One thing I forgot to mention! Barik's Failsafe card should be reworked to function like how Makoa's Ebb and Flow does now! That way, he'd be able to invest just one loadout point into the card instead of 3, freeing up space to spec into more cards!
Base Buffs for Barik. Barricade can be used while airborne Rocket Boots duration increased from 1s to 1.5s Turret health increased to 1500 (Although I did think about increasing his health from 3400 to 4000, but after hearing your reasoning why it's a bad idea, I wasn't there at the time so I dumped it) Talents Forgefire: Flamethrower turret health increased from 1750 to 1800. Dps increased from 320 to 350. Max range increased from 22 to 30 Cards Failsafe will now reset the cooldown of rockets boots after falling to or below 40% health. Cooldown: 30s. Increasing the level will reduce the cooldown of this card to a maximum of 18s if at level 5. That's all the Barik Buffs that are best preferred for him
Forgefire buff: Dome Shield now costs 40% Ultimate charge and places a flamethrower turret with a modified mid-range canon without shield that shoots every 2,5s a fire proejctile, dealing burst 300 dmg & 300 burn damage over 3s.
i was a barik main for a long time and i agree with mostly everything but the tinkering part, i like hitting headshots makes me feel more impactful on point
What I would LOVE to see would be the ability to throw the turrets so you won't have to leave point to place turrets where you want to, or to throw them into funny positions Another thing that might be nice would be for the card Healing Station to also apply to allies, so that if your backline is getting flanked a lot, you can leave a turret in the backline both for a tiny bit of damage and healing
A nice QOL tweak for Barik would be to make it so that Tinkerin bullets could pass through his turrets. Really annoying when trying to finish someone off, only for your turret to block the shot.
One thing to buff him is to bring back his self healing build that was killed with the introduction of passive caut. convert his hp healing cards into shield cards and call it armor or something. standing near turrets gives passive shield per second up to a certain amount (options are to either have the max shield amount be affected by card lv or rate at which shield builds be affected by card lv) then the other card every shot from a turret gives you a shield on hit. benefit is its no longer effected by caut. also allows him to increase his effective hp similar to a raw hp buff but its something that has to be built up over time which is unlikely in a game as your job is to be on point taking/mitigating dmg. trade off is its now counted by wrecker but caut stacks up to 90% on everybody throughout the match were as its up to the enemy team if they buy wrecker or not so now getting shot by the enemy support or tank doesn't instantly shut off your sustain cards.
i think most balance changes in paladins shouldnt be in the base kits, instead buff bad/mid cards if you feel a character is underwelming or change talents, the problem with this is thta a lot of charcaters can only be buffed in base kit bc a lot of talents have been put in base kits (nando, mave, koga are example i can think of now)
Turrets should definitely stay up after Berik dies. Two ideas for forge fire: his torch turrets get their own personal mini bubble shield. To bump them up by 1000hp and regenerate as they do damage. OR replace forge fire all togeather. And now all his turrets float around him, kinda like Vivian's ult.
What about making his turrets shoot twice as fast with 60 damage per shot (the same 120 Dps) to buff field deploy, making his base blunderbuss' 4 pellets more accurate or spreading the 500 Dps across more pellets (maybe 8 to make his damage more consistent), doing that rocket boot buff or power shifting fuel efficiency into it, and making his ult spin 1 revolution/second and do a 600 Dps afterburn for a couple of seconds so it's better for crowd control?
I would like to have a card that make the turret granting personal shield instead of healing... maybe the one that heal you overtime while nearby instead could grant you shield overtime,... like moji... also maybe make that forgefire would remove the bubble shield of ult... but would grant personal shield to all your present turrets... that would make it a more interesting talent... your ult would instead protect your turret instead of you...
it would be nice if instead the devices (shield, turrets) would be lobbed projectile so you could place them without having to move all around, along with increased attack range for basic turret... or allow him to place turret while moving with rocket boots. also turret should start firing and keep firing aslong as barik is "In combat" and just turn and seek nearby target.
On the subject of turret health I'm gonna have to hard agree, Azaan (and most other projectile champs) can just 1 shot the turrets with bulldozer lvl 1 and it doesnt really feel fair on either end of the interaction
Make the turrets have 1500 HP, and chance the turret's HP card to: Increase the turrets Max HP and Size by 10% per level Also, wouldn't mind buffing Barik's max HP and then remove the HP card
His turrets should stay up even after he dies and should at least de somewhat of a deterrent, or at least buff his card that damage made by them give heals
Really do feel his gun is really unsatisfactory to use unless thinkering talent is used, it can be quite unreliable and would be CqC only when he doesn't have a lot of endurance to survive Vs other tanks.
I'm using double self healing on turrets one on hitting enemies and one when near then and then I pair that with cooldown reduced when turrets are destroyed because both good and bad player's destroy your turrets that build has served me good I don't think double dash and increased HP are they good
One thing I forgot to mention! Barik's Failsafe card should be reworked to function like how Makoa's Ebb and Flow does now! That way, he'd be able to invest just one loadout point into the card instead of 3, freeing up space to spec into more cards!
Out of curiousity, did you read the Paladins discord game feedback?
love playing barik and definitely they should atleast do this
Base Buffs for Barik.
Barricade can be used while airborne
Rocket Boots duration increased from 1s to 1.5s
Turret health increased to 1500
(Although I did think about increasing his health from 3400 to 4000, but after hearing your reasoning why it's a bad idea, I wasn't there at the time so I dumped it)
Talents
Forgefire: Flamethrower turret health increased from 1750 to 1800. Dps increased from 320 to 350. Max range increased from 22 to 30
Cards
Failsafe will now reset the cooldown of rockets boots after falling to or below 40% health. Cooldown: 30s. Increasing the level will reduce the cooldown of this card to a maximum of 18s if at level 5.
That's all the Barik Buffs that are best preferred for him
@@malachidieselsobolewski3134 seems good to me, now you just gotta apply for a job on EM and we're all done!
@@malachidieselsobolewski3134honestly looks perfect
Forgefire buff:
Dome Shield now costs 40% Ultimate charge and places a flamethrower turret with a modified mid-range canon without shield that shoots every 2,5s a fire proejctile, dealing burst 300 dmg & 300 burn damage over 3s.
idk if 2.5s is too much, maybe like 2s?
i was a barik main for a long time and i agree with mostly everything but the tinkering part, i like hitting headshots makes me feel more impactful on point
Somewhere around the 17 minutes point, the damba ult was excidental but it worked out either way there
Fat finger was on the ult button 😅
what if his rocket boost became a resource... like fernando shield... do he would just in and out... and the ruel tank would replenish slowly...
What I would LOVE to see would be the ability to throw the turrets so you won't have to leave point to place turrets where you want to, or to throw them into funny positions
Another thing that might be nice would be for the card Healing Station to also apply to allies, so that if your backline is getting flanked a lot, you can leave a turret in the backline both for a tiny bit of damage and healing
The accelerator field card should trigger on the dome shield and the healing station card should be able to heal allies as well
A nice QOL tweak for Barik would be to make it so that Tinkerin bullets could pass through his turrets.
Really annoying when trying to finish someone off, only for your turret to block the shot.
One thing to buff him is to bring back his self healing build that was killed with the introduction of passive caut. convert his hp healing cards into shield cards and call it armor or something. standing near turrets gives passive shield per second up to a certain amount (options are to either have the max shield amount be affected by card lv or rate at which shield builds be affected by card lv) then the other card every shot from a turret gives you a shield on hit. benefit is its no longer effected by caut. also allows him to increase his effective hp similar to a raw hp buff but its something that has to be built up over time which is unlikely in a game as your job is to be on point taking/mitigating dmg. trade off is its now counted by wrecker but caut stacks up to 90% on everybody throughout the match were as its up to the enemy team if they buy wrecker or not so now getting shot by the enemy support or tank doesn't instantly shut off your sustain cards.
i think most balance changes in paladins shouldnt be in the base kits, instead buff bad/mid cards if you feel a character is underwelming or change talents, the problem with this is thta a lot of charcaters can only be buffed in base kit bc a lot of talents have been put in base kits (nando, mave, koga are example i can think of now)
Turrets should definitely stay up after Berik dies.
Two ideas for forge fire: his torch turrets get their own personal mini bubble shield. To bump them up by 1000hp and regenerate as they do damage. OR replace forge fire all togeather. And now all his turrets float around him, kinda like Vivian's ult.
There's also another cool thing about turrets, they are immune for a bit when deploying and can absorb infinite damage at that point
What about making his turrets shoot twice as fast with 60 damage per shot (the same 120 Dps) to buff field deploy, making his base blunderbuss' 4 pellets more accurate or spreading the 500 Dps across more pellets (maybe 8 to make his damage more consistent), doing that rocket boot buff or power shifting fuel efficiency into it, and making his ult spin 1 revolution/second and do a 600 Dps afterburn for a couple of seconds so it's better for crowd control?
I would like to have a card that make the turret granting personal shield instead of healing...
maybe the one that heal you overtime while nearby instead could grant you shield overtime,... like moji...
also maybe make that forgefire would remove the bubble shield of ult... but would grant personal shield to all your present turrets...
that would make it a more interesting talent... your ult would instead protect your turret instead of you...
it would be nice if instead the devices (shield, turrets) would be lobbed projectile so you could place them without having to move all around,
along with increased attack range for basic turret... or allow him to place turret while moving with rocket boots.
also turret should start firing and keep firing aslong as barik is "In combat" and just turn and seek nearby target.
On the subject of turret health I'm gonna have to hard agree, Azaan (and most other projectile champs) can just 1 shot the turrets with bulldozer lvl 1 and it doesnt really feel fair on either end of the interaction
Make the turrets have 1500 HP, and chance the turret's HP card to: Increase the turrets Max HP and Size by 10% per level
Also, wouldn't mind buffing Barik's max HP and then remove the HP card
I like fortified w/ shield spam deck
Thoughts?
His turrets should stay up even after he dies and should at least de somewhat of a deterrent, or at least buff his card that damage made by them give heals
Really do feel his gun is really unsatisfactory to use unless thinkering talent is used, it can be quite unreliable and would be CqC only when he doesn't have a lot of endurance to survive Vs other tanks.
Two Turrets into base kit and better Turret cards / self sustain cards.
I'm using double self healing on turrets one on hitting enemies and one when near then and then I pair that with cooldown reduced when turrets are destroyed because both good and bad player's destroy your turrets that build has served me good I don't think double dash and increased HP are they good
just give him 2k more hp and he will be good and return bubble/turret heal card values
They just need to make him bigger (no offense to small kings)
Make his turrets less useless. Nessa mines get more value than bariks 😂
Why do we want to buff a tank in the first place?
at least he is not raum...
Nàaaah don't dog ma boy
🎉🎉🎉 TODAY IS MY BIRTHDAY 🎉🎉🎉
Happy birthday Koga! Pls stop terrorizing me with your claws
Bro try out marvel rivals it’s free too
🧢
Why Barik is the "only balanced" Pointtank and how to make him broken too!