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So, there's really no in game event over the Summer. We've got the Winter Event opening soon, the Halloween event for Fall and the Spring Fling/Valentine's Event.
Positron I think said he's been kicking around an idea or two. I thought we could take another run at generating some ideas and interest.
One thing I read recently at Paragon Wiki got me thinking.
Apparently in addition to the Winter Lord, there's an opposing figure mentioned called the Summer Lord.
In WW2 they both took human avatars in the form of Captain Volcano and the Lord of Frosts.
The Lord of Frosts killed Volcano at some point near the end or after the war, and was recalled to Winter Lord's realm.
Now, aside from having the Lord or Frosts show up in future Winter Event content, I think for a Summer event they could finally bring the Summer Lord and his conflict with the Winter Lord into the game.
Maybe they decide it's time to chose new avatars (our heroes and villains) to strike at each other. And since Summer Lord lost their last direct clash, he's on the defensive and it's his time of the year under attack.
Just an idea. I like to poke at forgotten corners of the lore and pull at the threads that they never ran with.
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Quote:Going to have to disagree based on my experience. There, my flying super strong guy came dangerously close to soloing their giant robot with just the gear they had at launch. Had I stuck around...?And even now, even without massive influsions of inventions, City of Heroes Tankers still vastly outperform what passes for tankers in the other two superhero-based MMOs out there.
Find me a non-Incarnate Inv/SS Tanker on SO's that can drop Kronos without temp powers and the like.
And yes, beating up giant robots is part of my metric for determining how 'super' something is. Why wouldn't it be?
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Quote:I didn't say "heaviest hitter" then, did I?That quote doesn't prove the lead developer wanted tankers to be the heaviest hitter. It proves only that he wanted them to appear to be a heavy hitter.
Quote:At one point he thought one way for tankers to be the "heavy hitter" was to increase screen shake**.
Quote:I can't prove it, but I believe the reason Jack was opposed to releasing numbers is because Jack believed that City of Heroes was supposed to evoke a different picture from what the MMO design rules enforced.
Quote:In other words, Jack believed the game was supposed to essentially deliver the gameplay illusion that tankers dealt a lot of damage, while under the hood Scrappers were actually dealing more damage because that's what was required for balance.
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Quote:You're trying to ad hominem and deflect with semantics. Nice try but not nice enough. My point stands. There are 'Trinity ATs' in the game. Tankers Blasters and Defenders are those exemplified.Oh wow, did you just bring up the dreaded Defender = Healer argument as a point to prove your stance?
Quote:Now that there's some new tech availabe, they're able to go back and revisit Stalkers and are trying to bring them back to their intended design.
In fact, I'd wager to say the exact intent of Stalkers was to compliment and contrast the slow building back loaded damage of Brutes with front-loaded burst damage.
That doesn't work so well on most teams, and adding Scrappers to the mix didn't help, so the developers are expanding on the Stalker's repertoire, not pushing them further down a path of extremely front loaded damage that wasn't working. They're improving their damage after the initial strike and improving their chances at scrapping out the fight instead of relying on more Stalkery hit and run tactics (which waste a lot of time and often don't work so well).
Quote:The HP being raise, while their base is staying the same is because Stalkers don't maximum use from +hp powers, they hit their cap and basically, portions of those powers become essentially useless. Then there's the issues for people who want to get accolades, or use +hp bonuses. It's a long standing issue for Stalkers that's finally being addressed.
Well in that case the same can be said about Tankers' damage caps.
They don't get maximum use from Rage, Against All Odds, Kinetics, Leadership and others in a buff rich environment. But, you won't be conceding that point, will you?
Quote:This again? Touting this old quote from a dev no longer on the team, whose statement was never realized to the extend that anything about it was implemented in game has already been shot down.
"Tankers were never, once designed with the intent of being heavy hitters in this game."
The old quote you refer to proves your assertion wrong. No matter if it's no longer applicable to the present design or if it didn't get past the design phase; it was the intent of the lead developer at that point in time and it was designed. And you said 'never'. You're wrong.
Quote:Scrappers and Brutes do not screw over anyone. To screw someone over implies personal, malicious intent to harm in some way, most typically in a material manner. Which seems to me that you've personalized this issue far beyond discussing game design and balance.
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Quote:Oh my Zod. We are in agreement on something.I don't really see the problem with Brutes having a higher overall threat generation, Tankers are better at gathering AoE aggro and Brutes are better at generating higher overall threat per target.
There has to be space for each of them coexist in this dynamic, for the simply fact of how intrinsic aggro is to Fury.
I also do not see Brutes taunt-spamming, and while they might generate more threat on a single target in an extended fight, like an AV for example, I've had no problem playing hot potato with the AVs on BAF with Tanker & Brute leaguemates.
Does the Tanker have to use Taunt in that situation? Yes most likely.
Do I think all Tankers should always have Taunt? I think you can live without it, but its an exceptionally useful and powerful tool, that I would never skip.
However if someone really wants to be great at aggro control, and they refuse to take taunt, they'll have a hard time getting sympathy from me.
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As is theirs.
Quote:Um...firstly there are not "trinity ATs" as this game has been designed.
Quote:Secondly, Stalkers aren't being rounded out so much as they're actually being given more of a niche - the exact oppossite of what you think is happening.
So yes, they are strengthening them towards the middle, allowing them to do more when not in Hidden (like the other melee ATs), more non-front loaded damage and to survive better. In short, to better 'scrap it up'. If they were making them more "niche-y" as you say, they wouldn't be touching their HP but would instead be buffing Assassin Strike to do more damage the longer the were Hidden or something like that.
Quote:Here's the problem, Tankers were never, once designed with the intent of being heavy hitters in this game.
Quote:Stalkers and Tankers are worlds apart.
Quote:I'm certain that people could craft excellent arguments to rebuilding the entire game from the ground up, and heck that might be happening since NCSoft grabbed the domain name of cityofheroes2 a while back.
CoH is probably past the point where investing in a (good) sequel would be profitable. The "CCG Grab Bags" they announced at the Pummit do not bode well to me as an indicator of how much actual revenue the Market is bringing in for them. Also the Doom numbers were way down, at a second all time low IIRC, as of the last quarter(?). Is CoH going away anytime too soon? Likely not. But it's still not hot enough for the men in suits to throw money at a sequel.
Quote:I'd like the ideas if they weren't so rigid. I love the fact that there are 4 melee ATs each with working differently than the next, each with their own flavor if you will. It provides more options for people.
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I know it could. And has been. I'm purposefully throwing the same argument back in the face of the people who use it against me (though DrGemini isn't necessarily who that's directed at) so they can choke on it.
Quote:Yet, they still went an created the Tanker AT and gave it the most amount of aggro control for this type of character I'd seen in any game at the time all those tools were put into it.
Quote:So if CoH isn't designed to work around the need for a holy trinity, why make such an AT?
My answer to that is, look what they're doing for Stalkers; rounding them out insead of pushing them further to the fringe. That's the right approach.
Quote:And as such, currently Tankers were designed to be the best at it.
It's just your desires versus my desires. And guess what, no matter how many people feel either way, this is not a democracy. So I feel my reasons are just as valid to take my chances with, developer bias aside.
Quote:Either the entire AT design of Tankers needs to be looked at and re-addressed from the ground up. Or, it's intended role needs to be looked at and adjusted inorder to ensure that it fulfills this role in a unique way and in some way that is superior to both Brutes and Scrappers.
Quote:Its just that originally, brutes were meant to be hanging around Tankers, and when that became possible, the devs should've addressed those blurred lines that exist between Brutes and Tankers so they were easier to detect.
One with great survivability and good aggro control, great ST damage but AoE revolving around low damage/soft crowd control.
The other with good survivability, good AoE damage, good ST damage, attacks that lower enemy damage resistance and low aggro control.
Solo, one is tougher, but has worse AoE damage. They end up breaking even for ST damage.
Teamed, the first improves the survivability of the second by tanking and the second improves the damage of the first by weakening enemy resistances.
That can't happen now, but it's closer to what I think things should have been.
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It's about time Heroes got their own Patron pools if anything.
The question is, should they be comparable to the villain pools in terms of thematics* (Synapse as the electric counterpart to Scirocco, Numina to GW for magic/death powers etc) or cover new thematic ground?
Both approaches are open to debate, but for the former, how do Back Alley Brawler, Synapse, Numina and Positron sound for patrons?
*Note: similar thematics do not mean clones of the villain pools. Synapse uses his electric powers differently than Scirocco does.
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Quote:You are NOT competing with your melee teammates for aggro. They are meant to share it with you.Or, you run up against however many other Brutes (even Scrappers) all competing for your aggro.
This is the entire problem with the mindset of people crying for more aggro/threat generation.
Scrappers and Brutes were given taunt powers in their secondary sets. Brutes effectiveness depends in part on them being attacked. Brutes have Poke-voke. Brutes are LISTED IN THE TANK CATEGORY at AT creation. Get the message?
They are fully intended to share part of the aggro. As Tanker, you are not the sole focus. The spot light is not on you. The other melee ATs were intended to shoulder some of the burden. How much ultimately doesn't matter as long as they can. If they can't, they will face plant and then you get to grab up whatever you want.
You shouldn't care if an enemy is not attacking the squishies because he's trained on you or because he's attacking the Brute next to you. If they are Taunting enemies onto themselves, that's their prerogative. Stop being a control freak.
If you must have the final say in everyone attacking you, roll a Brute if they're trumping Tankers.
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Then there's equally no justification to touch Tanker aggro.
"Tankers aren't heavy hitters. So what? Just roll a Brute if you care about that."
"Tankers are trumped by Brutes for aggro. So what? Just roll a Brute if you care about that."
The irony here is, according to Sarrate anyway, that lack of damage (and Brutes even existing for that matter) is the source of both problems.
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Quote:Then it's clear that Brutes were designed and intended to be the aggro kings. Otherwise, they wouldn't do it better, would they?Brutes generate more threat than Tankers do. Tankers can hold aggro over them if they Taunt and the Brute does not. If neither Taunts, the Brute wins. If both Taunt, the Brute wins.
Threat = ThreatMultiplier * Damage * (TauntRemaining * 1000) * ((Debuffs and AI Preferences here))
Brutes and Tankers have the same ThreatMultiplier (4) and taunt durations (for both Gauntlet/Gauntlet-lite and Taunt) which leaves damage as the only difference, of which Brutes are superior.
That sentence above is the same argument that people have been using against my assertion that Tankers were intended to do damage all thread long.
I'm not leveling that accusation at you personally, but I'm pointing out that the same un-logic is being used to deny Tankers were supposed to be heavy hitters, despite the fact the lead designer said so, website description says so and Statesman (the face of Tankers), is clearly modeled on the heavy hitters in comics.
"They aren't heavy hitting damage dealers now, so they were clearly never were supposed to be."
That's what the same few people keep saying.
Well, you say Tankers don't hold aggro the best now. Clearly they're not supposed to.
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Quote:So you want to force the AT further into that corner of the trinity?That is one of the great parts of the game: being able to deviate from the "trinity" mentality.
That's hypocritical.
Quote:But, those who play Tankers should be able to claim ownership to being the best person to do the job.
Getting aggro and surviving is already dead easy. I find it ironic that for all the people accusing me of wanting an 'I Win' button over the years, I'm not the one asking to be more unkillable than Tankers already are (people already AFK in combat with them) and making aggro management even easier than Gauntlet and Taunt already make it.
If they're that terrible at staying alive and keeping attention on themselves, perhaps Tankers aren't the AT they're suited for.
The bottom line is I want the AT to have the opportunity to do something it doesn't do very well a little better and other people want the AT to do something it already does better than anyone else by far better still.
Why? Maybe they're control freaks who can't tolerate a Brute or Scrapper pulling any aggro (despite the fact they were designed to do so)?
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No more Bruising.
Unless they're going to uncouple it from the T1 and put it on every attack, no thanks.
In fact, doesn't Titan Weapons Defensive Sweep demonstrate you can put Bruising on a Cone (and logically by extension an AoE) attack and still have it only effect one target?
In light of that, I don't see why they shouldn't just add it to every Tanker attack.
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Quote:Stalkers are the opposite of Tankers, both at extremes of the damage-toughness spectrum (for melee).You've brought up the Stalker changes comparison again, so let's look at what those changes are doing:
-Making Stalkers better at single target, which is already their niche
-Allowing them to take full advantage of the +hp powers they've always had
So, if they're increasing Stalker survivability via Max HP cap and increasing their ST damage...
That would be comparable to improving the Tanker damage cap and increasing their survivability.
I don't care either way about the latter, only the former.
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Quote:You should stop to consider that maybe that is the problem.That's not the reason why its being asked for. Right now, the Tanker's game play mechanic revolves around aggro control.
That controlling aggro in and of itself isn't compelling enough for 99% of the players in the game and maybe isn't deep enough or is too artificial to build an AT around.
In other words: do most of the people playing CoH enjoy dragging Anti-Matter around with Taunt? I'm going to take a stab in the dark and says 'no'.
Newsflash: Tankers aren't the most popular AT in the game. That's common sense. They're an extremely specialized AT that does a job most people don't care about as long as someone is doing it. And that overspecialization is what alienates people from them.
Pushing them further and further in that direction isn't going to improve things for them. That is counter to logic. I said before, they aren't improving Stalkers by making them turn more invisible. The proposed changes are in fact, from what I see, pushing them a little bit back towards the middle without taking anything away:
They improving their damage out of Hide, (instead of making them Hide more for their damage).
They're giving them what I can only call the unholy child of Criticals and Fury.
They're upping their max HP (instead of making them more fragile).
They aren't making them "more Stalkery", they're making them more 'rounded' and stronger towards the middle while keeping their fringe capabilities intact (but without pushing them further to the fringe). That makes sense. That's a logical approach to increase their wide appeal and competitiveness while not taking anything away from players who liked 'Stalkery' gameplay.
So why shouldn't Tanker improvements take a similar approach?
Quote:Not to mention when that other AT is almost as survivable and does more damage.
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EM has never been by bag, but here's a suggestion.
ET takes some of your HP and transfers it into damage, correct?
What if Stun did the opposite? In addition to the disorient, it rips some of the target's energy out and transforms it into a tiny PBAoE heal.
This offsets one of ETs drawbacks and is an attractive addition solo and on teams for any AT that gets EM.
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Quote:Probably not.Bottom line, if made available through the Paragon store would you "purchase" either Radiation Armor or Radiation Melee?
I know I would!
Just a fun topic, discuss or aggro in as you see fit.
Fire Armor and Fire Melee do everything I'd want Radiation to do, minus the stupid flaming scimitars.
There are other armor sets that are just plain more interesting to me that I'd like to see worked on first.
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Quote:I feel I can be bold enough to say that any Tanker (with the exception of Stone Armor) will hit the cap when teamed with one decent Kin and one or more SoA.But in reality, most of the secondary tanker sets can't do that.
Build Up for sure will ram them into it.
On a league, chances are very good both of those will be present.
And Kin the only buff set that would do it, but is the one that will do it the easiest. Plus there's anyone who brings Assault. Leadership pool is very popular nowadays.
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Just thought of another anecdote.
Gen13, Vol 4, #12
The team faces teenage versions of the Authority (don't ask).
Grunge, who can copy someone's powers and the properties of an object/material by touch, ends the battle by killing the teenage version of Apollo out of desperation. Apollo is the Authorty's Superman expy.
A third party observer comments to the Authori-teens:
"He beat you. You brought a tank and he had nothing. And he beat you. Go home."
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Quote:Stop reading the forums on your damn iPhone so you can actually follow the conversation.You left out the one when Batman, Superman and Wonder Woman are going through the list of potential candidates for the JLA (the revamp a couple of years ago after the final, final, FINAL, final Crisis...) where Batman refers to Hawkman as "a Tank".
Hopeling brings this up in Post #334 which is the entire reason behind the exchange you're responding to the end of.
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Quote:Its funny, but characters in comics usually don't try to classify themselves, unless the book is trying to be meta or post modern.Yep. I wasn't saying that OUR tanks don't represent something from comics, just that what THEY mean when they say tank is apparently something different. I just thought it was a funny example, not to particularly prove any point.
Flying Brick is the accepted term for discussing the typical flight/strong/resillliant character, but I don't recall every actually seeing that used in a comic by one character to refer to another.
Strong Guy from X-Factor, called himself that because in his words, every team needs a strong guy.
Amusingly, in JLA: Crisis on Two Earths, Owlman says to Batman something to the effect of "You should have sent your flying strongman. He may have had a chance of stopping me."
Defined terms are rarely used, except by the fans, but the point I was trying to make was that the fact Tankers were the AT with those abilities from the beginning, and the only way to even make those heroes until last year, they were obviously intended to reflect those kinds of characters, no matter what a spreadsheet says.
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Quote:That is essentially what their extra HP is.Throwing in my two cents, I think the best thing to make tanks relevant is if they were actually allowed to tank high end content. Give tanks inherent resistance to untyped damage. That's sort of their purpose, after all...
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