Baranov wrote:
AoN neither one-shots an enemy nor binds them to the room like plenty of other powerful abilities. In an ever declining game where time invested into a character's tools (potions/scrolls/etc) is rewarded exponentially I find the MR barbarian incredibly refreshing. It is an excellent go to for people who can't spend those immense amounts of time on potions and gear, and it gives them a fighting chance against those who do. And it does these things at great cost to the MR barbarian. The MR build became more desirable as an after the fact. When lots of excellent save gear started getting nerfed/removed, achieving the baseline willpower/fortitude saves necessary to save one's [REDACTED] became more challenging. The MR barbarian then extended its once slapped away hand.
I understand your point of view, Baranov, but what you just described is that the MR barbarian is a good choice for people who want a fighting chance against players who have abundantly more time to play the game than you do. I agree, it's nice to have an avenue that makes you feel like even if you can't play a lot that you can still contribute.
Bear with me for a second, though. There's two benefits that MR barbs get. The first benefit is full immunity to all spells, which is useful against spellcasters and allows you to PvP without instantly losing to I-win spells like petrification, sleep, fear, etc. and be useful in PvE without having to spend a lot of time gathering gear first. I'm fine with that. The second benefit is the ability to dispel opponents, which is useful against non-MR warriors, allowing MR barbs to have something to do which prevents a fully spelled up melee warrior from eating them for lunch due to the disparity in aggressive/defensive buffs. I'm fine with that too.
The problem, however, isn't that MR barbs are competitive. It's the fact that MR barbs are the -absolute best- choice to have against fully buffed up melee warriors. In the current implementation of AoN, an MR barb can stand in the second row with a reaching weapon and spam AoN constantly in order to strip spells from their target in addition to any melee damage they deal with their attacks. There's virtually no recourse to this besides just not fighting against the MR barb. That's the real problem with the current implementation. I like the idea of people that can't dedicate a lot of time being able to still compete, but what's really happened is that the shoe is just on the other foot now: A non-MR warrior now -has- to spend dozens of hours gathering gear so that he can have saves that prevent him from being one-shotted and gather consumables to keep him alive on the front rank, yet he's going to lose all of that work if he gets into a fight with an MR barb in the second rank, all because of a single safe-to-use no-save skill. That's hurtful to the game, not helpful. I can't stress enough how debilitating it is to a front-liner to lose all of their defensive buffs, even moreso when you consider how losing haste/GS actually lowers your strength and dex respectively.
One of your other complaints is that MR barbs still can lose fights against sorcerers because a sorc can just throw a GS/hasted charm with a good weapon against him until he gets lucky. In other words, AoN currently still isn't reliable enough against the guy beating your head in, it's actually MORE useful when you're safely poking a guy with a stick from the second row. My suggestion (Having AoN usable while prone and dispel 2-3 buffs off of your attackers instead of your target) makes it so that AoN actually serves its purpose of leveling the playing field without inadvertently screwing over all non-MR frontliners.
TL;DR: Second-rank AoN actively discourages and hurts the players who spend the most time playing the game. My suggestion allows AoN to even the playing field without creating an overpowered way of dispelling targets from the second rank.