Project: Gorgon is a 3D fantasy MMORPG (massively-multiplayer online role-playing game) that features an immersive experience that allows the player to forge their own path through exploration and discovery. We won't be guiding you through a world on rails, and as a result there are many hidden secrets awaiting discovery. Project: Gorgon also features an ambitious skill based leveling system that bucks the current trend of pre-determined classes, thus allowing the player to combine skills in order to create a truly unique playing experience.
The Project: Gorgon development team is led by industry veteran Eric Heimburg. Eric has over a decade of experience working as a Senior and Lead Engineer, Developer, Designer and Producer on successful games such as Asheron’s Call 1 and 2, Star Trek Online and other successful Massively Multiplayer Online Games.
I often run into this issue, while travelling, or getting ready to attack a difficult target: if a previous fight did not end with mobs killed, they keep their rage bar loaded, and will discharge their rage attack quickly on the next character unfortunate to aggro them.
Typical examples of trash mobs for which this matters include bears, beetles, ogres. Bosses are expected to use their rage attack eventually, or even multiple times, but for those that stun/displace/disable it often means a bad start.
I haven't seen this discussed. Is it expected and intended? Desirable? I would have expected the rage bar to slowly return to zero after a fight ends.