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Posts
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Joined
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You know, you could always get some of the players to do the work...
I know I'd throw in some of my time to changing values if it meant Power Customization.
Just a thought
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I've thought and suggested this a couple of times.
The last time I suggested this, Jack Emmert explained to me that there are some sort of legality hoops that are difficult to navigate...lawsuitable type issues if I remember correctly. Additionally, he explained that there was a game that invited members' talents and skills in some fashion...and it turned into some logistical nightmare...and I think some lawsuit stuff as well.
I'll try to find his email back to me and include it here. Still, I like the idea of having players be given the same program (that allows us to map out and design a base---that way, we can create new mission maps for the game in addition). Additionally, I thought some of the more creative members could write up a mission or two given the formula of how the Devs would like to see it done. Everything produced of course would have to go through a Dev quality test of course, but the sheer volume and diversity of new content created would be truly out of this world.
~ Jonathan
PS---This was the note from Statesman about a 13 months ago. It's pretty succinct but it basically explains what I was trying to say above.
"Hey - my brother served in Korea (10th Mountain). Career military. Coming up on 18 yrs.
Anyway, we can't use volunteers. Remember the nasty lawsuits with EA and Ultima Online? Very problematic.
I'd love to have a proofreader - trying to get a fulltime editor/writer hired, in fact. There's SO much text!
I agree on the interactitivity 100%. Stuff to engage people. " -
BABs...
This was very helpful...and I appreciate the work alone associated with writing up this explanation. This helps someone like me who has zilch comprehension and experience of coding and programming. This was a great job.
(I'll still be wishing for powers customization, mind you...and an increased-options color palette for costuming and skin tones...and a pony...and some pie...)
~ Jonathan -
OH Rikti...!
You're so fine...you're so fine you blow my mind!
Hey Rikti...hey, hey, hey-RIKTI!
(Sorry...because I had to...couldn't stop myself. The 80s just live on and on in me...)
~ Jonathan -
QR
In my opinion (for as little as it's worth)...
The only TRUE way to 'balance' PvP is to open BOTH SETS OF Archetypes to each side and open up power sets to both sides.
That way,
* A Blaster Hero Side can duke it out with a Destroyer Villain Side.
* A Defender Hero Side can duke it out with a Defiler Villain Side.
* A Corrupter Villain Side can duke it out with a Guardian Hero Side.
* A Brute Villain Side can duke it out with a Crusader Hero Side.
* A Tanker Hero Side can duke it out with a Monolith Villain Side.
* A Dominator Villain Side can duke it out with an Overlord Hero Side.
* A Scrapper Hero Side can duke it out with a Marauder Villain Side.
* A Stalker Villain Side can duke it out with a Vigilante Hero Side.
* A Controller Hero Side can duke it out with a Minister Villain Side.
* A Mastermind Villain Side can duke it out with a Commander Hero Side.
Open Peacebringers & Warshades to Villain side.
Keep things 'even.' Keep things 'balanced.' And far less complicated than how things are balanced---or attempted to be balanced---currently.
In addition, you gain greater variability across all character types. Certainly, there will have to be changes, alterations, corrections and tweaks to specific powersets per character type. But...if I want to take a blaster or destroyer into a PvP setting to square off against its opposite, I know at the very least that those two character types are mirror-image based off one another. The difference comes into play only with (A) the powers I choose for my character; (B) how I slot my character; and (C) the tricks and skills I play with---(and the esoteric stuff of connectivity, computer processing, binds, etc).
Just my thoughts.
~ Jonathan
PS---the varying and broadening content this alone would bring to the game would be worth it.
PPS---and an additional server needs to be added---a live server that allows you to upload any character that you have on any server to this "PvP Server" (and back again as easily as you zone into the game) so that the small pvp participants on this game have a place they can all gather to finally get to do all-out PvP.
PPPS---OH!...And Epics would HAVE to be opened to Villain side and Patrons would HAVE to be opened to Hero side. He11, that's the way it should be now regardless of this PvP question. -
Forgive me...I previously posted this opinion but in the wrong forum. I'm hoping one of the moderators deletes the previous post since I believe this is the more appropriate place to air my opinion / suggestion.
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QR
My friends at NCNC...
How I've enjoyed evaporating hours of life running through your ethernet hallways and binary coded caves.
In our household, we have 3 accounts...and I purchased an account (in addition to a year's subscription) as a gift for another family member as well. Obviously, I believe in the pastime and entertainment value of this hobby and game.
Though a little dismayed at the price for this new (light for the male model) content (and light in content overall), I will probably choose to support your brand (at this point in our community's history---OUR brand) by purchasing the Valentine's Day / Wedding Pack. (I say "our brand" as I do feel this company makes an effort to include everyone as part and parcel of the community. The communication with us by far is superior and the availability of the Devs / Designers is outstanding.)
But---
(and this is an assumption here)
If the money that is being spent on this content is to make up for time spent outside of the normal working model and plan for creating content, could you please take this one step further?
If for new content, you are asking us to foot a bit more of the bill to help in the creative, designing, programming and labor of the new content, I really am all for this. I do believe nothing comes for free and I truly feel you all regularly churn out a great product, a fun & wholesome hobby, and hours of entertainment that cannot be purchased at usual fares in our towns and cities.
Please consider polling our community. Ask in a several questioned survey format what we would be willing to pay for (in terms of additional and expanded content) and how much we might be willing to pay.
Let me give one "for example:"
I would be willing to pay...hmmm...maybe upwards around $25 to $50 per account to get you all to program CoH-2---the world where Powers Customization comes to life. That is content that we all have sought in one form, fashion or another.
I would be willing to pay for new content that broadened our stories and immersion factor---especially for the level 50s and life beyond. In the hardwired world, I'd be willing to help pay for additional servers where we could upload any of our characters from any of the current servers and all play together---sort of a version of "The Test Server" except the difference being, the experience and play time there is all 'real time.' It's that "alternate reality" dimension that is so prevalent in comic books.
These are probably (off the top of my head) additional content I would be willing to pay extra for to broaden and enhance our community. I'm sure others might suggest different content, while still others might find this suggestion distasteful and disagree with it off hand.
Still...
In this community (and for the $14 bucks x [Number of Accounts associated with this household] per month), this is the opinion I offer right now.
~ Jonathan -
QR
My friends at NCNC...
How I've enjoyed evaporating hours of life running through your ethernet hallways and binary coded caves.
In our household, we have 3 accounts...and I purchased an account (in addition to a year's subscription) as a gift for another family member as well. Obviously, I believe in the pastime and entertainment value of this hobby and game.
Though a little dismayed at the price for this new (light for the male model) content (and light in content overall), I will probably choose to support your brand (at this point in our community's history---OUR brand) by purchasing the Valentine's Day / Wedding Pack. (I say "our brand" as I do feel this company makes an effort to include everyone as part and parcel of the community. The communication with us by far is superior and the availability of the Devs / Designers is outstanding.)
But---
(and this is an assumption here)
If the money that is being spent on this content is to make up for time spent outside of the normal working model and plan for creating content, could you please take this one step further?
If for new content, you are asking us to foot a bit more of the bill to help in the creative, designing, programming and labor of the new content, I really am all for this. I do believe nothing comes for free and I truly feel you all regularly churn out a great product, a fun & wholesome hobby, and hours of entertainment that cannot be purchased at usual fares in our towns and cities.
Please consider polling our community. Ask in a several questioned survey format what we would be willing to pay for (in terms of additional and expanded content) and how much we might be willing to pay.
Let me give one "for example:"
I would be willing to pay...hmmm...maybe upwards around $25 to $50 per account to get you all to program CoH-2---the world where Powers Customization comes to life. That is content that we all have sought in one form, fashion or another.
I would be willing to pay for new content that broadened our stories and immersion factor---especially for the level 50s and life beyond. In the hardwired world, I'd be willing to help pay for additional servers where we could upload any of our characters from any of the current servers and all play together---sort of a version of "The Test Server" except the difference being, the experience and play time there is all 'real time.' It's that "alternate reality" dimension that is so prevalent in comic books.
These are probably (off the top of my head) additional content I would be willing to pay extra for to broaden and enhance our community. I'm sure others might suggest different content, while still others might find this suggestion distasteful and disagree with it off hand.
Still...
In this community (and for the $14 bucks x [Number of Accounts associated with this household] per month), this is the opinion I offer right now.
~ Jonathan -
BAB---
Could you float this idea past the 'powers that be (that so happen to make these decisions)'---
Would you all consider taking a survey of your gaming accounts---a survey sent to all account holders---that would ask (1) if the account holder would consider investing a sum of money to the game developers for the sole purpose of paying for the additional work required (for powers customization)? (That would be just be a yes or no choice).
And (2) if yes, then provide a spread answer choice of anywhere from $5, $10, $15, $20, or $25 of how much said account holder would be willing to invest in this new service from the developers.
Once all surveys would be tabulated---the first measure would be to determine if a significant majority of the paying base would consider paying something more for this added feature.
The second measure would be to determine if the the amount willing to be offered for this added feature would be enough to pay for the additional man-hours required to create this feature.
Personally, I would be willing to pay the $20 to 25 zone...and we have 3 accounts in my household.
---or---
Would the developers consider creating a paid-for expansion box that would feature (primarily) powers customization? You KNOW it would sell off the racks.
~ Jonathan -
Great guide...thanks for the information.
~ Jonathan -
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Just because I have the need to say this...
Please ditch the suppression on movement powers...
PleasePleasePlease.
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NO!
I totally disagree...KEEP travel suppression.
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For me, it's a matter of immersion breaking.
One of the most "cool" moments of the game I experienced in my 3 years or so history with it was an aerial dog-fight I had with a Freak Lieutenant. It was out-n-out maddening and super fast---and truly comic-book-geeky cool.
I've not been able to achieve that sort of 'mayhemic' but superheroic feel with suppression. It's not a desire to exploit...and I honestly don't / didn't mind the - to hit while flying (so long as the opponents share the same penalty).
It was a feeling.
~ Jonathan -
Just because I have the need to say this...
Please ditch the suppression on movement powers...
PleasePleasePlease.
Oh...and would you consider for the 4th tier Teleport power..."Recall Team" instead of Team Teleport?
Thanks.
(But really...no suppression...pleasepleaseplease)
~ Jonathan -
I made a "General" themed mastermind. I took the Tuxedo jacket. There is really bad clipping off the shoulder blades with the cape.
Speaking of capes...are the shoulders, neck, and just at the top of the back / base of the neck going to get revisited anytime soon? These areas seem to be needing the most love in terms of detail, clipping, variation, etc.
Thanks.
~ Jonathan -
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The storyline for me. I like the feeling that my charecter is part of an epic story.
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See, I'm the opposite. Even as an old-school comics nerd who loved story-driven games like Fallout, I am barely conscious of the fact this game has storylines because of the way they're not integrated into the game. It is amazingly possible to go from 1 to 50 and have no idea at all what the major storylines of the game are.
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This is so sad...but so true...and I wish it wasn't this way. As another very old school comics nerd, I had to echo this post. The story should be the most important thing about this game...while the costume creator should be the royal crown for it. (My humble opinion...and I voted for the costume creator in this poll.)
~ Jonathan
Seeking more immersion... -
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Of the options listed, I chose Costumes. I would have liked to choose Storylines, but I'd like to feel like I really made a difference, and as they are now, I don't. I can run the same missions over and over without end. Nothing permanent happens. Dreaming here, I know, but it would be nice to feel like something I did in the game really effected/changed something.
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This gentle-person speaks my mind exactly. I voted for costumes at this point...but would REALLY like it to be the story line / immersion factor. Right now, the 'story' is there...but it's missing something. Some have said how hard / difficult it is to follow the story with it hidden in menus...and really only the mission owner has a modicum of a clue of what goes on when we're doing a mission.
And of course...you add to that the repetitive tile sets and glowie clicking...and it really just seems like we're tossing our characters into warehouse after warehouse to click the same cube-glowie.
Not complaining...just sort of wishing the game could grow in a more story-immersion (with new arcs and stories) way.
~ Jonathan -
Agent G is inside the Electrical Power Utility station---just before you exit the hero side to the dam side (with the Arachnos agents flying around).
If I recall correctly, he's standing at a wall facing you as you near the exit, and I think he's dressed in black...as you know all agents dress!
~ Jonathan -
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For example, one thing I'd really love to see is base invasions by NPCs. You get some item in your base (maybe it's loot, maybe it's a person), and you have to protect them in your base. Not only would that give you a reason to be in your base, but it'd also give you a reason to utilize some aspects of the bases (ie defense) that are largely ignored by the non-PvP SGs.
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What a great idea. Thumbs up for this one.
~ Jonathan
US Army, Korea -
One final thought...
It occurred to me that maybe the problem is simply not understanding the purpose of bases.
I am certainly NOT a casual gamer...and yet, I'm still pretty clueless about bases and especially base raids. As a casual gamer, there's really nothing in the game that shouts out, "HEY---join or create a supergroup then make a base...and here's why!"
Maybe you need to "market" (in the game / during game play story line) the concept of Groups and bases in general a bit more. I for one could benefit from the education. Just a thought.
Thanks.
~ Jonathan
US Army, Korea -
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I didn't reread the transcript, though I do remember the interview distinctly...but here's my take on bases:
They give players their own property...not exactly new ground for MMP's...however, they do offer an unprecedented level of customization.
Clearly, that customization, as well as the several gameplay benefits that the base provides hasn't been perceived to be worth the cost (i.e. Prestige/time played)...hence, Posi and several others (including myself) have taken a spin at making bases more accessible at an earlier stage.
It isn't the popularity of bases so much as the fact that our programming & art team did a phenomenal job of allowing players to generate their own lairs. Maybe not enough players have experienced this content to comment on it, though hopefully Posi's changes will help.
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Howdy States I still appreciate your investment in this game, and Im glad you take the time to survey our investment as well. Thanks.
I guess you could count me among the numbers of people who see no point or use to bases (as they are currently). I have tons of heroes / villains---numerous alts that get played all the time. Many of these toons (thematically) would belong to a supergroup / villain group for one reason or another. But, as the cohort groups are done currently, there's just no incentive to belong.
I get into this perspective of, "Why join these groups of people...that are lead by one / possibly two people who make all the decisions (some of whom turn into mini-tyrants)...who berate you for not being in Group mode...and what do I get out of it in return?" Bupkis...that's what. The aggravation is not worth the investment...especially the loss of infamy / influence.
Then theres the perspective of, Why would I want to LEAD a group of people who cant all get on the same page at one time anyway? Additionally, the way that Groups are mandated to function / amount of prestige needed---I NEED a group of 75 active players in order to just make it functional. States, thats not incentive to me at all. I run in the other direction at the thought of that.
And then, there's always the potential frustration of not knowing these people you end up joining---what happens after you've joined? You might find that you've associated with people who are not similarly minded in goals or something as simple personality? What happens if you happen to be a mature gamer and you find you're in a group of teenagers? Or, they're not as into RP as you wish to be or vice versa? What then?---you could stay and certainly not feel motivated / less inclined to play the toon, or you could leave the group due to feeling disenfranchised (with a loss of salvage and influence to mull over), or at worst, you could get kicked and leave bitter acrimony in your mouth. So, in the end, you balance that out and ask yourself, "what would I be missing if I didn't join a supergroup?" The answer?---again, bupkis.
Some other observations?--- Again, like others have posted, there's nothing personal to the cohort base. The bases are too impersonal for me. Theyre large spaces that I have no-say-so in how they are built, designed, appear, operate, function. To be honest, as beautifully rendered as they are, Im not aesthetically attracted to them in the least. I have one character---(ONE of so many characters)---whos recently joined a group to give it the old college try. Theres nothing for me to do there. Ive used the teleporter a couple times eh not really missing too much not having this available to me. Med-lab?---tried that for the first time this past week and was rezzed for half my health. Ill use the hospital next time.
For me, one of the greatest disinterests to the base?---theres nothing to identify it on the outside. Theres a pulsing, blue teleport spot located in some of the weirdest places. My preference?---make the entrance something that I can customize and designate its location. How about a window of a building, or a rooftop entrance, or a sewer entrance, or the front / back door of a building, or a telephone booth that doubles as a base entrance teleporter, or a portal underwater, or a cave entrance, or a portal in the sky---something personal-izable. Maybe the secret ID of my character works at the Tailor Shop and Ive installed a secret base in the cellar of the building. (You catch my drift.)
Give an incentive to belonging to a Group. Off the top of my head---though probably not the best idea---is to offer an experience percentage bonus to members of a group who are on the same team. Not sure how much---probably very little---but thats surely an incentive. (I believe an experience bonus is already available to gamers on teams currently---as opposed to soloing.) The amount of the experience bonus might also be dependent on the size of total accounts in the Super Group / Villain Group---maybe 5% xp bonus for up to 25 member-accounts; maybe 7% bonus for up to 50 member-accounts; maybe 10% bonus for up to 75 account-members.
Maybe certain story arcs are available only to teams comprised of at least 2 members of a same group. Maybe fighting certain villains / heroes can only be fought by teams with at least 2 members of a same group. Maybe certain badges can only be obtained by a team that has at least 2 members of a same group---and even then, maybe the badge would only be available to those group members on that team (not the whole team). Maybe more valuable enhancements have a higher chance to drop to members belonging to a Group (while on a team together)---and these enhancements can only be used by members of this group (cant be sold and no use in trading them to people outside the Group). Maybe unique and more impressive inspirations become available / drop for members of a group only when theyre on a team together---(again, unique to the group / cant be sold / no use in trading them). Maybe more elusive Salvage drops only to members of a Group.
A poster above noted one of the great (if not the greatest) strengths to this game is the individuality of the costume creator. Theres nothing individual to the SG base. What I would prefer?---a personal base or lair. The Batcave was mentioned---perfect example. Fortress of Solitudue. Someones chem-lab behind the false wall at the police station. The Batcycle behind a false wall in the library. A secret room in a hospitals ER area. Wonder Womans embassy. An apartment. A penthouse. A barn. A cellar. A sewer. A vehicle or craft (that doesnt necessarily move) of some sort---boat, van, car, plane, jet, alien spacecraft, rocket ship, etc.
Personally as they are currently implemented, I think Group bases are TOO large / expect to have too many members to be effective. I guess this is designed around the concept of base raids, but look to our media source (comics) for reference. In general, how large are hero / villain teams?---usually anywhere from 4 to 10 people. The X-men, Avengers, JLA, GL Corps, and LoS may have hordes of members---but at any given time, usually only 6 to 8 of the heroes are doing a story line. I recommend that Group bases can have as many as up to 75 accounts worth of heroes (as current) but really only need 6 to 10 members to be fully functional.
So how would my take on bases be?
Well, you could start out your hero / villain career with just a 1 to 3 room personal base / lair that would cost rent---though nothing prohibitive. In that lair, you could craft some (simple, mundane, non-game breaking) temporary powers (see another post). You could decorate it with all sorts of minutia and neat things (that you cant buy) but that do drop to your character during adventuring---maybe you want it to look like youre a poor photographer student who can only afford to live on skid row and have a fascist for a landlord who doesnt fix the hole in the floor. Or maybe its a beautiful, modern apartment that you make home-like with a bed, aquarium, and TV or Bat-Cavey, or Grecian / Olympus-like, Ice-fortress-like, CoT-like, apartment-like, sewery-like, with all the strange collections and accoutrements that you might find in your own home or office. And again additionally, maybe certain artifacts / items / furniture (that cant be bought) are found or drop during and at the end of your missions. You could designate who can enter---be it while you were there or if you so choose while you were not. It might have a personal computer or THE super-computer that could act similar to providing newspaper missions or might give clues to start a new mission. The place would be a place for some storage of salvage (say 10 pieces from each archetype), a trays worth of enhancements (though I dont know why), some influence / infamy---but provide a bank for larger amounts, some inspirations---perhaps a levels equivalent to what you can normally hold, etc.
Then, you could decide to team up with 6 of your online friends and make a super / villain group, and the 6 of you could make a fully functional base. More people could be added for greater xp bonus. In a Group base, you might be able to craft still temporary but more impressive powers, gadgets, spells, body-enhancements, learn new fighting techniques, etc. You could do base raids---(though to be honest, I still dont know exactly what the base raid paradigm is all about). Belonging to a Group, youre eligible for the greater xp bonus (up to 10% for 75 accounts in the Group). I like the idea of tracking personal prestige along with Group prestige. That way, if you do decide to leave, youve not lost anything but that which youve invested in the Group. What youve invested in your own lair is not lost and is still on-going. Im not sure if there should be a trade off of prestige for infamy---but I dont understand the economy of the game well enough to state what would work well---and I think personally, you guys are still trying to figure this economy out for yourselves. If at any time, you were dissatisfied with your Group, you could leave and take your salvage with you---but you also lose the Group-gained special temporary powers, enhancements, inspirations, though probably not badges.
This is long---and I could probably go on a bit more. But this is my take on this current issue for now. Lets keep moving forward and growing the game.
~ Jonathan
US Army, Korea -
Howdy all...
Been "SearchFu'ing" through the various guides and posts and what not looking for a way to locate the additional macro buttons and binds for masterminds. Does anyone know where they might be?
Thanks.
~ Jonathan -
Would this also apply to / help the force fielder? Lord knows that Defender is in a world of hurt all unto themselves...most of it boredom.
~ Jonathan -
I'm not the greatest or most experienced tank-gamer in this game, so I can't speak to so many of the detailed nuances of this archetype paradigm of which some of the posters in this forum are capable. However, I am a super-hero / comic-book culture junkie for a couple of decades now. I've always liked the concept tanker archetype...to me seemingly like the "knight in shining armor" of comics heroes.
These days when I'm gaming, I do genuinely miss seeing that archetype in the game. The few I do see I feel for as they seem like wounded vestiges of their pasts. Sure, I understand that they may have tipped the scales too much in their favor in missions / battles whatever...but I think where they are at now is just a shadow of any archetype in general.
I find when building a team or considering heroes for a team (in a realist and practical sense), which type would I rather have...
(1) Any tanker or
(2) Any scrapper / controller.
Odds are, I'd look for a scrapper or controller first (aside from a tanker seeking a team...again for which I have a soft spot in my heart).
Why?---well, chances are there are toons on the team that'll be able to buff the scrapper to the point of being a tanker...who can do more damage. Or, I'll take a controller who can manage the masses better than a tanker and I'll get extra buffs in addition.
These days, I'm not seeing the intrinsic / overall value that a tanker brings to a group (for me) aside from nostalgia.
~ Jonathan
PS---As an aside, I can't imagine playing a tanker in PvP. Knowing that you have so much less powers to choose from (in Bloody Bay), I'm not sure how any tanker can survive there let alone participate with what's available to them at level 25. Again, without others to buff you into a viable archetype, what chance do they stand vs. others one on one? Maybe I'm over-generalizing...again, I'm not a tank-player who truly knows...but these are my impressions of the current tanker status. And again, I just find that sad since I like the character type so much. -
No longer matters I guess. I'm tired of reading how the developers have no skill in developing something positive for the game / archetypes and instead can only chop away at something that was genuinely fun. All 15 of the original group of players to which I belonged are now gone...myself included. Both my account and my girlfriend's account end in September.
Way to go "DEVELOPERS." Way to develop a game.
~ Jonathan -
Devs / States...
Anymore, I don't see a nerf bat being swung---I see a nerf AXE. Why?---because your answer to what you perceive as being against the "Balance Vision" is to CHOP the sucker up rather than to just beat it down.
This set was FUN to play. It was FUN to play. (I'll say it again for emphasis)---It was FUN to play. You're already impending changes are swinging that nerf AXE (rather than bat) too hard and chopping away too much.
If it feels too "Controlly"---so be it---but individual holds does not a controller make. It has slows and individual holds and diminishes accuracy...SO WHAT! Don't be so severe in the "efforts to reign in its perceived uberness." (Fun does not equal "uber."---it's just that...FUN.) Instead, diminish them a little...let us test them out...listen to our feedback. See how it all fairs...but don't decimate a set to Force Field usefulness and status when you have an opportunity to create a set that is FUN to play in addition to being balanced.
Don't Nerf-Axe the fun out of this powerset...let alone others.
~ Jonathan -
I like that you all are trying to find a way to keep the blasters alive, kicking and more a part of the game. That being said, the Defiance thing just doesn't seem to be working it for me. I think by the time a blaster is down around 50 to 60% of health, they are beating feet elsewhere...not staying around thinking, "GREAT! Now I can do more damage as they kill me." I think Blasters in general might be better with a critical hit system (generically speaking), but their secondaries need to be looked at for other versions of defenses---a small / personal defense mitigator, a personal mezz & hold mitigator, some things that will keep them ALIVE not help them kill more as they're dying. By the time they're taking that much damage, it's already too late. Their damage output is great as it is...they just need to be able to stay and fight...and not aggro an entire screen's worth of bad guys. That being said, though...if I5 taunt changes go through...you KNOW where all those additional attacks (that a tanker can't hold) will be headed don't you?
~ Jonathan