Johnny_Butane

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  1. Quote:
    Originally Posted by Agonus View Post
    DC and WB had a different approach. The suits are largely in control there, which has lead to misfires like trying to (imho) shoehorn Ryan Reynolds doing a Tony Stark impersonation as Hal Jordan in Green Lantern.
    It's worse than that. As I hear it, the Green Lantern movie started out as a Flash film.
    A Flash film they wanted to do as a comedy...starring Jack Black as the Flash.

    Then it mutated into a Green Lantern movie with Black still attached, and they were going to play it like The Mask, with Black using the ring for all kinds of wacky cartoon props and gags.

    They switched characters because at the time they intended to precede it with a Justice League movie spinning out of the Superman Returns and Batman Begins movies.They wanted the Flash for it because his effects were cheaper to do than having a Lantern on the roster. They even cast and photographed several lesser known actors in costume as a promotional thing to drum up interest.

    Of course, when Superman Returns didn't do so well, the suits balked at dumping money into a super hero team movie (because how could THAT ever make money?) and Justice League was scrapped. So, they scrambled some re-writes to turn Green Lantern into a 'serious' movie to compete against Iron Man and cast Reynolds, as you said, to be their Tony Stark of the DC universe.

    And this is why Hollywood is an evil machine that eats souls and turns them into concentrated fail.


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  2. Quote:
    Originally Posted by BrandX View Post
    But the funny thing is you also say "Brutes are as tough as Tankers" so, maybe Superman isn't a Tanker. Maybe Superman is a Brute, since he's as tough as a Tanker and has the damage to back it up.
    Before Brutes existed, Tankers were the only AT with super strength and invulnerability. They were for years the only heroic AT that reflected those kinds of characters. The developers said, and I have the infamous quote and am not going to bother re-posting it, that Tankers were supposed to.

    Not to mention, Statesman, our expy of the big blue boyscout, is a Tanker. Also a Tanker is Hero 1, and many of the other "bricky" pastiches in the game.


    Beyond that, it's in the zeitgeist:

    http://massively.joystiq.com/2011/02...se-of-tankers/

    Brutes, on the other hand, have always been more closely associated with another character:

    http://massively.joystiq.com/2011/01...ase-of-brutes/

    And you must admit, Brutes fit him exceptionally well, like a pair of ripped purple pants. And Scrappers, for the sake of argument, fit very well with their patron and comic counterpart (their icon on the character creation screen even goes 'Snikt!'):

    http://massively.joystiq.com/2010/12...-of-scrappers/

    Tankers don't fit as well with their guy, but only for the fact they lack the punch and juice needed to "cut loose" ala the World of Cardboard speech. Turning it around, he certainly fits Tankers better than Scrappers or Brutes. Tankers get SS and always have, for one thing, unlike Scrappers. And he doesn't have have raging anger issues like Brutes. The attitude and the rest of the concept is already there in Tankers, the mechanics just needs to fall into place better. That can be remedied, and that's what I'm trying to see fixed.


    To reiterate: the devs said Tankers were supposed to represent those powerful characters from comics. The devs even made their big good, flag waving flying brick a Tanker. And most players and even people only semi-familiar with the game, seem to associate Tankers with big blue too.

    In practice, Tankers only fall short of this ideal because they got needlessly kneecapped for offense. Take care of the damage cap, and maybe give them something for flavor for the people who're asking for that, and as far as I'm concerned they'd be 'fixed' and as reasonably like their comic counterparts as Brutes and Scrappers are to theirs.


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  3. Quote:
    Originally Posted by BrandX View Post
    I'm not against a Damage Cap increase for Tankers, but I'd rather see changes that effected Tankers as a whole not changes that helped a couple powerset combos.
    Almost any Tanker, pretty much regardless of build, currently hits the damage cap with a single Kin on their team.

    Even if we ignore Kin, it's almost a given to happen on Leagues and it will only get easier when Hybrid and Amplifiers hit and ever easier still as time goes on.

    As I said, I'm not 100% against a flavorful mechanic unique from Fury that helps non SS-Shield-KMs see the difference the cap change would make solo. But I insist that the damage cap needs to be fixed, and it should happen either first or in tandem with that.


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  4. Quote:
    Originally Posted by Lycantropus View Post
    I mean http://www.youtube.com/watch?v=etPYl1OQoqk

    One of my favorite scenes in this series, which is saying something, there's a lot of good scenes in it.
    Quote:
    HOW TANK IS THIS?!
    Very. In fact, that is almost assuredly what they were thinking when they created Fury for Tankers.

    But the problem with that is, in truth our Tankers don't have overwhelming power to ever "stop holding back". Supes gets to say that because he's got the goods to back it up. His dials go to 11.

    Our dials don't go to "11". They go to ((0.8*X)*4)*1.2
    Lower than anyone else in our "League".

    And he doesn't 'cut loose' on nameless Parademons, or garden variety bank robbers. And he especially doesn't shrink away from the big guys who can take it.

    I agree with you that link is what Tankers should be all about. But they're not, and that is why I'm not going to quit on them.



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  5. Quote:
    Originally Posted by dugfromthearth View Post
    This is where JB's complaint about effective survivability comes in. At the end of the day it does not matter if your defense is 10% or 90%, what matters is if you get defeated.

    A scrapper has enough toughness for soloing. On the spreadsheet the have less survivability than tankers. On the scoreboard of times defeated soloing they have the same survivability as tankers.
    I don't think that all Scrappers have the same survivability as all Tankers. But, to run with your analogy and phrasing, I insist that there's a discrepancy between the "spreadsheet" and the "scoreboard". Enough of one that there is some wiggle room to justify Tankers getting a damage cap increase, rather than just bringing Brute caps down (either resistance or damage).


    Quote:
    Originally Posted by Leo_G View Post
    Aaaaaaannnndd...if Tankers' AoEs were larger and could hit more foes, they could effectively take down more foes faster and possibly break even with Scraps/Brutes, possibly even pulling ahead on minions but beginning to lag when Lts and Bosses are introduced. That's where Bruising comes in. If Tanks also had adjusted rech and endurance costs on their ST powers, it's possibly this might have an affect on powers cycled to make up for inserting the tier 1 in every so often.
    I am against strengthening Tanker AoE capabilities. I don't think that fits with them conceptually. Tankers are not bullies that choose to unleash their power on groups of peons and are inept at fighting tougher foes. If anything, they do the opposite in comics and other media: unleash their power on the hard targets and hold back against the mooks. Indeed, the fact that Tankers shrug off mook attacks so well and can often ignore them is the reason they would put their attention and power into putting down the big threats.

    I also don't like it because it only encourages farming, which is a big problem I see Tankers presently being abused for; players running them like Tractors, taking them back and forth across a farm, slow but steady and safe, usually to bankroll their Brute's IO build.


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  6. Quote:
    Originally Posted by Chase_Arcanum View Post
    Does the constant use of the lowest-damage tanker attack (the one that applies bruising) mean that he sacrifices dps by breaking the cycle of his heavier-hitters?
    This I can answer. Yes, having to maintain Bruising does sacrifice your personal DPS. The Tanker himself gets less of out of Bruising than anyone else attacking that same target because they don't have to modify their attack chain to use their T1 every 10 seconds.

    Bruising is still a net gain for the Tanker in most cases, but it's three steps forward, one step back.

    Quote:
    Is it too heavily resisted, so the effect is moot when dealing with the high-level large-group foes?
    Bruising is currently never "resisted". It is uniformly a 20% increase to damage the affected target takes regardless of level, con or powers.

    For the purposes of discussion, I treat Bruising as 20% straight damage addition to a Tanker. Despite the fact it requires maintaining and disrupts attack chains, and doesn't do a thing for the Tanker's AoE. It has advantages that offset those drawbacks. Like helping the rest of the team, and buffing any pets the Tanker may be packing solo. That's specifically why I let the AoE discrepancy with Brutes slide when I was figuring where I think the Tanker damage cap should be, relative to Brutes.


    Quote:
    Originally Posted by Lycantropus View Post
    Also, a mechanic like Brusing is more heroic 'team' oriented trait, like most hero benefits tend to work out, wheras most villain ones tend to be self-buffing (I.E. the difference between Call to Justice and Frenzy, for example)[/i]
    I'd like to point out that as of Going Rogue, there's no such thing as a "heroic" or "villainous" AT anymore. Save perhaps the HEATs and VEATs.

    Brutes are not automatically evil or savage, nor are Tankers automatically selfless or the team's Big Daddy.



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  7. Quote:
    Originally Posted by Chase_Arcanum View Post
    Don't play enough tankers to justify giving too much input, but one question:

    are damage calculations vs brutes taking into account "bruising" or in practice is the -20% debuff too often resisted where it matters.
    I am. I've suggested increasing a Tanker's damage cap to 545%. That would, if my math is correct, put their single target damage (after Bruising) at the cap around 90% of Brute damage at their cap. Tanker AoE damage would still lag behind, but shy of adding Bruising to all attacks, or removing it altogether, there's nothing that can fix that.

    I think that this is fair, considering only 10% max HP separates a Brute from a Tanker defensively at the caps.


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  8. Quote:
    Originally Posted by StratoNexus View Post
    Except you know tankers have modestly better potential survivability and, even if you deny this latter one, they have better survivability in general teaming situations as well.
    Tankers have 10% better max HP at cap. That's way too close for the damage difference.


    Quote:
    I could accept tanker changes that helped differentiate them from brutes, but you only seem to want more damage. If that is what you want, you got it. Play a brute.
    Two things. One: Stalker changes actually made them more like Scrappers in a few ways, and everyone agrees Stalkers are better now. Different doesn't always make something better, or more popular.

    Second thing: Would you accept Tankers getting their damage cap increased if they also got a mechanic that was distinct from Fury?


    Quote:
    It is a game where balance is important. You do not get to handwave away tanker advantages over brutes while stressing brute's one advantage over tankers. If you do not like the tanker's advantages or feel they are not useful to you and your playstyle, but think the brute's higher damage is awesome, play a brute.
    The Tanker's only advantage is 10% max HP at the cap. At that point, it's almost not even perceptible. But ultimately, it's not even really a question of qualitative value. It is a quantitative fact that the Brute's caps are better than a Tanker's. They are undeniably numerically superior.


    Quote:
    I like tankers more than brutes. Tankers should not be made the same as brutes because you like brutes more than tankers. Play a brute.
    You haven't been acting like it, IMO. Telling me to give up on Tankers and play Brutes. Making excuses for Brutes.


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  9. Quote:
    Originally Posted by Profit View Post
    J_B,

    While I admire your passion on making Tanks more comic book like, you need to step back just a sec. Double check all your points, then begin the assualt anew for the changes you want.
    I want exactly one change: to have the Tanker damage cap raised. To 545%, if my numbers are correct. I'm willing to negotiate for less than that and meet half-way with Brutes and Scrappers seeing some reduction.


    Quote:
    Don't stop trying to get some changes for tanks, just adjust your tactics a hair. To give an example of what I see when I read your posts,

    Man wades into a river to dam it with a big board. River sweeps man away.

    You should be more,

    Team of beavers grabs lots of small sticks and successfully dams the river.
    I don't honestly believe in the devs. What I mean by that is I could have as strong a case for buffing Tankers as possible, but I don't trust them to look at that fairly or give Tankers what they deserve. Tankers have been the butt monkey of the melee ATs for a long time. They were ripped off for Fury and most of the people who cared about Tankers measuring up to their comic counterparts either left the game or jumped ship to Brutes. Subsequently, I view anyone making excuses for Brutes while arguing against Tankers as extremely incredulous.

    In short, I'm not looking to bend over backwards for support from other forumites or the devs and I never expected success. But I'm just too damn obstinate to give up.


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  10. Quote:
    Originally Posted by Blood Red Arachnid View Post
    Something isn't sitting quite right in my head:

    Why is it that tankers would be the ones that have high damage and high durability, instead of just having brutes fill that role? If the issue is that you want an AT to be like another AT, then shouldn't you just go with that other AT?

    I'll repeat something Redoptic said on the other page:

    Quote:
    Tanks have been part of the game from the beginning so almost ten years now (2003 beta-), Brutes split off of Tanks not vice versa, which is why as someone mentioned they have been targeted when any adjustment down to melee has happened since proliferation, and if anything was going to get a "total revamp", which it wont, it would be the one that steps on two or more classes, Scrappers, Tanks etc.

    Btw, the Fury mechanic wasn't new to Brutes, it was intended for Tankers first.
    Chicken. Egg.

    Tankers existed first.

    They were the AT given powers like super strength and invulnerability before anyone else.

    They were the only heroic AT there to represent those kinds of heroes from comics for most of the game's lifespan, from Day 1 until Going Rogue launched.

    So why should Brutes represent those characters better and Tanker be denied it?

    Especially since the core concept of Brutes, Fury, was swiped from something intended for Tankers?

    And frankly, Tankers have paid their dues. They got to watch as Brutes came blue side and took over their territory and competed for aggro, But on the flipside, Brutes never had to fear Tankers edging them out of damage dealing.


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  11. Quote:
    Originally Posted by MajorDecoy View Post
    Mr. Immortal is not a tanker. Not remotely.
    OH YES, he is.

    His fighting capabilities are nothing to write home about his offensive contribution to defeating whatever threat is at hand is negligible. He serves his team primarily as a distraction, to draw fire, and he is little more than a tackle dummy that gets back up. That is CoH Tankers, as they are currently.


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  12. Quote:
    Originally Posted by RevolverMike View Post
    He was buying Offense Amplifier's huh
    I find all three flavors of Performance Amplifiers extremely "offensive".


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  13. Quote:
    Originally Posted by Oedipus_Tex View Post
    Anyway, let's try this again: Damage is not the same thing as strength. It is a measure of how hard and how well you hit something. That is the justification for powers like Backstab, Sneak Attack, Critical Hit, and all of the other various abilities that allow that extra damage. People can define the "how well" part as physical accuracy, the ability to punch through armor, divine luck, or any number of things. It really doesn't require a detailed explanation as to exactly why it works, because the claim is actually less ludicrous than that every single attack is a perfect ly solid hit or a complete miss, which is what you keep trying to claim by proxy of equating strength with damage.
    I don't care what you think damage is or isn't supposed to be modeling. I know what the Tanker having low damage means to me. It's translates to "you are inept at arresting and defeating bad guys".



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  14. Quote:
    Originally Posted by Tyger42 View Post
    The thing is, you don't see any characters in comics where that's the only thing they can do well. Translating in-game, a scrapper or a blaster could "pull" and "herd", too. But, once that's done, he can continue to contribute in a meaningful way to the team.
    You do see characters like CoH Tankers in comics. They're almost universally joke characters.

    http://www.comicvine.com/butterball/29-54440/
    http://www.comicvine.com/mr-immortal/29-2486/
    http://www.comicvine.com/cf/29-40997/
    http://www.comicvine.com/turtle/29-60027/
    http://www.comicvine.com/blob/29-3182/

    And I'm reminded of Colossus from the Ultimate universe. He got the whole "turn into living metal" thing as his mutant power, but not the super strength. Poor sap could barely lift his arms, let alone walk or be of any use in a fight. He ended up hooked on a dangerous drug to increase his power.



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  15. Quote:
    Originally Posted by StratoNexus View Post
    Tanks are not some D&D concept in the sense that MMO tanks are. This is not some fantasy concept that does not translate into comics.
    Yes it is, and the example I used, of the plodding knight in heavy plate, is EXACTLY the justification the majority of the games use for their 'tanks' having poor offense. That or they're stuck holding a shield. Other genres tend to avoid that. In a sci-fi game, you tend to have their "heavy" class with a powerful cannon or rocket launcher. In Team Fortress 2, nobody would call the Heavy Weapons Guy low damage with his chaingun. Military games with actual tanks don't replace their main cannon with a peashooter. It's primarily fantasy hack and slashers and their derivatives that you see the plodding and weak low damage decoys that CoH Tankers currently embody. It has NOTHING to do with emulating or respecting the superhero genre or trying to adapt its conventions to a game and everything to do with playing follow the leader and outdated and silly design. Tankers demonstrate exactly how much the devs don't get superheroes or comics, or at least don't care to do the genre justice.


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  16. Quote:
    Originally Posted by Tyger42 View Post
    The problem most people are seeing is that there's no need for that role.
    It's not a big enough role, or one compelling enough, for most people to have an entire AT dedicated to at the cost of all else. Especially since we have three other ATs besides Tankers that are intended, at least in theory, to share aggro and 'tanking' duties. It's also a role that gets less important with every single buff, temp power or whatever added to the game that makes every AT tougher.

    It's also not a role that has anything to do with superheroes. You're unlikely to find the world "aggro" in any issue of JLA, Avengers, X-Men or Spider-Man. The trinity, pulling, tank and spank, has absolutely nothing to to with this genre. Super hero fights do not generally work like that. There was NO dedicated low damage tank or healer in the big climax fight in the Avengers movie that everyone though was so cool. The conventions of the super hero genre should not be throw out because copying some silly and primitive model of combat from a dungeon crawler was the thing to do 8+ years ago.
    Tankers are not knights so weighed down with their shiny attention grabbing plate armor that they can't swing their sword properly.



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  17. Quote:
    Originally Posted by PRAF68_EU View Post
    Or, they could have just not messed up the design of Hybrid, and had it increase the damage of tankers to the same degree that incarnate abilites boost the survivability of other ATs.
    That ship has already sailed.

    Sailed and crashed into a bunch of jagged rocks and then exploded in a fireball. Then the captain spat on what was left.


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  18. Quote:
    Originally Posted by Leo_G View Post
    I once wrestled a bear naked
    That sounds redundant. It goes without saying the vast majority of bears are naked. Save for the ones with those tiny hats.


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  19. Quote:
    Originally Posted by ClawsandEffect View Post
    As StratoNexus already pointed out, it's not simple addition. It's multiplication.
    I doubt it's as straight forward and uniform as either multiplication or addition.

    My point stands: Scrappers can and do get a considerable amount of survivability out of their secondary. I'm willing to wager their actual survivability isn't truly 75% that of Tankers, that across the board they don't faceplant 1.33 times more often than a Tanker does for all content in the game.



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  20. Quote:
    Originally Posted by Wing_Leader View Post
    To my mind this whole discussion merely makes clear two flaws in the game's underlying assumptions:
    1. That Tankers should be a form of the D&D fighter class.
    2. That Superhero MMOs should conform to outdated medieval fantasy design motifs.
    If the Tanker class was meant to be a representation of characters like Superman, Hulk, Thing, etc., then the implementation fails epically precisely because of a severe lack of damage output and environmentally-provided ranged attack stunts. Consequently, the Tanker class is little more than the classic EverQuest "meat shield" in spandex. Wrong genre, wrong design conceit.

    Unfortunately, to implement Tankers "correctly," which is to say implemented such that they perform like Superman, Hulk, etc., would be to make them way too powerful. Brutes come closest to this idea in terms of mechanics, which is why I think a lot of players roll Brutes when they want to make a classic superhero "strong man" (i.e., brick in Champions parlance), so we don't need Tankers for this. IMO, Tankers as currently envisioned and implemented have no place in this game because this isn't EverQuest and because Brutes perform more like superhero bricks than Tankers do.

    I agree with you that the developers threw important super hero conventions out the window in the name of DnD-esque cliches and tried to hammer something into a fantasy MMO mold that doesn't fit. Positron always said he was a big superhero fan, but he doesn't act like he understands the genre and its tropes very well.

    At NO PONT did the big fight in Avengers resemble a tank and spank with everyone but Hulk, Cap and Thor sitting off to the sides, picking off alien invaders. There were NO @#$%ing HEALERS! None of their strong guys hit like little girls.

    I disagree with you that Tankers have to be written off. That they can't do justice to the classic superhero brick and heavy hitter. They don't currently. But they could, they can, and they should.


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  21. Quote:
    Originally Posted by ClawsandEffect View Post
    Please explain your logic here, because it makes NO sense.

    You assert that Scrappers, Tankers, and Brutes get the same amount of mitigation out of their offensive powers. I won't argue with that, in fact I will agree with it.

    What doesn't make sense here is your assertion that because the mitigation from offensive powers is exactly the same across all 3 ATs, that means that Scrappers somehow get MORE than 75% of Tanker mitigation.

    If the mitigation from offensive powers is identical in all 3 cases, it adds nothing to the relative amounts of mitigation for the 3 ATs.
    Lets' assign an arbitrary "survivability" number to a fictitious defensive set: Carp Armor.

    Carp Armor gives 100 units of survivability on a Tanker, and 75 on a Scrapper.

    Follow?

    Now, lets introduce Carp Melee. Carp Melee has a lot of disorient adds an additional 50 survivability units to both a Scrapper and Tanker.

    The Tanker's total survivability, combining both what they get from their primary and secondary power sets would be 150 (100+50). The Scrappers total would be 125 (75+50).

    125 is not 75% of 150.


    Quote:
    Then raise the Tanker damage scalar to .85. That is approximately 76.3% of the Scrapper scalar, and being slightly ahead should make things more even in the AoE department.
    I don't think Tanker base damage should be increased. Just the cap. To 545%, if my math is correct.

    And even if you did raise the scalar for Tankers to .85, the Brute cap would still be too high. Brutes would still need to be brought back in line, either by lowering either their damage cap or lowering their resistance caps.



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  22. Quote:
    Originally Posted by ClawsandEffect View Post
    People who WANT to play Tankers (with a few exceptions) are enjoying them just fine as they are.
    That isn't necessarily true. I want to play Blasters, but I can't bring myself to stick with one because they have a lot of problems.


    Quote:
    They play them because they want to tank.
    That is a generalization. One that isn't true for many and wrongly assumes that anyone who plays a Tanker ONLY wants tank and be poor to mediocre at everything else.

    You also assume that being completely specialized at "just tanking" at the cost of being able to do anything else is an interesting and "worthwhile" enough niche for most people playing this game. Considering Tankers aren't the most popular AT overall and more generalized ATs are, that assumption would be wrong.

    Anecdotaly, most of my Tankers exist because for the majority of this game's lifespan, and for the majority of the time I've been playing it, Tankers were the ONLY option for certain power sets if you were on a certain side.

    The fact that side swapping exists now is irrelevant to the fact that I've invested years in some of these characters. I'm not re-rolling because they let Brutes have their cake and eat it too; because they deny Tankers the same offensive potential as Brutes while allowing Brutes to have the same defensive potential as Tankers.

    That wasn't fair before they turned Brutes loose on Blue side, it's still not fair now.

    As for tanking itself, I certainly don't mind tanking and filling that role for a team. What I DO mind is that unlike Brutes who also tank, that's ALL I can do and I'm punished for doing it with crap damage.


    Quote:
    And the Tanker AT fills that role better than any other AT.
    There are people who would argue that's incorrect while alleging Brutes are stealing aggro from Tankers because of their superior damage.

    Quote:
    The fact of the matter in this case is: 90% of the players of the game could not give a crap less what the people here on the forums say.

    They are not going to stop playing their Tankers because some people on a forum they don't care about and don't read say the role they were designed to do is unnecessary.
    The percentage of people playing Tankers in this game isn't 90%. Not by a long shot.



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  23. DC already has a "gay Batman", Midnighter from Stormwatch.

    Lobo perhaps?



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  24. Quote:
    Originally Posted by ClawsandEffect View Post
    Tankers and Scrappers are already balanced reasonably well with each other.
    I disagree.

    Quote:
    Scrappers have 75% of the base values for survivability (defense, resistance, max HP), and the relative caps reflect this as well.
    Again, this is incorrect.

    Here is the problem: Not 100% of your survivability and damage mitigation comes from your defense, resistance, HP or regeneration. A huge portion that can't be ignored comes from secondary effects on your attack set. Stuns, knockdowns, etc. As an example, Foot Stomp is a huge form damage mitigation. Generally speaking, these powers and effects are the SAME on a Scrapper as they are on a Tanker (or the same on a Brute and a Tanker). War Mace, all the stun Mags and durations are identical, as another example. In a few cases when they're not exactly the same, they're still way more than 75% of a Tanker's values on a Scrapper.

    Since Scrappers get the same amount of mitigation out of these powers as a Tanker, and this goes towards their total survivability, the truth is a Scrapper's actual survivability is closer to that of a Tanker's than those "75%" numbers would suggest alone. This goes for Brutes as well.


    Quote:
    Tankers have 75% (roughly, it's not exactly 75%) of Scrapper base values for damage. The relative caps also reflect that balance point.
    This is incorrect. Tankers are actually lacking in AoE last time I looked at the numbers. Bruising reasonably brings their ST damage close (but not right) to 75% of a Scrapper at the cap, but their AoE lags behind.

    Quote:
    Scrappers and Tankers are almost exactly where they should be, relative to each other.
    No, actually they're not. That's why I said that if Tankers don't get their damage cap raised, Scrappers should have to take a survivability hit along with Brutes.


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