Problem isn't the effect, it's the attack animation.I don't think what's essentially a special attack should have more special effects than that, even that looks a bit over the top close up. However it's nice to see it in midst of encounter I think, the effect is clear and on top of the affected character (whose getting their armour sundered I would assume), so the added clarity is nice. Clarity was especially lacking from some of these rather powerful melee effects that actually have impact, like fighter's sundering blow.
Hands off my carnage!Main wish for barbarian is that they had a different class mechanic cause carnage is p. lame.
Main wish for barbarian is that they had a different class mechanic cause carnage is p. lame.
Jesus, and I thought I was a PoE fanboy when I first came into the Kodex.
What would you propose? Barbarians filled a damage niche in my party (carnage plus the firesword was fun to watch), but I never liked the class by itself. Personally, I think it would have been better to expand on Frenzy and Bloodlust (a buff for each enemy killed if I remember correctly). Specifically, I think Bloodlust should have been a core ability and you could modify Frenzy to give additional buffs (speed, crit, or endurance, etc).I'd rather have something more involved than aoe auto-attacks.
What would you propose? Barbarians filled a damage niche in my party (carnage plus the firesword was fun to watch), but I never liked the class by itself personally.I'd rather have something more involved than aoe auto-attacks.
Personally, I think it would have been better to expand on Frenzy and Blooded (a buff for each enemy killed if I remember correctly). Specifically, I think blooded should have been a core ability and you could modify Frenzy to give additional buffs (speed, crit, or endurance, etc).
True, but I think it would give much needed depth to the class. A squishy melee character that gets stronger with each kill, as opposed to an AoE bot. Plus, in my mind it would make sense to have Bloodlust stack (up to a point) and function akin to a consumable in that it lasts for a set duration. That way, you do not need to start from scratch, but it would punish someone who spammed rest, let the barbarian die, or idled for too long.What would you propose? Barbarians filled a damage niche in my party (carnage plus the firesword was fun to watch), but I never liked the class by itself personally.I'd rather have something more involved than aoe auto-attacks.
Personally, I think it would have been better to expand on Frenzy and Blooded (a buff for each enemy killed if I remember correctly). Specifically, I think blooded should have been a core ability and you could modify Frenzy to give additional buffs (speed, crit, or endurance, etc).
The thing about blooded (and by extension Paladin's on-kill effects from kind wayfarers and bleakwalkers), the class lacks a nuke to use as a finisher and depending on normal attacks to kill someone is unreliable at best when spells are flying around and rogues & ciphers do much more powerful attacks. You have to try really hard to land finishing blows and even then it's not worth effort.
I agree though Barbarian could have a niche with getting stronger with kills themselves, fully embracing that bloodlust & bloodthirst & blooded trio. It would need a lot of rework of the class as a whole however.
This is PoE2. How about a subclass that works like that?
Really? I thought the opposite. You would need to coordinate to make sure the Barbarian lands the blow, and moreover it would punish players that carelessly let the Barbarian die.Needing to land killing blow to get effect is p. degenerate in a party game tbh.
That sort of thing should be changed to consider damage contribution.
For the reasons previously stated. Although they could give the barb an execute ability I guess.Really? I thought the opposite. You would need to coordinate to make sure the Barbarian lands the blow, and moreover it would punish players that carelessly let the Barbarian die.
I was about to say the same thing, but we have subclasses that remove basic mechanics, such as the Ranger subclass that can only temporarily summon a pet. Additionally, the Priest subclasses will have restricted spells based on deity choice (I think).Carnage is a main class mechanic tho so I don't think a subclass could not have it.
I thought they already had one with Brute Force and Heart of Fury, but I guess those are a little different than a true execute.For the reasons previously stated. Although they could give the barb an execute ability I guess.
Eh, don't really agree. There's fantastic synergy between Barbarian multi-hit Carnage and many weapons. Making the Barbarian the best wielder of weapons with on-hit/on-crit effects, by far. As in many cases you're almost guaranteed to trigger those effects with every attack.Barbarian is boring as fuck even though, the heart of fury and carnage interactions is basically only thing the class has going for it. Besides monk is not only more fun actually stronger too. Barbarian is p. good early game though because of frenzy & savage defiance making them monsters but they fall off later in that regard as well since most of their abilities are useless passives.
I thought they already had one with Brute Force and Heart of Fury, but I guess those are a little different than a true execute.
Spectres tend to have much lower Fort. Also casters, obviously. But even if initially the enemy has similar Fort and Deflection, it's not difficult to do something about it: Barb's own Threatening Presence will make them sickened for -10 Fortitude.Did Brute Force ever do anything? I recall checking a monster table and practically no enemy had fortitude much lower than deflection.
Anyway carnage synergizes well with on-hit effects yeah but that's the extent of the class.