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Quality of life of barbarians

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Mod version:1
Game version:3
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About This Mod

Rage Class Change



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  • Rage can now be used outside of combat. This is useful if you know that a fight is coming and want to start a fight strong or start a fight with a fierce attack. Note that rage still needs to be maintained by dealing damage to an enemy or taking damage during a turn, so I recommend doing this step by step right before starting a fight. Inspired by unbridled rage.
  • All rage enhancements (including Rage, Rabies, Rage: Wild Magic, and all Wild Heart totems) are now applied equally to all variants. These enhancements include:
  • Advantage in power checks and saving throws
  • Resistance to physical injury, including slashing, stabbing, truncheon, and fall damage
  • Deals an additional 2 (increased to 3 at 9 level) damage by nearby and improvised weapons, unarmed strikes, and while throwing objects. Previously, this was a problem with Wildheart Totems; half of them didn't scale to Tier 9, and some of them didn't apply to Finesse weapons. This applies whether you use Strength or Dexterity (deviating from the Unofficial Bug Fixer fashion patch).
  • "The End of Fury" is now a free action. It's not that much, but maybe it'll help the barbarians/spellcasters a little bit in the multiclasses.



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Tempered rage


  • A visible status indicator has been added to show if your rage will end early. If you don't attack or take damage on the last turn, Rage can end when you finish your turn. It's easy to lose sight of, so I gave this mechanic a name and made it visible. If you have a Constant Fury status, your rage will not end when your turn ends.
  • Now, when an ally attacks, the fury will be renewed. For better or worse, your rage has a better chance of getting through a round of confusion.
  • Note: Since it was opaque before, you may not have realized that the conditions for extending your rage when attacking an enemy don't really require you to take damage. In fact, as long as you try to attack a hostile creature, even if you miss, your rage will persist. It also means that the absence of an ally will also preserve your rage.



Lyubov Loviatara


  • Loviatar's Love is completely incompatible with today's logic of increasing anger through damage. I'm not sure it was documented anywhere; I discovered it while working on Dynamic Wildheart Barbarian. If a barbarian has the passive Loviatar Love effect, then taking damage will never reduce your rage, which is a huge hidden drawback of passive skill for a class that otherwise seemed to him very similar to synergy with him!
  • To fix this interaction, I removed all Loviatar's Love functionality from the base game files and reimplemented it from scratch using Script Extender.
  • Note: I moved this change to an optional file. It can be downloaded independently of the main file, but requires Script Extender. It is compatible with persistent passive abilities, but not with mods that change the basic functionality of Loviatar's Love itself.



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Feeling dangerous


  • Feeling threatened actually works in favor of the player in the base game. The tooltip has been updated to reflect its actual effect: "You feel when something is not right. You have the advantage in agility when saving throws. To gain this benefit, you cannot be blinded or disabled."



Changes


subclasses I'm biased against Wildheart, so the changes here are focused on it. If you have other suggestions or suggestions for improving other subclasses, let me know in the comments.



Elk Heart


Today is the second weakest Beast Heart, so I made some small changes to make its unique ability, Primordial Panic Escape, a little more competitive.image 4 for


  • Attack rolls now use the accuracy of your weapon rather than firing without a weapon (!). This allows it to benefit from your weapon's spells, including effects that are activated when melee weapons are thrown.
  • The prone check now uses Manoeuvre Save DC rather than the 10 + force modifier. It's a small buff on higher levels, and a huge one for Dexterity builds.
  • Instead of a flat 1d4 at all levels, the damage roll (in addition to the power modifier) increases at higher levels of Barbarian: at 6th level it becomes 1d6, and at 10th level it becomes 1d8.
  • Range increased by 33% and animation speed doubled to appear less cumbersome.



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Heart of the Tiger


  • For all fans of Barbamonk: Tiger's Bloodlust can now be used unarmed. Note that the tooltip and damage preview will not work well, but this behavior is consistent with the Spikes Strike behavior without weapons.



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Wolf Heart


Wolf Heart is the weakest Beast Heart (in my opinion). I wanted her to feel better, not making her stronger than the strongest Bestial Hearts (Bear & Eagle), focusing on her niche game as the leader of the pack.


Special thanks to Syrchalis for his work on automatically applying "Incitement Howl" when entering "Rage: Wolf Heart" in the "Rebalance - Class Spells" modifier and for allowing me to add them here! Be sure to check out his other mods; I have often used them to learn how to create mods, and they are the gold standard for my idea of balance.


  • "Rage: Wolf Heart" now gives the barbarian the tactics of the pack, which gives you the advantage of defeating targets surrounded by allies. It's not that big a buff, because barbarians already have the surest way to gain offense advantage in a game of Reckless Attack, but I like the fact that barbarians with Wolf Heart are even more encouraged to stay closer to the pack.
  • Now, when you become furious, the Incitement Howl is automatically applied to your allies on two turns.
  • Howling now consumes only the bonus action and lasts two moves.



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Beast Aspect: Bear Because


Bear Heart is arguably the strongest animal totem in the game, the irony being that Bear Aspect is one of the weakest in its category. In the base game, it doubles your payload and gives you the advantage of a power test. On paper it sounds fine, but in practice it is useless for the game balance, because one of the main features of Rage is that it already gives you an advantage in power.


  • Now gives a +2 bonus on all Strength Checks and saves.



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Beast Aspect: Crocodile


In the base game, the crocodile aspect does two things: make you faster on wet surfaces (including fat and ice) and give you the advantage of saving throws on slippery surfaces. But when slipping on a slippery surface, Dexterity save is always used, and as mentioned above, Dexterity has a bug to give the barbarians an advantage with all Dexterity saves already at level 2. In the end, this aspect is completely useless: you slightly increase the speed of movement, but do not get additional resistance to sliding on the ice.


  • The crocodile aspect now confers immunity to slipping on fat or ice.
  • This passive effect has also been redesigned to improve performance and consistency.



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Beast Aspect: Meadoed


  • It can now be triggered in response to any status in the Poisoned, Scared, or Enchanted groups, rather than just specific named statuses.
  • To be honest, this passive effect still needs a lot of work to make it truly viable outside of meme builds, but any changes are best saved for a single fashion that cares a little less about balance.



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Beast Aspect: Wolverine


  • Can no longer work for you or your allies.



Equip


The Clothes Of The Furious Heart


Incredibly, today this armor literally does nothing. There are no passive or active effects in the game code.


  • Gives you 2 Charges of Fury when you go into a rage, and each turn your Fury continues.
  • Please note that this is different from the implementation in Unofficial Bug Fixer fashion, which gives you Anger only at the beginning of your turn. This fix is completely fair, but it means that this armor is completely useless on the first move of any fight (unless you have applied Rage). Given the importance of this first move for the collisions in this game, it seems to be a significant gap.


Similar Mods/Addons

Game Version *

3 (Barbarian Quality of Life-8350-1-2-0-1712097967.zip)