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Posts
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Quote:I know of Stalkers. They're easy to miss because they tend to turn invisible.Despite Johnny's fixation on the broken-ness inside melee (although he misses completely the sorry state of stalkers in the equation)
They have(had?) the same issue of having to suck just to make Scrappers and Brutes look good. They are(were?) exiled to the other end of the melee spectrum that Tankers were.
Truthfully, I don't know how Stalkers are since their last round of changes. I do know that their reputation of being inferior to Scrappers hasn't improved much in my observation.
I will say, as I always have, that if Stalkers and Tankers were the only melee ATs that had been created from day 1, everyone would likely be a lot happier.
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Quote:By that logic, why not raise the Tanker damage cap if the people who want to play Brutes and Scrappers are just going to continue to do so.ther words, Tankers are there for players that want to play Tankers. The players convinced Brutes are better than Tankers in all respects should play Brutes. The people who think Brutes are better than Scrappers in all respects should also play Brutes. Scrappers and Tankers are there for the players who view them as having advantages over Brutes and each other., and there's no compelling reason to take that option away from them.
Because doing so would cut into someone's lunch time? I'd gladly pay for the meal.
Quote:Archetypes are just numbers in a spreadsheet. The important two considerations for archetypes are: do they meet the minimum requirements for reasonable gameplay, and do they offer a materially different set of gameplay options. Brutes, Scrappers, and Tankers tend to.
Tankers would still play differently because they don't have Criticals or Fury.
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It appears I missed the exit to the alternate universe where you don't have a blatant bias for Scrappers. Over there Incarnate Brutes and Scrappers still get Rebirth Destiny and cap their resistances with Barrier every 120 seconds, but Tankers aren't throttled for damage all of the time just for having 10% more max HP than a Brute.
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Quote:All it would likely take is a damage boosting Destiny ability to be added and then yes, we can assume everyone will be damage capped.Now let's not assume everyone is damage capped, and take into consideration that the team benefits from bruising as well.
Bruising only affects a single target. Brutes are doing 1.52 times the damage of Tankers with those numbers, yet Tanker HP cap is only like 1.1 times higher, and all the other caps are the same.
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Quote:Why should the players who are playing the game using SOs mind if the Tanker damage cap was increased?Tell me, why should the players who are playing the game using SOs give a flying crap how your characters perform using enhancements they will probably never have?
Quote:And why do you think it's fair that those players should suffer because YOU want ATs to be balanced by their performance at the absolute peak of their abilities
Quote:Funny. YOUR tankers deserve to be offensively awesome. No mention of anyone else's tankers to be found anywhere in your entire post.
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Quote:Thank you.Oh, fer cryin out loud.
Ok, I have said this many times before, but apparently people are not listening.
If all you care about are the numbers, BRUTES ARE BETTER. Period.
Brutes have by far the largest performance envelope, IN THE NUMBERS, of any melee toon.
Let's toss out some numbers. Assume you start with a single target attack that deals 100 points of damage.
Tanks start at 80x1.2=96 and cap at 320 x1.2 = 384 (w/bruising)
Brutes start at 75 and can cap at 581. That's 197 more damage than a tanker. (!!!)
Scrappers start at 112.5x1.06 =119 and can cap at 562x1.06=596. That's a whopping 17 more than a brute, and I was generous with the critical percentage.
Stalkers start at 100 and can cap at 500+(Stalker damage is complicated as hell, so screw it, they get their base only.) ((Well, ok...)) Let's assume they can consistently get a 25 percent damage buff (IFFY) so they come in at 625. They beat scrappers by 29 points.
Now, that's a HUGE gulf between tanks and brutes, and a TINY gap between brutes and scrappers and stalkers.
Do I also need to put up the survivalibilty comparison? Becuz, ya know, brutes survive pretty well, too.
BRUTES ARE BETTER.
Quote:If you care about style, or anything else, PLAY WHAT YOU LIKE.
IT'S ALL FUN.
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Quote:True to a point, but IO boosts don't matter much when the Tanker is hitting the damage cap. Like I said, I didn't build for damage and my SS Tanker does, fairly often. I'm sure SD/SS or SD/KM must ram into it constantly.If there's one thing I will get behind you on, it's that there's too much defense available in the IO sets and not enough damage boosts.
Quote:But please, shut up about it.
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Quote:And you don't see anything wrong with that. If you did, you won't admit to it.Tanks were not, and never will be, designed to be damage dealers. Their purpose is to redirect damage and any debuffs to themselves, instead of the team.
Yes, a scrapper or brute can be built to survive almost as well.
And yes, all 3 ATs are perfectly capable of being the last ones standing while the rest of the team is on the floor.
The difference is:
If you are a scrapper or brute and you're the last one standing, you're awesome.
This. This is the heart of the problem. Brutes and Scrappers have a good thing going. They're extremely popular, extremely powerful ATs. Brutes at the caps are 100% numerically superior to Tankers at the caps and there's no denying it. You don't even try to.
Brutes and Scrappers have got loads of enthusiasts backing them, and those people know how broken good they are. And they will say anything to keep that status quo and keep their little min-maxed toys on top. And the devs are reluctant to change the status quo because keeping people quiet is easier than fixing things. That is the ugly, ugly elephant in the room.
The same people who argue that Scrappers and Brutes and how they relate to Tankers are fine are the same ones bragging about soloing TFs and killing pylons in under four minutes. Their bias is blatant and it disgusts me. I've put as much if not more time and work into my Tankers as they put into their Brute/Scrapper, but the difference is, Tankers hit a wall with the damage cap, a wall those people dance all over with their brokenly tough 'damage dealers'.
My Tankers deserve to be as awesome offensively as anyone's unkillable Incarnate Brute or Scrapper and I damn well intend to rock the boat and make noise until the devs allow him and all Tankers the same freedom and room to grow. And if you don't like it, tough.
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Quote:I don't think they would eclipse Brutes. A Brute at his 750% damage cap would still be doing considerably more damage than the Tanker. Which I say is a problem as long as Brutes keep their 90% resistance caps.What would happen if Tankers got a 500% instead of 400% max damage buff?
Would they all of a sudden eclipse Brutes (who are like 750% with a slightly lower base)?
Or Scrappers (who are 500% + better base multiplier) ?
And it wouldn't eclipse Scrappers any more than Brutes do or don't now. A Scrapper at 500% damage buff would still trump a Tanker at 500% thanks to Criticals.
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Quote:Yes, this is what is being ignored.That is an interesting point:
Why is it a max survial buffed Brute gets ~99% of the suriviability of the Tank?
And a max buffed Scrapper gets ~85% the surviability of the Tank?
And yet the Tank max damage buffed does a whole lot less Damage than either?
The base values for Brutes and Scrappers may be lower, but when you've got them capping their Defenses and walking around with Destiny-level self buffs and team buffs that take them WAY ABOVE their base values, that narrows the survivability gap considerably; it pushes them further above the immortality line for most content where more survivability doesn't really matter. But the damage gap and low Tanker damage cap remains.
This is what Deus and Claws refuse to get.
Quote:Shouldnt that Tank get something else in return. Bigger Aggro Cap? Better Taunting?
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Quote:And Scrappers and Brutes were NOT designed to solo task forces and Pylons. To do THEIR intended jobs, they don't need the base resistances they do get; throw a couple bubbles on a Scrapper and their secondary becomes largely irrelevant. If they're letting the Tanker take the damage, all they need is to survive the AoE. They get way more than they need and I think they're too tough for the damage they get, especially in the case of Brutes. Incarnates underscores this. The Incarnate system is allowing Brutes and Scrappers to get WAY ABOVE the immortality line but Tankers are quickly hitting the wall for damage. That is a double standard.Uh, yeah, it is. For one very simple reason: Tanks are not meant to be primary damage dealers on a team. And they never were meant to be.
Quote:Ever been hit by Dr. Aeon on an STF? He hits like a truck. He hits for more than Scrapper MAX HP with a single attack (I know because I've been one-shotted by him before, he hit for 2,700 damage) There are a few other enemies that hit every bit as hard as him. A tank can take it, while a brute would get 2 shotted.
Quote:If you put a tank and a brute in the same situation, and tell them to do the same job, with the exact same amount of incoming damage, the brute will die first. Every. Single. Time.
Quote:A scrapper will never hold agro like a tank. Ever.
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Quote:Oh, I'm quite aware how player perception works. Stalkers are a living example. But, Tanker caps versus Brutes caps and how the Incarnate system is affecting things is something tangible I can point to.You're missing the point. When it comes to player preferences, the exact differences between the ATs aren't as important as the perceived differences. If a player feels that a Scrapper is "tough enough" and easier to play than a Brute, why bother with a Brute?
Quote:and good luck persuading the devs of that since you haven't been able to in *how* many years?
The melee AT situation is brutal to say the least. I can understand them not wanting to upset the cart. But they're going to have to. And I'm not going to stop harping on them about it until they do.
Quote:that's a whole different story, and IMO, doomed to failure unless there's some concrete evidence that it's actually happening to some significant degree. Which, by the way, the devs would have if it existed.
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Quote:The difference there is that Scrappers get 75% damage resistance caps and Brutes get 90%, like Tankers. That generally makes more of a tangible difference in toughness/survivability when buffed between Scrappers and Brutes and than is likely between Brutes and Tankers.Why play a Brute when a Scrapper does as much damage, is almost as tough, and doesn't have to chase a Fury bar? Isn't a Scrapper a "more than adequate substitute" for a Brute? Can't you make that same argument with various AT comparisons in CoH/CoV?
[EDIT] Checked and fixed Scrapper cap for 75%
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Quote:The problem is that this is about potential. Some Tankers, like Shield/SS, hit their damage cap already. No amount of damage bonus will improve them.Why not just do the same thing to tankers via Gauntlet that Defenders have via Vigilance?
When a tanker is solo, give em a 10% damage boost via gauntlet. They already have bruising for 20% additional damage. So that comes to a nice round 30%, just like a solo Defender.
Solo, most Brutes do way more damage than a Tanker can possibly do, and they're not exactly dieing constantly from not being as tough. They get even tougher with the Incarnate system. As they grow more powerful, Brutes catch up to Tanker survivability for all practical purposes, but Brute damage remains as far out front, and always will because the Tanker will hit their damage cap.
Unless they raise Tanker damage caps, rather than a damage buff, you'd need something that circumvents the damage cap, like Scrapper Criticals and damage procs. That's bonus damage, but not a damage bonus.
Quote:On a team, a tanker is not required to do damage 9 times out of 10. Just be a moving distraction. So in cases like that you don't need super-damage. And thus, you lost the 10% damage boost afforded you.
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They don't give up much. I don't see Brutes and Scrappers dropping dead left and right. They solo better than anyone, and on teams they are buffed out the whazoo.
When you add Barrier and Rebirth Destiny into the mix, those lower base values suddenly don't mean as much. When you introduce team buffs, they mean even less. It becomes about caps, and Brutes get the same resistance cap as Tankers.
On a Tanker, you don't need the Incarnate system to hit your max offense. A single Kin can do it. SS get very close just on their own.
You're arguing that it's OK for Brutes to have much higher damage and damage caps than Tankers, but the same resistance caps, and slightly lower HP caps. It's not OK.
Can you even tell me where the HP cap difference would be noticeable? On a trial where there's already so much team buffs and heals flying around?
It's not OK for Tankers to have low damage and low damage caps when Brutes and Scrappers can be built, healed or buffed so much, either by teams or the Incarnate system, so that their lower survivability doesn't affect them while Tankers are up against the offense cap that's a lot closer for them.
When all is said and done, a Brute buffed to his limits, by any means, is superior to a Tanker buffed to his limits. That isn't right.
I'd even wager a Scrapper buffed to his limits is still superior to a Tanker at his limits for almost anything in the game. That also isn't right.
The more power we're given on our own and on teams via the Incarnate system, the more this becomes a problem. The disparity is only going to get worse the higher Brutes and Scrappers are allowed to get over the immortality line
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Quote:You can have that with a Brute.I'd like it to feel like a super hero comic, myself. Like the one with that guy who is nigh invulnerable and still manages to hit harder than a sleepy kitten.
Of course, if you care about fairness or have vested interest in Tankers and super strong comic characters who aren't the Hulk, you may have the same problem as me.
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Quote:The devs vastly over estimated how compelling just being a walking distraction was. They had no business creating an AT with power sets like super strength and making them hit like little girls. All for the dubious privilege of being a decoy for the cooler ATs.I thought the reason to play them has diminished since going rogue and now incarnates. That being, a Tanker's reson d'etre was a mob distraction on legs, you be the punch bag so your fellow heroes (or villains) can bomb the mobs to heck and back. So you have huge capacity to take that thumping.
Worse was for them to admit that mistake, say they were creating a damage mechanic for Tankers, one that became Fury, but then waffle over it and then later give it to Brutes just to sell boxes of CoV.
Quote:Brutes are capable of doing just that without the damage limitations. They can't aggro as good as a Tanker for sure
This is the bottom line for me:
I have a well built Tanker and an equally well built Brute. I went through the grind of fully IOing both and have finished Incarnating the Tanker to the current limits of the system.
The Tanker benefits very little from pursuing more survivability with the Incarnate system. But at the same time, he's already hitting his head on the damage cap for the AT.
I didn't specifically built this Tanker for a lot more damage. I took a 'balanced' approach to building both him and the Brute. But half way through the Incarnate system, already I'm up against the frigging brick wall of the cap.
The Brute on the other hand, has the freedom to go much further in either direction, offensively or defensively. He simply doesn't have the hard limitations force on him that the Tanker does. His theoretical survivability is a bit lower, but there's NOTHING in the game where that little bit less matters. Even if there was, it'd be a tiny tiny percent. When all is said and done, a Brute pushing his limits BLOWS AWAY a Tanker at their limits for just about ANYTHING in the game.
And that is the whole problem. My Tanker is now shelved because the way things are currently, I'm not allowed to reasonably grow him in power very much beyond where he's at now, but the Brute is just going to keep getting better and better, no matter what Incarnate stuff he has slotted. I look at my Tanker at his zenith hitting the cap and watch Brutes go way beyond and think "Well, this is it for a 'god-like' Tanker. So disappoint." No matter how much work I put in, the system is screwing the Tanker and favoring the Brute
That. Isn't. Right.
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Quote:Have Bruised enemies take bonus damage when hit by a Tanker that is X% of the attack.The main drawback of bruising is that it doesn't get any more useful with more than one tanker in the team. With teams this is borderline acceptable, but now with leagues? Should the game be designed towards encouraging only one tanker in a group of 24?
I would like to see bruising stack from multiple tankers, with diminishing returns of course.
Then fix the damage caps.
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Just because you don't care that there's a disparity or don't mind that Tankers aren't being treated equitably, doesn't mean there isn't and that they are.
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Quote:Didn't happen when CoV launched? Brutes were THE most popular AT red side. Comparatively, Tankers were one of the least popular blue ATs.IDidn't happen when CoV launched, and it didn't happen when side-switching was allowed as it was again predicted.
Now, post-side switching, I see way more Brutes than Tankers, especially in trials. The last trial I was on had six Brutes, four Scrappers and one Tanker. It was dubbed Team Melee.
Will there ever be a point where there's ZERO Tankers? Unlikely. But that's not the argument.
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Depending on your build, a Tanker can be hitting their low damage cap before musculature.
Quote:and lore pets, and some of the interface debuffs.
Let me put it another way:
The most a Tanker KO Blow can ever possibly hit for is 633.5
760.2 if we're generous and factor in Bruising.
A Brutes counterpart can hit for 1150.7
After everything is said and done, Destiny can make Brutes and Tankers functionally immortal in 98% of the content in the game, but the Brute will always hit like train and the Tanker is bumping his head on the cap even if he gears for damage.
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Quote:They also had/have "more" before Incarnates too. Incarnates just increases the disparity by raising Scrapper and Brutes survivability even higher while keeping the damage rift between them and Tankers mostly the same.Well just because incarnates have given more to brutes and scrappers I don't think that it calls for adjustments to tanks
Quote:plus when did tanks start crying on the picket line?
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