I am sorry for using the caps lock but I have the right to be angry since you broke my class "fixing Mighty Vitality" class feature, leaving me without 80k HP. The class feature now give me only 2k HP instead of 80k (10% at my 800k HP). I have waited this fix for too long and now you guys broke it entirely. I spent over 100milions AD in this Sentinel and I am stabbed another time by your team. Aggro issues, no damage rezistence skills, broken class features (whole package). Thank you!
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For barbarian is must have feat to tank.
And yes 10%even if it was base hp is not 2k
So this is definitely not working as intended.
The imaginary Friends
Main Kingslayer.jr(barb)
Regardless of whether it’s functioning “as intended” or not, it would be good to know one way or the other since those of us utilizing this feat were impacted by the change...
> Someone is using it? Barb has bad aggro and u need to take 2 class features for punishing charge and another for threat but its not helping at all. U dont have place for class features mighty vitality. Give us normal aggro so we could use really useful class features. Mighty vitality is really cool class feature but with big aggro problem we cant use it . Long cooldown for punishing charge and come n get it. Awful generation of threat, useless jumping at will which is not even doing threat, broken tree of the class features, low damage resistance and the best one, akwurd style of blocking ( our shield.) GF has the best threat generation and aggro, damage resistance, OP has the best aggro skill Which has cooldown 1 sec because of divinity. And barbarian has bad aggro , long cooldown etc...
Mighty vitality is a class feature that is ignored until you are able to cap your offensive stats. After capping them, including combat advantage, aggro becomes easy and mighty vitality makes up for HP. Solo tanking tomm builds use capped offense stats and mighty vitality. I had just perfected my build right before they broke it on console.
The Barbarian tank will be getting some adjustments in M19 that will be on preview when we get to that stage for players to give feedback on. Mighty Vitality doesn't have additional changes going into it, and while it will be unlikely to grant as many HPs as it did in the past, there is potential to look at increasing the value of the buff or even changing its functionality.
> Mighty Vitality was adjusted to look at base hitpoints similar to how a lot of other powers work.
>
> The Barbarian tank will be getting some adjustments in M19 that will be on preview when we get to that stage for players to give feedback on. Mighty Vitality doesn't have additional changes going into it, and while it will be unlikely to grant as many HPs as it did in the past, there is potential to look at increasing the value of the buff or even changing its functionality.
Base Hitpoints? BASE? As in the 33k? Honestly, how does that come close to making sense? What incentive does a tank have to use a feature that gives 3k hp? Just throw the whole feature away at this point.
Where is the logic in going off of base HP? Does the Compy companion increase power off of Base Power? 🤔🤔🤔
Not to mention that the "Reduces Power by 5%" now goes off of BASE POWER as well, which means effectively that Power is reduced by ZERO. Power does not decrease. So why was that part left in the tooltip, for the sake of redundancy? Also, why wasn't this "intentional change" specified in the patch notes, which specifically mentioned Mighty Vitality getting "Fixed" in regards to having to reset it after death?
Something along the lines of "We're fixing Mighty Vitaly's reset bug, but also making it irrelevant so it doesnt even matter" would've been nice. The way it was done feels sneaky imo.
You're cutting off Sentinel's balls without giving him anything to stop the bleeding. We still have no damage mitigation aside from our naked block mechanic. We still have no way to protect the group.
So in summary, "Wait til mod 19 for a possible maybe fix, and in the meantime you may politely go Zok yourself"?
This doesn't make sense on math that is going on here.
Propably some mistake and is reading 10% of base feat so of 33k and it gives 3k hp.
But still will be worst feat ever even if it gives 33k one armor has more then a feat of tank class.
Barb tanks doesn't have means of damage mitigation and you need to hit all the time or lose agro. At least make separate tab with stamina so we can use tab whenever we want . And change threat encounters with those long CD.
But very disappointed from this at least test thing first.
The imaginary Friends
Main Kingslayer.jr(barb)
> Going to hijack this thread briefly just to say barb needs more than just a little work to be brought on par with other classes, if you think tank barbs have it bad, PvP barbs are the weakest dps class by a long shot, (SW's aside, but at least they have a healer spec to turn to) .
Please dont turn the conversation away from Sentinels. This is important for barb tanks, hopefully the devs will reconsider and at the very least put Mighty Vitality back where it was until mod 19 drops.
Am I understanding this to be correct? You say 'future updates', your developer insinuates MOD 19 at the earliest?
So, basically, those of us on console are screwed until the end of the year, at best? If it is even resolved in the early stage of MOD 19.
Foust broke the Barbarian in MOD 16 on purpose, and as opposed to giving back some of what was taken from us, all that is happening is to continue to further destroy the class and make it useless.
Just tell us that you are weeding out the character so that we can prepare for it instead of leading us on. Personally, I have another DPS Class that I've been building forever. I won't mention which one, because you'll break it next!
Punctuation is your friend. And everyone else that might want to make sense of what you wrote.