How to remake barbs tank again

slimjay
slimjay Posts: 1 Arc User
edited November 2010 in Suggestion Box
simple solution for the big problem barbs have after level 90. To remain agro keepers again just make the effect of Flesh Ream stackable. Like in wood damage that stacks over time, this update will give to barb enough damage to keeep agro away from any character class, even in front of interval bm's. Just think how much damage over time will make a stackable 4k Flesh Ream. I wait for your opinions here b:laugh.
Post edited by slimjay on

Comments

  • MoonUsagi - Heavens Tear
    MoonUsagi - Heavens Tear Posts: 4,377 Arc User
    edited November 2010
    Phoenix Barbarian b:shocked
    Maybe can work, but also create another problem on pvp if it work like the bugged flesh ream.
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  • Felizia - Lost City
    Felizia - Lost City Posts: 487 Arc User
    edited November 2010
    Im pretty shur ive read such suggestions for barb many times before...
    think got rejected ;x
    [SIGPIC][/SIGPIC]
  • ThanosQRt - Dreamweaver
    ThanosQRt - Dreamweaver Posts: 2,457 Arc User
    edited November 2010
    barbs are not supposed to keep aggro by dealing more damage
  • Alphae - Lost City
    Alphae - Lost City Posts: 1,512 Arc User
    edited November 2010
    barbs are not supposed to keep aggro by dealing more damage

    Does anyone know for sure whether or not the hate from a barb's FR stacks, or resets hate similar to the veno pet's skill Roar?
    [SIGPIC][/SIGPIC]
  • Furries - Dreamweaver
    Furries - Dreamweaver Posts: 966 Arc User
    edited November 2010
    where have you been? flesh ream DOES stack.
    Killing level 80's with a lvl 60 is a lot more fun than killing level 90's with a level 100.
  • slimjay
    slimjay Posts: 1 Arc User
    edited November 2010
    where have you been? flesh ream DOES stack.
    Please do not reply if u dont understand barbs or the mechanism behind Flesh Ream, or what i've suggested b:angry (i meant stacking the damage not the hate). MoonUsagi - Heavens Tear i haven't seen barbs pvp too much in tiger form, so i don't think there are any worries there b:surrender. And yes barbs are meant to hold agro without dps, but since the development of this game only focuses on damage, lots of damage, and doesn't create an countable agro system for roar and flesh and the other stuff, the next thing to keep barbs alive is to make them dd's. Felizia - Lost City if you are true then this post is useless like the other atempts to change barbs fate (btw no offense not copied your idea, didn't even read the suggestion box till now).
  • Darth_Puggy - Archosaur
    Darth_Puggy - Archosaur Posts: 176 Arc User
    edited November 2010
    Maybe there should be a new Sage/Demon skill for (higher level) barbs that has superior aggro grabbing power?
    [SIGPIC][/SIGPIC]
  • Typhyse - Sanctuary
    Typhyse - Sanctuary Posts: 3,469 Arc User
    edited November 2010
    slimjay wrote: »
    Please do not reply if u dont understand barbs or the mechanism behind Flesh Ream, or what i've suggested b:angry (i meant stacking the damage not the hate).
    1: Please QQ more.
    2: It's not the damage of FR that holds aggro, so adding more DoT effects to it won't help.
    3: In order to allow a barb to hold aggro with damage-hate, they'd have to make the barb into a DD.

    Now for my suggestion. An aggro pulling buff that's active until turned off and uses mana over time.
    Demon_Troll: "takes on the appearance of an innocent archer but turns into a mindless idiot once you hear him speak"
    ~Spazz~
  • buttercupcruella
    buttercupcruella Posts: 0 Arc User
    edited November 2010

    Now for my suggestion. An aggro pulling buff that's active until turned off and uses mana over time.

    Are you out of your mind? Barbs have little mana as it is. Sure, it's easy to refill your MP bar with pots/herbs, but this mana sucking thing would just be a pain. Unless it would cost really little. A buff though, in itself, is a suggestion that I like.
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  • ThanosQRt - Dreamweaver
    ThanosQRt - Dreamweaver Posts: 2,457 Arc User
    edited November 2010
    it's called Soul of Vengeance b:chuckle
  • MoonUsagi - Heavens Tear
    MoonUsagi - Heavens Tear Posts: 4,377 Arc User
    edited November 2010
    it's called Soul of Vengeance b:chuckle
    +1 what i want to say when i see Typhyse post
    but then i remember barb that qq when get one of those b:chuckle
    (sage version doesn't eat mana tough)
    [SIGPIC][/SIGPIC]
    Sorry i speak engrish b:chuckle
    Nickname doesn't have anything to do with sailor but related to a folklore
    Use search, it was your best friends to avoid many suffering in internet...
  • Robbinkid - Lost City
    Robbinkid - Lost City Posts: 7 Arc User
    edited November 2010
    ofc we are needed
  • Furries - Dreamweaver
    Furries - Dreamweaver Posts: 966 Arc User
    edited November 2010
    slimjay wrote: »
    Please do not reply if u dont understand barbs or the mechanism behind Flesh Ream, or what i've suggested b:angry (i meant stacking the damage not the hate). MoonUsagi - Heavens Tear i haven't seen barbs pvp too much in tiger form, so i don't think there are any worries there b:surrender. And yes barbs are meant to hold agro without dps, but since the development of this game only focuses on damage, lots of damage, and doesn't create an countable agro system for roar and flesh and the other stuff, the next thing to keep barbs alive is to make them dd's. Felizia - Lost City if you are true then this post is useless like the other atempts to change barbs fate (btw no offense not copied your idea, didn't even read the suggestion box till now).


    EXCUSE ME?

    are you a bloody moron?

    Flesh ream DOES STACK

    I'm the guy who bloody MADE the guide on how flesh ream works.

    Flesh ream does damage over 15 seconds
    the damage being based on the amount of pdef done on the initial strike

    the damage will appear on the screen in ticks.

    the tick DAMAGE will not increase. the FREQUENCY of the ticks will.

    also the DAMAGE from flesh ream is not what makes it deal aggro.

    aggro mechanics of flesh ream have been discussed HERE
    http://pwi-forum.perfectworld.com/showthread.php?t=899892

    and my guide on barbs is HERE
    http://pwi-forum.perfectworld.com/showthread.php?t=542641

    its beyond me how you can have a barb in ur 90 and NOT bloody notice that flesh ream stacks.
    Killing level 80's with a lvl 60 is a lot more fun than killing level 90's with a level 100.
  • ThanosQRt - Dreamweaver
    ThanosQRt - Dreamweaver Posts: 2,457 Arc User
    edited November 2010
    +1 what i want to say when i see Typhyse post
    but then i remember barb that qq when get one of those b:chuckle
    (sage version doesn't eat mana tough)

    xD
    it also works nice with demon IH
  • slimjay
    slimjay Posts: 1 Arc User
    edited November 2010
    u want to tell me that Flesh Ream stacks right? This means that at sage at every 4 seconds barbs stack 4k damage in bleeding. This means that in 15 seconds (the duration of the bleed), a barb can stack arround 16k damage (damage depending on defenses ofc)? this would mean that if non stop flesh spam a barb will continuously spam 16k. now again do u still think flesh realm stacks? and btw if u start with calling names better not write at all.
  • Furries - Dreamweaver
    Furries - Dreamweaver Posts: 966 Arc User
    edited November 2010
    slimjay wrote: »
    u want to tell me that Flesh Ream stacks right? This means that at sage at every 4 seconds barbs stack 4k damage in bleeding. This means that in 15 seconds (the duration of the bleed), a barb can stack arround 16k damage (damage depending on defenses ofc)? this would mean that if non stop flesh spam a barb will continuously spam 16k. now again do u still think flesh realm stacks? and btw if u start with calling names better not write at all.

    normal flesh ream has a cooldown of 3 seconds. and a channel and cast together of 1.2 seconds

    so roughly ever 4.2 seconds you can add another ream.

    every ream lasts 15 seconds.

    so you can have roughly 4 ream ticking away at them same time.

    visually (unless you change the targets defense) all the ticks will appear the same damage.
    what will happen is you will see ticks a lot more frequently the more you stack flesh ream.

    You seem to have a different definition of the word "Stack" that everyone else.

    when i say "stack" it means that ream reason wont reset the DOT timer of 15 seconds . so with 4.2 seconds between ream you can have 4 active or "stacked" at one time.

    if we assume ream had a 5 second length and a 1 sec cooldown you could stack 4 times and ticked damage every second
    12345
    _12345
    __12345
    ___12345
    _____12345
    ______12345

    seconds
    123456789

    amount of ticks per sec
    12344444


    THIS is what stacks means

    it can stack 4 times in this situation
    Killing level 80's with a lvl 60 is a lot more fun than killing level 90's with a level 100.
  • Fail_Medic - Sanctuary
    Fail_Medic - Sanctuary Posts: 3 Arc User
    edited November 2010
    normal flesh ream has a cooldown of 3 seconds. and a channel and cast together of 1.2 seconds

    so roughly ever 4.2 seconds you can add another ream.

    every ream lasts 15 seconds.

    so you can have roughly 4 ream ticking away at them same time.

    visually (unless you change the targets defense) all the ticks will appear the same damage.
    what will happen is you will see ticks a lot more frequently the more you stack flesh ream.

    You seem to have a different definition of the word "Stack" that everyone else.

    when i say "stack" it means that ream reason wont reset the DOT timer of 15 seconds . so with 4.2 seconds between ream you can have 4 active or "stacked" at one time.

    if we assume ream had a 5 second length and a 1 sec cooldown you could stack 4 times and ticked damage every second
    12345
    _12345
    __12345
    ___12345
    _____12345
    ______12345

    seconds
    123456789

    amount of ticks per sec
    12344444


    THIS is what stacks means

    it can stack 4 times in this situation

    +1 Furries is absolutely right. It works basically the same way as ironheart. I dont know how it does with other flesh reams, or others of a different skill level but yeah, the basic idea is the same. It's the stacking of bleed that holds the aggro on the barb because according the example numbers here you could have ream ticking it's damage 4 times a second. It's not a set amount of damage though (I mean it is, but...) seeing as physical defense reduces the effect of bleed.
  • Montcalm - Archosaur
    Montcalm - Archosaur Posts: 53 Arc User
    edited November 2010
    I like the idea of an aggro holding self buff. I dont think it would be like soul of vengeance. it would be more like a buff that makes every attack raise your threat level by a small amount. Then if it stacks your threat level would be high enough to make keeping aggro really easy overall. (would make my life soooooo much easierb:beg)
    Also this buff wouldnt increase damage dealt by a barb so you cant complain about barbs doing too much damage because of str of titans + poison fang + (whatever this would be called). btw not trying to steal anyone's idea this was originally suggested by Typhyse.
  • KrittyCat - Dreamweaver
    KrittyCat - Dreamweaver Posts: 1,273 Arc User
    edited November 2010
    In general, barb aggro skills are lacking. Roar works somewhat, but Flesh Ream is actually terrible at keeping aggro. I have to literally spam it to keep aggro from a DD my level not using fists. That is, in my opinion, pretty sad. A barb, as the main tank, shouldn't have to worry so much about how little he is actually going to hold aggro against any DD. Thus, it would be nice to see the aggro-grab of the skills increased in relation to the increase in interest in -int.

    Also, I think PWI would benefit from adding an aggro counter...something where everyone in the party can see who has aggro, and how tenuous the hold is. That way, the cleric can be better prepared against a DD stealing aggro.
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  • buttercupcruella
    buttercupcruella Posts: 0 Arc User
    edited November 2010
    Kritty, I asked you before... What happened to your MOD avatar?

    On topic... A little tweak of flesh ream would make my game more enjoyable..b:surrender
    [SIGPIC][/SIGPIC]
  • Furries - Dreamweaver
    Furries - Dreamweaver Posts: 966 Arc User
    edited November 2010
    Kritty, I asked you before... What happened to your MOD avatar?


    he still has it, he can just choose when to use it like we can choose what char to post with.
    Killing level 80's with a lvl 60 is a lot more fun than killing level 90's with a level 100.
  • Darth_Puggy - Archosaur
    Darth_Puggy - Archosaur Posts: 176 Arc User
    edited November 2010
    In general, barb aggro skills are lacking. Roar works somewhat, but Flesh Ream is actually terrible at keeping aggro. I have to literally spam it to keep aggro from a DD my level not using fists. That is, in my opinion, pretty sad. A barb, as the main tank, shouldn't have to worry so much about how little he is actually going to hold aggro against any DD. Thus, it would be nice to see the aggro-grab of the skills increased in relation to the increase in interest in -int.

    Also, I think PWI would benefit from adding an aggro counter...something where everyone in the party can see who has aggro, and how tenuous the hold is. That way, the cleric can be better prepared against a DD stealing aggro.

    Maybe a new Sage/Demon skill to help higher level Barbs keep aggro, instead of losing it to higher level DDs?
    I haven't had this problem...yet. I'll probably experience it too at some point.
    Spamming FR doesn't keep aggro?
    [SIGPIC][/SIGPIC]
  • EVANISHER - Archosaur
    EVANISHER - Archosaur Posts: 17 Arc User
    edited November 2010
    my proposals before i quit game....

    first: Add aggro enhancing skills to non tanking classes (for example clerics ) which wont be able to be casted on the caster its self but to the desirable tanker. More cooperative play and more steady tanking

    second: make aggro be related not only to attack speed or p attack but to hp as well(hp could be a threat to a mob or boss so it figures in my point of view)

    third : add minus interval stones (0.01 or 0.02 value) which could be used obviously by other clases including barbs to regain their lost usefullness