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Barbarian Updates

 
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Octothorpe
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Joined: 10 Jul 2008
Posts: 365
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PostPosted: Mon May 04, 2015 12:18 am    Post subject: Barbarian Updates Reply with quote

I've made a couple changes to the feats for the barbarian class. The resistance feat has been dropped down to level 11 from 17, and mighty rage has been dropped to level 17 from 21. Mighty rage will now grant the regeneration feat as a temporary feat while rage is active.

Any active barbarians will probably need to do feats fix to pickup the new feat progression, if necessary.

Let me know if you have any questions or comments.
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Octothorpe
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Joined: 10 Jul 2008
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PostPosted: Sat Jan 16, 2016 6:16 am    Post subject: Unarmored Defense Reply with quote

Added unarmored defense as a new level 1 feat for barbarians tonight. The feat gives hide AC while wearing no armor (shields ok) to allow proper Conan/Red Sonja RP to flourish. It does scale +1 every 7 levels to make it comparable to enchanted armor. Use feats fix to grab the new feat.

There will be some more changes forthcoming for the class within the next month.

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Octothorpe
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PostPosted: Thu Jan 21, 2016 2:22 am    Post subject: Persistent Rage Reply with quote

Added new HM feat called persistent rage that removes the cooldown and duration restrictions.

https://youtu.be/-dJolYw8tnk
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Octothorpe
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PostPosted: Sun Jan 24, 2016 4:18 am    Post subject: Unyielding Rage Reply with quote

Added new HM feat called unyielding rage that prevents death during rage, albeit with a significant cooldown.
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beshaba



Joined: 02 Aug 2011
Posts: 55

PostPosted: Sun Jan 24, 2016 8:48 pm    Post subject: Reply with quote

For clarification, how does Unyielding rage work? Do you get back up if knocked unconscious, or is it only if death actually occurs? Either way, I think these epic feats feel a little underwhelming considering the ones already established in-game.

Having played one, I had trouble sticking with it due to the inherently un-interactive nature of the class. Fighters are similar, since it's mostly autoattack, but their bonus feats allow them to at least add some weapon attacks in the mix.

The rage mechanic is problematic as well, because I felt like I was only strong enough to fight things of my level during the rage. Outside of the rage, I couldn't kill things fast enough and had to guzzle kits, which meant my forays into adventure were short-lived.

I'm not trying to be overly critical, mind you, just wanted to share my experiences with the class. Hopefully they lead you to some insights, maybe.
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Octothorpe
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PostPosted: Sun Jan 24, 2016 10:45 pm    Post subject: Reply with quote

You live, you die, you live again (at full health.)
Code:
TO->set_hp(query_max_hp());



I feel fine with the current level of underwhelmingness of these two feats at the moment, of course, as with all things on the mud, they're subject to change.

I'm not exactly clear what you mean by the lack of interactivity of the class. A barbarian can still purchase the same feats as everyone else to have executable commands during combat. I am open to the thought of allowing bonus melee feats under level 21, however.
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beshaba



Joined: 02 Aug 2011
Posts: 55

PostPosted: Sun Jan 24, 2016 11:46 pm    Post subject: Reply with quote

That's pretty much what I mean. A fighter has extra feats, so he's able to get those attack commands and/or defensive feats earlier. A barbarian just feels so uneventful for so long (granted, I had to spend feats in defensive trees. it's possible that your new naked armor stuff has made things a lot better since then.).

Personally, I had wanted barbarians to have some kind of unique attacks, to further separate them from fighters. Perhaps sacrificing a percentage of health to use them, representing a barbarian's willingness to wade into the blade's path in order to murder someone.
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kellan



Joined: 27 Oct 2013
Posts: 39

PostPosted: Sun Jan 24, 2016 11:57 pm    Post subject: Reply with quote

I'm in agreement with Bess. The rage is nice, but I personally found myself going fighter first for parry, which I find needed for any melee and the extra feats.

I personally think melee is a little off and all class need fodder with current design or you're spamming vials for simple fights with npcs having feats. I don't find myself using rage all the time but that is partly rp, my forgetting about it and not want to sacrifice it when I might need it.

overall great job. if I can help in anyway I'm willing to.

the new feat is interesting. I'm wearing a robe and no hide but feel like I get hit more than I did when wearing hide.
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Uriel



Joined: 09 Dec 2013
Posts: 145
Location: Chicago

PostPosted: Wed Jan 27, 2016 1:08 am    Post subject: Reply with quote

Octothorpe wrote:
You live, you die, you live again (at full health.)
Code:
TO->set_hp(query_max_hp());






Thanks for bringing the awesomeness to Barbarian Octo!!! Smile
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Zathery



Joined: 30 Sep 2013
Posts: 39
Location: Sweden

PostPosted: Wed Jan 27, 2016 3:09 pm    Post subject: Reply with quote

I'm curious, do you have to pick one or the other HM feat, aka are they epic feats?

Also, does the presistant rage feat mean it's freely toggleable, with only the short time it takes for the feat to activate?

And finally, did my questions earlier online yeild any changes? Aka using non magical robes/clothing with unarmored defence still being active, and also of course, being able to use armor in your other slots as unarmored defence only adds AC bonus to your torso slot. I might've forgot, but it seemed a little unclear if you could use helms, greaves, gauntlets and still being all conan and showing off your boobs with the passive still working.
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