Disclaimer: Been gone for a while, things have changed so take these as just brainstorming suggestions. Feel free to pick them apart and call me/them stupid. Jus tplease explain how so we can actually move forward. 1-5 rating system that reflects them vs each other not necessarily compared to the rest of the faction or the game. The best of them might be trash compared to the best of the non barbarian units in the game. Overall: I think there is loads of room for improvement, but the interaction has gone up a great deal with even just a few changes. I think the theme lacks elements that the rest of IS can cover well which to me is perfect but I still have the desire for better rune interaction with in the race. Barbarians have a lot of targeted AP gen mechanics now ( a lot compared to before) which greatly helps influence the play style differences compared to say dwarfs which generally are more group or formation based while barbarians seem to be more rapid alpha strikes. More development along this type of racial difference will only make barbarians/humans in theme bgs unique for whatever theme they are in and help any mono race bgs people want to try have a unified feel. That being said. Race: Human still needs to be applied to the Barbarians, and Race: Barbarian needs to become a class to avoid issues such as Isran/magnus/crusader etc being broken/clogging up space. Clan Chief Abilities: Stone Clan: The more stoic defender based clan, able to withstand the foes of the stronghold and protect its fellow man/dwarf/thing made of rock. They should focus on keeping their fighters alive, keeping their enemies back, and in general standing in the way of the other player with solid area control/CC imo and punishing players for attacking. Being a human, barbarian they would of course be less tanky and more capable damage dealers/offensive support then if this was a different race. Blood Clan: The more aggressive, excitable, warriors who plunge recklessly into combat or inspire others to do so. They would focus more or dealing with threats directly and taking them out as fast as possible or die trying. The champions, and the clan ability by extension, should encourage them to mix it up or help them get others to mix it up. Storm Clan: The more shaman/spiritual/elemental members of the tribes. I think more ranger/shaman class styling for these units. Focusing on controlling the movement of allies/enemies, adding utility and surprise to the battle group much they way the rangers/shamans do now. Abilities that help set up kills or hinder them would work really well here. Barbarians have always had an AP control slant with heavy REBUKE/AP GEN abilities so more of that would be ideal. Spells: Warchief Inauguration: ( 2) I don't know if you are planing to release more Warchiefs anytime soon but if you are not this spell only fully works on 4 champions with one cast. The rest require double the price/cast for the same effect. Which, like single champion equipments is a bit ridiculously restrictive for the spell. Suggestions: Steal the Honorary Sigil code so that this spell adds a new type of Warchief so it can be used on blood clan chiefs as well. As it stands there are a possible 5 blood clans, nearly doubling the single cast list for the spell. With the bounce mechanic of Warchief it shouldn't have too much of an issue looking for targets with this change. Pride of Sarnghaver (4) This one feels perfect to me. It is a very tactical spell, one that works extremely well with the rapid advance options in the race. Champions: Barbarian Archer: (3-4) Seems fine. Barbarian Bolt: (4) Fine, though would benefit from a redone storm clan and additional clan chiefs. Barbarian Commander: (3) I think it will be a 4 once Battle Leader gets its price fixed. There is no way it is a 13 nora ability, when things like commander are 6. That price change will drop a Battlemaster 3/ Battle Leader build down which imo is the strongest potential build to better compete with guardian. Barbarian Druid: (4-5) What can you say? 72 nora for Max heal champ/Mass/Cleanse/Alt damage/detection seems pretty good AND Raven form can still cast its heals/cleanse. Barbarian Elite: (3) Power Attack and execute are redundant and don't stack. Suggestions: Replace Execute with Battle Leader ( post price change) for an thematic style of healing and damage buff. Barbarian Exemplar: (3) I personally would like to see Class: Shaman on her with Blessing of the Fallen and Roar of the Fallen replace the Tough line to really be this death shaman she seems to be ( at least to me). Tough is a 6-12 nora ability while Blessing and Roar are 6 and 1 respectively making for roughly cheaper/similar priced champion. 72-81 at the cheapest, 77-86 with Blessing. Barbarian Guardian: (4) I like him but to make everyone happy I would suggest Nexus Aura replacing defenisve strike line. It could be Nexus/Bodyguard/Hold the Line or something. Barbarian Huntress: (4) Why she lose Bola Attack? Anyway still really nice. Bastion the Avenger: (3) I still wish he didn't have Combo Attack: Devastate but do you all like him with it? I like Battle Harden in IS myself. Suggestions: Replace Combo Attack: Devastate with rampage to synergize with Incite/AP gen and his Battle Leader ability. Brutality Barbarian: (2-4) Incite really does help his playability but Thirst for Battle is still very wonky on him. He is not an early deploy, which is fine, but you really run into points where you can't deploy him ( unless he can be incited + ap gen to get an attack off first turn) as Berserker 1-2 leaves him at the mercy of Impatient and Manic too often for his stats. Add to it Berzerk Attack stripping his base 0 def into negatives he will die far to easily as is. Hes just not a unit you want to be engaged with something over time instead of killing it outright. Suggestions: Race: Demon needs to go imo. Thirst for Battle needs to be replaced. It is a VERY flavorful ability but it just doesn't work for this design so unless you want to change him more I suggest replacing it with either Roar of the Fallen or Blessing of the Fallen (or whatever you want, I am a fan of the whole Fallen Barbarian looking for redemption with a beautiful death concept). Yes, he will go between 11-6 nora cheaper putting him in the 61-66 nora range for a cheap build. So it might require forced higher stats/ranks of Berserker or an artificial higher price/new upgrade line to inflate price. Edit: Jabba made it clear that Thirst Ticks before Manic kills so that might be a reason not to/to change it more. Conscripted Warrior: (3) Cheap, and potentially ridiculously tanky. How do you guys like him? 5-8+ def on a unit able to Regen is fun. In a tester game I sat him in a font, fighting some guys Deep Elf and just laughed as he was hitting for all of 4 damage. Doubt it is very competitive rune though. Suggestions: Simple one, just change Defender 2 to Enduring Aura 2. Loss of 1 damage reduction potential but it stacks with Defender and works on more sources. He is more likely to find room in a phalanx style bg so why not increase that potential? Elite Skirmisher: (4) Seems fine. Favored Nomad: (3) One of the better magic damage dealers for the race and it is the only hidden spell finder. I could see it being a 4 depending on the bg shes in. Ghoul Hunter: (3) Seems fine. Houndmaster: (4) I still really like him. Interested in seeing him after Boost changes. Interrogator: (4-5) I love her with Declare Target, do you? 80 nora Pummel 1/ Declare Target is how I run her how do you? Hawkmaster: (3) The nerf to Hawk Attack makes him a good deal weaker, but he is still an average/ok champion. Unless im mistaken there is little reason to upgrade either upgrade path and you end up with a 67 nora 7spd Detection unit who alt attacks people while he dances around. Suggestions: Find a better upgrade line to replace Rend 1-3. Unless others like it and I am crazy you never actively try to use its basic attack unless they engaged you or you can get a kill off of it. I'm a big fan of the Escape/Confuse: Attacker/Enemy line but might not be the best idea. A more Grant/Train style could be better. Mounted Kinsmen: (3-4) Seems fine. Pitfighter: (4) Seems fine. Plains Savage: (2) Still a 97 nora wimp. Incite really doe help, so I might be biased in still giving him a 2, but the guy requires it to not be a low hp, 2x2 Easy Target champion who after having Charge 3 AND Heavy Charger hits for -15 damage. Barbarian Rider is a 60 nora ability ( Team is only 30) that despite the new Renegade being awesome is just so so over priced or bad its holding him back. Suggestions: He is a burst damage champion so lets make him the barbarian king of the one hit kill. Unleash replaces Barbarian Rider or Heavy Charger goes to base with Unleash taking its spot. Adjust stats or Remove Easy Target or something as I know 39 nora is too little, he should be mid 70s to low 80. Renegade: (4) I really like him. How do you guys like him? I like to run it with Banditry to just nickle and dime the other guy. I am not 100% sold on which is better, Pilfer or Conqueror. Which one do you guys like more on him? Sarghavian Herder: (3) Why is she 5 spd? Savage Shieldman: (4) Still really good imo. Not the most powerful unit but he does add a lot of support for horde/phalanx type bgs. Not to mention Shroud is a very rare ability and he brings it, defender 1-3, and alt range to the table with block and flanking just increasing his value. Terraformer: (3-4) He is still the 72 nora bomb king imo. Lava and Snow are my 2 just for the movement control. Snow is only an issue vs ST but its better then the water one imo vs FS. Hard to not like him for what he is. Tundra Barbarian: (2) I am not a huge fan of the champion but he is anti equipment now which is helpful. That and hes cheap and can take a hit. Would you ever run him as is or what would be needed to run him? Suggestions: Class: Brute. I know hes not a fist fighter but being a Brute would open him up to that bg type and might help him see more play. Hes from the Tundra up north, maybe he needs a drink to keep warm? (Edit: What about sometype of Frost Armor ability over resist frost?) Veteran Barbarian: (3) This is still a solid unit. 77 for 10-16+damage and 1-4 def thanks to Melee Specialist 1-3, Sunder, Motivate, and Bastion of Courage. Seems like a good deal to me. (EDIT: This is the kind of champion where Thirst for Battle really shines/makes sense) Wild Chieftain: (5) Really digging the guy now. How do you all run it? I do 94 nora, Berzerker 3 and Extersion 2. 17 damage and 8 speed with on demand +2 ap for threat range wiggle room. Zedin: (3) I was never a fan of Intimidating on him. How do you guys feel about it/his design as is? Suggestions: Intimidating replaced with Call to Arms. Its a 8 nora savings ( 12 vs 4) that end sup placing Zedin in the mid 70s. You could up his rebuke ranks to 2-4 to increase his price if needed. I am not trying to lower the price of things, it just so happened that abilities that seemed more flavorful or better suited to the role I see them as were cheaper. Feel free to disagree and make your own suggestions or comments.