fiveAlarm

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  1. fiveAlarm

    Changes to Rage

    Just tried it again. I ran burn and footstomp to keep my end below half. When the first rage dropped, I had 1/3 of a bar of end left. Rage stacked, then the first rage wore off. NO END DROP!!!!
  2. fiveAlarm

    Changes to Rage

    I just tried stacking rage's on test. If my rages overlapped, my end did NOT drop at ALL! I had 6 toggles running. I was not attacking at the time. Maybe this change is for the better

    Obviously, if I didn't stack them, my end would drop. This (to me) makes it more manageable than the current stun effect.
  3. fiveAlarm

    Changes to Rage

    States,

    I think the "casual player" was only being "penalized" back when the you needed to run unstoppable or stacked healing flames to avoid the disorient. Now that the staple tanker defense toggles help mitigate the disorient effect, everyone is on the same playing field. We are all also vulnerable to the rage + villian stun.

    I'm not sure we've been told everything on what you're really trying to achieve here. If you have data the shows rage makes SS tanks to powerful (whatever you define that as), then just put it out there so we can provide feedback and data of our own.

    There was a bit of an argument recently on whether rage was good or bad because of disorient, but I don't think there was an outcry for it to be changed in this fashon. I'm on the side that says its fine the way it works now (on live), and don't run it perma because of the disorient risk. I do use it often enough that I like having it as an option. I think its fun to have. Its one of those "ok, now you've made me mad" powers. Draining endurance to zero will take that fun away (for me anyway).

    Also, if this "end drop to 0" change stands, I would like another free respec. With the addition of the EPP's, there's too many other powers I'd rather have. I for one won't use a power that will drain my end that drastically.