Here I aim to do a review of Rage in its current state!
In this review, I will focus on Rage as it is, not in contrast to how it has been
Stratagems: Raging is a combat - related support skill that focuses primarily upon offensive strategies involving increased damage and rage - induced tactics.Passively, the Stratagems: Raging skill allows you to focus your 'Rage' upon an opponent, using the command[rage.Once a target has been selected as the focus of your Rage, every successful blow upon that target will increase your Rage Level, while a miss will lower it by 25 – 40 points(depending on if the weapon is one - handed or two - handed), deduct between 1 and 5 stamina, and remove you from Enraged status if your Rage Level drops below 50, if currently Enraged. Dropping out of an Engraged status wind your character, resulting in a temporary blocking of health, stamina and mana regeneration. As your Rage Level increases, you will gain a Damage Increase bonus equivalent to your Rage Level (Rage Level / 2, to a maximum of a 50 % bonus at the highest level). Inversely, you will incur a decrease in your Defense Chance equal to half of the damage bonus you attain +5 % (maximum 30 % DCI reduction). Once your Rage Level reaches 100 points, you will enter the Enraged state, which is used in conjunction with Raging skill abilities to augment and enhance their effects.The Enraged state will last for thirty seconds, and inflict an additional 5 % defense chance increase debuff.If you defeat your Rage target while Enraged and while possessing a Rage Level of 100, your character will also regain 10 % to 25 % of their Hit Points, Stamina and Mana.The amount of Rage built per successful hit upon an opponent is calculated by referencing the detailed formula using [combatmessages in-game.Finally, stratagems: Raging is also used to purchase and subsequently use a number of combat - based skill abilities available only through the Stratagems: Raging skill.
Currently I feel that this is in a good place.
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I am a warrior with, beyond 100 skill in Two-Handed Tactics. I have the Precision Strikes perks from the Perception Tree, for a bonus of +6 Hitchance, I have the Two-Handed Tactics I and II Perks for another 5% hitchance, and an additional +9% hitchance from my Extraordinary Claymore.
That means a +20% hitchance on EVERY blow, and an additional 25% when using Intimidating Attack, which can be done every second attack, if I use a slow weapon.
Even with this above average hitchance, I still miss a lot against the enemies that I would actually need to use Rage against, causing me to lose 40 Rage from that. If I miss once, my bonus damage is cut in half and I'm one more miss away from losing the Enraged Status as a whole.
I'm pretty much maxed out, any new or intermediate player would likely miss a whole lot more, and I'd be surprised if they ever reached the Enraged status at all.
Suggested Action
I suggest that the loss upon missing is halved compared to what it is now, both on Onehanders and Twohanders.
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When you miss a strike, you are punished with losing Rage and Stamina. You can increase your chance to hit using Intimidating Attack, which also costs about the same stamina as you'd lose if you missed. Note that this does not by any means guarantee that you will hit, and it has a Special Ability cooldown that means it greatly favors slow weapons compared to fast ones.
The penalty for missing an enemy feels a bit heavy, and it will be even heavier on lower-end players who do not have the amount of stamina or hitchance that I do.
Suggested Action
Remove the staminaloss upon missing an enemy, or lower it to max 2.
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Interestingly enough is that if you trigger Fury, the duration of that is independent of Rage. I don't believe I have ever seen Enraged fade out before I either lost the Enraged Status due to missing, or killed the enemy first.
Intimidating Attack is a nice perk that allows you to, for about 5 stamina, gain a 25% hitchance increase on your next blow (50% if you are Enraged). If Enraged, it will also stun the enemy for about 2 seconds.
This is a perk that is useful in the beginning, less so later on. I believe bonuses to Hitchance increase cap out at 45%, and an endgame warrior will likely surpass that.
The perk also heavily favors slow weapons, due to the cooldown between each use of it.
Suggested Changes
Either remove the stamina cost, or remove the cooldown between uses of it. Rage users are already punished very heavily stamina-wised, I believe.
This is a perk that allows you to strike a random adjacent enemy, on a successful strike on your main target.
It is somewhat useful when fighting larger groups of chaff, but is hampered somewhat by the cooldown on its use.
I have not noticed any Stamina usage on this skill, not sure if that is intended or not.
This is a skill that is mostly used when fighting zombies and other "trash" mobs, it is rarely worth spending the opportunity to use it against anything stronger.
Suggested Changes
None
This ability allows you to make a great gamble, and attempt to recover some HP and Stamina by doing a killing blow on an enemy. Successfully killing an enemy with this attack will reward you 15 HP and 15 Stamina, if you are Enraged and kill your target it will also increase your swingspeed for 20 seconds.
If you fail, you will be unable to use Special Abilities for a while, and your Arcane Resistance is lowered to 0 for a few seconds, and all your resistances are lowered.
I do not believe the reward for this ability is consistent with the risk of it. And I have never noticed any change to my swingspeed when executing an enemy while raged, though I've gotten the system message saying that the rage-execution succeeded.
Suggested Changes
Change the ability to restore HP/Stamina equal to (Enemy Animus Worth/5). This will make it worth to use against bigger and meaner opponents, and a feat of true bravery.
Change the Enraged version to add an AoE fear to enemies in the vicinity of the kill (like Intimidating Display in DnD).
This skill allows you to do extra damage based on the amount of steps your take between activating the ability, and hitting the target (a maximum of 200%).
This ability would be tremendously useful if it was more reliable. Currently, it only takes the amount of steps into account, not the "actual" momentum your character would have". So you can trigger it, and then run around in circles before stopping to hit the enemy.
Suggested Change
Make the perk require you to charge in a straight line after triggering it, and being able to strike enemies while still running.
Currently you have to trigger the ability, run the steps, then stop and stand still just before you hit the enemy.
When triggering (75% on reaching Enraged) this ability increases your chance to inflict a critical hit by 20%, which making you 10% more likely to be critically hit.
It is somewhat useful, but not really worth the 10% critically hit chance.
Suggested Change
I propose a major re-work of this perk!
You are a rage, incarnated. When you enter the seldom achieved state of being completely and utterly enraged, you take it even one step further, and enter a state of absolute chaos, going completely berserk, complete with absolute disregard for your own well-being. Your attacks in this state are so utterly frenzied that few survive to speak of the horrors you commit, so long as you don't fall victim to your own throes of fury. When fighting an opponent that is your current Rage Target, if and when you under Enraged status and you achieve Rage Level 100 against said opponent, you have a 75% chance to enter Berserk status for a period of twenty seconds. While under Berserk status, your swingspeed will increase by 0,25 for every swing of your weapon, with an additional 0,25 if you hit the enemy ( for a total possible of 0.5 increase to swingspeed per hit). Every swing will also lower your Defence-chance by 5%, or 10% if you hit with your strike, as you lose yourself further to your frenzy.
Your swingspeed can not be improved beyond an effective Swingspeed of 2.
This perk gives you a 25% chance to double Rage gain from a swing, working fine as it is.
This perk gives you a 50% chance to gain Rage, if your attack is parried or evaded. Also affected by Acrimonious Techniques. Working fine.
This is the main benefit of Rage, the chance to heal yourself during combat and to increase your hitpoints and stamina.
The drawback is, that the perk tree is utterly useless unless you get the final Perk, Fury Fervor IV.
The throes of fury are able to bring you to seemingly unnatural states of being. When the Fury condition is activated (50% chance remains from FF III), your character gains both Hit Points and Stamina Points equal to that of the bonus it applies, as opposed to simply raising these levels.
The final perk is what makes the tree useful, since otherwise you simply have higher caps for you hitpoints and stamina. I do not know if there is "any" other skill which has perks that have so little use without the final perk.
The issue with this perk tree currently, is that sometimes the Perk IV will not trigger. Your max hitpoints and stamina will be raised, but you will not GAIN the same amount. This has been reported by both Silvrfirst, Lans and myself.
Suggested Action
The perk tree is fine, as long as the behavior of Fury Fervor IV is addressed.
Currently, during a fight you will often drift in and out of rage, as you hit and miss, hit and miss.
People talk about the damageincrease, but the biggest benefit is the hitpoints you gain from Fury Fervor IV ( which greatly benefits from getting to Enraged Status multiple times.
I propose that we try the following;
Enraged Status is reached as now, by gaining enough Rage to reach 100. Upon reaching 100, you have the chance to trigger Berserking and and Fury as usual.
While Enraged, you can not be brought out of the Enraged status until the rage period ends.
You still lose Rage while missing, but going below 50 will no longer bring you out of it.
Enraged status lasts for 30 seconds, with an addition of 5 seconds for every enemy you kill, up to a maximum of 30 bonus seconds. In total, Enraged status may last for a maximum of 60 seconds.
As your Rage Level increases, you will gain a Damage Increase bonus equivalent to your Rage Level (Rage Level / 4, to a maximum of a 25 % bonus at the highest level).
Once your Enraged status ends, your character will be fatigued, resulting in a temporary blocking of health, stamina and mana regeneration, as well as lowering their swingspeed by 1 for a duration of 15 seconds.
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I'd like to envision it as a surge of strength and power, using fury and speed and power to overwhelm the foe, rather than as extraordinary stamina allowing you to stay in the fight for hours.
The constant de-raging and re-entering rage is what makes Rage so powerful, because of the health regeneration, not the damage you do with it. We might even consider keeping the damage boost at 50% with these changes.
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Animus Cost: Undetermined
Skill Requirement: 90% Stratagems: Raging
By spending 50 Rage and 10 stamina, you charge your opponent and attempt to knock them prone for 4 seconds.
If Enraged, you rush at them with such speed that the air is knocked out of them, setting their stamina to 0. (Stamina is returned after a brief period).
Chance to knock down opponent is (Stratagems Raging/2 + (Attacker Strength - Target Strength)
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Frenzied Howl
Animus Cost: Undetermined
Skill Requirement: 70% Stratagems : Raging
By spending 50 Rage and 10 stamina, you unleash a fearsome howl at your target which lowers their defencechance by (Stratagems : Raging/400)
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