I previously posted a thread about what I thought was a glitch, exploit, or even cheat being used in SG, where players would take damage and knockback from an absurd distance away if they are even remotely close to another player getting hit. It turned out to be the Barbarian kit's passive, which I've found to be very overpowered in team fights during my own play time using and playing against the kit since I posted that thread. The fact that I mistook a kit passive for a hack or bug should speak to how it may not quite fit with the type of PvP Minecraft offers. I wanted to make this new thread to have more of a discussion about the reasons the passive should be reworked/replaced rather than simply clearing up confusion about its existence. I've found the Barbarian passive to be the deciding factor in far too many team fights. As unintuitive as Minecraft PvP is, movement and momentum are among the small list of things that must be mastered in order to win engagements. Using knockback to one's advantage is one of the key skills of a PvP player. What makes the Barbarian passive seem very unfair is the sheer range of it and how much damage and knockback it can do to multiple players at the same time. With Barbarian, getting a combo on one player will essentially activate a reach hack that extends that combo to the other player if they stand anywhere near each other. This leaves the further player helpless to interrupt the combo as they may be too far away to get a solid rod hit, or the closer player may be blocking the view of the opponent from the further player, disallowing the use of a bow. It makes taking engagements against Barbarians a chore because of how you must constantly be carefully positioning yourself relative to your teammate so as to not get shredded very easily, and it is very easy to mess it up if the Barbarian is even somewhat good. Based on this, I believe the passive should be replaced/reworked into something that doesn't punish teammates for taking engagements together. Furthermore, this kit is not very popular in solo due to its sole use as a team-fighting kit. We can definitely make the kit more balanced, fun to use, fun to play against, and more useful across both modes by giving it an ability that is far more PASSIVE like the other kits in the game (examples being the small knockback/dmg resistance with Brawler/Knight respectively). I want to see some more ideas proposed in the replies, but here's my little idea: Decrease environmental (fall) and ranged/explosive damage by 25-30%. This gives the kit a practical resistance buff to long range damage types to allow for more freedom in how Barbarians take engagements against campers, given that its strongsuit is in its active suction ability being used to close distance/disorient opponents, while also not outright making the kit immune to long range attacks. Also, the fall damage resistance can fit the rushdown playstyle of the Barbarian kit, being able to chase enemies from high places slightly more effectively than other kits while also not completely neutralizing fall damage/removing any danger of cliffs, pitfalls, etc. I hope this is taken into consideration as I've come to believe the current Barbarian passive isn't a fitting ability for how Minecraft PvP works. If you are reading this and agree, please reply with some ideas so MP staff have some possibilities to work with. Sorry for any typing errors; I'm very tired.