions

Those are quite interesting but having Barbarian to use 2h blunt, as much as i think it fits, can make clerics go nuts as they see it as the exclusive weapon they never had…

Forgot to add giving the abilty to jump while pouncing again.

Yeah, I so wanted to just rip out deeds and cyclone out from dopp.

I can’t really support keeping any of the skills atm. 3 of them are gimmicks at best (stomping kick and embowel as kicks and giant swing) If anything I see giant swing more as a squire move along side arrest.

Warcry is a poorman’s taunt because of its 5 target cap.

Frenzy is just bad because of its uptime AND more importantly its inherently flawed single target condition (ALMOST EVERYTHING on the swordsman is AoE).

As for the rest, they are your generic “nothing to do with barbarism” any swordsman class skill. Basically dps in different skins.

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Give Barb some PvP Utility:

Giant Swing:
Just turn it into a Giant swordswing in front with good aoe.

Frenzy:
Status/Kb immunity + Faster AA/Skill speed.
This let you fight Reckless!
A true berserk skill that could make doppel viable in non pve content … -___-

Warcry:
Screenwide Taunt + maybe let it add more Patk.

Embowled:
Make the animation a bit faster and hold the target before the kick.

In my Opinion Hl just needs a better scaling.
And a better Skullswing!

Another useless design breakdown of a class of which you completely ignore mechanics, cool!

Can you please point what i missed as you think this is the case? In fact you can do that whenever that happens as just saying i ignored mechanics doesn’t help it to improve nor contributes to the discusion, people do that all time and whenever i read those i try to apply them to the next thread.

Now… if the case is that you don’t see details on the ► Skill (X) you either have to click it (which i assume you did) or try on other device as that could be happening to you, i’m only saying that because i get few comments about missing something on breakdowns go straight to the point and the way you wrote seems like you didn’t read any of it. Again, if you can explain it i’d appreciate it.

Lemme clear up some things.

1 - The reason i started this series is because i haven’t seen no one in forum talking about class design as the usual talk goes into viability, how to make it effective in the current state and what classes have synergy with it. Some do talk about issues and improvements but from the time i’ve been around they all die out as punctual posts or keep on focus on straight up suggestions that present simple fixes which may not work for the long run. I won’t deny that i may not have searched enough as someone could be doing it before me but from what i got it wasn’t the case.

2 - Design Breakdown won’t ever be about how viable a class is or how a skill can be good if you have A or B, it’s about how a class and its skills can sustain relevance in a game that has a class system that allow you to drop classes at 3 different states, there are plenty of guides out there to supply that demand. My goal with this series is to make people question “what’s the role of this class in the game” opposed to “why this class/skill is bad” and also appreciate other elements that aren’t talked about at all such as animations and how class elements connect.

3 - I’m aware those threads can have mistakes on it and that’s due the time available to do each and how much experience i have with those classes, there were and will be cases where i won’t have direct access to said class/skill as it takes time to level characters and even then i won’t have access to all attributes, skills and equipments (that shouldn’t be relevant for a design discussion) to have the full depth on it. Even if manage to get into the test server it won’t change that this is a volunteer work and i can’t use my spare time into nor prioritize it.

4 - The outro part where i go for “drop a like if you enjoy it and leave a comment” is to engage readers into the discussion as there was one post with polls where people voted but no one commented, if someone doesn’t have anything to say and just agrees with it can just show it by pressing a button, now if instead it disagrees with something i said or the whole picture i have interest on what and why, it’s also to get people to correct me in case i do miss something. There were at least two instances where i changed the breakdown due comments, one was about a gimmick use of Squire’s Base Camp for challenge and the other was another way to view Wizard identity, and that’s the kind of comment that pushes the whole discussion forward.

5 - As discussions are meant to have people to give their thoughts on it makes more sense to have topics that interest them instead of me picking at random, having the option to vote on more than allows it to be fairer as well. For more details you can check this short vid.

The only reason i’m replying this last comment is because despite your critic, that even being offensive i do respect, you didn’t bothered to give me examples or correct me on anything. In this same thread i was pointed out for missing a skill interaction and the person quoted me so i could improve or at least be more aware for the next time. If you don’t like it don’t read it, heck even tell your friends to ignore it, just don’t say it’s bad because it’s bad.

Well written and good conclusions.

Barbarian class is one of my favorites in many games, but here it lack the power and is clucky as you wrote.
The skill concepts are not bad at all, the way they are created is the problem.

Stomping Kick could be remade to something like Leap Slam - movement and aoe burst skill with moderate damage. This would add dynamic to the class. Also possiblity to give it attribute for stun.

Embowel by concept is more like an 1v1 skill or PvP skill thats why its hard to give it any use in PvE combat. The only thing they could do is to change it to some heavy dmg single target skill, maybe with some fancy mechanics when using it on bosses.

Cleave - its simple and good as it is, could have bigger AOE (like almost all swordman skills).

Helm Chopper - since seims already live for the combo with Cleave, I would replace this one. The small damage and AOE of the skill doesn’t really make it worth picking. Especialy when you already have higher rank class in your arsenal.

Warcry - by the design it is not bad. I would remove the prolonged debuff attribute of it (since it doesn’t really fit the class for me) and instead give attritube in order to give bonus dmg to party members aswell. Additionaly this skill require some scaling method (STR).

Frenzy & Wild Nature - both skills are clunky and have same concept. The longer you do something the stronger you become. The problem is the ramp-up for it for almost no gain, it’s more of annoyance if you want to pull it off on prupose. Since those skills are similar, I would remake them both and give synergy between them. Wild Nature as passive skill should stack when using skills (so basicaly the longer you fight the stronger you become without any clunkyness in between) and stacks should give bonus damage, movement speed and possiblity even reduce cooldowns of attack skills. Where Frenzy should be a buff that increase the effect of Wild Nature and possiblity add the special effect to the other skills. The special effects need also rebalancing.

Seims - solid skill, not much to change here. I would only make it 5 hits by default, not with Wild Nature.

Giant Swing - not bad skill, bugged to maximum though. Probably not fault of the developers, the connection and engine of this game is weird in its own way and maybe we just shouldnt implement skills like that in first place. I would change the skill to grab monster (since this part always works for me) and do something like a “Cyclone”, deal damage around you based on the size of the mob you picked. It could give possiblity to deal really high damage in big area around you.

Pouncing - it would be nice DPS skill if not for the small dmg numbers. It is also taking to long to perfom it fully. There is easy solution - speed it up by 2 times with will increase DPS by 2 times while not chaning totall damage output. On the other hand I would change it some enraged ramp-up attack that allow you to do damage as long as you have stamina. In example you can do 1 attack per 1 stamina, up to 10 attack and then spend another 5 stamina to do some finisher move.

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