Berseker rage and Damage over time Penalty

Shaper fight -> get 50 charges before bullet hell starts because you specced into rage -> sit in Zana's bubble and watch your health go down REALLY fast because you got nothing to leech from.

Or basically any other boss with invulnerability phase.
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Bananaplasm wrote:

Yes it is a bad concept, because it is the same shit concept Deadeye is build on (just attacks, not even spells). Damage is fine, but it brings zero to the table.

The worst part is its shitty design. It's a speed clear ascendancy with ok'ish speed. Stop and you are dead.


It's a berserker, it makes a lot more sense then the current static "you deal more damage, all the time".

I was actually amazed they didn't do something like this when it was initially released.

Though i agree, the value's are off currently to warrant their perks. But as a basis to work from it's a lot better then the current version.

Peace,

-Boem-
Freedom is not worth having if it does not include the freedom to make mistakes
Was there a confirmation from GGG that doubling effect of rage includes also downside? I can not imagine that doubling effect would also affect life degen. 10% HP is already heavy punishment but it could be worked around, however, 20% is just crazy. You can get 12-13% HP/sec regeneration on builds that focus on it but that is still not enough to counter rage degen. I assume physical mitigation such as endurance charges should reduce this degen but Rage degen is still too punishing.
"
Boem wrote:
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Bananaplasm wrote:

Yes it is a bad concept, because it is the same shit concept Deadeye is build on (just attacks, not even spells). Damage is fine, but it brings zero to the table.

The worst part is its shitty design. It's a speed clear ascendancy with ok'ish speed. Stop and you are dead.


It's a berserker, it makes a lot more sense then the current static "you deal more damage, all the time".

I was actually amazed they didn't do something like this when it was initially released.

Though i agree, the value's are off currently to warrant their perks. But as a basis to work from it's a lot better then the current version.

Peace,

-Boem-


+1

"Stop and you are dead" sounds like a good concept for a Berserker.
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Baron01 wrote:
Was there a confirmation from GGG that doubling effect of rage includes also downside? I can not imagine that doubling effect would also affect life degen. 10% HP is already heavy punishment but it could be worked around, however, 20% is just crazy. You can get 12-13% HP/sec regeneration on builds that focus on it but that is still not enough to counter rage degen. I assume physical mitigation such as endurance charges should reduce this degen but Rage degen is still too punishing.


Life degen is listed as an "effect" under rage description. The other node doubles rage "effects".

Also the wording "you LOSE .2% health per rage point" implies that there is no direct mitigation type to it. It would've been worded "you lose .2% health as physical/fire/chaos/etc damage per rage point" instead. The only things that mitigate it with current wording are regen and leech.
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Anonymous1749704 wrote:
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Baron01 wrote:
Was there a confirmation from GGG that doubling effect of rage includes also downside? I can not imagine that doubling effect would also affect life degen. 10% HP is already heavy punishment but it could be worked around, however, 20% is just crazy. You can get 12-13% HP/sec regeneration on builds that focus on it but that is still not enough to counter rage degen. I assume physical mitigation such as endurance charges should reduce this degen but Rage degen is still too punishing.


Life degen is listed as an "effect" under rage description. The other node doubles rage "effects".

Also the wording "you LOSE .2% health per rage point" implies that there is no direct mitigation type to it. It would've been worded "you lose .2% health as physical/fire/chaos/etc damage per rage point" instead. The only things that mitigate it with current wording are regen and leech.


^True.

Then again, people are making a big deal out of this but at the same time people are perfectly capable of building around oni-goroshi which also provides a massive degen effect.(though like you mentioned, it can be mitigated)

I'd say it's not solid in it's current state, but it is 100% global attack damage(elemental/phys) and a fuckton of attack speed with move speed.
It's not a weak return for the double rage stacks.

The fact people are looking at it and going "the fuck do i do with this" without having an immediate answer, basically means it is more interesting to the old zerker, which instantly resulted in a "yup/nope" response.

Peace,

-Boem-
Freedom is not worth having if it does not include the freedom to make mistakes
Last edited by Boem#2861 on Feb 16, 2018, 6:56:51 AM
Oni-Goroshi buff and its degen is nowhere near as lethal as new Rage degen on paper. Her Embrace debuff is standard damage taken as fire, which can be mitigated by fire resistance and only last 3 seconds, which means it can not kill you when at full HP. Rage degen as it is currently worded is a non-standard mechanic with potentially no mitigation to it and duration long enough to kill you several times over.

When Rage is introduced to the game, it should use standard mechanics already present in the game and its numbers should be revisited. It currently feels as you would have to heavily build to offset its degen, therefore, it seems to me it restricts build choice rather than increase it.

add blood rage and you get 24% life/sec degen. GG.
"How come only evil forces were released?" - "Because there are no good forces."
"So, then. You don't believe that there is a God." - "There was a god."
"Well, then. Where is he now?" - "I killed him," said Kane.
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Baron01 wrote:
Oni-Goroshi buff and its degen is nowhere near as lethal as new Rage degen on paper. Her Embrace debuff is standard damage taken as fire, which can be mitigated by fire resistance and only last 3 seconds, which means it can not kill you when at full HP. Rage degen as it is currently worded is a non-standard mechanic with potentially no mitigation to it and duration long enough to kill you several times over.

When Rage is introduced to the game, it should use standard mechanics already present in the game and its numbers should be revisited. It currently feels as you would have to heavily build to offset its degen, therefore, it seems to me it restricts build choice rather than increase it.



Honestly i am anticipating they will change this. Maybe not now, but perhaps in the next patch after they had player-results.

And i pointed out most of the things you mentioned. So it's not like i am unaware :)

Peace,

-Boem-
Freedom is not worth having if it does not include the freedom to make mistakes
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Boem wrote:
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Anonymous1749704 wrote:
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Baron01 wrote:
Was there a confirmation from GGG that doubling effect of rage includes also downside? I can not imagine that doubling effect would also affect life degen. 10% HP is already heavy punishment but it could be worked around, however, 20% is just crazy. You can get 12-13% HP/sec regeneration on builds that focus on it but that is still not enough to counter rage degen. I assume physical mitigation such as endurance charges should reduce this degen but Rage degen is still too punishing.


Life degen is listed as an "effect" under rage description. The other node doubles rage "effects".

Also the wording "you LOSE .2% health per rage point" implies that there is no direct mitigation type to it. It would've been worded "you lose .2% health as physical/fire/chaos/etc damage per rage point" instead. The only things that mitigate it with current wording are regen and leech.


^True.

Then again, people are making a big deal out of this but at the same time people are perfectly capable of building around oni-goroshi which also provides a massive degen effect.(though like you mentioned, it can be mitigated)

I'd say it's not solid in it's current state, but it is 100% global attack damage(elemental/phys) and a fuckton of attack speed with move speed.
It's not a weak return for the double rage stacks.

The fact people are looking at it and going "the fuck do i do with this" without having an immediate answer, basically means it is more interesting to the old zerker, which instantly resulted in a "yup/nope" response.

Peace,

-Boem-


You could say the returns aren't weak, but here's the question: is that damage boost NECESSARY when it's already more than easy to get enough damage to blast through most all content?

Instead of getting Vitality and/or skill tree nodes to counter that degen, what if you just used them for extra dps/jewel nodes instead? Is the true effective damage boost worth it when these things are considered?

And most important of all, the degen will effectively lower your mitigation (ehp) against 1shot-level hits. I don't see the damage boost being nearly enough to be worth it for melee builds; though some bowserkers may pop up. As for totemers, I don't know where to even begin trying to mitigate that degen.

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