From the playtest, I think this is what is happening: when you kill someone (killing blow or shared KO?) you get a burst heal and get an enraged buff (30% dmg add and receive reduc). From what I read elsewhere. If this is not the case, then ignore.
Having both is extremely snowbally. The burst heal should be enough. The enrage lasts a long time, and is extremely difficult to combat if one of your team gets picked off early. But if enrage was still to be there-- if it gave dmg add, but not the receive reduc and didn’t refresh unless another KO/killing blow was done, that’d be a little more fair.
When an enemy player gets downed, everyone on your team gets healed for an amount based on the % of damage they dealt to that person. If you and your 2 teammates down someone, you all get healed for the same amount. If you basically solo a guy after your teammates did a tiny bit of damage, you’ll get healed far more than they will.
Empowered (the enrage) is triggered by simply filling up the bar below your health. Kills give a lot of progress, but doing damage to enemy players gives progress. Even taking damage from players and healing gives some. The amount you need to fill the bar gets lower the fewer people are alive on your team - 2 alive is 66% of the full bar and 1 alive is 50%.
I would even go as far as removing Enraged entirely for teams that still have all 3 players alive.
I think Enraged is a good mechanic, but it works better as a comeback tool for teams that are down a player (or even two). Right now, it actually often creates the opposite effect:
-> One player dies → the killer becomes Enraged → the remaining 2-player team has to fight a full 3-man team with one of them being enraged. (noticed it in the recent Tournament that this is the case in 90%+ matches)
This makes comeback situations significantly harder, rather than giving the disadvantaged team a chance to recover, they get punished even further.
Enraged should help teams get back into the game, not make it harder.