Changes coming for barb... This are not the final changes though and this are Datamined data. After reading all the nerfs on barb forum.. everything has been nerfed to the ground. No more fury generators.
Let's take a look at the changes in order of importance.
Thrive on Chaos : Gain 248 Life per Fury gainedspent while under the effects of Wrath of the Berserker
Ok...this is gonna hurt. Thrive on chaos no longer extends the duration of wrath of the berserker. It will indeed be an "only for emergencies" type thing now. No more permawrath. We will need to figure out some good answer to crowd control effects. That's the real problem at hand above everything else. If anyone from Blizzard might be reading this, please consider giving us means to reduce the cooldowns on ignore pain, ground stomp, and similar.
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Hurricane : Pull enemies from up to 45 yards away towards you while Whirlwinding.
No more whirlwinding at movement speed. This looks bad, but what it will primarily hurt is efficiency. What's important in terms of utility is being able to cut through mobs, which presumably will still be possible.
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Into the Fray : Gain 1% Critical Hit Chance for each enemy within 10 yards while under the effects of Battle Rage
Into the fray as we know it is dead. This is okay, because a) so is permawrath and b) it's not that important for the purpose of fury generation. Mighty weapons will presumably become much more important, as will the IK set bonus, and any other fury generating items.
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Ruthless : You deal 40% additional damage to enemies below 30% health.
A major nerf, but somewhat warranted. I think it should likely be retuned to around ~50-60% health as the threshold instead.
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Weapons Master Gain a bonus based on the weapon type of your main hand weapon: / Swords/Daggers: 8% increased damage / Maces/Axes: 5% Critical Hit Chance / Polearms/Spears: 10% attack speed / Mighty Weapons: 3 Fury per hit
Considering all the other nerfs, losing 7% damage with a sword, and 10% crit chance with an axe/mace are going to be the least of our concerns. I suspect mighty weapons are going to end up being the mainhand of choice anyways.
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Bloodthirst : Each point of Fury spent heals you for 165 Life. / Heal amount is increased by 1% of your Health Globe Healing Bonus.
This prevents glass cannon gearing by downplaying the imbalanced effect of lifesteal at ultra-high DPS levels. I It will frustrate a lot of people, but IMHO it was necessary. This also has the possible positive benefit of putting lesser-geared players on par with higher-end ones from a pure survivability standpoint.
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Blood Lust : Heal for 0.5% of your maximum Life per second for each affected enemy.
Similar to above. Puts more importance on vitality/life%. Probably will be unimportant in future end-game gear.
This post has been edited by Deckard Cain: Sep 22 2013, 11:57 AM