
Originally Posted by
dmqp
Thank you for your opinions.
For many years I’ve been using Rage in very specific situations. I never really needed it to kill bosses faster, I always managed to build strong damage sets. Rage was primarily used as a finisher while wearing a gold loot set. The idea was simple: bring a boss down to around 20% HP, switch to gold loot, activate Rage, and finish the fight smoothly. It felt like an ultimate. It elevated even the weak stats of a gold loot set enough to meaningfully close the fight. That impact is what made Rage a class-defining skill, from zero to hero literally. It allowed even an almost naked Warrior to feel powerful for a brief moment. Now it feels like a conditional stat buff that works if an armor proc is already active. Without it, you are forced to stay on your best damage set just to see any benefit.
After several Cursewood runs today, this became even more obvious. I procced Blood Shield, activated Rage, switched to gold loot, and the boss HP barely moved. I had to adjust and save the armor proc. Once I used armor, HP started dropping quickly again, but at that point I didn’t even need Rage. Bosses died fast from armor + Blood Shield alone.
The same applies to minions. In the past, Rage + gold loot set against Dune mobs worked perfectly for finishing pulled groups to get some gold out of them. Now even Rage + a full damage set struggles if armor is not present. In practice, the exact situations where I used Rage for years are the situations where it fails me.
Using a dog comparison: before it felt like a German Shepherd, now it feels like a Chihuahua.
An ultimate should have significant impact on its own, without relying on other procs in every scenario. That’s exactly what old Rage provided for a long time. And just to repeat what I said earlier for that one rogue having a fit: I’m genuinely happy that rogues received a 3x primary stat ultimate.
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