Just tried the Rage fix on the test server and I have to say I think the Devs got it right. The endurance drain is manageable. I should have timed it, but it seemed to me the no attack time lasted for only a short while I would guess 10 seconds. This is much better than what is on live and what it originally was.
I think because of the 2 minute duration of rage, there needs to be some sort of drawback. I would much rather lose my ability to taunt for 10 seconds, than have my toggles drop to a stun or disorient. That doesnt mean I dont care if my party dies while I cant taunt it just means Ill have to work around the drawback. And it seems pretty easy to work around. Dont run into a fight when you know your Rage is gonna end. Weve all waited before engaging a fight for RA, PA, Nova, Invis, to recharge now we can add waiting for rage to wear off to the list. Its part of teamwork and getting along as a team. Besides, Ive gone entire missions without needing to taunt past the initial engagement taunt.
Im a lvl 41 Fire/SS Tanker who never had the benefit of stun protection against Rage. I took it right away (lvl 28, I think?) and played around the stun disorient. I only died once or twice during those 12 levels because of getting stunned during a fight and that was because I ran into a fight forgetting I was gonna stun. My fault. I used Rage all the time, it was so easy to work around. And now? I feel like the Devs have awarded my vigilance with the new fix. Its hardly a drawback at all.
Of course if I never got stunned in the first place with Rage due to Unyielding or something, I might be upset that I now had to deal with a drawback. Dont worry, youll find a way to play around it. Thats half the fun of the game overcoming challenges.
Subroc - Lvl 41 Fire/SS Tank