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Many players complained about the stun at the end of Rage because it turned off toggles and left them helpless. At the same time, hardcore players with perma-unstoppable or Unyielding were able to avoid the Stun effect. Thus the casual player was getting penalized and hardcore player wasnt getting the desired penalty. We're still looking at the issue - so feel free to post your thoughts & ideas!
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OK Statesman I don't understand why rage is being considered as overpowered or under penalized. I know it is not just one person on the dev team who thinks this or else it would not be posted here. The Invulnerable Primary pool was adjusted to make it more balanced when compared to the rest of the tanker primaries, now it is being proposed that the Super Strength secondary, which most people consider the prototypical tanker secondary, is overpowered by the use of Rage with a lack of a considerable disadvantage. The fact is that super strength is low on damage output compared to the rest of the tanker secondaries, except maybe Ice, and now it is being considered that the one power we use to mitigate the lack of damage does not have a severe enough penalty to hinder us in our effort to play a super hero. (That maybe a bit out of context but I am a little upset because this will not only affect my build but how I play/roleplay)
I know this is a post for suggestions to make the power/pool more balanced in the eyes of the dev team (or the numbers), but if that is the case don't look at just one power in the pool to make it more balanced. I realize you all have alot of work in codeing and developing and you have to balance new content with changes to exising content to make sure your time constraints are met. That being said looking at one power you consider to be over powered in a certain pool is not the way to balance the pool. Consider for a moment what you intend the overall purpose of the pool to be. I agree rage is an essential part of the pool for concept reasons but as it has been stated if you take away all our endurance when it goes down then it will ensure we loose our toggles and that is not what anyone wants. It will be a detriment to the team as well as the player. If you want to penalize the "hardcore player" for being smarter about how they manages there powers and how they strategizes there attacks change the content as you have done with the increased mission difficulty so that those who want/need more of a challenge can go somewhere to get it. When you propose you are going to balance a power so "hardcore players" cannot out-stripe other "casual players" dont make changes that cause both to be hurt to the point of negating the abilty of the archetype in battle.
I like the new changes to the Invulnerable build, I hated having to use perma unstoppable, but I did because it was the only way for me to get mobile status protection and that is what I wanted my tanker to have. People complemeted me on what a good tanker I was because I chose to make myself mobile instead of just stand there like a brick, so not only did tankers want the mobility but so did everyone else who I ever teamed with. People want to be and play on teams as super heros with other super heros, not old antiquated RPG builds that come from fantasy style RPG's. Well enough of my rants.
The proposals I agree with here are that if you are considering changing the penalties of rage (as evidenced by the changes made on test) don't make it so we loose all our endurance. Since it seems the team has determined it the best alternative to change the power so that endurance is the penalty just don't make it so that we loose all our endurance.