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'm working on relevant changes to monster stats and higher-level combat for the next update, stay tuned for more on that.
Wow thank you for the quick reply. I am glad you have realized there was a problem with this system. If I can make a suggestion for BC specifically - maybe an existing mod could be changed (instead of a new one added as most of the gear pieces have 9 mods per slot)?
Would it be something you might consider to change the ring/offhand mod slots from : All Bomb Damage +96
To instead read as : All Bomb Damage +96 and burning caused by your bomb attacks reduces rage instead of lowers it by x. (?)
Such a change might totally not be necessary with what you have in mind but Battle Chemistry has zero ways to remove rage.
One of the overall problems I see with the game right now is that front loaded damage is king. I have seen a lot of people switching to archery so that you can just ignore rage by killing the target in 2~3 hits. What's a rage bar if the monster never lives long enough to hit you?
If it helps design your new system at all I think it might be smart to have a speed of damage relative to rage buildup.