Patch 1.0.4 Preview: Barbarian
Posted 15 August 2012 by EllyLike the bus service, you wait for a bus for ages and then three come along at once. Hot on the heels of last nights Legendary update which, on the whole, has been well received, Blizzard have released an update detailing the changes planned for some of the Barbarian skills (others classes to follow).
For
barbarians, we focused on improving the following areas:
- Bash and Cleave are not very attractive compared to Frenzy
- Many of the damage-oriented Fury Spenders don’t do enough damage to justify the spot on your bar
Fury Generators
Frenzy: (db)
It’s easy to see why Frenzy is the most popular Fury Generator right now. It generates a solid amount of Fury, it has the highest single-target damage of any Fury generator, and it has the highest single-target healing using Life on Hit.
The bonus attack speed also provides good combat mobility as well as the option to focus all your damage on a single target or distribute it between multiple targets as needed. We’re going to buff Bash and Cleave to be viable alternatives to Frenzy for people who would like to try a different play style.
Bash: (db)
From a design perspective, Bash should be the definitive choice when it comes to maximizing your Fury generation. That’s not currently the case, and given the current state of the game, this means attacking the problem from two sides. First, we need to make Fury a more attractive resource to build up (which also means making Fury Spenders more attractive, which I talk about below). Second, we’re going to increase the amount of Fury generated by Bash from 6 to 8, as well as the amount of weapon damage done by Bash from 150% to 165%. The goal is to make Bash not only a very compelling option if you decide you want to focus on Fury generation, but also an appealing single-target alternative to Frenzy if you don’t enjoy its mechanics (like having to manage Frenzy stacks). Currently, Frenzy surpasses Bash in single-target damage as soon as you have your third stack of Frenzy, and it feels like the breakpoint should be around the fourth stack instead. These changes should help better balance the appeal of the two skills.
Cleave: (db)
Looking at the three basic Fury Generators (Frenzy, Bash and Cleave), the role of Cleave is fairly straight-forward: it should be the clear winner when there is more than one target to hit. In a single-target situation, however, Cleave will always perform worse than Bash and Frenzy. While this is intended to a degree, the amount of single-target damage you currently have to give up feels too great to make the trade-off worthwhile. At an extreme, if Cleave did almost exactly the same damage as Bash or Frenzy, but had the ability to hit a second target when one was around, Cleave would definitely become that “clear winner.” So, to make it more appealing to some players, our goal is then to find that sweet spot between where Cleave is now and doing the same single-target as Frenzy and Bash. We’re going to increase both the damage and proc coefficient on Cleave to close the gap when fighting a single target.
Fury Spenders
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For many players, using Hammer of the Ancients, Seismic Slam, or Rend just doesn’t seem worth it. To make these skills more attractive, we’re going to straight up buff their damage across the board. How much? Well, we noticed that more players use Battle Rage than any of these other Fury Spenders, but Battle Rage is less exciting to use and doesn’t quite evoke the same visceral joy. So, we used Battle Rage and Frenzy as our starting point. We basically asked ourselves the question “How much damage would Hammer of the Ancients have to do in order to make Frenzy + Hammer [of the Ancients] as appealing as Frenzy + Battle Rage?” Players who really want to go the extra mile for the most damage could go so far as to combine all three skills together, so we kept that in mind as well.
Hammer of the Ancients vs. Battle Rage was a simple starting point, but we used similar approaches with Seismic Slam, and Rend. The basic idea was: Fury generation isn’t attractive to players because Fury spending isn’t attractive to players, so what do the numbers need to be to fix that? To continue using Hammer of the Ancients as an example:
- We’re increasing its base damage from 200% to 325%
- We’re increasing the damage for Rolling Thunder from 155% to 275%
- We’re increasing the damage for Smash from 270% to 406%
And to provide another example, here’s what we’re doing with Rend:
- Weapon damage increased from 210% over 3 seconds to 700% over 5 seconds
- Lacerate weapon damage increased from 271% over 3 seconds to 903% over 5 seconds
- Bloodbath weapon damage increased from 60% over 3 seconds to 100% over 5 second
With these improvements (Whirlwind and Seismic Slam will be receiving similar tweaks to improve their viability), we hope to see Fury Spenders become more appealing for all levels of play.
But What About…
I’ll close by adding that there are no changes planned for either Sprint or Battle Rage, so all you crazy double tornado barbarians will still be able to log in after 1.0.4 goes live and continue with your current build. Or, you can try out some of the new toys we’re adding. Either way, we hope you have fun and are looking forward to 1.0.4!
Previews for the other four classes are ‘coming soon’.
So what do the barbarians think of this? Do you approve of the changes? Is it enough or do you think Blizzard need to go further with changes to the Barb’s skills? Have you dumped the barbarian and think this will get you playing him again?
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No passive changes? Or just no info on passive changes?
I think some of the passives are flat out boring and have that “+5% to crap” feel they said they wanted to get away from. Hell, something like Galvanizing Ward on a Wizard can be out done by a single bloody affix on a single bloody item.
They won’t reveal every change, just like with Legandaries
patience, young Padawan, this is just a sample.
I think their goal of this “blog” was to explain their approach to buffing the Barbarian as well as give some basic changes. Hence no passive or rune changes were discussed.
As far as nerfs, they know they can’t nerf anything. If something was going to be nerfed it would have happened in a hotfix by now. And at the moment the double tornado build is the only thing that “feels” like playing Diablo in this game to me. I mean I’m so powerful that things die as I simply run past them, it’s awesome.
As for these buffs, I am a 2h barb. I finally stopped using my build and switched to tornado just so I could finish inferno. But my old build is about to receive a massive buff. I used cleave, hammer of ancients(smash), earthquake, and I think leap, charge, and something else. Anyways, if everything in my old build is buffed I’ll be enjoying the change.
They did mention specific runes in some cases. What gets me is that they didn’t mention some other rarely used skills like the one that summons the ancients, or warcry runes other than the resistance one.
That because its a basic statement of the kind of changes they are doing and why, not a list of every change (need the full patch notes for that).
Don’t play a barbarian so I don’t know all the nuances of the class but these changes sound good. I like that they don’t plan to nerf fun builds that already exist.
I’m actually surprised they didn’t nerf some of the sprint tornado effects. Like I asked the guys on the recent barb podcast, do you think that build is intentional? I do not; I think bliz meant sprint to be a sort of situational escape/movement skill, and didn’t figure that players would find a way to use the tornado rune effect, with critical hit chance gear, and other skills, to enable the best barb builds in the game.
But apparently they’re fine with it working as it is. Note that they are nerfing the other proc/exploit type build, the wizard energy twister mega critical hit build, though they say new uniques with very high crit hit chance will more than make up for it.
My question here is the same as on the podcast… why just the barb and wiz have such awesome abusive builds, and nothing so crazy for the monk/wd/dh? If, as I think, those builds are basically happy accidents for the barb/wiz, then it’s not a hard question to answer. None of them were intended and so we just happened to get 2 of the 5 chars with awesome builds possible by using multiple skills + very high critical hit chance.
I do wonder what other classes would have along similar lines, though. Say if there were a DH passive that dropped cool downs or added hatred/discipline with every crit. What skill usages would change? Perma-SS? Obviously that would be an exploit. I haven’t played enough high level monk/wd to pull up possible examples off the top of my head.
I find it easy to masturbate to
I’m not sure that’ll make it as an option in our up coming poll regarding reactions to the barb’s updates.
I love you, Elly.
Am a little surprised that there is no nerf to revenge/sprint.
And no mention of any changes to the passives.
Final verdict: Double tornardo build is still the best, nothing interesting to see. Bring on the other class previews.
They said no nerfs, remember?
As for double being best, do you see some of those damage numbers? I will probably still use double because I find it really fun, but I can’t categorically say, based on this short preview, that it will always be the right choice for everyone to use it!
If one thing is clear it’s that they don’t think the game is too easy right now, even with everyone using the current ideal builds. So there’s no reason to nerf anything, instead they’ll buff up everything else to that level to improve variety.
You must be playing a different game then. Everyting up to act 2 Inferno is trivial.
Nice!
they wont nerf anything for fear of losing players unless its totally op – buffs only.
Hoping the witch doctor fix isn’t this simplistic and meh… Sorry barbs enjoy your whirlywinds.
Awesome news. I’ve been running a Frenzy Smite build ever since it unlocked. Will be good to go back to some of the other generators.
May even give me a reason to roll a 2nd barb named Korgoth
Huh, that was a lot shorter than I expected. There’s certainly gonna be way, way more changes than this. I’d be surprised/disappointed if nearly every skill/rune doesn’t get at least a tweak here or there. (Such as the non-tornado Sprint runes.)
they won’t reveal everything yet,but uodate should be next week so we will find out soon enough
hmmm, was hoping for a bit more info on other skills, but so far so good. I mean this is just a preview, full stuff will be listed in the actual patch.
Really wanna know what will be done to Call of the Ancients as I really wanna use that skill.