I'm not sure how devs think players handle unconsciousness...but here's how it works for melee.
1:
- Swing swing swing, get hit
- (drop unconscious to -10)
- get hit and drop to -300
2:
- swing swing swing, get hit
- (drop unconcious to -10)
- enemies start chasing the rest of your party and leave you there to maybe stabilize.
Extending unconscious range doesn't really...help. Even assuming all of these passive regens continue working when you're incapacitated, they'll be severely neutered on reaper. You'll just either get smacked more and still die, or wait FOREVER to heal back up to positive HP. If anything, core 1 should just stop your rage from ending when you drop.
Core - Any way you could change it to modify the # you go unconscious at, ferocity style? That'd be cool, to keep fighting til -100 or something, maybe with buffs if you're below 0.
Tier 1:
Enduring - 2/4/6 are prr numbers we get from tier 1 heroic enhancements, these should be higher.
Savage Takedown - same, should be higher. We're used to +6 all (non assassin) tactics as epic tier 1, fury/dreadnaught shouldn't be making these worse.
Epic Strike
Adrenaline - kind of curious how this 75% damage works, is it 75 melee power or something else?
Cutter - Kind of convoluted but I guess I see how it works. Kind of like a mashup of a few heroic enhancements. The name/buff doesn't really make sense though.
Mantle - The old fury used multiselectors to choose offense/defense, power/healing. This one really seems to shoehorn you into the defensive one.
Acute Senses - 1% dodge? Should be at the bare minimum 1% per tier, or dodge cap. Dodge is NOT something players have much trouble with. Especially light/medium armor people.
Tier 2
Fast & Furious - cool idea
Fear my Vengeance - another severely weak in the numbers ability. Even a blank +1/2/3 damage is so far below what epic enhancements should give, much less a conditional one.
Primal Scream - I remember liking the one from the (real) first preview much better. +2 str/con is much weaker than the +5 we get on live.
Gird against Demons - shouldn't this be good and cold iron? Would be much more useful that way too.
Tier 3
Sense Weakness - uhhh would be a little less confusing if they weren't all named wild weapons. Or I guess wild weapons (strikethrough) and such would work.
Eternal Rage - For a rage-focused tree it should just flat out regenerate rages, not give you a miniscule chance once you're completely out.
Furious Force - The +1 str is just so...small. It's practically insulting.
Spirit of the Beast - I like the doubling effect of buffs, but +1/2/3 attack is AGAIN, insulting.
Tier 4:
Voice of Fury - Took away all the awesome buffness of primal scream to make it a sonic aoe? That only gets really beefy in the 3 second window of quick? Too situational, at least bump up the str/con to +5 at this tier.
Top Dog - This is seriously worse than just a +4 to trip dcs, and it's in tier 4. Should be free or part of a tier 1 ability.
Primal Force - +2% epic damage bonus when dual wielding? Incredibly weak. So if I manage a huge crit of 2500, it's adding...50 to that.
Unquenchable Rage - nice combo of effects.
Tier 5:
Unbridled Fury - Feels like the rage epic destiny's epic moment should be all offense. This feels like...fury made placid. If "base values" is the same as in the character sheet, that's what, starting stats + racial bonus, so 20 max? +10 str is cool, but not an epic moment. I want to do lots and lots of damage (super vicious!) not heal some and be unconscious longer.
Nature's Fury - punch weapons?
Great Leveler - like people have mentioned, lines are not melee friendly. They're not really anyone-friendly but melee least of all. Also, does it double twice if you have adrenaline AND quick active? If the width got to a decent size that's not too bad. But again, quick has too small a window to be used as a condition. That's like getting a big ranged power boost when your archer's focus has between 4 and 7 seconds left on it's 5th stack.