Changes to Rage
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When Rage 3.0 expires:
-75% of base endurance (so if you're below 75% of your base endurance when it expires, you crash, shutting off all toggles)
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You are mistaken. Unless the version they pushed to live is bugged, it is a 25% base endurance drop, not 75%.
Here's the update text:
"Tanker/Super Strength/Rage will now only drain 25% of your Endurance, but will leave you unable to affect other targets (cannot attack) for 10 seconds when the buff wears off. Also, updated short and long help (Rage always gave an ACC bonus, but this was never on the description)."
Dwimble
It's 25%, I just checked it on live.
Thanks for the correction Dwimble. Post edited to reflect correct information.
Oh and please excuse the [rant]. It just annoys me is all... I'll get over it... but
...must...
...vent...
...keep skul...
... from exploding...
Take it easy!
Happy gaming!

-SunderX
Sset - 50 DM/Regen Scrapper - 8 years of out-tanking any tank but Granite, with 5x the DPS.
**Making Altaholism a socially acceptable disorder**
"Scrappers are just like chainsaws. Somewhat hard to handle, EXTREMELY dangerous, and by far the most fun when wielded by the slightly insane." -Alissara
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Still a big pile a Monkey Smeg....on toast.......with mushrooms....and ketchup!!!!!
Dev's....hello.....is anyone there.......*tumbleweeds*
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/agreed
Rage is a secondary power and I completely understand the reasoning on why it doesnt allow you to attack for 10sec, BUT I do not understand why I lose my taunt effect from Invinciblity.
And Where is a Red Name that gives updates in matters like this?
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I think a big part of why this went live is:
a) They did not get enough data from the test server (this is why I think a lot of stuff goes live and then gets tweaked), especially the aggro retention in the 10 second down period. I know that except for Tanker night, the test server is pretty empty.
b) It's a ton better then Rage 2.0, so even if people dislike Rage 3.0, it's vastly superior to Rage 2.0. And they wanted to get a better Rage live, even as an intermediate step.
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IF you are someone with 5 or 6 slotted hasten, and you have 2 slots in Rage, and you have access to SO enhancements, the overlapping of Rage 2.0 kept endurance from dropping. Technically, I feel that a small exploit kept the power playable until devs made a better decision about Rage.
Even if one did not choose to use the exploit, I personally would rather use 5 seconds to back up from a fight to turn toggles back on and gain enough endurance to throw my next punch than stand for 10 seconds without any action.
I want this poster to know I think these opinions are well thought out and viable, but I just don't agree with them. I personally don't consider 3.0 superior at all. I don't think 2.0 was good either, but 3.0 is not much safer and much more difficult to work with.
I definitely have a strong opinion in that I believe this falls VERY short of a fix for the problems Statesman verbalizes here.
3.0's current endurance drop still drops toggles a lot, and the 10 second wait is annoying, a slowing of damage output and simply diverts the danger to teammates that likes the tanks tanking.
I tried the perma-Rage no crash bug, it got interrupted and I got chain held by Malta and killed before my empath friend could get off one heal. Now, if you did not have your Rage 2.0 cycle cut into, it was quite effective but we knew that it would not stay like that.
For about 2 hours or so, I soloed in PI today after Rage 3.0 went live. And I switched it from 3 recharge SOs back to my old pattern of 2 recharge and 1 To Hit buff SO (Rage is perma with 3 SOs sans Hasten). So it is back to 15 seconds of downtime minimum from 1 Rage to the earliest chance to use it again. The 10 seconds down soloing is not bad, although I am unsure of how well it will be in teams at this time.
As for your toggle-crashes? I am not sure here. I lost no toggles in my multiple uses of it today. I simply watched my end more closely then I used to. -25% end is far more manageable then -100% end, even though yes, the no end loss bug negated that, but we knew that was not going to stay. Now I for one am not doing cartwheels over Rage 3.0, but after experiencing 2.0s total end loss a couple times, I find it far more preferable.
During the 10sec downtime of Rage 3.0, Invincibilty does not taunt mobs.
I let Rage 3.0 drop in Steel Canyon and hopped into a pack of lvl17 Outcasts while I had Invincibility on and I was ignored until the 10secs passed.
In an AV fight or Monster fight you can kiss your team goodbye if you use Rage 3.0 and it drops before the AV does.
Good bye Rage
You were useful to me once
You shall not fail me again.
a Tank that impairs themmselves is of little use in a Team
And thats where I like my tank.
In the thick of it.
10 seconds is more than enough time for a teamwipe.
Yeah, thanks for the TeamKiller 3.0
I didn't get a real taste of this new flawed build at its best until we took on Infernal last night. I was point man at the portal, w/ a sea of demons and one AV pounding on me, as my team worked the portal and helped keep me alive.
LO AND BELHOLD, Rage wears off. Agro ebbs. Team dies.
This is perfect. A power that removes the point of your AT for a length of time. This isn't a power anymore, it's shareware.
Devs, pls hurry up and remove the KD from our attacks and put a penalty on Invc & US. I'm still playing now, but that should finally finish us off.
just a question, but if taunting ability would remain, would that help?
Yup hate it. I played for about 4 hours last night and the combination of the 10 second delay and the endurance drain really made my char no fun and a hazzard to my team rather than a benefit. I had to stop useing the power just so I could enjoy myself and keep my team alive, so when all is said and done my respec will remove 3 powers (Rage, Unstoppable & Hurl) thats 4 powers in my AT that I deam junk (Hand clap being the 4th)
Glad I rerolled a scrapper dureing the Winter Lords and PLed him, he's 32 now ^^
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just a question, but if taunting ability would remain, would that help?
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No, because then there would be complaints that it still does less damage than axe or fire tankers.
"But Wither, don't you understand that ANY change to ANY tank power EVER will immediately cause instant death to ANY and ALL teammates including the tanker himself upon use, regardless of preparation, information, strategy, or intelligence?"
BEST FORUM QUOTE EVER!
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just a question, but if taunting ability would remain, would that help?
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Yup it would help the majority of players. But I found that 10-15 seconds to be horribly agoniseing. Every time Rage went down I found myself counting the seconds and saying to myself
"omg that has got to be 10 seconds, oh god this is so boreing, uhg this sucks... c'mon c'mon c'mon.... finally............"
Edit: No matter how tired I am I still have enough energy to curse at and degrade my opponent ;P
I don't mind the new end drop or the 10 sec delay on attacks but I am with all of you on the loss of taunt ability during that time. If they would give us taunt ability back then I could live with it.
Important again to point out:
1. Statesman has said, on more than on occasion, that he is a strong proponent of team play,
2. The Tank Archetype's role in team play is to a. stand the greatest chance of surviving the greatest amount of damage, and b. draw fire away from the team,
3. Rage 3.0 creates a 10-second window, during which a tanker is unable to do either of the above things for its team,
4. There are literally dozens of different ideas and suggestions for how Rage could fairly be done to support both solo and team play,
5. Rage 3.0 represents NONE of those suggestions,
6. No developer has commented in this thread since Statesman started the thread on January 14th.
It's just us players. Twisting in the wind. Do I like 3.0 more than 2.0? Answering that question is solving the wrong problem - it's like saying would I rather be stabbed or shot? I'd RATHER BE A TANK!
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
Respec'd out of it when it was changed. Had no hopes for it getting better and picking it up. Was not surprised with these results.
10 seconds of inactivity? Way to kill the action and excitement. Why don't you immobilize the Unyeilding players again while you're at it...
*EDIT: I said it before, I'll say it again - Invulnerability and Super Strength are the most tradional super-abilities found in comics. These are two of the abilities that I was looking forward to the most in this game. Devs, stop [censored] with them, and just get it right. If you want to know how to get it right, read the forums and while you're at it why don't you reply and interact with some of the more educated posters here (not including myself).
There are a lot of good ideas here, Devs. Maybe you have some too, but you aren't sharing them...
Just some informal research about the claims that the "devs are ignoring tankers."
Since the 1st of this year, Statesman has posted about tankers over 14 different times. Many of those about this rage change either in this thread or in threads on the test server.
Statesman has posted about Blasters once. At the beginning of the Blasters and Burn thread in this forum.
He posted a half dozen or so times in the controller issue thread before it was locked. There have been zero posts specifically about scrappers and defenders. Kheldians got the second most posts, mostly about upcoming changes and how Statesman himself saw the Kheldian AT being played.
So if Statesman and the devs were ignoring Tankers, I guess they just completely forgot that 3 other ATs in the game existed.
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Just some informal research about the claims that the "devs are ignoring tankers."
Since the 1st of this year, Statesman has posted about tankers over 14 different times. Many of those about this rage change either in this thread or in threads on the test server.
Statesman has posted about Blasters once. At the beginning of the Blasters and Burn thread in this forum.
He posted a half dozen or so times in the controller issue thread before it was locked. There have been zero posts specifically about scrappers and defenders. Kheldians got the second most posts, mostly about upcoming changes and how Statesman himself saw the Kheldian AT being played.
So if Statesman and the devs were ignoring Tankers, I guess they just completely forgot that 3 other ATs in the game existed.
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What did the five fingers say to the face?
SLAP!
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just a question, but if taunting ability would remain, would that help?
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Personally I would not care if I can Taunt or not, if I can hold aggro by whatever means necessary in that 10 second period, Rage 3.0 could work while teaming, I have no trouble with it solo. The problem is, I was unable to get high level Blasters (I consider Blasters the key here due to high damage output that outstrips their defenses) to come to test with me. I was able to use it solo for a couple hours live yesterday, with no real problems. I just watched my end bar for the crash, which is a habit for me anyway.
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What did the five fingers say to the face?
SLAP!
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Of course, since you're a tanker, that barely hurt. You could use Rage to maybe possibly leave a mark for a short amount of time, but in the 10-15 seconds you are standing there doing nothing tired, I can run away or send you and your teammates to the hospital.
OH NOEZ, STATESMAN BROKE TANKERZ!11111!!!!one!!!!
Pink text = just kidding!
...or am I? Perhaps something to think about next time you are stuck in the middle of your 10 seconds of downtime.
Well I played with the new Rage last night on live. No problem for soloing. annoying, but not really a problem.
Teaming on the other hand was a different matter. It was a large 'train' mission, lots of mobs. Difficult to hold all the aggro. About 15 minutes into the mission after several team deaths when I kept losing aggro, thanks to Rage; I got several requests from my team to stop using rage. I complied and things went much smoother from then on out.
Since I team with my SG about 90% of the time I guess I just won't use rage anymore. it's sad because i LOVED rage.
oh well....
I really think Tankers feeling that we have poo-poo damage is more of a misconception then truth. Without Rage my damage is pretty nice (I posted the numbers in 2 spots for the number-crunchers). Rage is pretty nice though, and if I can keep aggro in the 10 second "duh" period, I like this a ton more then Rage 2.0. I do less then my BS/Regen Scrapper friend that is 50 like me, but he is supposed to do more anyway.
SS damage.
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Teaming on the other hand was a different matter. It was a large 'train' mission, lots of mobs. Difficult to hold all the aggro.
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This is something I would like to test out in a team situation too. If I can find ways to hold aggro in the 10 second period, I am going to add the methods to my upcoming Invuln/SS guide. The only thing skewing it will be my huge Punch-Voke at 50. But if I can get a 50ish Blaster to team with me, and possibly other 50s too, to test this, I will post how I held aggro, or failing it, how I lost it.
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I really think Tankers feeling that we have poo-poo damage is more of a misconception then truth. Without Rage my damage is pretty nice (I posted the numbers in 2 spots for the number-crunchers). Rage is pretty nice though, and if I can keep aggro in the 10 second "duh" period, I like this a ton more then Rage 2.0. I do less then my BS/Regen Scrapper friend that is 50 like me, but he is supposed to do more anyway.
SS damage.
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Even the thread you linked post is in has a strong hint of "SS Tankers do weak damage, let's complain about that, too." You might think you do significant damage, but I know there's other tankers out there that just happen to be vocal on this board that won't be happy until Rage has no negative effect and SS moves do fire tanker damage.
Well, the version that they pushed to live today is certainly more usable than the previous version, but I'm hoping they will still tweak it some more to at least allow Taunt and taunt effects to work with it.
In the mean time, I'm going to have to devote even MORE slots to Taunt (which I was hoping to avoid) and I'm going to create a bind to hit whenever Rage goes down that blows the whistle and says, "WARNING!!! Rage has ended, I am unable to Taunt for the next 10 seconds... watch out for possible agro!"
At least then if some blaster dies because he shoots some boss during that period and it decides I'm no longer an interesting target and turns on him, he can't say I didn't warn him. It's still a tad annoying though.
Dwimble