I see two things here:
Fleshpound rages caused due to damage have a "timeout" period, causing them to only rage for a limited amount of time. This means they just give up charging their target and go back to walking. This is why Medics kited Fleshpounds: any perk could outrun walking Fleshpounds, but Medics are able to run fast enough to even outlast the Fleshpound's limited rage duration.
- You (both of you) have no idea how the original rage system worked.
- You didn't read my post.
Your proposed "difference" in the damage threshold at which they rage has absolutely no consequence whatsoever. It would still return Fleshpounds to being the absolute jokes they once were.
I actually forgot about that to be fair, Well.....get rid of the timeout period aswell, make them only unrage once they attacked someone, like they do now...sort of.
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