OK, time for a vent break.

Let's review here.
Rages maintain their initiative to swing first in most rounds....
now have the benefit of swinging a 2H (slow) up to 3 times per round without needing ultra high agility, just high activity.
maintain thier ultra high rate of crits per swing
Are capable of landing 400 pt hits nearly every swing
Have regained the ability to land 800-1200 pt hits
No longer suffer from extreme fatigue, they can still land 400-600 pt hits on virtually 0 health.
Can still punch through heavy and medium armor as if it wasn't there.
Capable of activating an active skill every time they swing
Shorter rounds mean more swings. Instead of 3 rounds 3-4 total swings...now 3 rounds means 7-9 swings from 2H, dual wield still swing
forever and then some.

Wasn't there supposed to be some sort of balancing?


Wars - gain additional defense
Armor encumbers them much more, a small stature glad cannot wear heavy any longer and be viable against most other builds.
Shields have gained in absorbing damage
Heavy armor deflects smaller weapons more often
Gain DFA, perhaps the most devastating attack outside of crippling might, Crits nearly every time
Erratic activated skills, especially NSD

Theatrics
Basically the same as they were before
Bleed rates have increased
Signature move reduced in effectiveness
Knockout reduced in effectiveness
Counter attack swing rate reduced
Suffers highly from increase in armor weight
Highly erratic activated skills, especially Surprise Ending


Just venting