change to rage


Alvan

 

Posted

By castle [ QUOTE ]
Oh, remembered the other thing -- SS Rage "only effect self" period changed to "-999% damage" period.


[/ QUOTE ]

discuss


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Posted

Utter sweetness. Being able to crowd control while ragedropped means the world. Also no longer getting huge defense debuffs from Invincibility not working is good. All in all, just awesome.


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Posted

I don't know if that will effect threat level.


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Posted

Hmmmm.


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Posted

[ QUOTE ]
I don't know if that will effect threat level.

[/ QUOTE ]
Taunt aura + taunt. Why not?

Great stuff!


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Posted

Hmmm, ok I've thought about it now. I always used to use Rage as a soloing tool. In teams, the loss of the ability to taunt was too much to bear, even for 10 seconds. I have a "Chance for Psi Damage" Proc in Taunt, as this is independant of boosting, will it still do the same damage when Rage drops?


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Posted

That's an interesting question, since you could slot damage procs in all your attacks.

My view is that Castle would certainly try to make it apply to procs. Do existing damage debuffs apply to procs?


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Posted

-999%? Three capped fulcrums and +99% damage enhancement in powers is enough to counter that.

I'd rather it stayed as it is, this penalty seems too small considering how powerful it is.


 

Posted

[ QUOTE ]
-999%? Three capped fulcrums and +99% damage enhancement in powers is enough to counter that.

I'd rather it stayed as it is, this penalty seems too small considering how powerful it is.

[/ QUOTE ]

Yes, because I always carry 3 kinetic defenders with me while tanking in order to counteract the downside of a single power 8% of the time I'm using it.


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Posted

[ QUOTE ]
-999%? Three capped fulcrums and +99% damage enhancement in powers is enough to counter that.

I'd rather it stayed as it is, this penalty seems too small considering how powerful it is.

[/ QUOTE ]

Depends - if it's calculated so that damage buffs are taken into account first, capped and then the damage debuff is applied, -999% brings even the most hardened brute at damage cap to a grinding halt.


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Posted

[ QUOTE ]
[ QUOTE ]
-999%? Three capped fulcrums and +99% damage enhancement in powers is enough to counter that.

I'd rather it stayed as it is, this penalty seems too small considering how powerful it is.

[/ QUOTE ]

Yes, because I always carry 3 kinetic defenders with me while tanking in order to counteract the downside of a single power 8% of the time I'm using it.

[/ QUOTE ]I didn't mean it's too small a penalty just because you can overcome the debuff, that was a seperate point

IMO being able to still benefit from secondary effects and invinc/RttC/EA would make it too powerful.


 

Posted

[ QUOTE ]
[ QUOTE ]
-999%? Three capped fulcrums and +99% damage enhancement in powers is enough to counter that.

I'd rather it stayed as it is, this penalty seems too small considering how powerful it is.

[/ QUOTE ]

Depends - if it's calculated so that damage buffs are taken into account first, capped and then the damage debuff is applied, -999% brings even the most hardened brute at damage cap to a grinding halt.

[/ QUOTE ]

I don't think it's an "actual" percentage, but used in the context of damage caps. i.e. Even Brutes at the 850% damage cap would still have their damage brought down to -149% (i.e. 0).

I don't think it makes Rage overpowered by allowing you to use your secondary. The problem with the rage crash was never really that you couldn't attack or debuff mobs, but that you couldn't keep aggro. In a poor team or if you're not paying close enough attention, that can often lead to disaster.

Conceptually, you may be too knackered to fight until you've caught your breath, but you can still hurl abuse at the mobs to keep their attention


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Posted

The normal calculation is base damage + buffs -debuffs, then apply the cap, so it should be possible to do some damage with a few kinetics on your team. I don't see that as a problem, since:

1) You would not expect to be perminantly teamed with 3+ level 32+ kinetics (38+ for brutes).

2) Your damage would still be a lot less than it otherwise be

3) With all those kins on your team you are probably at the damage cap without needing to activate rage anyway.


As for balance, SS is currently significantly worse than the other tanker secondaries when used in conjunction with Invun, WP or Ice. This mearly corrects the issue.


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Posted

Indeed, I think I even read some comment on the US forums that more or less said that if you by some fantastic means still are able to do any damage with this debuff, you bloody well deserve it...


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Posted

Anyway enough of this talk about Rage. We all seem to agree its a good thing, people are just arguing over maths now.

More important is the statement that they are changing some of the Mace AOE powers. Wild Speculation on what might change anyone ? (I just hope they change knockback to knockdown)


 

Posted

I think rage is a more significant change than the mace changes. I assume the AOEs are going to get a bit of a buff is all. Probably all of them. Same with Frost.


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Posted

I like i like! So you can continue your agro management, just at a 0-damage rate (Footstomp woooo).

But, yet, however, although.. hmm right.

I feel weird about all these Mace changes, the numbers start to get far above Axe now. Dispite Axe has more control (KU/KD), damage(DPS)wise i feel weird about it.


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Posted

I'm happy with the change, maybe -999 is what on the low side, maybe not.

The change didn't come as a suprise to me as reading the dev posts seem to imply this kind of change, my ss/will brute is happy with this change anyway.

What I want to know is will punchvoke still work if a power deals no damage, and of course the proc question above??


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Posted

Yes, ponchvote and any secondary effects should work as normal. Your attacks will still build fury too.


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Posted

i don't see what is wrong with rage as it is now.


@ExtraGonk

 

Posted

[ QUOTE ]
i don't see what is wrong with rage as it is now.

[/ QUOTE ]
There basicly wasnt, outside the 'wrong timing' moments. But this change is nice, i like


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Posted

[ QUOTE ]
i don't see what is wrong with rage as it is now.

[/ QUOTE ]

The rage crash would nerf your defenses when used in conjunction with certain powersets.

This meant that SS is significantly weaker than the other tanker secondaries with Build Up, when used with those sets.


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Posted

[/color]<blockquote><font class="small">Antwort auf:[/color]<hr />
i don't see what is wrong with rage as it is now.

[/ QUOTE ]
The main problem was that the crash with "only affecting self" is unfair (and unbalanced) for brutes and tankers with Willpower or Invulnerability as armour set.
Invincibility greatly boosts the invul's defense for every nearby enemy unless he is "only affecting self".
Rise to the Challenge contributes the main portion of a WP user's regeneration depending on the number of nearby enemies unless he is "only affecting self".
For users of other armour sets a rage crash only means a moderate defense debuff and the loss of the ability to attack. For an invul or WP user a rage crash means losing a big chunk of their survivability on top of that which is a much steeper price when compared to the rest.
That's why this change is a good and necessary one.




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Posted

It's Ice as well, but I don't think Ice/SS is a common combo. The rage crash would prevent CE from working (recharge and damage debuff), and limit the timing of Energy Absorption (+def/end from mobs click power).


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Posted

Well it looks like the -Def is now going to be hefty -Rec.

Castle [ QUOTE ]
Just an update:
I'll be removing the 20% Defense Debuff, and replacing it with a Max Recovery = 0.00% debuff, in addition to the aforementioned change.

EDIT: Consequence of this = Stacking Rage is dangerous! Keep a good supply of Blue inspirations if you plan on doing this.

[/ QUOTE ]

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