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Your Dominator has my sympathy. Even if it's not something I want or care much about, if you were asking for Dom caps to be increased, I wouldn't disagree. I certainly wouldn't be arguing with you about it because, frankly, I'd feel like I was intentionally acting like a spiteful ****.
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Quote:*facepalm* That's only because the Tanker cap is so damn low.Because being buffed to defense, resist, and HP caps is far less common and far more difficult than being buffed to the damage cap.
Look, as I've said, I've put much time into my Brutes and my Tankers. The Brutes perform awesomely and have nothing but even more potential to improve offensively and defensively. My Tankers do not; they are stymied from growing offensively, have little need to improve defensively and thus have little future beyond being shelved indefinitely.
The Brutes will get tougher and tougher with every new IO set and Incarnate ability and some day not far off could very well reach and surpass the point my Tankers are at now and will likely do even better damage than they do now. My Tankers meanwhile will do about as much damage as they do now because that is all they ever will.
I don't think that's fair, and nothing you or anyone else says will convince me it is.
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Quote:60% may be near the cap, but there's still room for their Build Ups to matter at all. The Tanker will be smashed right into theirs 100% worth of damage buffs before that.That is simply not true. 240% from a Controller/Corruptor Fulcrum Shift (Defenders give even more) will put any halfway-competently-slotted Scrapper, Blaster, or Stalker at or near the damage cap, before even considering Siphon Power or leadership buffs, much less Build Up powers and red inspirations.
Quote:Because offense and defense are not the same thing. Because theoretical maximum potential with unlimited buffs is far less relevant than actual in-game performance.
I say it does matter. If you don't think it does, why oppose it? If you don't oppose it, why are you arguing with me?
I also take it you don't deny there's a double standard if you're making excuses for it. Well I don't think it's fair to Tankers. A double standard is pretty much unfair by definition.
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Quote:Of all the melee ATs, Tankers are the only one that a single Kin will even come close to letting them hit their cap. The other, non-melee ATs that have similar caps to Tankers, also bring significant force multipliers by themselves. Clearly, it would be extremely unbalancing if for example you put eight Kin Controllers together pushing over %1000 damage buffs collectively and could make use of it way more than they can already.Yes, we should in fact not mention that, since capping damage with a Kin is not a tanker-specific problem. It's a bit dishonest to call it a "problem" at all, really, rather than "exactly what a Kin is supposed to do and what they are so widely loved for".
And again, I ask: if Brutes are allowed to have essentially the same potential survivability as Tankers, why are Tankers not allowed the same damage potential as a Brute? Why the double standard? Brutes can benefit greatly from being buffed both defensively and offensively. Tankers, not as much because defensively they usually don't need it, and offensively, they get hung up on their low cap.
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Quote:In the case of SS, if we consider Bruising a 20% damage buff to ST damage, about what a comparable SS Brute is outputting at 76% Fury for ST damage, 19% less for AoE, according to Mids. This assumes both are stacking Rage, of course. With the Brute having plenty of room to go higher with Inspirations, temp powers, Assault, what have you.Next question, how much damage are these two sets dishing out in DPS when reaching the damage cap?
KM, not my area of expertise.
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One thing I have to say about the Trapdoor encounter. It marked an unwelcome (by me at least) change in the way it seems encounters were designed.
Players using the lava to their advantage? Pulling him from the duplicates? That's smart. That's using the environment and all the tools available to you to overcome a threat you otherwise couldn't. That is Superhero 101; Spider-Man webbing up his fists to punch Electro.
But to the devs? "Oh noes! They're taking it off the rails! Can't have that!"
Which of course has lead to the trials being a routine jumping through the right hoops on cue and doing exactly what the designer wants you to, even if it's nonsensical and asinine.
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Oh, and Ace, I finally made it to a Tanker Tuesday.
I think Tankers is a pretty cool guy. Eh kills aleins slowly and doesnt afraid of anything.
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Quote:No, it isn't. But here's the problem. Video games are classified by their gameplay, not their content or setting. MMORPG is a video game genre. FPS, is a video game genre. Comic books, movies and TV shows are categorized by their content and setting; super hero, action, sci-fi.I get what you're saying, and this isn't the first time the conventions of an MMO have head-butted with the conventions of comic books in this game.
When you set out to make a video game based around a specific genre of literature, in this case super heroes, the needs of the literary genre take precedence over the needs of the genre of video game you decide to implement it as. Sure, you pick a video game genre that meshes well, and some will better than others. Action platformer, 3rd person action RPG, of course. They've worked really well with super heroes before. Real time strategy...not so easy drop super heroes into that. But if you do attempt the great super hero RTS, you don't have the heroes mining crystals as your form of resource gathering. That's just not something that people think of when they think of superheroes. And if it's the best you could come up with, maybe you need to break from the classic RTS mold and do something completely different and not have resource gathering in the classic sense. An example would be Brutal Legend, with the merch booths and fans mechanic.
In CoH, in many ways they totally tried to force super heroes into the "MMORPG" genre, even when it wasn't appropriate, wasn't faithful to super heroes. As you say with your Colossus example, Colossus isn't a MMO 'tank'. He's a comic book tank/brick. So why in the seven hells did they give his powers, and the powers of other bricks, to the AT that wasn't about that at all? Why would they specifically word their official description to imply you were getting Colossus?
My assertion is that they completely intended to evoke comic tanks with Tankers. The lead designer even said so. So who's at fault that they don't deliver that? Not the players. They didn't assign them the power sets that created expectations. They didn't create misleading descriptions. It was the devs failure to properly tailor design to their chosen genre. The player isn't at fault when the devs have set them up with a bait and switch
And why can't Tankers line up better with their comic counterparts? Scrappers do. Stalkers do. Brutes do. Surely Tankers could. What would that take?
Well, I've said what I think. Bring their damage caps in line with Brutes, taking Bruising and their extra 10% max HP into consideration. Then at least they're capable of being as much of a heavy hitter. I'm pretty confident a damage boosting Destiny power will come along down the line, and until then, there's red inspirations and at least they'll get full benefit from team/league damage buffs.
But until they adjust the cap, any kind of cleaver damage buffing mechanic is pointless by throwing a single Kin into the mix. I don't honestly think we need one. I've got a backlog of +damage abilities now like Call to Justice, Aura of Mot and Boon of the Ancestor Spirits that aren't doing me any good.
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Quote:This is flat out wrong. I'll produce the very quote in question. I have a keyboard macro set up for it.A couple of things regarding history:
First, the idea of the fury mechanic was actually thought up and posted by a player in the Tanker forums. Many agreed it was a neat idea. A dev posted that it was indeed an interesting idea and that it'd be looked into.
It was not promised to be for Tankers, but by posting on the Tanker boards, in a Tanker thread, about an idea for Tankers gave the impression that it was going to be for Tankers.
Quote:So - here's the solution we're going to try internally. We went through a ton of possible solutions, and we weighed each one against how well they answered the three points above as well as how long it would take to get done.
1. Tankers will get a "provoke" like AOE effect on their melee attacks. The more a Tanker lands his blows, the more and more mobs he'll attract. The bonus here is that it's not exactly like Provoke (it's not ranged) - but it makes a lot of sense. Some huge monstrosity is bashing the heads of a villain group - they're going to get more and more concerned about taking him/her out....
2. As a Tanker lands more and more blows, he'll start doing more and more damage. The longer the fight, the more powerful the Tanker becomes. I can't say that the Tanker will do as much damage as a Scrapper - but it'll certainly be more than he does now. This ability really gets to the core of a comic book Tanker. He's extremely powerful - but at the start of a fight, he holds himself back some. As the battle progresses, he lets loose....I prefer this system to a power because this way it's inherent. It's simply the nature of the Archetype. And it also sets the Tanker apart from the Scrapper's criticals.
Of course, the thought in your minds must be....WHEN?...I'm afraid I don't know. First, we need some code for this. Then we've got to test it thoroughly. Finally, it'll go on the Test Server for awhile to gather data and impressions. This is going to take some time; but I thought you'd like to know at least where we're going, even though we don't know when we'll get there.
Quote:Regarding Ramiel, neither my main Scrapper, nor my main Tanker could defeat him without using the vet Nem staff (neither has a knock back power of their own) and pushing him into the lava. My main controller had no problem laying down holds and taking him out.
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Quote:To me, the definition of power is twofold.Someone doing more damage is probably less survivable though, and I consider that a big part of feeling powerful. My Energy Blaster has big booming attacks that do a ton of damage, but still feels much weaker than my Tank.
Your ability to exert your will on your environment and your ability to resist the environment exerting itself on you.
It terms of super heroes, being tough enough to take whatever is thrown at you, and the ability to wreck their *****. But too much of one at the cost of too little of the other can be as bad as having neither. If you're a glass cannon dieing every spawn, I don't see how that can feel powerful. If you're a stone wall, slowly chipping away at an enemy, that doesn't feel powerful either.
That is why I think the majority of players stick to the middle and why ATs on the fringes are less popular and can't be designed by spreadsheet as easily as some people think.
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Quote:As an anecdote, I have several friends who were unable to complete Ramiel on their own with Tankers because they were unable to overcome his regen and kill his clones fast enough. Granted, AFAIK he's been scaled back a lot since then. But I still get numerous help requests from Tankers regarding Hero 1 in that same arc (usually from people employing a Lethal damage based set). That I admit is less of a clear cut case because there's a 50-50 chance there's also a survival issue in there as well, meaning it's a particularly harsh encounter for some regardless of AT.That would be why I said "have to face", not "can face". The only place I can think of anywhere in the game that you have to face an AV or GM to progress, but is not team-mandatory, is the Ouro TFs, which are designed and presented more as "TFs you can start solo, but beware, because they're still TFs" rather than "solo content you can do with a team". Most scrappers and brutes can't solo AVs or GMs without similarly high-end builds to what a tanker needs to do it, anyway, so they're not significantly behind in that category either.
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You're really asking if people build for concept. Everyone does, to some degree. Anytime you pick an AT or power set combo that isn't the one consensus agrees is the absolute best, that's building for concept. Technically, any time you even take a travel power for it's own sake, it can be seen as a purely conceptual choice.
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Quote:OK, you may want to reword this because that would technically include AVs and GMs, and that's out for most Tankers.Or, more seriously, we could try to define what "formidable" actually means.
If a character can defeat any foe they ever have to face in a timely manner, I consider that pretty formidable.
When you're the worst, and trail behind your peers (the other melee ATs) by a good degree, I don't feel that is formidable, or "devastating". Nor do I when the same melee attacks do more damage on guys are technically aren't even melee combatants, like Dominators and Blasters. That's not formidable to me either. It's like being so bad at track, the guys on the Baseball team running bases can outpace you.
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Quote:Actually, I'd equate Lead Designer more to a Showrunner in television than a writer or director, just based on my experience. A lot of high level control and general direction on the whole operation, but not much on the details.Blaming Positron for ED is like blaming the cameraman when a movie sucks instead of the writer and director who told him what to do.
"Lead designer coordinates the work of other designers and is the main visionary of the game. Lead designer ensures team communication, makes large design decisions, and presents design outside of the team."
Not someone who proposes or comes up with numeric systems. At worst, he signed off on the wrong thing and trusted someone when he probably should have looked closer. But, it wouldn't have even crossed his desk without someone else creating it.
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Quote:The same Positron that instituted ED, that caused the game to take it's steepest population dip ever? Oh yes, that was Positron, not Jack. Jack couldn't spreadsheet his way out of a paper bag, something like ED was beyond him. Posi masterminded ED and GDN from all accounts, all Jack did was take the flak for it.When Jack was in charge CoH was declining rapidly. It didn't start picking up again until Positron took over.
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Quote:Wrong. It was a mechanic the the lead designer of the game said Tankers were going to get.And Fury was never created for Tankers. It was an idea posted on the forums for them, that was used for Brutes.
Quote:But what you want out of Tankers is different than what the intention of Tankers is.
The official AT description suggests damage is an important part of the equation. It calls Tankers "devastating hand to hand combatants" who "dish out all sorts of damage". The same lead designer from above said of the mechanic that became Fury "This ability really gets to the core of a comic book Tanker. He's extremely powerful - but at the start of a fight, he holds himself back some. As the battle progresses, he lets loose."
Two official sources that are pretty clear the intent of Tankers was to reflect comic book Tankers and to, in part, have formidable offensive capabilities. If the lead designer of the game who was there when they created Tankers said it, what more proof do you need?
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Quote:Stalkers just got a buff that increased their HP cap and moved their survivability closer to that of Scrappers because some of their powersets hit the HP cap way too easily. They got better crits and damage outside of Hidden, again, like Scrappers. And pretty much everyone thinks they're great now.Changing Tankers to be more like another melee AT is in no way going to resolve the (if any) issue with Tankers.
Stalkers previously suffered for being too far out on the extreme end of the melee spectrum and being overspecialized for front loaded damage. Tankers, are at the opposite extreme end of that same spectrum and IMO, suffer from being overspecialized in aggro control and, on some of their powersets, hit the damage cap way too easily.
I can see parallels there.
In other words, it worked for Stalkers.
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Quote:Um, no. Flamethrowers were so big of a target because one bullet into the canister on their back and you take out them and anyone around them. And they were much more lethal when at effective range. Getting a bullet in the leg? Patch it up. Quite survivable. Flamethrower? Burning fuel sticks to you, keeps on burning to bone. Burns over the majority of your body in battlefield conditions, the medic can't just put some gauze on that.^^ It isn't mind control as much as it is mind games. Tankers, while not being a superior damage king, have so much more presence on the field that it naturally draws others to fight them. It's like a flamethrower: Not much more lethal, but it's intimidation factor always made flamethrower wielders that much more of a target.
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