Changes to Rage
Sry, but this kills me still. There must be a glut of casual players w/ rage and w/o US, who have just been living in outrage (no pun int). Just saying, "I don't have time to commit to this game to take US....but Rage...Rage is the swiss army knife of 30min/wk play!"
Who are you kidding?
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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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3 iterations of test builds, no rage change...very, VERY dissapointed right now.
My INV/SS tank is retired until change is made.
OMG States, what are you thinking?!?!
Rage is USELESS now!! Jeebuz.. I have to wait to level 28 to get my dmg/acc buff, and even then it's a freakin' guaranteed trip to the hospital?! Wow... why States? Just put it back the way it was... at least then it wasn't GUARANTEED toggle drop. I thought the toggle drop complaints were why you were changing Rage? Seriously... did you guys even test it?! Jeez! Ridiculous. I mean... Hasten is a power that is REALLY good (necessary by some accounts) and it's available at level 6... the end drain is there... but not extreme. Why doesn't Hasten have a 100% end burn? Hasten is MUCH better than Rage (which we have to get to 28!! to get) C'mon States... this is prolly the dumbest change to any power that I've ever seen. Man, this is an all-or-nothing fix that firmly roots my growing uncertainty in the ammount of foresight you guys put into these changes.
*sigh* I suppose I just wont use Rage till it's fixed...
Steel Vengeance - Lev 50 Inv/SS Tanker, Champion Server
I had thought that Rage would be fixed/tweaked with today's update...
Mr E-Man ~ Mr E-Villain
XBL GamerTag: il Radd
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I had thought that Rage would be fixed/tweaked with today's update...
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I think we all were expecting a fix. Sad really...
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I had thought that Rage would be fixed/tweaked with today's update...
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I think we all were expecting a fix. Sad really...
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Whats sad is that the programmers can't even seem to figure out how to rollback the changes. Wonder if it was outsourced.
What be the company's mailing address? Methinks Geko be in dire need for a box o' cookies ... Rage cookies ...
The disorient feature was so annoying in Rage 1.0, and if I had unyielding, that would counteract it, but if I got hit by an attack that disoriented at the same time (nemesis tended to do this with alarming frequency), then my toggles dropped anyway... much like they do with Rage 2.0 with the END drain. BAD idea to roll it back completely - GOOD idea to have an answer other than 'lesser of two evils' for Invulnerable/Super Strength tanks...
Detour - 50 Inv/SS Tank - on since Beta; Foresight - 50 Controller - on since Summer 2004
Zephyr. - 28 Scrapper - April 2005 1st Place,Victories/ 1st Place, Outcast Nemesis - Steel Canyon - Victory Server- all on Victory.
Catalyst Kid - level 50, Justice server
Wind Racer - level 50, Virtue red side
there is a new version of rage on test. when i used it my end dropped from 105 to 85. a 20 point loss. So it doesn't seem to be a percentage loss, not on my tank anyway, but a straight up point loss.
I still question why there needs to be ANY loss at all. I would ask for someone at NCsoft to explain that to me. but since they don't seem to like to answer questions I guess i won't ask.
I went on Test and there is a new change to Rage.
"An unconscious Rage comes over you, sending you into a berserker fury.
While Raging, your damage and Accuracy is dramatically increased. However, when your Rage subsides, you are left with reduced Defense, drained of some Endurance, and unable to attack for a short while."
So, you become easier to hit, lose Endurance -30 (possible toggle dropper), and for about 15 seconds you cannot attack.
I am fine with the -Def and the loss of ability to attack for 15 secs.
But the drop cost of Rage is still TOO HIGH, Hasten doesnt cost that much and that is a pool power. A Footstomp with no reduce endurance cost enhancer only costs -15 Endurance.
I suggest No Endurance drop at all or have the endurance cost front loaded when you activate it.
I'll have to test it for myself, but we can't do anything at all for 15 seconds when Rage wares off now? And this is different from the original Rage, how?
My proposal(s):
1) Pre Issue 3 Rage - Leave Rage as it was, no endurance drain, just the disorient at the end; or
2) Current Rage - Enforce the -DEF and Endurance drain, but limit the endurance drain to -50%; or
3) Pre Issue 3 Rage- Stop Rage overlaps, i.e., let Rage fully cycle before the buffs kick in again.
Please devs, Rage is a power I use a lot, and I would still very much like to keep on using it as often and as effectively as I do now. Rage is something that's going to keep us in competition with other Tankers once Arena PvP play kicks in.
Don't murder this power.
Ok devs, I have had almost enough.......
.....first, you change a power that you didn't even have the consideration to tell us you were thinking about changing.
Next, you give us a version on test that even YOU thought was junk and too extreme in the fix.
Then, you let this BROKEN version go LIVE after telling us to our faces that the penalty was too harsh AND didn't then didn't hotfix it so we could use the power.
Not only did you not fix the power, you let it sit on live for two weeks WITHOUT ANY TALK ABOUT A FIX AND NO RESPONSE TO OUR INQUIRIES. All we got was stonewall silence.
You then present a version of Rage to us with penalties AS HARSH as a total endurance crash. Not one penalty now, but 3 penalties that really add up. And again, one penalty which NO STATEGY OR TEAMMATES CAN REALLY HELP YOU GET AROUND.
An endurance drop can be helped with Conserve Power, Unstoppable, Inspirations, or any endurance buff from another player.
Defense penalties can be helped with other defensive powers, inspirations, or defensive buffs from other players.
But a 10-15 second window of no attacking cannot be helped by anything. Not other players. Not inspirations. Nothing.
Please tell us, is this the point? Are we to be penalized with a slow attack set with low damage and no AoEs until our last power with an ability that leaves us no options and no strategy to help, even in teams, for 15 seconds?
Sorry if I seem a bit bitter, but two weeks with a broken power AND no repsonse from the powers on high does that to me. I feel as if the devs deliberately left us with a broken power for two weeks and failed to acknowledge our pleas for information or input so that they could cook up any fix they wanted and expect us to gladly accept it because it's better than what's on live.
Well, I don't accept it. I still think it's too harsh. With endurance problems, and endurance drop is bad enough. A defense buff just stacks on top of that. But a window in which we can't do anything also?!?
*sigh*
I just expected better.....
....I guess my only hope now is that the devs realize their mistake.....
....after the lack of response to our plight for the last two weeks, that hope is very small right now.
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Ok devs, I have had almost enough.......
.....first, you change a power that you didn't even have the consideration to tell us you were thinking about changing.
Next, you give us a version on test that even YOU thought was junk and too extreme in the fix.
Then, you let this BROKEN version go LIVE after telling us to our faces that the penalty was too harsh AND didn't then didn't hotfix it so we could use the power.
Not only did you not fix the power, you let it sit on live for two weeks WITHOUT ANY TALK ABOUT A FIX AND NO RESPONSE TO OUR INQUIRIES. All we got was stonewall silence.
You then present a version of Rage to us with penalties AS HARSH as a total endurance crash. Not one penalty now, but 3 penalties that really add up. And again, one penalty which NO STATEGY OR TEAMMATES CAN REALLY HELP YOU GET AROUND.
An endurance drop can be helped with Conserve Power, Unstoppable, Inspirations, or any endurance buff from another player.
Defense penalties can be helped with other defensive powers, inspirations, or defensive buffs from other players.
But a 10-15 second window of no attacking cannot be helped by anything. Not other players. Not inspirations. Nothing.
Please tell us, is this the point? Are we to be penalized with a slow attack set with low damage and no AoEs until our last power with an ability that leaves us no options and no strategy to help, even in teams, for 15 seconds?
Sorry if I seem a bit bitter, but two weeks with a broken power AND no repsonse from the powers on high does that to me. I feel as if the devs deliberately left us with a broken power for two weeks and failed to acknowledge our pleas for information or input so that they could cook up any fix they wanted and expect us to gladly accept it because it's better than what's on live.
Well, I don't accept it. I still think it's too harsh. With endurance problems, and endurance drop is bad enough. A defense buff just stacks on top of that. But a window in which we can't do anything also?!?
*sigh*
I just expected better.....
....I guess my only hope now is that the devs realize their mistake.....
....after the lack of response to our plight for the last two weeks, that hope is very small right now.
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I agree, the devs have really botched this one.
At least with Rage's former disorient, we could counter it with Unyielding/Unstoppable, but now we're facing 10-15 seconds of real helplessness.
Sorry devs, try again.
I'm wondering if maybe the Dev's just dont want anyone to play SS anymore
I am continually disappointed over the lack of dialogue on this issue.
Perhaps I am expecting too much.
This is a song about a super hero named Tony. Its called Tony's theme.
Jagged Reged: 23/01/04
Well, I will keep playing SS, but I might as well use the respec I have been holding onto. I was going to get Rage, but it is evident they really don't want us to use it. My SG has been calling on me to tank AVs and giant monsters for them. No way I am doing that with a power that prevents me from attacking for 15 seconds.
Keeping aggro with an even level AV is hard enough with Taunt and punchvoke. Trying it for a +level AV would be asking for a team wipe.
Justice Blues, Tech/Tank, Inv/SS
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Fighting The Future Trilogy
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I sure as heck hope Invincibility is up to keeping the agro for the ten seconds I can't punchvoke or taunt.
Hope the rest of the team can hide well.
I think Goldenstar nailed it on the head.
Ask for our opinion. We give it. Dev's.... mess up.
Yes, we know you *might* read it. But unless you interact - that means post information, FWIW - it's like mailing in suggestions to a mega corporation. Sure, they may use it, but when they never respond with anything, then do something completely different, you begin to wonder - did they REALLY read those?
Communication, from Statesman on down, has probably annoyed me the most. No, the gutting of Rage and what had become my favorite 'toon does.
Now, I'll get to sit around with my proverbial 'thumb' stuck somewheres, while watching the other Tankers Taunt (it's an NON-DAMAGE ATTACK that holds aggro, it PROMOTES TEAMING, btw, so the SS guys won't help their teams) and out-Damage me even more. Once he hits Build-Up... I'm back to playing Pattycake again.
Joy.
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Well, I will keep playing SS, but I might as well use the respec I have been holding onto. I was going to get Rage, but it is evident they really don't want us to use it. My SG has been calling on me to tank AVs and giant monsters for them. No way I am doing that with a power that prevents me from attacking for 15 seconds.
Keeping aggro with an even level AV is hard enough with Taunt and punchvoke. Trying it for a +level AV would be asking for a team wipe.
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Wow
Just... wow.
Okay, let me try to absorb this fully because I just can't wrap my brain around the idea of not being able to attack for 15 seconds. This... it's just a bad idea, an extremely bad idea for the tank on a team to be unable to participate in the battle for that long, with no way around it.
As a Tank it's my JOB to keep aggro and I have two tools to doing that: Taunting and Punching. But, as A tank, I have precious few slots I can put into my attacks because defence always comes first. So there are times I really need a burst of extra damage per second to help try to turn the tide in a battle, or to solo a mission without feeling slower than my mind controller.
How do I solve the dillema? Rage. great power, comes with a nasty disorient so I need to walk that fine line and have my anti-mezzes up. Oh no! something got through, I'm stunned! That was the price I paid and it was a fine price.
Then came Rage 2.0 which regardless of my actions, regardless of my accolades for endurance do not pass go loose your toggles. Lovely.. it became the power I could only use in conjunction with the new and improved unstoppable, a high tier mostly useless power except for very situational uses.
Now.. Rage 3.0 which takes away my ability to function as a tank whenever it runs out. Hello? Excuse the sarcasm but will Rage 4.0 turn me into a giant Tuna? Will Rage 5.0 give out my credit card number? I need a burst of DPS to get through fights, so I'm asking the developers why do these punishments get worse and worse? Do you really just want me to take hasten and click that whenever I'd have normally clicked rage? It's not what I wanted but it still allows me to do my job as a tank! And as a tank I should NOT have to be able to resort to power pools to BE a tank. You want me to stop attacking for 15 seconds? Fine. Give Rage tankers the "Uimate Baby Jesus" insult when rage drops to give us max aggro that doesn't go away for 10 of those 15 seconds =P
Good bye Rage, we did love you once but now your just a usless pile of Monkey Spunk, and it doesnt look like it's going to change anytime soon, if at all
I think the penalties in the current test version of Rage would be okay if they made one simple change...allow Taunt powers and effects during the ten second Rage crash. If Taunt, Provoke, Invincibility's taunt effect, and so on are still usable then you can continue to hold agro for the brief period you can't attack. If you can't Taunt then quite simply people will die, and once again Rage will be relegated to the junk pile or become highly situational at best. The current state is still a bit too severe for a power that could essentially be replaced by popping a couple of inspirations.
The End drop could be a bit lower, but I can live with it. The only truly IMPORTANT change needed is to allow Taunt, which lets you continue to do your primary job of holding agro.
Dwimble
Once again, I find myself agreeing 100% with Goldie.
Just take out Rage and replace it with Build Up.
Does Invincibility lose it's inherent taunt during the Rage penalty?
Agreeing with Goldenstar.
Three penalties is a bit much, especially the third--the inability to attack. This makes Rage dicey to use in a team situation. I refuse to use the 100% endurnace drop version of Rage in a team; I certainly would not use this.
Teammates can draw aggro and get demolished during that brief downtime. I need to be able to attack and taunt to keep my team safe.
Rage 3.0 is a soloing power, not a team-friendly one.
I really see it as not much more than a power equiv of a few yellows and reds.
And it needed a penality for that?
I'd be interested in knowing what the stats for heroes w/ rage and unstop are now. Once I get around to a recpec, rage is gone. To high a cost for too little return.
If they're trying to get us to use less tank powers, they are going a fine job.