Meh, the obscene damage from the barbarian's weapon, the cheap invulnerability, the fact that storms do like 75 damage and more if you happen to be stuck or in a bad spot, its got a long way to reach actual balance. Classic superpowerfull Humans vs nerfed/weak(er) Ghouls scenario that used to present itself alot.
It has been pointed out many times, the berserk invulnerability comes at cost. At the end of the berserk, you're health drops to 25 (or stays whatever your health was if it's < 25). My point being that the berserk is a last resort and can waste your turn should you use it improperly. When used however the ghouls quickly run away so to add a cool down that you were so aggressive about adding in would virtually render the berserk useless.
As for the sword, I think it's fine as it is, but to rule out a slight nerf would be asinine. It already does a random between 22-35 dmg, in which case I would consider lowering it to 20-27; The Berserk sword however will go unchanged. IvanDobrovski has proven as a skilled player that the Barbarian class is a force to be reckoned with, but the same results can not easily be anticipated with every other player as skill levels play a role.
I have also clearly stated in the Readme (and soon the be posted on the forum in final release) the barbarians main role was to excel in "Close Quarters Battle", something the humans lacked in rather tight maps where a jitter can make a mess. To reiterate this point to an even simpler level: the Barbarian does best on small maps, and does moderately okay on big open maps.
And i cannot lean the balance of GVH on this addon what still has a long way to go, either, no matter how you insist on doing some things yourself. Not to mention not everyone wants to play with such classes possibily, so it cant just be relied on, and you might want to cough up that possible linux error anyway.
I assure you this addon does not "have a long way to go" (If that is what you're implying), other than a few touch ups and SNDINFO modification, this wad nears it's final release. Having near 30 players in the Grandvoid server has proven to be the ultimate test of balance. With a well rounded mix of classes, I can yet again assure you that we've been through the balancing phase many times.
Oh, and stop trying to hijack the whole thing, not everything is as compatible nor freely moddable, though speaking of the subject i did add some stuff making it more addon-friendly. Aside making hotfixes just shove any errors into the usual topic and it'll go into the internal GVH files.
Stop "trying" to hijack? Well I'll play along with this game, but I'm sorry to inform you that it
*HAS* been
forked (I wonder what gave it away). Without trying to sound redundant, no other server hosting ghouls vs humans sees the attention we do at Grandvoid, and it will continue to increase. Since we came along and began fixing things, the consensus seems rather pleased (most credit goes to Watermelon for that dept.)
I noticed since this addon-wad really starting picking up, you've managed to pick up the pace as well (Glad to see our wad is acting as motivation for you). I didn't like waiting months on end for an update; I'm a fix it now guy.