Aett_Thorn

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  1. Quote:
    Originally Posted by Necrotech_Master View Post
    i personally feel that a tankers dmg is pitifully low, even when properly built a brute can run circles around them dmg wise with only a minor drop in survivability

    basically i think the biggest problem they have is lack of dmg, the 1 tank i have at lvl 50 is awful to play because his dmg is pitiful, i can stay alive but it takes me so long to kill a target i start to run into end issues if there is a small mob (ice armor/stone melee)
    That may be a perception issue, and may be a build issue. Between Icicles and your AoE attacks, small spawns should melt pretty quickly. And Stone Melee should have no trouble with single-target damage.

    Honestly, I think it's a perception issue for most people. I bet if you were to take an objective look at the situation, and see how long it took for a Tanker and a Brute to kill the same spawn with the same sets, that you would find them to be not so far apart.
  2. Quote:
    Originally Posted by Chyll View Post
    Incarnate abilities and content have nothing to do with base AT balancing.
    ^This.

    Level 1-50 content and TFs are all still balanced around SOs. Incarnate content is based around at least some IOs and having Incarnate abilities slotted. But that is not available to all. As such, the vast majority of the game that can be experienced by all players is based around SOs.
  3. Quote:
    Originally Posted by Johnny_Butane View Post
    Oh please.

    Ok, how about this:

    Tankers should hit more like this girl...



    and less like this one...



    Better?




    .
    Already done, and implemented in-game. NEXT!
  4. Did you know that there is a huge costume suggestion thread that the Devs look at? It's up in the Developer's corner section of the forums, I think.
  5. Adding additional aura options has been asked for before (and really has nothing to do with your title ). I'm all for having 2, as long as they force you do put them in different spots (so you can't have two eye auras), and also for giving us more customizability in where we can put the auras.
  6. Quote:
    Originally Posted by New Dawn View Post
    Scrappers and Brutes may not burst like blasters but their dps and survivability whilst dishing it out should make up for things. Then again if I am not reading this right and there is another way to take this, Brutes and Scrappers can be made very sturdy and easily step in for a failing Tanker on pretty much anything.
    The point he was referring to was J_B's statement that with a Tanker on the team, Scrappers and Brutes have high damage, and since the Tanker is taking all of the hits, the Scrappers and Brutes don't need to worry about their lower defensive numbers.

    To which the appropriate reply is: good, that's how it's supposed to work. With a Tanker doing his job right, the other ATs can maximize performance. This is true for any other AT out there.
  7. Quote:
    Originally Posted by Johnny_Butane View Post
    What about that in addition providing options and tools (by way of Tanker Epic/Ancillary pool powers and Incarnate abilities) for Tankers to improve their damage should they choose?
    Like what? we already get decent ranged damage and AoE attacks in these pools. What else would you suggest?

    Quote:
    Scrappers and Brutes get the Fighting pool, Barrier and Rebirth, Wedding Band, numerous other temp powers, Accolades, three kinds of Inspirations (more now?).
    And Tankers can use inspirations to increase damage, Judgement and Interface powers to do more damage, temp attack powers, and can take Assault for an extra 10.5% damage on every attack they make (and those of every ally in range). Basically, there are options for Tankers to increase their damage. I will admit that there aren't as many as there are defensive options, but there are some. And if you counter that with "yeah, but Brutes and Scrappers can use those, too!" I would simply say that Tankers can use all of the resources that you identified above to shore up their defenses, too, and often do.


    Quote:
    It doesn't help with Tanker redundancy issues, I've never been at a loss for it and I don't see the point of it other than for farming, which is something I oppose.
    Tanker redundancy issues are always going to be an issue. That'll happen whenever you have an AT that is designed to take the punches for the team. However, just increasing their damage or caps isn't really an elegant solution to this (because if we just increased their damage or caps MORE, then Tankers would be even LESS redundant!).

    There are plenty of times in this game where you'll find spawns within sight distance of one another, but if you've only got a single Tanker on an 8-person team, that Tanker can't hold the aggro for the team, and there is a lot of spill-over of aggro onto squishies. I can think of at least 6 different map types where this kind of thing happens, and those map types are frequently used. It is NOT just for farming.
  8. To keep this a little more productive, one of the biggest problems that I have with Tankers is that their DPE is much lower than the other ATs with the same sets. This is mostly due to the fact that a power's endurance cost is not tied to the actual damage the power does, just the base scalar damage. So while a Tanker gets more for the same endurance cost on it's defensive powers, it is losing a significant amount more damage for the same endurance cost on its attack.

    Defenders, Corruptors, and Blasters deal with this by having the attacks also have different debuff mods on their powers (actually a function of the debuff mod scalars), but Brutes, Scrappers, and Tankers don't. Basically, Scrapper attack secondary effects are just as strong as a Tanker's. So while Defenders at least get something for doing less damage, Tankers don't.


    My other major problem is that while the intention (regardless of what some may think) of Tankers is to take hits, they don't get any reward for doing so. Brutes, however, do get a reward in the form of Fury for doing a Tanker's job and their own. This seems a bit backwards, but I'm certainly not going to suggest changes to that mechanic here. Most other ATs seem to have similar inherents, that reward them for doing their intended functions.


    So Tankers have less DPE for no gain on their attacks (okay, except the Tier 1 power), while also not being rewarded for doing their job like most other ATs are. How do we fix this? How about a function like Fury that lowers a Tanker's endurance cost from powers the more they are attacked? Getting attacked by a full spawn for a bit basically halves the endurance cost of powers, allowing them to keep swinging for longer before they'd need a rest. If that's still not enough, pair it with a Recharge buff on a smaller scale, so that they can use their AoEs and other attacks more often than other melee ATs, for less cost.
  9. Quote:
    Originally Posted by ClawsandEffect View Post
    Also, another thing that gets glossed over by a lot of people, Johnny in particular:

    You cannot adjust the base performance of an AT because of what another AT can do with extensive use of IOs and Incarnate powers. Base damage and damage caps are part of an AT's base performance.

    The game is STILL balanced around SOs. And it's more important than ever before to keep it that way. A good number of new and returning players are playing through the game with no access to the things that Johnny is justifying a tanker buff with. On SOs alone, tankers survive better than anything else in the game, by a wide margin. They are the only AT that can reach the defense softcap by themselves, with no IO use at all. With no IOs, tanker's HP is much higher than brutes, because their base HP is 400 points higher. On SOs alone, there is really no comparison when you're talking about survival.

    If you can prove that scrappers and brutes are reaching tanker levels of survivability on SOs alone, maybe your argument will hold some weight, but you can't justify an increase to tanker damage levels simply because a scrapper or brute can reach comparable levels of survivability when IOed up the wazoo and using Incarnate powers. You just can't.

    Base it on how the ATs compare using nothing but SOs to see if a buff is justified, because SOs are the baseline performance iof the game, and are available to Free, Premium, and VIP players 100% equally.

    Making changes based on performance differences using things that are not equally available to ALL players is just unfair.
    ^This! Massively, this.

    The other argument I see is that Brutes and Scrappers can reach Tanker levels of survivability if they have X AT supporting them. Well, then we're looking at 2 characters being as powerful as one defensively. Then if we bring up the fact that we could just give the Tanker a damage buffer or resistance debuffer, and they can do more damage, we're somehow not comparing apples to apples.
  10. Quote:
    Originally Posted by Johnny_Butane View Post
    Does it really matter what the devs think? They change their mind with every new person who gets rotated in and out of the drivers seat.

    They went from this position:





    ...to throwing all of it on it's ear just to sell boxes of CoV.

    Player opinions, at least they're somewhat consistent. I don't agree with many on their opinions where Tankers should be, but at least they don't often pull a 180.

    You talk of the 'intent' of the AT and its role, The intent is clear from that very old post. Tankers are supposed to deal powerful damage and better reflect their comic counterparts. You find me a post or original development document that says otherwise.

    But that's an inconvenient truth for the people who want to push the aggro agenda so they gloss over it. The fact of the matter is, they don't really care what the intent was for the AT at all.

    In the end, the devs will either buckle to the majority, do whatever they feel like now or just not do anything. So it really doesn't matter what the intent was or wasn't.

    And looking over the posts here, it seems a majority essentially want to return to a state closer to the days of herding maps into dumpsters and make Tankers better farm tools, aka Tractors. That's all increasing aggro caps will get us.


    .
    Increasing the aggro limit for Tanks to twice the current value won't lead to dumpster diving. The AoE target caps will prevent that anyways, and 34 mobs versus 17 won't increase killing speed by all that much. The people who suggest this certainly DO care about the original intent of the AT, which was to take the punches for the team. Making enemies and going to hyperbole is par for the course for you, I know, but won't make you any friends.

    Do the Devs change their minds on occasion? Sure. I think that's natural based on other changes in the game. I know that you're still hurt that they gave Brutes the inherent that you wanted for Tankers, but you can always just create a Brute if that's what you want. The reality is that we need to suggest changes for the Tanker AT based on the current game, not how it was back in I5. We have to account for all of the other melee ATs, not just Scrappers like there were back then. The reality is that Brutes exist, and aren't going away. The reality is that Tankers have the best defenses, and so won't have devastating damage, because that would be imbalancing.

    Do I think that Brutes are well-balanced? No, I think they could use a few tweaks. Do I think that Tankers are in a bad place? No, I think that overall they're fine, but a few sets need some changes to work wit this AT.

    If you're going to suggest that players are asking for the Tanker to do dumpster-diving, when that's clearly NOT what they're asking for, then you're going to get some pushback. If you're going to continuously push the idea that the Devs in I4-I5 suggested something about the Tanker AT that doesn't fly for the game in I21, then you're going to get some pushback. I can't believe you're surprised by that.
  11. I've held off on posting in this thread because I'm honestly unsure if anything needs to happen to buff Tankers.

    However, if there were going to be a buff to Tankers, I think that the discussion needs to start at the very base levels: what separates a Tanker from a Scrapper or a Brute, and what is the intended separation between a Tanker and a Scrapper or a Brute.

    Without a full understanding of those two items, I think that any proposed changes are just shots in the dark, and have little chance of being implemented.

    I also don't think that's it's necessarily a good idea to get buffs that a majority of Tankers won't notice. For instance, the damage cap increase: if you're not a /SS Tanker, or constantly on a team with a Kin, you're probably not bumping up against the current limit, and so an increase in the top amount won't affect you.

    So what then, do we do? We want to understand what both the Devs and Players think that the role of Tankers should be, and how they differ in both current implementation and desired implementation by both of those group. Without that understanding, this will go the same way the last several dozen threads like this went.
  12. Hey all,

    So, while I have off tomorrow, my fiancee doesn't. As such, I was thinking of starting up a brand new character since I'd be able to get a lot of playtime in. However, I am undecided as to what I should make. So, I've giving it to you all! I would like to keep it to either a Blaster, Controller, Corruptor, Defender, Dominator, or Stalker. But anything within those ATs that I don't have in my active roster is fair game!

    So give me some ideas! It can be overpowered or underpowered, I don't really care.

    Good luck, and Happy Thanksgiving!
  13. Quote:
    Originally Posted by Berzerker_NA View Post
    In the early levels of Praetoria, you're not exactly using your final build. However, even otherwise, a Tank's fast regen is the primary reason you put them out front. They're there to absorb damage for the rest. Take away the regen, and they've still got their resistance/defense powers, but their hp mean very little in a protracted battle because your healer is still healing the same amount of hp per heal. It will be the same benefit if they heal the blaster instead of the tank.

    In Praetoria I don't even recruit tanks for my teams (I'm usually a MM myself). There's no point. They just get debuffed to death and then crash.




    Regen is one of the stats I monitor. It's very rare that I get into a fight vs. Praetorian CW and don't see it go full red (by which I mean dip into the negative) and stay there for the entire battle.

    That's why I'm suggesting to give tanks -regen resistance. Not -regen immunity, just resistance. I mean like in the same way that most tanks have -def resistance. It's built into their powers in small amounts that add up. Tanks should have at least some advantage. Otherwise it negates the whole concept of what a "tank" is supposed to be.
    A "Tanker's fast regen" is almost never why I put them out front. Their higher HP, Resist, and defense values are why I put them out front, and their ability to gain and keep aggro. I almost never think to myself, "That Tank is dying too fast, must be his regen being debuffed." In the lower levels, the HP difference isn't all that great anyways between the ATs.

    Now, we can debate taking away -regen abilities from low level mobs, which is a bigger problem in general. I have no idea why the Devs seem keen on giving low-level mobs significant debuffs that can stack like that, but they do. We can also debate the mertis of giving low-level mobs energy and fire attacks while still only allowing defensive ATs to get their S/L shields at those levels.

    However, I have yet to see a reason to give the entire AT -regen resistance. It should only be in heavy-regen sets.
  14. Bruising definitely helps against the harder targets, which could otherwise slow a Tanker down. It's a 20% damage increase as long as you use your Tier 1 attack regularly.

    The HP boost does help. More HP means more regen over time. It also means that Accolades and +HP bonuses help, even if you have a power like Dull Pain.


    Tankers are otherwise good. Yes, they're not the offensive powerhouse of some other ATs, but they can take a much larger beating.
  15. Aett_Thorn

    Mids Question

    Quote:
    Originally Posted by Blue_Centurion View Post
    I am a pretty basic MIDs user. I just found out how to turn on effect = being attacked for instance. I heard someone in a post say you could choose how many attackers are in range.

    I am trying to work on my Invulnerability build. I need to be able to dial it so I can see one mob in range and zero mobs in range for the Invincibility Def bonus.

    Can someone tell me how to control the number of mobs in close combat in MIDs?
    Once you choose the Invincibility power in your build, right click on it to "lock" it in the lower window. In there, you should see a slider that defaults to "1." You can drag the slider up or down.
  16. Aett_Thorn

    Claws/Wp brute

    Melt Armor? Probably not. Fireball? Definitely a keeper.

    Also, why don't you post these in the Brute forums?
  17. It depends on what exactly you're looking for. If you just want a KB patch combined with AoE destruction, there are a lot of potential combos for that. If you're looking for ice patch/burn combos, those are more limited.

    For the former, you can do something like a Fire/Trick Arrow Controller, an Ice/Fire/Fire Dominator, a Stone/Fire Brute (plenty of knockdown potential there), a Plant/Storm Controller, etc.
  18. Aett_Thorn

    Taunt Aura...?

    Quote:
    Originally Posted by Infernus_Hades View Post
    I am sorry but shoving pigs (porcs) into your powers should cause then to behave erratically.
    23,000 posts and I'm not allowed to make a typo.
  19. Also, if Regen is the only thing your Tanker has over other ATs, then you're doing something really wrong. The only set that really needs to worry about -Regen is Willpower.
  20. And what's with the Lost? I can find them pretty darned easily. Are they just directionally impaired? Maybe they should put their minds into getting a hold of GPS units, instead of just inventing TV-helmets.
  21. I have a feeling that if we ever get level 30-50 content in Praetoria, that we'll be able to have characters that are trying to invade Primal earth.
  22. Aett_Thorn

    Taunt Aura...?

    They used to, but a number of porcs worked...oddly...in them. For instance, some would damage or stun the user of the power in addition to the targets.
  23. Quote:
    Originally Posted by Airhammer View Post
    STill not happy... why.. because Dominators are being treated once again like the ugly baby sister that gets the Controller hand me down..

    They need to make a GOOD set that is UNIQUE to dominators.. Not something that Dominators get because Controllers are getting it too.. That used to be plant... Then controllers got it

    And in all honesty I DONT want Illusion control on Doms..I want them to make something for DOMS.. period...
    This was pretty much my reaction as well. I was hoping for something that just felt more "Dominatorish." I don't exactly know how that would work, which may have made it an impossibility, but it does sort of feel like this is a set that is a Controller set that Doms are also getting.
  24. Aett_Thorn

    Gamestop?

    This is probably a Gamestop, or individual store, decision, not NCSoft's or Paragon Studio's decision.

    Other game stores might have them, or Amazon.com.
  25. Quote:
    Originally Posted by Impish Kat View Post
    Pretty much what Aett said.

    I don't think I've taken the axe on a single character.

    .
    It is kinda useful on Dark (attack) characters, since true undead are usually resistant to their attacks to a large degree. However, even then, it's of marginal use.