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Quote:Here Aett a couple ideas I sent to Floyd last year before he left.Just to let everyone know, I am going to create a consolidated Tanker improvement thread. I currently have the shell going, and am putting all of the ideas in this thread into one (well, actually, four) posts. Hopefully we can build off of that, get it stickied, and have someplace to go for all of these.
However, it is slow going, and I'm on page 3. But I'll try to get everything in there.Stack Bruising capped @ 50% for 5s (10s)-
Increases the usefulness of multiple tanks on a team - Rangle
brought this point up in this thread and I argued pointlessly for stacking during c/beta last year.
-if no to stacking:
Make it 20% unresistible damage resistance debuff for 15s (10s) and add minor resistible 10% -tohit debuff - Thematically the impact of the tank attack weakens shielding and unbalances an enemies ability to retaliate.
Stacking would increase the Tankers teams overall damage against AV's and hard targets, while also elevating their role.Damage-
Throwing added damage at the chalkboard is to me a lazy accepted wisdom - which is (by itself) rarely a good way to make decisions
to possibly improve the unique role of any AT, and simply homogenizes each new melee character created down to multiple choices of
similar options.
Issue 4 Tanker Burn was aggressively toned down because the AT wasn't intended to make Blasters & every other teammate irrelevant, which if you weren't around it certainly did (besides of course Jacks love of pen&paper ATs & antipathy towards p/lvling), even so Tanks current damage potential lies within acceptable parameters.
That said:Tier one attacks-
Raise the damage and reduce the recharge time by 1 second on powers above 2secs, reason, will help soloing speeds at lower levels, it also provides better functionality to an attack all Tanks must take.
The actual damage increase percentage would have to be determined during beta, but the desired result would be akin to Super Strengths Jab being reclassed from minor to moderate while War Maces Bash would go from moderate to high, and the adjustment to the end modifier would have to be fleshed out depending on the damage %.
To a lesser degree of importance (to me anyway):Taunt-
Lower the animation cast time to 1.57s (1.67s) increase the base range to 75ft (70ft) and radius to 17ft (15ft).
Tanks are not meant to be 100% effective as an aggro magnet, just as a controller is not meant to be 100% effective as Crowd Control, though both come pretty close as is.
But Taunt potentially maximizes offensive and aggro management efficiency and slightly increasing the base range and radius would be a minor adjustment, also Castle had already spoken openly about making it's animation faster.
In that vein:Raise the aggro cap for tanks to 22 (17)-
Minorly emphasizes differences between Tanks and the other three melee classes, especially solo and unbuffed it's resistance to defeat by multiple npcs is an attribute, and the cap being raised would highlight that albiet in a small way, though a cap needs to remain to avoid anti-Tank stacking.
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I mentioned before tanks to me are within acceptable balance, and that based like many of you on having played ad nauseum every AT, certainly with all the means currently of boosting performance there have not been teams of any combination of other ATs that left me feeling my Tanker character was lacking, but like you I'm not against a small upgrade to something I like playing. -
Quote:That's a nice effort Aett, but if a real attempt was going to be made to get a dev to look at buff ideas a new thread should be started by someone non-controversial who can tack *reasonable* suggestions up to the original post, reediting it as new ideas are offered.Okay, so to sum up what I've seen in this thread in terms of suggestions that we might actually want the Devs to explore, including some of Johnny's ideas, not all of which are bad (and including some he just brought up that he has raised before):
1) Raise the Tanker damage cap to +300% (a 100% increase)
2) Give Tankers more ways to increase damage potential in the Ancillary Pools
3) Raise the Tanker aggro cap to anywhere between 20 and 34
4) Give Tankers the ability to have higher Defense and Resistance caps (95% and 47.5%, respectively
5) Give Tankers a fury-like bar that reduces endurance cost and/or recharge time.
6) Give Tankers MOAR DAMAGE!
7) Give Tankers LESS DAMAGE!
8) Adjust Tanker secondaries to be more mitigation-heavy, instead of adding more damage
9) Give Tanker secondaries something to help offset the higher DPE ratios that Tankers face. Not all secondaries have been adjusted to reflect the fact that Tankers do less damage for the same amount of endurance.
10) Create more ways for Tankers to increase their damage potential. Brutes and Scrappers have many ways to increase their defenses, but Tankers have few options to increase their offense.
11) See below
12) Either increase Tanker AT threat mod, or increase Tanker gauntlet duration. Both of these will help a Tanker get and maintain aggro.
Did I miss any?
Also, I'd like to throw a #11 into the ring:
When IOs first came out, Tankers who put procs in their attacks soon found out that the procs were hitting in an AoE off of single-target attacks. It was quickly discovered that Procs were firing based on who was hit by gauntlet, not just the target of the attack. As such, we know that effects can be transferred through gauntlet.
Given the suggestions above saying that Tankers should have had attack sets that were more mitigation-heavy, and given that Tankers do less DPE than similar ATs with the same attacks, what if we do something like this:
Allow Tanker secondary single-target attacks to have their debuff/mitigation effect spread through Gauntlet.
Basically, for any Tanker single-target attack, allow the debuff to be applied through the AoE effect of Gauntlet, instead of just to the single target that you were attacking. Against hard, single targets, this won't do much. But against large spawns, the tanker could knockdown/stun/debuff/burn 5 enemies instead of 1. Since most of these attacks only have a chance to fire against every target (and some of the AoEs on Gauntlet are fairly small), this wouldn't be something you'd see constantly hitting 5 targets, but would give the Tanker a feel of more active mitigation.
Castle among other devs love[d] that since they can pop to the 1st post and see what everyone is offering without sorting through 15 pages of morass.
I don't have the time to do something like that anymore, but another benefit to addressing suggestions that way is that once posters note that reasonable suggestions are being tacked on to the main post the tone in the thread tends to be more serious and respectful.
OP had good intentions but the thread has quickly turned into someone amusing themselves, and really offering any ideas in what's going to be 25+ pages of 'I want godmode' 'no tanks are only meatshields!' is inefficient.
I'd get Rangle, Aett or NuclearMedicine (someone with time to update it) to create a thread like "Feedback: Tanker Buff Suggestions" and I could get it stickied.
Long live Tanks. -
The Brutes main damage mechanism was a Tanker idea we all pushed years ago which was fettered off to give cov an intriguing counterpart to this AT, just btw.
Some of us have successfully pushed for quite a few Tank improvements that were actually implemented from cast times to Burn to weapon sets and more, and while I'd never appose any buff to the AT, I'm of a similar opinion as Vox especially when on a fire tank with the myriad of enhancements available it rarely feels like most of the game offers any challenge.
The one caveat to that is that it would be welcome to see more primaries with a damage aura or an attack (and that exclusively be offered to tanks where the power is shared by Brutes / Scraprs) so that a particular set offers more then only resistance to attacks.
& ps, don't feed the trolls after midnight. -
Conjecture, it's such an airy place in witch to live. [j/b]
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Hey I resemble that remark.
I'm mostly thankful for my father in laws homemade spiked eggnog, any combination to the words "amish" and "homemade pies", and like Myrm I'm thankful for the School of Biomedical Engineering and Sciences they do great work.
A couple days off is also not a bad thing. ;] -
Weak.
But hey it's youtube, I'll keep an eye out for the 1959 Rawhide theme 'synced' (see me) to that anytime now. -
Ten that's a lot for the old players ;] Let's see:
1 Subscribe until service is no longer available at which point wait to see if another company takes over and hosts the game servers
2 Update the important links directory thread
3 Hit forum cartel someday without having camped daily in Forum Games
4 Write game code that causes Super Group Base Turrets to attack Villains and Heroes
5 Take someone's clothes away from a public shower and leave them with only a funny costume to wear
6 Switch all Maruts current binds with my outdated 04 hami raid instructions
7 Find out what that green healy aura is and why anyone plays toons it emanates from
8 Tell your mom I'm pregnant
9 Type out a bucket list while not under the influence
10 Frog tipping
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Very nice work DN, ahh the fun I'd have if I had one tenth of your skill.
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Quote:I'd say you're in the minority, yes.
From what you wrote, you probably don't have time to use the internet from work.
Access yes but the spare time infrequently, and I was more or less joking, there are people in any number of situations, college, retired, stay at home moms etc who have the free time, what they do with that is their biz. ;] -
I'm thankful for a glass of scotch after work.
And I guess to be kind to the less fortunate I should say I'm grateful
to use 'work' and 'me' in a sentence. -
In before melodrama.
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Who has time to stay logged into CoH forums for hours on end during the workday...
...uh right, 9% unemployment.
I get home from work, post if something interests me then go do something else, it's not really a terrible issue for me...does that make me the 1%? -
Quote:I kinda respect that answer as you stood up and didn't just deny and attack. Back in the day I wasn't a big pvp'er and didn't give a damn about trash talking, but I know some loved it. My real question was always why it was necessary.
Like I said, stand up answer. Not that it matters in the grand scheme, but you are never welcome on a trial or tf I run. I do wish you good luck in your future though.
Sorry to hear about your mom Ast though it was evidently years ago, still moms are a special group of people.
As for pvp and trash talking it often brings out the worst in an online persona, I would know I was on the top five leader board of one of the Battlefield FPS and if someone started jawing during a match thay'd wish they hadn't quickly, many ragequits followed and my random teammates always cheered. Needless to say if you're not a top player and you come against one it's likely going to be unpleasant.
The culture of top pvp is brash, hard, with little room for mercy (though I can't speak to coh pvp it's never been interesting), and anyone who lets their kid(s) swim in that is an idiot.
Basketball (& tennis & football ) has a similar culture but as you get a little older you have to gage what trash talk you're going to be able to back up. ;]
Good to see the above unfortunate incident was sewn up and put in the past.
/edit having not read the end of that last post- maybe it's not sewn up, only in the past. -
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Well my wife and I unexpectedly met via this little fantasy world and we've been happily married for over five years now so in all likelihood 'yes' to OP's proposition.
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The Pillars site is worth a look even if you're not joining the group, the original site that went up years ago was also well designed, cheers to the new digs.
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TT will be in good hands by the cast of regulars tonight, a week long migraine has this tank in the shop for repairs this round, so beat a few things up for a sidelined comrade. ;]
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Carnies, they have small hands and smell like cabbage.
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'Yeah Beavis was touched last night, Huh huh.'