Blood Rage

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LJSilver wrote:
I noticed that suiciding bandits also refreshes the skill, regardless whether you are hit or not. I was wondering if that is intended.
If something blows itself up specifically to try to kill you, you're considered to have killed it.
The level of frenzy skill has no effect on the charges it creates - they're always frenzy charges, and all frenzxy charges are always identical.
The Frenzy skill itself has extra attack speed above the norm for each frenzy charge you have.
For more details, please check the previous page of the thread.
EDIT: Okay, page 12, since this post started a new page.
Last edited by Mark_GGG on Nov 14, 2012, 3:46:00 PM
We're keeping an eye on feedback, nut for now we have no plans to change the interaction of blood rage with increasing resist penalties for higher difficulties.
It's arguably better now at higher difficulties because you can actually have the option to get chaos resist, where before you had no way to mitigate it. Characters using blood rage will probably want to prioritise stacking chaos resist more than other characters, and that's fine.
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Kazurin wrote:
Is it a recent change that the attack speed bonus only applies when ON LOW HEALTH?
No, it's been like that for quite a while.
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leighferon wrote:
theres no reason the chaos damage should be affected by chaos resistance.
The reason for the chaos damage being affected by chaos resistances is that it is chaos damage. To not be affected by chaos resistance would meant it fundamentally wan't chaos damage (and would remove a cool and interesting interaction with CI that has been a cornerstone of several builds over closed beta).
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leighferon wrote:
Inner force should not increase the amount of chaos damage done.
Blood rage is a buff. Inner force increases the effects of buffs. This is intended.
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Warlyik wrote:
This is related to the same bug that causes its duration to not inherit the duration gem's additional buff to the ability. Basically, this is shit coding. For some reason, all it's doing when it refreshes is it's taking a copy of the ORIGINAL, unmodded, un-quality'd ability and applying that.. rather than actually looking at what the user has. Not sure how lazy shit like this gets through.
Because for a huge number of sensible and reasonable reasons, that's what we can do with the engine without having to make a bunch of special exceptions to how things are done only for one skill, and all those exceptions take a lot of time. This is a minor bug which simply can't be prioritised because it's much less important than a lot of other bugs.
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Aerinx wrote:
If you (the engine) are not prepared to support (make it work) the skill mechanics, then why did you release it at all? I mean, the bugs with other external supports and passives are acceptable to happen, the visual bugs (as annoying as they can be) of permanent marble visuals when affected with ailments are somehow acceptable, but the skill not even working on its own and breaking its quality properties? Either you take the time to fix it, you release another version that works on it's own or you don't release it in the first time
Blood rage worked perfectly when it was released. It was released before increased duration support gem existed, and before gems having quality was even a concept. The addition of these systems - which hadn't been thought of at the time of blood rage being implemented required - impose additional requirements into an system which previously completed everything it could be required to.
Eventually, we can upgrade these systems to handle more, but what you'rte suggesting is that when we made the increased duration support we should have completely removed blood rage, despite it not loosing any functionality and doing everything it used to do.

Blood rage refreshes by adding the same level of blood rage buff. It can't gain specific stats from a specific blood rage skill because there are (potentially) multiple skills and no way to tell which is the one that caused this particular buff. This is another system that was added after blood rage (previously you could only have one of each skill).

This is how interconnected systems are developed, especially in beta. We didn't fail to release the increased duration gem because there was one minor skill that it couldn't work with due to currently limitations. Same for gem quality. And we didn't remove and otherwise perfectly working skill because new functionality couldn't work with it (yet). We leave it and make sure to improve it when we have the time and resources, upgrading how blood rage refreshes to allow it to interact with the new systems added since it was implemented. In the mean time, almost all of blood rage works - it just fails to interact with two things that hadn't been thought of when it was created. Many players won't use increased duration on blood rage, and many don't have quality gems.

Ranged attack totem can't work with poison arrow. That doesn't mean the right move, in an unfinished, beta product, would be to have never released the ranged attack totem until after the upcoming stats refactor that will allow this. The correct thing to do was disable the combination for now, release the gem which works in every other case, and continue to receive useful and important feedback about all those other cases in the meantime. The same applies to blood rage.

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Aerinx wrote:
PS: Sorry about my tone, it's nothing personal, and I can accept you having a lot of bugs to run through, I can accept you don't have time for this one right now, but saying this is minor when it strips almost half the characteristics of a full developed gem is laughable at best.
This is a bug that it affects only some use cases for only one skill, and the skill still maintains the rest of it's functionality. It doesn't crash, lag, cause abuse cases or degrade in any way the user experience of other players who don't specifically use this gem with modifiers above the base gem effect for it's level. Fixing it requires upgrading systems to feature requirements that have changed over time, and this will take time and resources. Yes, this is a minor bug, and fixing it before major bugs which do do those things, and in several cases can be fixed more easily and faster, would be wrong.

Some potential changes were discussed internally today which would, among other things, allow the refresh of the buff to access the full skill stats. But there are significant hurdles to overcome, and other things need to be prioritised.
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Does the buff timer only reset if you successfully gain a frenzy charge?
No, it refreshes on every kill, as always.
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zSavage wrote:
It would still synergize with attacks, life, and regen; but it wouldn't be used on every life character anymore.
It's not used on every life character now. It was used on every CI character before (or at least, any CI character not using it was playing suboptimally intentionally).

Regardless of how small you believe the hoops a life build has to jump through to support it now, it's larger than "absolutely nothing" which is what any CI build had to do to completely negate the drawback. Life builds do have to build around the drawback, and not every life build can do it trivially, as you imply.

There are life builds now for which blood rage isn't optimal, because of the changes they'd have to make to ensure they could out-recover it all the time. Thus we have life builds with and without blood rage.
That was not the case for CI builds when the degen was chaos. The current situation is manifestly better for build diversity, because even if too many life builds can use it trivially (which may or may not be the case), this is a lesser number than the number of CI builds who could use the chaos damage version completely freely.
Last edited by Mark_GGG on Aug 7, 2015, 11:06:04 PM

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