


I think rage should reduce armor more (unless -20 armor is more significant than I realize), give less of a hit penalty, but reduce the damage bonus to 30% or so. It kind of makes sense thematically, too, since bullies often don't like a fair fight. What if bully decreased your base damage by 10-15% and still gave you +50% on crippled/KD/slowed targets? That'd give you a net gain of 35-40% against cc'd opponents (still a pretty generous modifier) and make you a bit weaker against direct targets. Didn't it negate all armor before, instead of just 20? A single high level piece of gear must still have 20+ armor, no? It's only 20% and at least has a tangible downside of a lower hit rate (though if the enemy is cc'd, that's moot.) Rage and bully definitely were mysteriously untouched (actually, rage seems like it might've even been buffed.

Is it still a 50% damage boost? Wiki doesn't have the exact amount. Plus oath of desecration (if they can stack). I think sneak+guerrilla was kind of excessive, but I agree that those other abilities are excessive too. All three of those modifiers are cheaper than Guerrilla ever was. I just finished my tactition mode playthrough and the only boss that even managed to take its turn past act 1 was Leandra and only because I was forced to wait out her Void Aura. As it is, I can still use bully, power stance, and rage (works for rangers too!), knockdown my enemy and crit for 1500. If they had nerfed all the other damage boosts and made that kind of high damage very hard to come by I could understand the nerf. For the cost of 1 talent, 15 skill points (or gear equivalent), 1 extra AP per attack, and maneuvering in battle to avoid sight cones, that was a 50% well earned. Sure it was an extra 50% damage, but it's far from the only 50% damage you can get. To be honest, I don't think Sneak+Guerrilla deserved the nerf in the first place.
