Pure barbarian perks

Started by TeufelHunden, February 04, 2012, 09:55:19 PM

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Ebok

Honestly, perks provide ways of themeing your character that are far cooler then the raw stat bonuses both classes receive at the moment. I will trust in our design team to have a good sense of what to keep and what not to. However some of the boons from these are really what make them useful as classes. I'd expect the Cha to rages, DI, and at least similar boons to ranger's choice to targets.

I'll think up some possibles and send them this way. However if the team is looking to redo perks, the rogue perks should prolly be set up in the 1/5/8 style as well. As it is, I feel only the level 8 ability matters, and it's a touch too drastic all at once.

Ebok

Honestly, perks provide ways of themeing your character that are far  cooler then the raw stat bonuses both classes receive at the moment. I  will trust in our design team to have a good sense of what to keep and  what not to. However some of the boons from these are really what make  them useful as classes. I'd expect the Cha to rages, DI, and at least  similar boons to ranger's choice to targets.

I'll think up some possibles and send them this way. However if the team  is looking to redo perks, the rogue perks should prolly be set up in  the 1/5/8 style as well. As it is, I feel only the level 8 ability  matters, and it's a touch too drastic all at once.

shadesofblack

I see some sweet stuff in this thread. Here's my attempt; just a couple of ideas to kick around.

Ranger perks

Venomist
Through years spent working with poisons and venoms, you have grown resistant to the effects of these substances, and know several ways in which to counteract their effects. Beyond simple resilience, you have also developed a talent in suffusing your weapons with these poisons.
L1: +2 Saving throw vs poison, spawn 1 Antitoxin, Lesser Restoration, or Antidote per reset
L5: Use Poison feat, +2 Heal
L8: +4 Saving throw vs poison, spawn a random (medium to strong) poison in inventory per reset

Archer
Your bow is an extension of you. You send your arrows every which way seemingly at whim. Your dedication to the craft of archery allows you to pepper your foes from a certain range, but your lack of experience in the fray is apparent.
L1: WF: Longbow, WF: shortbow, -1AB when using melee weapons
L5: Spawn 99 arrows (from a selection of reasonable arrows) every reset.
L8: +1 AB when using a bow

Wanderer
You've always been more comfortable in the open plains or dense jungles of the wilderness. The time you've spent roaming various terrains has taught you to be swift and efficient when traveling, and you can glean more from the signs left by nature than most of your peers.
L1: Lore +2, Search +2
L5: +10% movespeed in wilderness areas, -10% movespeed in city areas
L8: +15% movespeed in wilderness areas, Lore +4 Search +4

Sophisticate
Raised on the cobbled streets of the city, you are more comfortable behind stone walls and on paved roads than you are out in the precarious wilderness.
L1: -4 Hide/MS in wilderness areas, +4 Hide/MS in city areas, -20 Animal Empathy
L5: +10% movespeed in city areas
L8: +20% movespeed in city areas

Hunter
Whether for sport or necessity, you have spent much of your time tracking and hunting the fauna of the land. Years spent in this pursuit has left you with the skills needed in taking down game, small and large.
L1: FE: Animal, Set Trap +2
L5: Harvest double the meat/skins from animals, Spot/Listen +2, Set Trap +4
L8: Access to a special hunter's store (maybe with the NPC that asks for stag antlers)

Zoophile
From your time spent amongst the beasts of the land, you've not only learned to identify the many varied creatures that you've encountered, but you've also developed an affinity for these creatures. You understand their thoughts, instincts, and body language more than most could imagine.
L1: AE +2, Lore +2
L5: AE +4, Lore +4
L8: Access to a special menu of (slightly stronger/cooler) animal companions. Double the XP penalty for animal companion death.

SkillFocuspwn

Just personally, while I love the idea of class specific perks, I also love that Rogue has its first tier at 5 and then second tier at 8 which you can pick separately. I'd love to see even the progression paths as unique to each class, although this is obviously a ridiculously minor thing. Maybe a selection of perks, or multiple tiers of choice?

Legacy

I really don't think these two classes need to be improved per se as much as given some unique options/perks to allow for more flexibility in unique concepts.  Here are some examples I've had in mind for the ranger.

Bowman - disable duel wield permanently, grant point black shot/rapid shot for free while wearing light armor.

Vanguard - disable duel wield permanently, grant +1 ab +1 dmg on all attacks while wearing medium armor. -10 stealth skills.

Spiffy Has

Make a separate thread for rangers. This is for barbarians.

Disco

NO NO NO NO! Barbarians is perhaps the single most bad ass class there is on EFU: it is already HEAVY modded and it absolutely KICK A** They defenatly do not need any more buffs.

On a side note It would be funny and interresting to have these perks, but it is not needed.

The Pathfinder

Quote from: Legacy;273862I really don't think these two classes need to be improved per se as much as given some unique options/perks to allow for more flexibility in unique concepts.  Here are some examples I've had in mind for the ranger.

Bowman - disable duel wield permanently, grant point black shot/rapid shot for free while wearing light armor.

Vanguard - disable duel wield permanently, grant +1 ab +1 dmg on all attacks while wearing medium armor. -10 stealth skills.

If I may?

Brute - disable dual-wield permanently, grant Power Attack and Cleave for free while wearing light or medium armour.

Feral - disable dual-wield permanently, grant Improved Unarmed Strike and Monk unarmed-damage progression while wearing light or no armor.

One_With_Nature

No need to fix wasn't isn't broken.

Cerberus

Quote from: One_With_Nature;273908No need to fix wasn't isn't broken.
Ditto...
But then I didn't think the rogue, sorcerer or tank were broken either. [shrug]

Relinquish

Quote from: Disco;273871NO NO NO NO! Barbarians is perhaps the single most bad ass class there is on EFU: it is already HEAVY modded and it absolutely KICK A** They defenatly do not need any more buffs.

On a side note It would be funny and interresting to have these perks, but it is not needed.

I was under the impression these suggestions were to replace the current barbarian perks. Giving them more ontop of the current system is unbalancing.

Legacy

This thread isn't about buffs so much as it is about giving them alternative options that let them express a wider range of concepts more fluently.  

Or atleast I would hope so.

Lenthis

In all honesty, Much rather see something happen with another class like paladin feats, or ranger feats then Barbs, they really dont need a buff or change, and are one of the most favored classes on EFU by far.

Nihm

Barbarians don't need any help, but if there's intent to see them redone, might as well make suggestions.
 
(for barbarian) Runt/Outcast
 
Maybe weak or crippled, maybe an overthrown chieftain or the offspring of the camp whore, this one was for whatever reason thrown to the bottom of the tribe hierarchy.  Fighting with the camp dogs for the poorest portions of meat, being scapegoated for the bad luck or mistakes of everyone else, having the most unnatractive and unhealthy mate, and being mocked and beaten were frequent experiences for this unfortunate.  Keeping quiet and unnoticed was his preferred role.  Absorbing punishment and fleeing quickly at signs of aggression were his strengths.
 
Though having little or no training in the esteemed roles of warrior or hunter, the Runts' harsh life has developed him into an amazingly gifted survivor.
 
Loses Medium Armor and Martial Weapon feats, and starts with -2 ab to represent his lack of opportunity in the traditional Barbarian roles.  His Rage increases his durability and movement speed instead of his offensive ability.
 
Starts with a small Disease resistance, resistance to physical damage, and movement speed.  Every level the Runt gains one hide, move silently, and concentration.
 
As he progresses, the Runt gains increasing Disease , movespeed, Bleeding Stabilization, and physical resistance bonuses, and his Rage enhances those traits instead of adding strength.

Urlen

Most classes have their cool quirks and fun:
Druid: shapeshift/Travel
Ftr/rogue/sorc: special perks
Clerics: religious token
Bards: Special songs

All classes can be powerful in their own way. We dont need any backgrounds for barbarians, but I would suggest there be special rages that suit each barbarian.
I know it was considered in the past and CoA has something similar.