Deus_Otiosus

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  1. Quote:
    Originally Posted by Another_Fan View Post
    The swarms of +3 swords and battle maiden warriors would beg to differ about any squishy being boss on the apex. Any armored at that can get the hang of jumping when the ground turns blue has no trouble with the blue rain of death, the same can't be said of unarmored characters being pureed by escapees from a Ray Haryhausen movie.
    My corrupter, who has less HP base than a blaster, has no issues with Swords and Battle Maiden Warriors.


    Blasters can get a +SM/L def shield in their epic/patron pool just like my Corr did.

    Any squishy can get the hang of combat jumping around the battlefield for ultimate mobility and blast-kiting enemies.


    Unless of course you are just bad at the game or or are so stubborn that you refuse to adapt your tactics.

    Fun fact, a squishy can even jump kite melee enemies inside the warehouse in Lambda! I do it all the time.




    Quote:
    Originally Posted by Another_Fan View Post
    Your fire shield scrapper is able to take reactive, core pets for the extra damage, and can achieve truly insane levels of mitigation with rebirth, or has the option of upping the damage output with musculature and taking ageless.
    You've listed no options there that are not also available to blasters, or anybody else for that matter.


    My corr for example can avoid melee most of the time, so I took Clarion because I don't actually need Barrier or Rebirth (except for KIR, I switch to Rebirth for that).



    Quote:
    Originally Posted by Another_Fan View Post
    They literally have even less effect and significance than they had before.

    Maybe you're just not a very good player.

    Me? I'm happy when my BAF has 6 blasters on it.

    It means the escapee phase will be a cake walk, and the reinforcements will die with haste.
  2. Quote:
    Originally Posted by MayorOfAngrytown View Post
    I get bored playing the "just don't fall asleep" toons. Liking a challenge might be a poor mechanical reason, but it's a great game-play reason, imho.
    There is always more challenge to be had.

    You just have to crank up the difficulty or fight enemies you/people typically avoid because they hit your weak spots.

    If you think there is no challenge in playing "set and go" sets like WP, SD, SR and even Invuln then you should try Gaussian's Arc (The Red & the Black) at +0 to +4 x 8.

    Falling asleep will not be an option.



    Quote:
    Originally Posted by MayorOfAngrytown View Post
    At that point, there are so many other things happening that build nicely on /regen's specialties - high hp, big regen, reactive heals/god-mode(s)*

    * - Scrappers get the option of 2, Brutes won't have that. I guess we have to "settle" for gloom.
    If you have Gloom, you have the option of Darkest Night.

    It's not the same as Shadow Meld, but you'd be surprised at its value.
  3. Quote:
    Originally Posted by EvilRyu View Post
    For the uber goodness that will be shields defense with energy transfer of course. I am wanting to see what the end result is going to be with scrapper numbers with em/sd. If it beats what a brute gets with fury and AaO then thats what I will hold out for.
    It will.

    There is not even a chance of it being better on the SD Brute unless the Devs literally re-write the entire power set. Which I don't think they will do.


    Anytime you bring SD into the combination, just automatically assume that the Scrapper version will completely outclass the Brute version.
  4. Quote:
    Originally Posted by mauk2 View Post
    erm.....

    While I hesitate to point this out, Tankers were recently given a 20 percent buff to their offense
    No, they didn't get a 20% buff to their offense. They got a 20% buff to their offense when they are solo.


    Otherwise, everyone on the team - including Scrappers and Brutes get a 20% bonus to their offense when the Tanker uses their T1.
  5. Quote:
    Originally Posted by Johnny_Butane View Post
    It appears I missed....

    It appears you missed this:


    Quote:
    Originally Posted by Deus_Otiosus
    Tanker mitigation can be nerfed, and then your Tankers can have a better offense.


    Let me know when you are willing to put your money where your big mouth is and start calling for the mitigation nerfs that would be required to give Tankers better offense.

    Since, according to you, you can just be invincible all the time anyway on Brute & Scrapper numbers because they are buffed around the clock to their caps, I'm assuming that would be perfectly acceptable to you.

    Let me know when you're ready to talk Tanker nerfs so they can have a better offense, since in your own repeated assertion there is nothing in this game that requires their Mitigation.



    Quote:
    Originally Posted by Johnny_Butane
    Tankers aren't throttled for damage all of the time just for having 10% more max HP than a Brute
    Oh, don't worry Johnny.

    We're only starting with their HP.

    First we're going to reduce their base DEF numbers by 25%.

    Then, we will reduce their Resistances by 25%.


    Remember, they don't actually need these due to the Incarnate system, and because they can get perma-buffed to their caps all the time.

    Nor do those magnify their extra HP.




    Oh, about those "10% HP"


    I don't want you to miss anything, because if we don't reduce their HP properly then they won't be able to do damage to be "god-like".


    You should go to PARAGON WIKI, it's awesome.


    It will show you how to properly calculate Tanker HP.

    Maybe you can help me, because I keep getting 1874 HP base for the Tanker, and 1499 for the Brute.


    That can't be right though, because that means the Brute has 20% less than the Tanker. I'm not very good at maths though.




    Question for the smart people.

    What is the value of an extra 20% HP protected by an extra 25% DEF and then an extra 25% resistance and supported by an extra 20% Regeneration?
  6. Quote:
    Originally Posted by Kristoph View Post
    It would be nice if Bruising had a chance to occur beyond the Tier 1 power. I'm not saying that the Tier 7-9 should get them, but say 100% on Tier 1, 67% on Tier 2, and 33% on Tier 3 for it to occur, and maybe 33% on the PBAOEs and Cones.

    Just a thought.

    That would be ridiculous.



    Quote:
    Originally Posted by Johnny_Butane View Post
    The base values for Brutes and Scrappers may be lower, but when you've got them capping their Defenses and walking around with Destiny-level self buffs and team buffs that take them WAY ABOVE their base values, that narrows the survivability gap considerably;
    Keep ignoring it if you want (you will, you're incapable of addressing it) but destiny level buffs & team buffs is not some 24/7 permanent guarantee.


    Quote:
    Originally Posted by Johnny_Butane View Post
    it pushes them further above the immortality line for most content where more survivability doesn't really matter. But the damage gap and low Tanker damage cap remains.

    And it completely ignores all of the other time NOT spent at those caps.


    Quote:
    Originally Posted by Johnny_Butane View Post
    This is what Deus and Claws refuse to get.
    We get it, you want Tankers to do as much Damage as Brutes and probably Scrappers while having several orders magnitude better mitigation than them.

    Keep wasting your breath, I don't want you to shut up like the others do.

    I want you to keep wasting your time posting this, because your arguments are so flawed and ignore so many relevant points as to be embarrassing.




    If tanker mitigation and tanker taunting ability is not important to you, than it is not the AT for you.



    Are you willing to accept a massive nerf to Tanker mitigation levels to gain more damage?

    Because that's exactly what Brutes got.




    Quote:
    Originally Posted by Johnny_Butane View Post
    I don't think they would eclipse Brutes. A Brute at his 750% damage cap would still be doing considerably more damage than the Tanker. Which I say is a problem as long as Brutes keep their 90% resistance caps.
    Resistance Caps are empty unless you are buffed.

    You are not always buffed, and you are not always buffed to your resistance caps.






    Quote:
    Originally Posted by Johnny_Butane View Post
    Brutes at the caps are 100% numerically superior to Tankers at the caps and there's no denying it. You don't even try to.
    Every time you say this, I'll just say that they are not always at their caps.

    Because they aren't.


    Quote:
    Originally Posted by Johnny_Butane View Post
    My Tankers deserve to be as awesome offensively as anyone's unkillable Incarnate Brute or Scrapper

    Yeah that's right, you deserve more offense without being willing to give up any mitigation at all.

    You never mention it, not once.


    Keep pushin for the Tanker Mitigation Nerf JB. I hope you get it.


    Tanker mitigation can be nerfed, and then your Tankers can have a better offense.


    Let me know when you are willing to put your money where your big mouth is and start calling for the mitigation nerfs that would be required to give Tankers better offense.

    Since, according to you, you can just be invincible all the time anyway on Brute & Scrapper numbers because they are buffed around the clock to their caps, I'm assuming that would be perfectly acceptable to you.


    Keep dodging this part of the issue, and keep looking like a fool
  7. Quote:
    Originally Posted by Hyperstrike View Post
    I dunno. The spiderlings, combined with the Incarnate pets make for a HELL of a door/chokepoint defense force in the BAF.
    I originally wanted to keep them for this, but I find with the amount of AoEs a crab has, including Immob Options in Patron pool, Call Reinforcements + Lore pets is more than sufficient.

    On top of that, you could also grab a Patron pet like the mu striker for example who is great because he hangs back at range and just blasts.


    Obviously some players want Spiderlings, Call Reinforcements, Lore Pets & a Patron pet - in that case go for it, but I don't think you are losing all that much dropping the Spiderlings in particular.
  8. Quote:
    Originally Posted by Hai Jinx View Post
    That is an interesting point:

    Why is it a max survial buffed Brute gets ~99% of the suriviability of the Tank?
    And a max buffed Scrapper gets ~85% the surviability of the Tank?

    And yet the Tank max damage buffed does a whole lot less Damage than either?

    Shouldnt that Tank get something else in return. Bigger Aggro Cap? Better Taunting? Something?
    They do get something in return.

    They get the higher base numbers which mean when you are not running around on this theoretical team/league where you are perma-res capped, perma-damage capped and perma-def capped, you are still much tougher than either of those ATs.


    They also get bruising, which might not be some world shattering ability, but it does allow a Tanker to be a small force multiplier.
  9. Quote:
    Originally Posted by Johnny_Butane View Post
    And they don't have to. Tankers hold aggro too well. To the point it's trivial. If anything, Gauntlet is a hindrance in Trials where you need to and off aggro.
    IME not even gauntlet, or even sometimes taunting like mad will pull aggro off of a dedicated high DPS Brute (all of the ones I have for example).

    Gauntlet is not a hindrance, because Gauntlet lets even a single target focused melee set draw AoE aggro.



    Quote:
    Originally Posted by Johnny_Butane View Post
    The Brute on the other hand, has the freedom to go much further in either direction, offensively or defensively. He simply doesn't have the hard limitations force on him that the Tanker does. His theoretical survivability is a bit lower, but there's NOTHING in the game where that little bit less matters.
    Just because you keep saying it, doesn't suddenly make it true.

    His survivability is not theoretical.

    Higher Base Starting HP
    Higher Base HP Cap
    Higher Regen due to Higher Base Starting HP
    Higher Base DEF numbers allowing for more flexibility and freedom in build choices for IOs and less reliance on IOs for Defense
    Higher Base RES numbers which are basically all but unreproducible on any consistent/permanent basis.
    Higher Magnitude Status Protection



    Quote:
    Originally Posted by Johnny_Butane View Post
    And that is the whole problem. My Tanker is now shelved because the way things are currently, I'm not allowed to reasonably grow him in power very much beyond where he's at now, but the Brute is just going to keep getting better and better, no matter what Incarnate stuff he has slotted. I look at my Tanker at his zenith hitting the cap and watch Brutes go way beyond and think "Well, this is it for a 'god-like' Tanker. So disappoint." No matter how much work I put in, the system is screwing the Tanker and favoring the Brute

    So you are saying that the harder hitting, mandatory higher level enemies do not favor the Tanker's mitigation advantage in the slightest?

    Not every league, or every team is running around with 24/7 resistance capped Brutes with Frostwork on them.

    Not every Brute or Scrapper has a multi-billion INF build allowing them to leverage added survivability from IOs with extra offense gained through purples for recharge.

    Not every Brute or Scrapper even HAS a coherent build.


    If your point is that no one needs the tanker to hold aggro, I could just tell you that no one needs the Brute or Scrapper either.

    If you want to talk high end, I've done all ranged/support/VEAT BAFs and Lambdas that were fast and had no major issues.


    Quote:
    Originally Posted by Johnny_Butane View Post
    That. Isn't. Right.
    The only thing that isn't right, and hasn't been, is your inability to accept that for the higher mitigation you get you have to trade off for a lower damage output for the sake of balance.

    And if that design of lower damage for higher mitigation is not what you want, then its very very clear that you have long been suffering to squeeze the Tanker to be something that it is not.



    So let us all know when you are willing to give up:


    • Higher Base Starting HP
    • Higher Base HP Cap
    • Higher Regen due to Higher Base Starting HP
    • Higher Base DEF numbers allowing for more flexibility and freedom in build choices for IOs and less reliance on IOs for Defense
    • Higher Base RES numbers which are basically all but unreproducible on any consistent/permanent basis.
    • Higher Magnitude Status Protection


    ...for more damage, and then you can just play a Brute or Scrapper since those ATs already exist and stop torturing yourself (and the rest of the forums) over wanting the Tanker to have better mitigation AND better damage than both of them.


    Quote:
    Originally Posted by ClawsandEffect View Post
    Fine.

    Reduce Tankers to the same Base Values as Scrappers and Brutes and increase their damage.

    Then, instead of being able to focus your slotting on things like recharge and additional damage dealing ability, you'll have to focus your slotting on trying to achieve the same survivability Tankers have NOW.

    You say it's not fair to let brutes do more damage while having nearly the same survivability.

    It's also not fair to give tanks nearly the same damage when obtaining that survivability is trivial for them.

    Look at Shield Defense as an example. How much IO slotting does a brute have to do to get to the softcap compared to a tank?

    A Shield Defense tank can hit the soft cap using pool powers and ONE IO (Steadfast Res/Def)

    You slot a brute exactly the same and you're going to end up about 10-12% short of the soft cap. A brute needs to spend much more of their slotting chasing defense bonuses than a tank does, because of the difference in base values. Resistance is the same. A resistance based brute will end up nearly 20% lower than a tank of the same set. And that's a difference you can't make up with IOs.


    I'm reading your statement as saying that Tanks should do a similar amount of damage as brutes, while at the same time getting more survivability than them just as easily as they do now.

    Not. Gonna. Happen.

    Are you prepared to give up the Tanker's better base values on survivability powers in return for more damage? Because that's what Scrappers and Brutes gave up.

    All true.





    I ignored the rest of your comments Johhny, because its basically twisting reality to suit your standpoint.
  10. Quote:
    Originally Posted by HiddenJackal View Post
    I have a claws and SS brute, both above 40s, but I'm trying to consider which one to focus on and IO out for general purposes later. I'm having fun with both.

    PVP would be a distant afterthought--I'm on Virtue and some people like to settle RP with arena matters, but I don't really have much care for that.

    So for the sake of a limited budget, what would get me better mileage out of the two primaries?

    Quote:
    Originally Posted by Sardan
    He said that both are already in their 40s. So concerns about leveling (e.g. Spin at level 6) are moot.

    Well, I think on a limited Budget that Claws/WP is probably the better way to go.

    "Limited Budget" usually means less recharge, and to get at least a decent attack chain going for Claws you don't really need tons of rech (you do if you want the top chains however).

    WP doesn't really care about recharge, so you can skip all of the expensive bits for the most part.

    So you will have decent ST, decent AoE and low rech requirements.

    On the other hand, I prefer Foot Stomp's mitigation to Shockwave, and I also find that the larger PBAoEs are generally better on Incarnate Trials where friendly fire (read KB), mob spacing, ranged enemies that stay at range and large to huge enemy hit boxes means you will be getting more out of a 15 foot radius attack (Foot Stomp) than a 7 foot radius attack (Spin) a lot of the time (but not all of the time).


    Unless you have a specific concept in mind, I'd probably go with Claws/WP of the two for your particular circumstance.
  11. @OP: Do you want an easier time leveling or do you only care about endgame performance?
  12. Quote:
    Originally Posted by _Klaw_ View Post
    The fact that they are uncontrollable and constantly suiciding is a better reason to drop them .
    That's why I dropped them.
  13. Quote:
    Originally Posted by Johnny_Butane View Post
    Now, post-side switching, I see way more Brutes than Tankers, especially in trials. The last trial I was on had six Brutes, four Scrappers and one Tanker. It was dubbed Team Melee.
    That's an amazing single anecdote that doesn't prove anything.


    Here's my equally useless anecdote.



    I've been on countless BAFs & Lambdas that have had anywhere from 3 to 6 Tankers on them.

    Some of them only had 1 or 2 Scrappers or Brutes and in some cases, none!!
  14. Quote:
    Originally Posted by Santorican View Post
    Yeah but Lightning does fit my concept so that might be something to consider...
    I think you should give in to the dark side...


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  15. Quote:
    Originally Posted by Hai Jinx View Post
    I am at - Well if Brutes were regularly intended to do Y, maybe they should have done things a bit different.

    The fact remains you have an AT who's inherent is an Aggro Generator and an AT who's inherent requires they have Aggro.

    When they were designed there was no conflict from those things because Brutes and Tanks lived in different worlds. But now there is a contradiction in inherents.

    If the Tanker taunts everything away, it hampers the brute's ability to do damage. If the brute taunts everything away and dies due to having less survivability - it could hamper the team.
    If the Brute taunts everything away and dies...nothing happens.

    Because there is another aggro capable toon standing there to soak it up.



    Another thing is, the Brute doesn't automatically die.

    I know people like to believe this on the tanker forums, but Brutes are not squishes that require the helpful babysitting of a tanker.
  16. Quote:
    Originally Posted by LSK View Post
    That is your opinion but the fact is the ones I posted was what the Devs had in mind. I never said the players think so.
    I'm willing to believe you but I'd like more proof of this as opposed to what could just be a myth of the forums.
  17. Quote:
    Originally Posted by LSK View Post
    When CoV was first coming out there plan was for red side to have similar ATs as red side.
    Brute=scrapper
    MM=Tank
    Dom=Troller
    Cor=Fender
    Stalker=Blaster
    And it was posted like this on the forums?

    I see nothing in game that equates these ATs on a 1 to 1 basis when you start a character.



    My personal view is that the ATs are more like this.

    Brute = Scrapper/Tanker Hybrid (Damage/Aggro)
    MM = Pet Heavy Controller/Tanker Hybrid
    Dom = Controller/Blaster Hybrid
    Corr = Offense focused Defender
    Stalker = Scrapper / Blaster Hybrid

    Out of the ATs, the Corr is the least Hybrid like and most like any blueside counterpart.


    Quote:
    Originally Posted by LSK View Post
    ...but I have seen this in both cases of a Brute and Scrapper who think that they can hold aggro
    Taking off on your own is not holding aggro. Taking off on your own is soloing stuff while your teammates do X activity.


    Quote:
    Originally Posted by LSK View Post
    and takes off on there own and next thing you know they are face planted on the floor far away from the rest of the group.
    And I've seen Tankers faceplant as well.



    Quote:
    Originally Posted by Hai Jinx View Post
    But if they were to up the risk level, scrappers and brutes having better taunt auras than Tankers might be a problem.
    But they don't have better taunt auras than Tankers.

    Some power sets have better taunt auras than other power sets.



    Quote:
    Originally Posted by Hai Jinx View Post
    On the contrary they gain every benefit you listed for brutes that had nothing to do with fury generation. Does it not make sense that scrappers have the taunt tools to "tank" for small teams, instead of just half the scrappers? Right now Brutes don't get a taunt aura in /EA .. that is being changed, and it sounds like it is being changed for Brutes AND Scrappers.
    1) I have no problem with Scrappers having taunt auras.

    2) The reason it is being given to Scrappers is because the taunt effect is part of gaining the bonus recharge, this follows the precedent with AAO, RttC and Invincibility.


    Quote:
    Originally Posted by Hai Jinx View Post
    So basically are you also in favor of some Tanker auras having 10x the taunt duration as others. <When choosing your power set for Your Tanker, choose wisely.>
    I have not commented on WPs poor taunt aura, I have no problem with them bringing it inline with other taunt auras and I don't know why they specifically chose to make it weak like it is.

    But yes, in fact, if you want a very strong taunt aura then as it is currently WP is not the set for you.

    Just like if you want strong AoE damage, you don't choose Energy Melee.

    So choose wisely.



    Quote:
    Originally Posted by Hai Jinx View Post
    Are we to think that part of /Regen's survival is dependent on it not generating as much threat? If so what does that say for the coming Brute /Regen?
    It says that Brutes are designed to generate threat, regardless of their power set.




    Quote:
    Originally Posted by Hai Jinx View Post
    Nothing in my suggestion stops those things. My suggestion was only to make a Tanker's taunt aura stronger than a Brute's which would be stronger than a Scrapper's.
    Yes, and its STILL a bad suggestion that is a nerf to Brutes.

    I do not want any Tanker, ever, taking aggro from my Brute if I can help it.

    And what you want to do, is take that dynamic away and make it an auto-win situation for the tanker.


    Quote:
    Originally Posted by Hai Jinx View Post
    Which would only cause problems for brutes looking to taunt things off of Tanks with their taunt aura.. which if a problem .. why is that?
    Because Brutes require aggro for Fury.

    And teams can have more than just 1 tanker.



    Quote:
    Originally Posted by Hai Jinx View Post
    I disagree. Especially since the function is a bit mushy to begin with. Does the Brute want to Tank when Tankers are on the Team? Or does the Brute need aggro for generating Fury?
    My Brutes do both.


    Quote:
    Originally Posted by Hai Jinx View Post
    Because my irrelevant suggestion is only potentially detrimental to Brutes when we add Tankers into the mix, and only if they want to take aggro from Tankers.

    Which may be necessary, but why?
    1) Fury

    2) Aggro swapping mechanics like BAF



    Quote:
    Originally Posted by Hai Jinx View Post
    If Brutes are designed to steal aggro from Tankers on teams -- then maybe they should get *better* taunt abilities than Tankers do. And some kind of improved survivability.
    If you're saying this I can only assume you don't fully understand how high damage + mag threat works.

    Brutes can, and do, strip aggro from tankers.


    Quote:
    Originally Posted by Hai Jinx
    But that leaves us wondering why the Tanker's Inherent is a AOE Taunt power. And why the Brute's inherent requires them to have aggro.

    Do you also wonder why both doms and controllers are allowed to control things?
  18. Quote:
    Originally Posted by Hai Jinx View Post
    The WP aura isn't weak because of Taunt Mag though - its weak because the taunt duration is 1/10th all the other auras

    Does it really make sense that a Shield Scrapper's taunt aura is better than a Willpower Tanks?
    A Scrappers AAO Taunt is not stronger than a Tankers AAO Taunt.

    What is your concern, that this poses a risk to the scrapper?

    Good.

    This game needs those risks, and not auto-win tankbots.



    Quote:
    Originally Posted by Hai Jinx View Post
    We have been given some examples in this thread to suggest there are quite a few scrappers who don't want that either. So much so they suggest that /SR and Regen should have no taunt aura at all .. and its better that way.
    SR & Regen do not have taunt auras, and get no benefit from having one in terms of what those power sets do mechanically.

    And for every person that is saying they don't want a taunt aura, I see an equal number saying that they do.

    So when you choose a secondary power set for your scrapper, choose wisely.



    Quote:
    Originally Posted by Hai Jinx View Post
    The Taunt abilities of Brutes was set up prior to them playing side by side with Tanks, Obviously. So it is whatever level it is within that frame of reference.
    And this entire conversation was already hashed out on the Going Rogue Beta boards, with even Castle weighing in that NO, brutes would not be losing their threat generation capabilities.



    Quote:
    Originally Posted by Hai Jinx View Post
    Evidently some *want* it to be as good as a tanks. But the reasoning is a bit jumbled. They want the taunt so they can generate fury? They want it so they can hold the most aggro? They want it so they can "tank" when there are no tanks on the team? They want it so they can "tank" when there are tanks on a team? They want it because the Devs nerfed max fury?
    Some want it for Fury, and some want it for Tanking and some want it for both.


    Quote:
    Originally Posted by Hai Jinx View Post
    Since tanks have a Taunt AOE in each attack as an inherent after all. Even with things as they are now, with equal powersets, the Tank will steal more aggro than the brute in the same situation.
    Then your suggestion was not only irrelevant, it was also specifically aimed at being detrimental to Brutes in terms of how they currently function.



    By the way, the Tanker doesn't automatically steal more aggro.

    The Tanker gets an advantage in generating AoE threat whether their Secondary power set has AoE attacks or not, and whether they took Taunt or not.

    That's not going to stop an AoE heavy damage focused Brute from generating massive quantities of threat and even pulling it off of many Tankers - but it does mean that the Brute will need to plan a bit better if they aim to generate AoE threat for Fury or Tanking, or both.
  19. Quote:
    Originally Posted by LSK View Post
    Funny on my MM i get called a lot to hold aggro with my BOTS, heck I did a mort this morning on him and i was getting more aggro control then the 3 brutes and 1 scrapper on team. It is also how people play there MM that makes them the tanks on red side.
    I have no issue with you telling me that your MM does this, can do this or that teams prefer this.

    I have not often experienced that personally, but my feeling is that if you as the player can pull that off - then more power to you. I see no reason to tell you that you shouldn't.

    That also doesn't mean you are the defacto Tanker for redside.

    Brutes aren't even the defacto Tanker for redside.



    Regardless, Brutes hold aggro.

    They do this by design.


    Same MAG Threat in their attacks, same MAG Threat in their Taunt Auras, Taunt Auras in nearly (and soon to be all) every power-set they have.

    They even get the same Taunt Power, as opposed to Confront.
  20. Quote:
    Originally Posted by BrandX View Post
    Well, I'm sure they had to think some tanking in mind. I just know the devs also said they considered the MMs the Tankers of redside.
    I'd love to see a direct quote from a Dev, stating explicitly that they planned MMs to function in the exact role the Tanker fills.

    Because when I look at redside ATs as a group that's not what I see.


    What I see is less clearly defined roles, where instead of having the Tanker acting like MMO tankers, you have multiple hybrid ATs each picking up different portions of the normal roles and sharing them.
  21. Quote:
    Originally Posted by StratoNexus View Post
    Indeed. This becomes very important when I am trying to take aggro off a tanker with my brute or scrapper and when some brute or scrapper is trying to take aggro of one of my tankers.

    People better start getting used to sharing aggro, because it is likely that the mechanic is going to appear in more than just the BAF and it is likely it may become truly necessary in future content. Aggro management never meant all aggro should be on one person and the game is finally making people understand that.
    The trials have been the best implementation in game play allowing for multiple Tankers / Brutes to all coexist on a single league and actually have a reason to be there and sharing aggro together.

    Endless waves of enemies, hard hitting AVs, anti-aggro mechanics - all excellent ideas to force people out of the old paradigm that is typical in MMOs.

    I'm very happy with the direction they took combat in Trials for these reasons.



    Quote:
    Originally Posted by BrandX View Post
    Gonna have to disgaree with you here. Brutes where given aggro to help build Fury. Fury wasn't/isnt a bonus to it.
    The end result is the same, they hold aggro.

    They generate fury from this and they take a bigger risk than the Tanker doing so because they have less mitigation to rely on.


    And as Auroxis has already stated, you can have both ideas coexist at once.

    Hold aggro & Deal Damage (Higher Risk & Higher Payout Playstyle)

    The tanker on the other hand is:

    Hold aggro & Extreme Mitigation. (Lower Risk & Consistent Payout Playstyle)
  22. Quote:
    Originally Posted by LSK View Post
    To go with this the reason they have a taunt and get aggro is not because to hold it, instead it is there for there fury build up to help them better with damage if I am not mistaken.
    If you have a taunt and a taunt aura you are designed to hold aggro for whatever reasons. Getting fury is a bonus.

    I know you want to tell me that MMs were originally the "tankers" of CoV - but that obviously went nowhere.

    Brutes have been holding aggro since their inception, redside teams have been calling on Brutes to hold aggro since their inception.

    I see no reason why that has to suddenly change now.
  23. Quote:
    Originally Posted by Samuel_Tow View Post
    Yes, that. I blame intra-cranial flatulence on my part for this mistake.



    Yeah, I am, actually. To be honest, this Brute's concept is kind of... Abstract, in that it calls for "pure energy," which means something that doesn't look like anything. Electricity IS energy, but it's also electricity, so it looks like "something" already. Not abstract enough. Energy Melee, Energy Aura, Energy Blast, these are the things that don't look like anything at all. They're just glowing energy, and they're what I want. If I could customize Laser Beam Eyes to use the Power Bolt animation, instead, I'd do that in a heartbeat, especially if it came with the new right-handed custom animation for it. But I can't, so...

    That, and Mu Lightning requires me to take my hero villain-side and do some evil, for which I'd need a HELL of a lot better reason than just a sideways conversion. Like... If villain patrons offered Scrappers a Dual Pistols Epic, then I might consider it. But there's nothing in the Patron pools which can justify defiling a concept over.

    That said, I do agree with you - Energy Melee can use a LOT more AoE, which I believe Energy Torrent could help with. Energy Melee, furthermore, can't use much more single-target damage, so Laser Beam Eyes are even less desirable in terms of meta-game mechanics. I think the simplest thing to do is to skip Laser Beam Eyes and take everything else. And probably slot my toggles for endurance reduction, since I'm running out of things to do with the post-40 slots.

    Why are you playing WP and not EA then?
  24. Quote:
    Originally Posted by PleaseRecycle View Post
    Absolutely, and clearly BU will spend more animation time than rage if given the same level of recharge, producing significantly less buff for your efforts. In terms of annoyance, however, the rage crash looks like it's something else. 10 seconds of crash every 60 seconds, on the 60 seconds.
    That's only if you double stack rage.

    Otherwise its every 110seconds.


    Quote:
    Originally Posted by PleaseRecycle View Post
    To make matters worse, if you let rage lapse entirely for whatever reason you also get a big defense debuff.
    This nothing anyone ever really worries about.
  25. Quote:
    Originally Posted by Hai Jinx View Post
    Wow. What "nerf" other than the one you suspect I called in the post you quoted have I ever called on brutes?

    I wasn't calling for a "nerf" anyway. I was suggesting that the Taunt auras of Tankers, Brutes and Scrappers could be normalized for their AT, rather than by powerset. Which I believe was the original intent by giving Tankers higher Mag 4 vs 3 than brutes and scrappers. It just doesn't work because of the set disparities.
    I'm sorry for coming off so strong.

    It appears you've simply made an error, and made a suggestion based on that error.

    There is nothing to normalize.

    Brutes have Mag 4 Threat in every single attack, just like Tankers.

    They have Mag 4 Threat in every Taunt Aura they have, just like Tankers.

    When the changes to EA go live, Brutes will have a Mag 4 Threat component in every single Secondary Powerset available to the AT. (Except WP, which is Mag 3 exactly like the Tanker version)



    So suggesting that they suddenly have less Mag Threat, would in fact be a nerf call to the AT.



    Tankers have the advantage in that they have Gauntlet. Tankers specialize in mitigation, this does not make them the defacto specialist in holding aggro, nor should they have an Auto-Win level of aggro control.



    Quote:
    Originally Posted by Hai Jinx View Post
    To summarize I suggest that Scrappers should have the weakest Taunt Auras, Brutes the middle ground, and Tanks the strongest.
    And I'm saying its an absolutely terrible and unneeded suggestion that only ever crops up on the Tanker forums because Tankers with all of their ridiculous levels of mitigation, and gauntlet, and easy street for build planning still manage to feel insecure with Brutes having mag 4 threat & taunt auras.

    Having a taunt aura is a prime component of Brute effectiveness and is an important part of the Brute playstyle.

    Without the ability to hold aggro, even in the face of a Tanker next to them, the Brute is a second rate Scrapper and has no purpose.

    Any Brute that complains they have a taunt aura has chosen the wrong AT (and I've never heard anyone capable of rational thought actually complain about this).