Changes to Rage
Statesman:
Im not really sure how I should feel about the Rage issue. As a level 50 Inv/SS Tank, I learned quickly that there were two phases to using this power. First, prior to perma-stun protection, it was a situational power used to finish off bosses or lieutenants, but once I had perma-stun protection, it became a part of my life. Rage is the great equalizer in the otherwise pathetic Super Strength Pool because it balances out the fact that we are frequently forced to resort to the pathetic Jab-Punch-Jab-Haymaker attack combination in order to conserve endurance.
Now, if youre lacking perma-stun protection, I could definitely see this power going the way of Unstoppable and becoming totally worthless (What good is a situational power if there is a good chance itll leave you dead?) until high levels when youve got powers to burn. So, I can understand the desire to augment this powers behavior to satiate the newbie dilemma.
However, altering the power from having a small chance to drop toggles (At least with Unyielding, it only occurs when youve got a few stun powers already stacked when Rage wears off.) to having a complete certainty of having your toggles dropped by having the power drain all endurance. Getting rid of the stun is a step in the right direction, but endurance drain is not the answer. The Super Strength pool already suffers from horrendous endurance problems (Rage, KB, and FS all cost an insane amount of endurance.) and by altering Rage so that it drains you of all endurance only exacerbates the situation. Not only are you without toggles and most likely about to die, youre completely without endurance every two minutes which means youre constantly struggling for endurancemaking KB and FS be used even less frequently.
Endruance drain is not the way to balance Rage. Im sensing your line of thought here, and I do agree with it. Youre thinking that since youve gone into a berserker rage when you come out of it youre going to be left disoriented, confused, and tired. Well, the newbies dont like the first aspect of that line of thought, so well just use the second. Right justification, wrong implementation. Someone earlier in the thread posted an idea I thought was rather interestingWhy not have it slow you?
Im not sure if the ladies and gentlemen that have posted before me have elaborated upon this notion further, but even if they have, Id like to throw in my two cents worth.
I can completely agree with adjusting Rage so that it has anyone, or all, of the three changes I mention below, but I believe their length of duration should only be like 15 seconds tops and their net effect shouldnt be all that extreme, like each not exceeding 10%.
-Speed (Your character has become tired and moves slower than normal.)
-Recovery (Your character has become tired and recovers health and end slower than normal.)
-Recharge (Your character has come tired and recharges slower than normal.)
With these changes, any tank would suffer from the use of Rage, but the benefit greatly outweighs the cost. In my mind, at least, this power exists to compensate for the fact that we SSers only get one actual AOE (FS), and only two other worthwhile attacks (KB and Haymaker).
I used to play my Scrapper with a SS/Invuln tanker and somehow I ended up taking Stim long before he got rage. I didn't even know what rage did. But he got it, started doing as much damage as me with then, then would "crash" as he called it. Well I'd just throw Stim on him and no more crashing.
I don't think the issue is, with MOST powers that you "come down from" or crash from, that the penalty is too much or too little... I think the issue is that there's just no way to know right WHEN it's going to happen so there's no way to prepare for it, unless you were sitting there with a Stop Watch. No visual hints for your TeamMates... Nadda. Just feels too random therefore any penalties seem a lot worse than they really should be.
Theoretically, Most powers that Crsh SHOULD be able to drop your health, or your Endurance to Crap. Or even Disorient you. And giving some kind of visual indicator that your teammates and you will see is the first major step required. If not for all the other powers, then atleast for Rage. And secondly, and more importantly with Disorients in general... is they should NEVER be high enough Magnitude to drop our Toggles since it makes no sense in respect to Mobs either. ...EVERY toggle that's really worth dropping on Mobs, are used by BOSSES. And we have to stack TWO disorients on a Boss to achieve that. ...Therefore I think Disorients should really be CONSTANT on all of our attacks -- not Random Chance, even if it applies for enemies too, not Random. But All Disorients should also be at a Magnitude that never drops your toggles when struck only once.
IE: Stuns/Disorients should ALWAYS have to be stacked to drop any toggles. They can still stun and prevent the target from doing anything but moving, but no toggle dropping if you're stunned the first time.
And to make sure some kind of penalty from rage dropping is applied, just apply a high mangnitude SLOW debuff afterwards, that should shoot right through Unyielding and Unstoppable. ...No need to drain endurance or health. I know those are the Go-To solutions too often, but anythign that works like Anti-Hasten will DEFINITELY be felt by any MinMaxxer more than the casual player.
Like build up, simply give rage a shorter duration, and a very long recharge, maybe?
Well, if the present system of 0 endurance at the end of Rage goes live, I will not be taking it.
If I solo, which I usually do, boss fights take more than 2 minutes. And tend to take me right to the edge. Losing my toggles would catapult me over the edge.
If I am teaming, I don't usually need it, because the blasters and scrappers will take care of the bosses, I just need to keep them occupied.
Against AVs, I need teammates, inspirations, and sometimes a bit of luck. No way I want my toggles to drop there.
So I am left looking at Rage as a power that is not even situational, it is pretty much useless. I would rather play with some of the pool powers than use a secondary power that makes me eat dirt.
I am just glad I found out about it before I wasted my free respec.
Justice Blues, Tech/Tank, Inv/SS
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Fighting The Future Trilogy
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Overall _Ilr_'s post was good and I had to clip the best part here:
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Theoretically, Most powers that Crsh SHOULD be able to drop your health, or your Endurance to Crap. Or even Disorient you. And giving some kind of visual indicator that your teammates and you will see is the first major step required. If not for all the other powers, then atleast for Rage.
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The Rage stun was really something I felt we could live with. A severe but not all-encompassing end drop would work. The total end drop is just not going to work. 20 end? 30 end? Some kind of imminent toggle drop warning would be very nice as _Ilr_ pointed out. If you click the arrow on your team window, you will see all of the team member's buffs. Having Rage (and others? MoG? Elude?) stick out to the eye and maybe the ears would be a big help to the team.
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we are frequently forced to resort to the pathetic Jab-Punch-Jab-Haymaker attack combination in order to conserve endurance.
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You hit the nail on the head, Blackstar. I have stamina 6x slotted with all six slots filled with stamina recharge SOs.
Not really a blippin help. With me, I found it's more Jab, Punch, Brawl, repeat. It's the only way my power is conserved to the point where my end level is positive and not going in the hole.
Whether it's a simple stamina conservation change or a slight dmg increase I would be extremely happy with my tanker.
--malign
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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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1) What happens to toggle powers when you a completely drained of endurance? Hmmm..toggles turn off and it leaves you helpless. Now using Rage means being drained of endurance, having all toggles dropped, open to being stunned, mez, sleep, hold, and quickly dead.
2) Hardcore players? I would say well over 50% of Inv/SS tanks have either Unstoppable or Unyielding so the logic the "casual" player is avoiding the desired penalty is flawed.
I'm with the if it aint broke dont fix it idea.. and Im not a hardcore player.. I've got 1 char over 17. and its my main. And I've been playing him since the three day head start. So I've gotten this far, and I adapt to the changes to invuln.. but please. Just leave my character alone now ok? ... please?...
Well where to begin...Seeten you hit the nail on the head with the Regen Scrapper comment. Unfortantely thats an off topic comments so i will just say again Seeten thanks for bring it to light.
Statesmen, I do not see how some of your comments make coherent sense. Currently there really isn't a way to ignore Rage issue because its either you pop rage on enemies you could beat without it or you can run the Stun risk and hope you take down the potential enemy quicker then normal. As I look at it 3 enrages and an Insight is a far better situational power then Rage. I thank god that tanks are not like the Warrior class in WoW but if you "nerf" SS anymore then they soon will be.
I understand the concept of the Tanks well as they are supposed to be the wall the team uses for its defense. However, we have Regen Scrappers that CAN AND WILL out Tank us. We, SS tanks are end hogs and we have truly few attacks that are worth thier end cost. I play a lvl 30 SS/Invul Tank and I carry atleast 12 cabs (I have yet to gain access to Take Breaths) and at the moment I am willing to "crawl" through the missions however the point is with all the End cost the powers do not match.
Why is it that Scrappers such as Spine Scrappers can fight with little end cost however we SS Tanks have attacks that do little damage but cost a lot of endurance. I read that you wanted tanks to basically have endurance problems but the problem is even without the End cost we SS tanks do not come close to the DPS of Scrappers nor Blasters. I do not mind having to pop a cab now and then but when i need the vertible "fountain of blue" to run my tank i think something is wrong. Rage in a way gives SS tankers something to justifty why they took SS as SS quite frankly is horrible.
This thread is a slap to our faces as you put up on the Test servers a test change to Rage that you had to know would incite the many SS players; which in away would make them rant instead of giving you good feedback.
Rage is a worthless power why because of its side affects. When I reached lvl i took rage well at first I loved it. However, Rage bit me on my butt when i Tried to tank two plus 2 bosses (A crey Protector and a Tank Smasher) and three minions. If i had not popped rage i would have won but since i did I crashed before i could finish of the bosses and a Handclap ended me. I do not think its viable that Rage has such a down side when I can tank Lvl 35 minions and LTs Riktis without Rage but with rage on its nothing more then a subpar minion buster.
I do not think the "Hardcore" players were able to ignore the penalties as you say. I have seen many SS tanks and I am one of them who thinks Rage is a useless risk that has no payoff. Why pop Rage when I can deal with these people more affectively without it? In the fight with the two lvl 32 bosses my HP was never the problem as the most damage i took was 10pts and had i not pop Rage I would have won. There is a definate problem when a power is more detrimental then it is usefull. If Rage had an ACC debuff or maybe a penalty that did not cause Toggle drop it would be fine.
Currently it is useless and only the most stubborn use it. I am a Tank what use do i have with a power that might cause Toggle Drop and get me killed? Do i get this power to go around saying "look I can pwn minions as fast as a Scrapper can Pwn Lts!".
The funny thing is Rage is a very nice concept power. A power that increases the SS mediocre damage output is needed but the current and tested Rage is nothing but Debt magnets. SS already has high End cost per attack that pretty much make the penalties of Rage more iof a waste then useful. The answer is not boosting all of the Powersety because you are still left with Rage being a subpar power that is far more detrimental to the cause of tanks then it is helpful. If rage is to have a Penalty then End Cost, Stuns, and Slow recharges would only make the problems of SS worse. The Tank needs to be able to well Tank Affectively for the team and none of the above will help the tank. You can keep the Defense Debuff and add a hefty debuff of Accuracy or damage output that would be an exceptable compromise penalty as it would allow the tank to still hold Aggro for his team through taunts and since his Toggles are still up his survivability is still intact for solo. If I were a Dev that is how i would do it.
Very good points, Steel. That's the huge problem. SS blows do too little damage whilst costing a metric buttload of end. Arg!
A tank smasher is what happened to me last time. And this is a perfect example. I'm a lvl 29 Inv/SS tanker. I was fighting a Tank smasher ("Capn Free For All" was his name). He was red to me. I engaged him in battle. His health wasn't dropping much at all so I activated rage in an effort to drop him faster.
Well 2 minutes went by and he still had near 20% health and when I dizzied out my temp invul went off. And keep in mind his hits didn't do much to me at all with temp invul active. He hit me with it off, and I kid you not, 1 blow from him nearly took me to approx 60% health from 100% health. "What the heck?" I thought as I stumbled drunkedly away. I ran back to the mission exit after rage wore off and said screw this. Luckily his next hit missed. That might have ended me. 2 hits death to an Invul tanker? I don't like relying on toggles.
Roll it back!
--malign
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You wouldn't want that. Toggle powers (like *many* defenses) have a recharge, too.
If they get knocked off for whatever reason when rage has just run out, it can take ages to get them back up....
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Exactly! There is your Rage penalty. The Tanker isn't automatically dropped to the defense of a baby, and now he has to be VERY carefull, Till my proposed Rage induced penalty of a very slow recharge of all powers, wears off...
Imagine:
The Thing battles tons of Doombots, to protect the rest of the fantastic four. He needs to get that special "omph" to beat them all...he enters "Rage" mode...and starts ta wipe up the place with those yahoos! He saves the Team and now starts to falter, having done his job and now tired from that heroic stand...and the rest of the team joins in to get him out...
Comic book simplicity and excitement!
Nicely done Statesman, that's two powers from my primary/secorndary sets that now stand a very good chance of getting me killed if I use them (Unstoppable and Rage for those wondering which I meant).
So if it's possible can I ask you to find 4 more to screw over. That way I can use the empty power choices to take all the power pool ones I need to survive without making tradeoffs.
Can I suggest:
Footstomp becomes single target and minor damge with the current costs;
Dull Pain could just blank out my health bar for 5 minutes so I can't tell if I'm hurt;
KO Blow should also do 2xdamage to myself as I dislocate my shoulder;
and Tough Hide could stop all my Teammates buffs from affecting me because I'm so tough they can't get through.
Just hurry up with the "accidental" database crash which will delete all Tanker characters and also corrupt all backups of same. That way you can just start again and put SuperStrength in the Scrappr AT.
/em sighs and tries to think less negatively.
Okay let's try again. Statesman can I turn your question around. What level of a disadvantage do you consider appropriate for Rage and why? How much would need to be reduced in its effect to allow for a lesser downside?
Oh and as others have said, I really don't have the inclination to test this all over again. Just do whatever you want and let me get on with my Auto-Jab-o'-Death.
The end all to this rage discussion is if its going to be situational power it should be the perfect power to pop when fighting a boss and feel like a waste when fighting a minion and LT. The situation righ nowt is the reverse as Bosses are tougher and take far longer to defeat meaning if Rage crashes during the battle the tank is going to get beaten when the boss hits him with a Status affect. Inspirations are a copout not a fix and should not even be mention in this dicussion.
Self Stunning powers and end crashing powers only work with 9th Tier power as Dwimble pointed out. Those powers are so powerful that without a crash the character would be cheese. Now I am not stating tanks should not have weakness because we certainly are far more survivable then many other ATs. Its just at current time SS has a very high endurance Cost and with a power like Rage having self Stun mechanics (or worse Endurance Blow) this does not help the Tanks at all. In either case niether stun nor end blow are acceptable and rage does need to be fixed.
When a power is literally your own worse enemy with marginal gains in performance then why even use it all?
Another way to do Rage would be a click power that stays on for aslong as the Hero is engaged with current targets. Once all opponents fighting said character have been defeated Rage drops and burns all Endurance. This would mean that Rage would have to provide an End gain much like Unstoppable and with the End blow it keeps people from popping it in every fight.
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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 think I speak for many here when I say, "huh?!?"
I have no idea what you're talking about "causal" and "hardcore" here. Unyielding is now the lynchpin power of the set. NO Invulnerability tanker should be built without it. I am a causal player, but I have Unyielding. This has nothing to do with casual vs. hardcore players.
SuperStrength is a slow powerset. Pretty much every other tanker I've teamed with can outdamage me if I don't use rage (never grouped with an Ice tanker). This is not just raw damage, but dps. SS is SLOW. I'm not sure about it's endurance cost by comparision, but it's not light.
Rage needs a penalty, I see that. But dropping your endurance to zero is a far, far too severe penalty for almost any power (especially Unstoppable as it is with I3). Personally, I saw nothing wrong with the disorient penalty as it is on live currently. You need to be careful when it ends. Anyone who takes the power should already know this (you have to be 28th level to take it, I'd assume you'd have some experience with the game by then).
Also, I realize that when most people say SuperStrength, they also think of Invulnerability tankers. But not every tanker with SuperStrength is an Invulnerability tanker.
Statesman, you should never, ever, consider the penalty of a power dropping your endurance to zero unless that power is absolutely "hell on wheels". Rage does not fit into this category. I'm sure many SuperStrength tankers (especially Invulnerability ones) wished they had chosen a different secondary the day you announced this change.
I know I do. I just respec'd to get used to the new Invulerability, and now you wish to make a major power change to another power I possess. Not a small change either, but a large change that will once again, force me to change my playstyle.
There are more Invulnerability/SuperStrength tankers out there than any other kind. Why? Because SuperStrength is a high damage set? No. Invulnerability/SuperStrength fits our perception of the classic comic book superhero. Rage was already an iffy power, but we as the tanker community had learned to deal with it. Zero endurance when it crashes is just too severe a penalty.
Unless your plan is to make the power have a drawback, regardless of your power selection or buffs from teammates (zero endurance means your toggles drop, even with RA or any other endurance boost and you have to wait for the powers to recharge and then active before you get the benefit of them---that's 20 or more seconds probably....more than the disorient effect it already has). Again, Rage is just not good enough to fit into this category. You will once again create a power that no one takes.
I implore you to reconsider this change. Your stated reason makes no sense to me.
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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 wasn’t getting the desired penalty. We're still looking at the issue - so feel free to post your thoughts & ideas!
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The 0 END drop is too much (and will basically make this power never used IMO).
I do like the -10 END at the end of Rage, basically like Hasten. Now you have to watch it or you *can* (not will) drop your toggles if you overextend yourself.
Still here, even after all this time!
Just tested it some more. It's atrocious. If you over extend by 1 second by accident you suddenly are toggle-less. The incoming damage shoots up like a rocket, and although TI and CJ are ready for immediate re-activation. Uy and Invinc take too long. I do not even mean trying to push it, I am talking about a simple "oops".
Basically it needs to be re-thought out. It is worthless right now, instead of watching out for stunners for 15 seconds or a 15 second pause if in a group, you have to wait for toggles to come back, re-activate them all, and then re-build your end bar. If for some unknown reason someone thought Rage was too powerful in the SS set, it is now just not going to be useful for bigger battles.
Rage was not truly needed in small solo battles, it just helped. In larger battles especially against Monsters and AVs, you need the damage, especially now with the very large regen rates of the AVs. But this penalty makes it a liability in this atmosphere because it will crash and then your toggles will. Suddenly, that AV is doing enormous damage to you and you are desperately trying to stay alive for your team.
Why would you want to make a power that increases your damage useful for when you do not need it, and useless for when you do? This change is not good and needs to be re-examined.
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Just out of curiousity, do you not wish there to BE "hardcore" players? Should people not strive to come up with ways to do their best?
I must say, I really don't care for the direction this game is taking.
[/ QUOTE ]Yeah, if it works well, nerf it!
Either way Rage seems like a power to ignore over the safer alternatives of Hasten. Its A going to be useful only on a couple of enemies or B be totally worthless across the board.
Hasten, which I avoided will now be far better then Rage. It's only -20 end, and since you can attack faster, I have a feeling you can do at least simliar damage to using Rage over a roughly equivalent time interval. So Hasten would just make you watch your end bar and pace your attacks instead of a guaranteed loss of toggles.
Devs, please listen to the many people posting in this thread. Rage was always a risky power anyway. Many times we just did not use it, now it's just not any good for the nasty fights when you need it. Please re-consider this change and either leave it alone or use some of our suggestions (like tweaking SS and giving us Build-Up).
As an invuln, I have passive resists to all except Psi and Tox. The test Rage crash is bad for me but what about our Fire, Ice, and Stone sisters and brothers? With no toggles they lose a lot more then us, and none of them have Unstoppable either. Fire has Consume but that's a poor show for having an end crash and loss of toggles. Ice and Stone have no end help here I can find in the manual, so unless there have been some changes to them, they are in horrible shape when Rage crashes.
If you felt that tactics and teamwork were undesirable work-arounds and that we require a penalty just to keep up damage-wise, then at least make the penalty palatable for the big nasty battles when we need it.
OMG none of you have any idea how much I'm enjoying the irony of all this.
Apparently I'm the only one who is able to both read AND comprehend what Statesman has said.
In a nutshell: You've found a way to avoid the penalty of a penalty power that you shouldn't be able to avoid. And this gives you an advantage over someone (the "casual gamer" for lack of any better term) who is not in the know and may not have mez protection or not use it cause they don't know they can take advantage of an exploit.
An exploit you say? What? Unyielding an exploit? Yeah, when you're supposed to suffer a penalty for a penalty power and YOU'RE NOT, then I would call that an exploit. And apparently the devs do too.
But wait, here's the best part.
The new Rage on the test server actually has LESS OF A PENALTY than the one on live. That's right! Easier. Less of a penalty. Yeah I know, kicks ya in the [censored] don't it?
See, when rage crashes on live you're SUPPOSED to get disoriented, have your toggles drop, and be left helpless for 15 seconds. That's the way it's supposed to work, unless of course you use a mez protection and bypass the penalty altogether. But in doing that you've just taken advantage of a power and paid no penalty. Not supposed to happen that way. So those in the know use Rage scot-free, and those who aren't pay the penalty. Not very sporting, is it? And certainly not fair.
So they changed it. Now since some people complained about the stun being too much, the devs say to themselves, "hmmm... yeah, maybe the stun is a bit much. It does leave you without your toggles and helpless. Why don't we just drop their toggles instead of stunning them? At least this way they're vulnerable, but not helpless."
So the devs figure out a way to drop all your toggles WITHOUT stunning you and leaving you helpless. DING DING DING!! And how, boys and girls, might the devs accomplish such a thing? By reducing your endurance to zero! Toggles drop, no stun. You're left vulnerable, not helpless. Exactly as intended, with the added bonus of making sure that each and every time someone uses Rage, THEY PAY THE PENALTY. Cause there ain't nothing you can do to avoid that end bust. No buffing, no powers, no inspirations, nada. It's perfectly beautiful in it's simplicity. Kudos, devs, kudos!
Now for those who aren't keeping up, let's review:
Old Rage: 15 second disorientation, toggles drop, left helpless.
New Rage: Endurance set to 0, toggles drop. No disorientation.
Considering the devs are now dealing with the exploit involved here, it's apparent they're going to make sure that EVERYONE WHO USES RAGE IS GOING TO SUFFER THE PENALTY EACH AND EVERY TIME THEY USE IT. Whatever that penalty may be.
So ask yourselves this question before you complain about the new Rage: Would you rather be disoriented without toggles, or oriented without toggles? Cause if you really do prefer disorientation, toggle drop, and helplessness, I'm sure the devs would be happy to accomodate you.
Be careful what you wish for. You might just get it.
BWAHAHAHAHAHAHAHAH!!!!!!!!!!!!!
Woah there, WillyW. Easy on the coffee.
A lot of people are posting that they ARE trying the new rage on the test server and dislike it. They don't have to read this thread, as they're experiencing it first hand.
I don't care what happens to rage personally. My only beef is base dmg being low and end consumption being too high.
--malign
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That's the way it's supposed to work, unless of course you use a mez protection and bypass the penalty altogether. But in doing that you've just taken advantage of a power and paid no penalty. Not supposed to happen that way. So those in the know use Rage scot-free, and those who aren't pay the penalty. Not very sporting, is it? And certainly not fair.
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I don't think people who take Unyielding are "in the know". It's a pretty basic power now, I think almost every Invul Tank will take it, "in the know" or not.
That said, I don't use Rage with Unyielding because it's too risky- one stun attack during those 15 seconds and I'm done. There is certainly no "scot-free".
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Woah there, WillyW. Easy on the coffee.
A lot of people are posting that they ARE trying the new rage on the test server and dislike it. They don't have to read this thread, as they're experiencing it first hand.
I don't care what happens to rage personally. My only beef is base dmg being low and end consumption being too high.
--malign
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WillyW is a troll and should be ignored. What he doesn't understand is there already IS a penalty for Rage. If he were actually knowledgable on the subjects in which he speaks, he would know that Unyielding barely absorbs the mez and therefore any "stun" effect during that 15 seconds will stun you and also the fact that no "casual" player will be 28th level without knowing the penalties of Rage and the benefits of Unyielding. His tone is condesending and rude and he apparently claims to know what the devs are thinking rather than waiting for them to actually inform us. Otherwise, why would they actually ASK US for our opinions and thoughts?
I suggest we all ignore him as he has nothing actually constructive to add to this thread. (He's already been overposting in other threads with his brand of misinformation.)
Apparently, he was denied pie as a child.
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Woah there, WillyW. Easy on the coffee.
A lot of people are posting that they ARE trying the new rage on the test server and dislike it. They don't have to read this thread, as they're experiencing it first hand.
I don't care what happens to rage personally. My only beef is base dmg being low and end consumption being too high.
--malign
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WillyW is a troll and should be ignored. What he doesn't understand is there already IS a penalty for Rage. If he were actually knowledgable on the subjects in which he speaks, he would know that Unyielding barely absorbs the mez and therefore any "stun" effect during that 15 seconds will stun you and also the fact that no "casual" player will be 28th level without knowing the penalties of Rage and the benefits of Unyielding. His tone is condesending and rude and he apparently claims to know what the devs are thinking rather than waiting for them to actually inform us. Otherwise, why would they actually ASK US for our opinions and thoughts?
I suggest we all ignore him as he has nothing actually constructive to add to this thread. (He's already been overposting in other threads with his brand of misinformation.)
Apparently, he was denied pie as a child.
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Oh yes, my misinformation. U wanna be clueless. Fine, be clueless. If you can read and you can understand english you should be able to understand what Statesman said. He made himself very clear. If you can't well, just keep complaining like everyone else how badly you're gonna suck. Cause that's gonna help. Complaining always gets you far in life. Calling other people names gets you far too.
Apparently you weren't taught manners as a child. Either that or you're a spoiled brat.
But what do I know? I'm misinformed apparently.
Funny though how my INV/SS tank has rage, uses it when necessary and doesn't die (maybe cause I can count to 120 -- what's your excuse?). And how I can manage to solo, and team, do decent damage, and still not die.
For someone so incredibly misinformed I must be doing something right. Pity you aren't. But that's what happens when you call people names and don't listen. You stay ignorant.
And btw, you really should try to not contradict yourself when you attempt to make a point. Sorta makes you seem, well, misinformed. You say we should wait for the devs to inform us, but apparently when Statesman did, you didn't buy it ("also the fact that no "casual" player will be 28th level without knowing the penalties of Rage and the benefits of Unyielding"). I didn't say it. Statesman did. Perhaps he's misinformed too. Don't believe me? Check the very first post in this thread. Be careful now, don't overtax that teeny weeny itty bitty brain of yours.
See, I actually READ what the devs post. I am well aware of how unyielding and rage work now. I am also well aware of how Statesman said they SHOULD work now and don't, and how they WILL work in the future. But go and bury your head in the sand and continue to ignore. At the very least you're far more attractive that way.
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Increase dmg please!
OR, give them 50 more points of end. (They're hulking powerhouses, cmon! The Hulk is tireless folks.)
OR, decrease end cost for powers.
OR a mix of the lot. Devs please. This archetype could be so much better than it is. I beg of you.
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I'm actually quite content with my damage (but of course I'm EM ). Tanks definitely need a decrease in end costs and defensive holes closed, or at the very least not so widely exploited by the latter part of the game.
Back to Rage though, I really don't see where it deserves a huge penalty to begin with. If its purpose is to put SS on par with the other sets then why not drop the penalty all together?
Leave the damage buff alone, leave its duration/recharge alone, and lower the +Acc so it needs some slotting with ToHit Enhances to reach its current bonus. I just don't see anything about Rage at all to suggest it is overpowering and deserving of some crippling side-effect.