Causes Wildheart Rage to end after ending your turn no matter what, even if you hit enemies. I do have a mod, which gives me different animal type rage. It turns wildheart rage spell into a container, where you select bear, eagle, tiger etc. Pretty much same as what Dynamic Wildheart mod does.
Seems to be working for the most part in patch 7, although for some reason the custom action resource icon is the red star. Not sure if that's something that can be easily fixed but it would be nice.
all interesting but i gotta admit one of the good things about a barbarian should be that things are simple, kinda like a champion warrior :P , so.... can u make an alternative version which distributes the onslaughts to the subclasses? and i also wanna say that Invigorate looks more like a paladin thing, like leadership and stuff =w=
While the buffs to the subclass are generally pretty good, magical awareness is still a bit of an awkward ability to use. It's still not something you'd likely want to use your BA on. Making it a togglable passive could help solve this while still retaining it's quirky nature of helping enemies.
Alternatively, it could be remade entirely to be basically a weaker version of the Paladin's Aura of Courage (since it only helps against spells), being always active and only affecting allies.
I think either of those options could solve the awkwardness present in the ability.
Great mod! I suggest integrating "Dynamic wildheart barbarian" mod and add possibility to change animal aspects between level ups to ensure flexibility.
Just a quick questing, are you really suggesting putting this mode above community library ? Thats seems weird to me. How can requirment be loaded after mod requiring it. Plus library is one of first mod loaded in most mod list.
So the only thing in the screenshot of the mod load order actually needing community library is the compatability framework which has to be loaded last in the load order so community library loads before that. I guess comminity library is flexible and can be put anywhere as long as it loads before compatability framework
The mod is absolutely great and I love it. Will test it but from a quick glance ingame:
I didn't come across a mention on the onsloughts selection screen that Rend deals weapon damage. It's quite a usefull info if one wants to make informative decision.
Fury Points in the UI do not have a distinction between 'active' and 'used' states (both are colored), making it impossible to determine how many of them you still have available.
Is choosing Fighting Style at level one some kind of passive bonus automatically granted depending on the weapon wielded? I don't see any effect that would describe one of the bonuses spread out on your mod information page. I'm not sure I understand what to expect from these Fighting Styles.
And a small suggestion. It occurred to me that there is no reason why Magic Awareness can only be used once for a short rest. Given its meager range and the need to use a bonus action, I suggest changing it to 'once per battle' or maybe even 'once per turn' to give this weakest subclass interesting tool that still needs to be played around.
Thank you for the feedback. Hopefully I can help fix a few of the issues you've encountered.
On testing I have found the Rend issue so this will be fixed in an update coming out today, thank you for finding it.
Fury points should look like this:
If they instead look like pinkish red stars then this is the default icon and it's possible you don't have ImprovedUI & ImprovedUI assets. It is also possible that you might have these two mods but may not have updated them as the fury point icon was only added around 3 weeks ago.
Fighting style is identical to the Fighter fighting style. If you did not respec any barbarians to a different class before installing then you will be unable to pick a fighting style. To fix this, you will have to respec, choose a different class and then choose barbarian and the option for picking a fighting style should appear.
I like your suggestion on Magic Awareness, I will change it to once per turn in the next update as I agree it is a weak subclass.
I had a mod conflict which prevented the Fury Points icon from displaying properly. Specifically, after installing ImprovedUI, I forgot to change the Better Inventory UI from Pavelk to a compatible version. Also, I was able to get to the fighting style selection option. Thanks a lot for the help.
Btw, I don't think Wildmagic is a weak subclass after the changes you've made, i.e. renewing spell slots after each short rest, just the weakest by itself. Consequently, I would personally be very careful about strengthening it further. Paired with the spellcaster, it looks like a strong combination and a subclass that relies not so much on its own blunt force as on ingenious synergy.
Glad you could get the icons working, I'll try get a general idea of how people are finding wildmagic based on feedback and see if it needs further changes whether that be nerfs or buffs or just more options.
I outright adore this. If you're ever willing to do the remaining 8 levels, you'd be my hero- I have the level increase mod and would love all 20 levels heh.
Regarding things you could do for later levels: 1. The things you list are fine, and there's definitely no need to make a 4th tier of onslaughts or anything drastic like that. The ones you have are fine- more than fine, actually. 2. I can think of 2 more features that would help: A. One to make it so that if you roll initiative with less than maximum fury, you regain a couple, like 1-2 or so, nothing huge. There's been plenty of times where I try to go as long as I can without long rests, and as a result, I feel like Barb would falter first. Alternatively, maybe 2-4 on a short rest. Either way, at level 13+ it's a feature worth waiting for, and at these levels casters would be slinging absolute bangers all over the place, so I feel it should be fine. B. The other would be to add scaling to the various damages, added at levels 16 or higher, to cover for the sheer gap between initial damage and current health bars at that level.
Thank you for coming up with some ideas, I like these and will get working on a level 13-20 additional file at some point. I was worried about having to add a 4th tier of onslaught as it would indeed be a lot of work, but a passive to improve existing onslaughts and other stuff along the lines of that sounds really good!
Not sure as it took a while to make everything for only up to level 12. I can't think of any way I could easily do this other than just add more fury point unlocks and add an extra level 3 onslaught choice (or maybe 2 idk).
30 comments
Some barbarian changes are working: rage doesn't cost a bonus action, recoil damage instead of frenzied strain.
Fury points, choosing onslaughts on leveling is missing entirely. I also never get to pick a fighting style.
Did anyone else run into these issues?
While the buffs to the subclass are generally pretty good, magical awareness is still a bit of an awkward ability to use. It's still not something you'd likely want to use your BA on. Making it a togglable passive could help solve this while still retaining it's quirky nature of helping enemies.
Alternatively, it could be remade entirely to be basically a weaker version of the Paladin's Aura of Courage (since it only helps against spells), being always active and only affecting allies.
I think either of those options could solve the awkwardness present in the ability.
And a small suggestion. It occurred to me that there is no reason why Magic Awareness can only be used once for a short rest. Given its meager range and the need to use a bonus action, I suggest changing it to 'once per battle' or maybe even 'once per turn' to give this weakest subclass interesting tool that still needs to be played around.
I like your suggestion on Magic Awareness, I will change it to once per turn in the next update as I agree it is a weak subclass.
Btw, I don't think Wildmagic is a weak subclass after the changes you've made, i.e. renewing spell slots after each short rest, just the weakest by itself. Consequently, I would personally be very careful about strengthening it further. Paired with the spellcaster, it looks like a strong combination and a subclass that relies not so much on its own blunt force as on ingenious synergy.
If you're ever willing to do the remaining 8 levels, you'd be my hero- I have the level increase mod and would love all 20 levels heh.
Regarding things you could do for later levels:1. The things you list are fine, and there's definitely no need to make a 4th tier of onslaughts or anything drastic like that. The ones you have are fine- more than fine, actually.
2. I can think of 2 more features that would help:
A. One to make it so that if you roll initiative with less than maximum fury, you regain a couple, like 1-2 or so, nothing huge. There's been plenty of times where I try to go as long as I can without long rests, and as a result, I feel like Barb would falter first. Alternatively, maybe 2-4 on a short rest. Either way, at level 13+ it's a feature worth waiting for, and at these levels casters would be slinging absolute bangers all over the place, so I feel it should be fine.
B. The other would be to add scaling to the various damages, added at levels 16 or higher, to cover for the sheer gap between initial damage and current health bars at that level.