Note: UNOFFICIAL, I am not a developer.
That being said, here are all the changes I noticed.
Universal
Rage Generation
Base Rage generation from At-wills increased to 2.0 per hit (from 1.5), which will be 4.0 Rage per hit if you have Relentless Battlerage.
Base Rage generation from encounters increased to 12.5 per cast (from 10), which will be 25 Rage per cast if you have Relentless Battlerage.
DPS (Blademaster)
Relentless Slash
Fixed the "feature" that made the second hit of Relentless Slash deal 50 magnitude (now deals 40 magnitude).
Brash Strike
Raised base damage of the at-will to 110
Slightly decreased cast time out of Rage
Massively decreased cast time in Rage (don't have the exact numbers, but just try yourself and you will notice a huge difference from Mod 18).
Bloodletter
Base damage raised to 520 magnitude (from 400),
Bloodspiller (the feat)
Added effect: Now decreases Bloodletter's cooldown by 3 seconds.
Frenzy
Base damage raised to 975 magnitude.
Base cooldown dropped to 16 seconds.
Tank (Sentinel)
Rage and Rally
New feat that replaces Extended Unstoppable. This new feat causes you to generate more Aggro in Unstoppable and restores up to 40% of Stamina after Unstoppable ends, depending on Unstoppable used (don't ask me what this means, this is off the new tooltip).
Come and Get It
Base cooldown lowered to 15 seconds.
Enduring Shout
Now refills 20% of your HP and multiplies your HP count by 20% (from 10%).
Challenger's Slash
Slightly faster cast time in Unstoppable and out of Unstoppable.
Mighty Vitality
Seems to work like prepatch version (needs confirmation).
2
Comments
I did the math and brash strike is 70% stronger than sure strike. I was not counting the higher rage increase of sure strike caused by lower cast time but still.... the difference is too big. They propably did it because no one was using brash but now its gonna completly turn around - there is no reason to use sure strike even if you combine it with bilethorn.
I've also noticed that brash strike has really strange animation when battlerage effect is on.
Hidden daggers and axestorm should be changed a little because they are useless. Either cooldowns lowered or magnitude increased. And i guess i dont even have to talk about class feature Impatience.
Barbarians should now be able to keep up with other dps classes really well when it comes to boss fights but I dont like that certain encounters are so much better than others and picking the wrong ones is gonna make you weak.
there is no choice, feats are half useless on the boss and they, and the other half with debuffs relative to the player.
I watched the feats of the warlock, wizard or rogue - they are great for the most part and, most importantly, they work almost always!
feats should involve class mechanics, rather than specific skills tied to keys.
But seems like animation is way too fast for brash strike right now, i mean we cant even see the animation of first and second hit properly. And if we start using brash strike right after opening battlerage, it bugs for first few attacks, which makes us lose lots of rage. As its said above, we need to cast something else right after battlerage, and then use brash strike.
And i do agree on our feats should be class wide effective, not for just 1 specific power. This way we are not forced to use that power. Because if we dont use the power, we basicly dont get any benefit from that feat. For example on single target, neither not so fast and mighty leap are useful. Again, on 4th feat, both dailies are not useful for single target. So we basicly have selection of 6 feats, and unfortunately only 3 of them are useful and all of them has a negative effect on our character. It ends up in 0 diversity between builds, everyone walks with the same exact build. This is similar for other classes aswell, but i think we suffer the most from feats.