Johnny_Butane

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  1. Quote:
    Originally Posted by Sailboat View Post
    Top-end DPS builds see no improvement?
    I didn't say that. Re-read.

    Quote:
    Well, my understanding is that the plan wasn't to improve top-end DPS builds and make Tankers into damage kings.
    Presumably, the plan was to adress some of the issues Starsman has pointed out earlier in this thread. As also pointed out, Bruising doesn't take care of some of them very well.

    I would hope part of the plan for Bruising was to give something to solo Tankers to make them more than just slightly safer Brutes with fail damage. In which case, yes, I do think the impact of Bruising should be felt by all Tankers.

    Quote:
    People doing less efficient attack chains find it wonderful?
    There didn't seem to be a common denominator of who noticed Bruising making an improvement and who didn't. The beta boards seem to be gone now, but from what I recall I read post from people who I know build well saying they did notice a change for the better and people who've posted looking for build help saying they didn't, and vice versa.

    I personally tried out Bruising extensively on a very expensive l50 Inv/SS build, a l10 WP/EM, a l28 Fire/SS and a l5 SD/DM and couldn't really percieve a change from Live. I even ran some loose trials with the Inv/SS to see if the number of attacks needed to drop a l50 Rikti Boss had decreased any. It hadn't from what I saw.

    So I stand by what I said before. Some people notice an improvement, some people don't.


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  2. Quote:
    Originally Posted by abnormal_joe View Post
    1.a buff to hp making them considerably more durable than any other melee AT.
    As Bunny points out, that change wasn't really equally relevant to all Tanker sets. Keep in mind that it was a buff to the max HP cap. My Inv with Dull Pain and accolades can get there, but I didn't notice a considerable difference.

    But to be fair, it was intended to offset the issue with Brute caps, not to improve Tanker survivability all around. That said, do I really have to say which cap of Tankers I think they should have adjusted instead?

    Quote:
    2.a new dps buffing inherent (the theme of this thread incidently) that helps considerably with low levels but remains relevant till 50.
    I've stated before I don't think Bruising is crap, but aside from my own personal hangups on it, it's got some problems like Starsman points out.

    Personally, I don't see an improvement with it. It being on a T1 makes it a wash as far as DPS for some builds. In fact, between the beta boards and here, I've see about a 50/50 split of people who think it's wonderful and people who see no improvement at all. Take from that what you will.

    Quote:
    3.a monster series of buffs to fire armor (though this is not tanker specific)
    Like you say, it's not only relevant to Tankers.

    Quote:
    4.access to redside where our services have been much desired for a long time.
    Hear that sound? It's Masterminds and Brutes rolling their collective eyes with a groan.

    Quote:
    I see nothing here but win.
    And I see no added fail (beyond missed opertunities), but I also see a ways to go for Tankers. Down the road however, I see fail for Tankers, especially with what I expect from the Incarnate system and the content that comes with it.


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  3. Quote:
    Originally Posted by Sailboat View Post
    Tanker flaws are as imaginary as Scrapper flaws.
    I agree. Tankers being conceptually screwed over is not imaginary at all and is as real as Scrappers not having a downside to them solo or on teams, which is a huge flaw in the design (although not one Scrappers mind in the least).


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  4. Quote:
    Originally Posted by Sailboat View Post
    Eh, doesn't that apply to the Blasters, Defenders, Controllers, and other ATs too?
    With the arguable exception of Controllers (in the late game at least), those ATs actually do make a sacrifice in soloing ability. For the most part, they don't get to solo very well then coast on a team when they're feeling lazy. And even if they do coast when I'm tanking, I hardly envy them when they're not on a team. In other words, they don't get their cake and eat it too, unlike Scrappers.

    Quote:
    Are you aware that the Brute forum has two active threads about how Brutes are now cruelly nerfed
    I'm well aware. That's why I'm not riding Brutes too hard until the smoke clears and we see where they actually do stand now.

    That doesn't change the fact that Brutes still solo better than Tankers and still get the same cut of team rewards as anyone else, which is what I was arguing there.

    Quote:
    and the Scrapper forum has been host to numerous nervous "are we being replaced in Going Rogue?" threads?
    O noes! The richest, most popular and best soloing AT in the game has something to be worried about for once! Good thing it's just an imaginary threat and the devs will bend over backwards for Scrappers.


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  5. Quote:
    Originally Posted by Smersh View Post
    And how would you address the imbalance, Johnny?
    First I'd just ignore Tankers alltogether. Then I would buff Scrapper damage. Then I would wait a couple years and add a system that allows Scrappers to soft cap their defenses without really losing any of their damage. Then I'd give Tankers an inherent effect to their T1 that buffed the damage of Scrappers they were teamed with even more, while the Tanker continues to make sure the Scrapper never faces a disadvantage solo or teamed.

    Oh wait, that's what I would do to increase the imbalance. My mistake.


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  6. Quote:
    Originally Posted by Dechs Kaison View Post
    And the tanker can lead +4 TFs with whatever players decide to come along because he's that bloody hard to kill and can keep the attention off his friends.
    Brutes get to tag along on those same TFs and get the same cut of the rewards of the Tanker, whether they work as hard or not.

    Quote:
    This isn't the comic books, this is an online game where a thing called balance exists.
    I don't see the current situation with the melee ATs as being very balanced or fair at all. Scrappers and Brutes would disagree, I imagine.


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  7. Quote:
    Originally Posted by abnormal_joe View Post
    But, does your love affair with the set remain when running the huge amount of exotic damage foes in the later hero game? I tend to run a lot of Shard, RWZ, old Maria/Tina etc. S/L does little under those conditions.
    It could be until now that a lot of the new content catered to Invul's strengths, or was at least neutral to it. The ITF is an Invul's playground. The Khan TF, less so (but that TF gets fewer runs).

    As for those environments you point out:

    RWZ: Cheif Soldier swords do massive damage to those weaker against S/L. The Psionic threats, while annoying, can be identified and dealt with. There's relatively few of those per spawn. My quality Inul almost thrives on ship raids.

    Shard: The Shard is, as always, hit or miss. There's nothing I'd rather jump into a crowd of Honored Brutes with than an Invuln, but Wisps are always going to be an issue.

    Tina/Maria: Actually, the old arcs were kinder to an Invul. The new ones less so. From what I gather, it's for a number of reasons:

    -While there's about as many enemies using exotic damage as before, it's much more potent now. Stand in the black puddles of death from the new Anti-Matter Clockwork for an example.

    -The new mobs (Clockwork, Warworks, etc) abuse AoE like crazy. The aforementioned death puddles mean you can't even depend on grouping for +def, because as soon as you get them around you, you're standing in massive DoT from something or another's attacks. This not only makes your survival harder, it makes keeping teammates from being damaged more difficult.

    -Those mentioned mobs above often come with Seers, and unlike the Rikti, there are copious numbers of them. The Seers also like to scatter, run far and return in a bit to psi snipe from range. Strangely, Taunt and the -Range didn't take care of this problem for me.

    -Some enemies appear to be bugged and spawning incorrectly for the difficulty settings. Running at 45 with +0 1X I was seeing purple LTs and Bosses some spawns. That obviously can't be WAI.


    Of course, I noticed that in addition to all of that, the enemies often stacked -regen, so these arcs may be a nighmare for WP as well.


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  8. Quote:
    Originally Posted by Smersh View Post
    I'm trying to figure out what argument you're trying to make here, Johnny.
    That Tankers get the short end of the melee stick. Not that it's even really open to disagreement.


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  9. Quote:
    Originally Posted by GATE-keeper View Post
    Same circumstances as above, but instead of judging times, just keep increasing PPPP/SRSLY until one toon can no longer consistently survive the encounter.

    Now, who wins?
    So, lets say the Brute stalls out at +1 8X, and the Tanker can do +3 8X.

    Factor in that those 2 extra levels will diminish the Tanker's damage and increase killing time even more.

    Now consider than Inf for defeated enemies is small potatos. The real money is in rare and purple drops.

    Even if the +1 enemies don't reward as much inf, they still drop purples. Drop rates don't increase as the enemy level increases, AFAIK. So, even though the Brute can't do +3 8X, he'll be carving up those +1's faster and completing missions faster than the Tanker who's operating at +3 8X.


    Brute still wins with better rewards vs time invested.
    Tanker earns slow fights and empty bragging rights for slowly chipping down +3's.



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  10. Quote:
    Originally Posted by abnormal_joe View Post
    I'm curious why there is so much invuln love? Is it the current trend to soft cap defense that CMA made so popular?
    Yes, mostly.

    Quote:
    Is it the whole Supes homage vibe?
    There is no Supes vibe here. Now now anyways. He can actually do damage:
    http://i52.photobucket.com/albums/g5...ane/supes1.jpg

    Quote:
    Is it the last round of buffs?
    The last round of buffs were a little while ago. Invul's upkick didn't start right then. If anything, its popularity has gone up in part because of people burnt out on WP. Inv is a different animal than Shields and so I don't think that drew many away from Inv.

    Also, the (perceived?)decline in PvP may have helped Invul's PR. The set is just plain better for PvE.


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  11. Quote:
    Originally Posted by Dechs Kaison View Post
    Which is why my suggested changes are usually ways to make tankers better at aggro control
    Tankers don't need better aggro control. They already control aggro better than anyone else in the game. ONE can lock down the aggro of an entire team-sized spawn themselves. That's more than a lot of Controllers can say. More than that is simply not needed. The only legit reason to want more is to deal with ambushes or adds. But THAT is what a second Tanker or Brute or MM is for.

    After that, the only reason to want increased aggro control is to make Tankers better for herding and farming. No thanks. Tankers are already abused this way too much. People treat these Tankers like Tractors: slowly but steadily moving back and forth across a farm.


    Quote:
    As it stands, even if they were made more survivable, it wouldn't matter
    Glad you figured that out yourself.

    On teams, I've never found my survivability wanting if the team is supporting me the way I do them. There are already many options to give tankers a lot more survivability if they want it. More survivability wont make my Tankers more fun to solo, nor do I think it would help them better be "devastating hand to hand combatants" with "irresistible force" who "dish out all sorts of damage."

    I've never had any problem with my Tankers being able to "proudly stand in the front lines of battle in order to protect their comrades". It's the other side of the AT's description coin I feel Tankers fail to live up to.


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  12. [QUOTE=Oblivion21;3136494]
    Quote:
    I'm just saying this love for tanks does not preclude me from objectively looking at the AT and examining it against other ATs in world where there are a plethora of options to increase survivability but few options to increase damage. It's far easier for other ATs to overcome their weaknesses than it is for a tank to overcome there's. I don't think a relatively small change like bruising is really going to make much of a difference.
    Well said. It's nice to see someone who likes Tankers, but doesn't have rose colored glasses on.

    Yes, it's not just IOs. Have a quick look at pool powers. Take a look at how many can increase survivability vs increasing damage. There's many of the former, and they're found in most of the pools, and few of the latter. There's arguably two decent powers in all of the pools to increase damage, Assault, and Hasten. Assault isn't all that worth it for the endurance it burns and Hasten only increases damage indirectly. There are a couple others, but they're very situational for increasing damage.

    You'll find this with accolades and temp powers as well. Lots of options for more survivability, few for damage increases. Tankers are disadvantaged to the entire power system.

    Quote:
    I do think the devs made a mistake by making +def so available when the softcap is 45%. It's too late to change that now and I seriously doubt the devs with make +dmg as common as +def so I really don't know what change would bring the AT in line.
    Does adding more +dmg options for all equally really help the situation? Not really IMO. Example: give a Scrapper more damage and he'll kill stuff even faster before he can even take damage. Survivability goes way up when all the enemies are dead.

    The problem isn't really the power system, though. The problem is the design of the Tanker AT. If it is disavantaged by the realities of the system, the problem has to be fixed at the AT level if it's going to be fixed. Until then, the fact remains in a game where more survivability is easy to come by and more damage is relatively hard to get, the AT with the most survivability out of the box is always going to be at a disadvantage.


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  13. Quote:
    Originally Posted by Positron View Post
    Shadowhunter should no longer be required for Dimensional Warder. I believe we made that true when the new arcs were made.

    As for them being "the same stories", I have to beg to differ (MASSIVE SPOILERS AHEAD):

    Old Tina Macintyre:
    Unknown dimension, first contact, who are these people, in-fighting between Anti-Matter and Neuron.

    New Tina Macintyre:
    Known dimension. Anti-Matter and Neuron still in-fight, but the reason behind it is because of the events of Old TM story line (AM is no longer a Praetor, Neu replaced him). Fast-time dimension serves more of a story purpose than previously.

    Old Maria Jenkins:
    Statesman Missing (has been for some time). She's the only one tracking him down. Mission after mission of "your princess is in another castle".

    New Maria Jenkins:
    You and Statesman team up to head off a Praetorian invasion. Eventually Statesman is kidnapped, and you track down clues leading you to uncovering and stopping a vital part of the invasion plan. You then rescue Statesman from the ONE place on Praetoria that is proven strong enough to hold him (that same cave).

    I also took amazing pains to make sure as MUCH of the dialog and text was changed and updated as I could. I would argue against "quite a bit of the text is almost identical."

    Anyway, I hope you guys enjoy the new missions. I had a lot of fun working with the guys who did the storylines for Praetoria to make sure my stuff was lining up with theirs. I wanted new players to get much the same "experience" as the old players did with the old arcs, but I didn't want to say the old ones never happened, since a lot of you guys did them and it's part of your personal story! So you can do both and while there is some "samey"-ness involved in the structure, I tried to present stories that built upon the previous ones, yet stood on their own for players who this will be the only experience of them.

    The arcs/contacts are still a bit of a mess Live at the moment, or at least as of yesterday.

    -Maria is still giving out the OLD Marauder's Cell mission with old dialogue, old 'street punk' enemy group, the NEW Marauder model with OLD dialogue still referring to Cole as Tyrant.

    -Siege's one-off mission can't be working as intended. He looks like the old Siege, but his bio says he gave up that body long ago. He's using Warwalker attacks, and concequently is unbeatable for a lot of people because as an EB his fast recharging self-heal goes off at 10% HP and he heals to 50%. Take him down to 10% again and he repeats ad infinitum.

    And some other stuff I've been /bugging since Beta.


    Also, the new arcs can't decide if they are trying to be sequels to, or retcons of, the old arcs. You can't have it both ways. You say:

    Quote:
    Known dimension. Anti-Matter and Neuron still in-fight, but the reason behind it is because of the events of Old TM story line
    So the old story line is supposed to still be in continuity in addition to the new ones? So why are the new missions so similar still? The old and new arcs play out way too similar for them to be "new events". Why were they all goatee evil and calling Cole Tyrant then and not now? Why wouldn't that same cavern be the FIRST place Maria sends me to look for Statesman because that's where they were able to hold him last time?

    The new arcs could work as retcons to the old arcs with some dialogue adjutsments. They don't work well as new stories or sequels because they are way too close to the old stories.


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  14. Quote:
    Originally Posted by Nalrok_AthZim View Post
    You win this round, Mr. Butane.
    Is it really a victory when nobody gains anything?



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  15. Bet that would pack one heckuva a punch if it ran into you at speed.


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  16. Quote:
    Originally Posted by Nalrok_AthZim View Post
    Tanker. Tanker! Tanker!

    Tank! Er! One who tanks! Of course survivability is the selling point!
    Speak for yourself.

    In comics, the "tank" characters are usually quite potent offensively. Nobody would call Colossus or the Thing poor offensively.

    And then there's also tanks like this...



    ...that also pack a heckuva punch.



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  17. Quote:
    Originally Posted by Grey Pilgrim View Post
    Nice. I was pretty stoked when I did 500 damage with KO Blow (or something like that) at about level 40 when I was teamed with a Kinetics Defender. That isn't too shabby!
    A Shield Charging Scrapper with Build Up does(did?) that much to like 8 guys at once without a Kin.



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  18. Vista
    Firefox

    Happening constantly.


    Quote:
    Originally Posted by Commander View Post
    Been happening non-stop for me since they started fiddling around with the forums over the past couple of weeks. I don't stay logged in for more than 20 minutes before I am forced to log in again.

    Windows 7
    Internet Explorer
    Firefox
    Google Chrome

    All three browsers are having the same issue for me.

    Seeing as how it's all three browsers, and for various folks, I doubt it's something on our end.

    Tell me, just as a thought, are any of you *not* in the Loyalty Program? It seems like this started happening to me the day the Beta forums appeared for me.


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  19. Quote:
    Originally Posted by Sarrate View Post
    If there was more content that fully utilized Tanker survivability, would their lower offense still be perceived as a problem?

    Just some food for thought...
    What would be an example of such content?

    More powerful enemies?

    That only punishes Tankers. They're the ones who take the brunt of the harder hits or debuffs, but times eight. If the Tanker is doing their job, the team doesn't even feel it. Such enemies are also usually tougher defensively as well. So then Tankers not only get to take more damage, they get to deal less damage as well.



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  20. Quote:
    Originally Posted by brophog02 View Post
    The tank forum really needs to stop crying over the aggro cap. You don't go to the Blaster forum and see them crying that they can't do their job by not hitting over 16 targets with an AOE or the controller forum saying they can't do their job if they can't control over 16 targets. It's only the tanker forum.
    Quote:
    Originally Posted by Dechs Kaison View Post
    Unfortunately, on support heavy teams, no one is more boring or useless than my tank.
    @brophog

    I think they're reaching desperately. There's something "wrong" with the Tanker AT. Nobody can agree on what that is or what the solution could be.

    I really think the problem is overspecialization in the AT. Aggro management in itself is a way too limited task to build an entire AT around. Also, in my opinion, it's very simplistic. Tankers do the job well, as well as any AT should ever be able to handle a job itself, but that doesn't make the job always fun or interesting.

    @Dechs
    Not just support heavy teams decrease the Tanker's relevance; now with the presence of Brutes, Mastermind pets, these ATs take some of the aggo heat, plus they also bring other things to the table that the Tanker does not.

    If Tankers are already overspecialized, improving their aggro-handling side is clearly not the solution. This is why I balk at raising the aggro cap. The only purpose that would have is to better allow herding for farming purposes. I do not know if that's the OP's intent, but that is the likely result.

    Now in my opinion, the melee ATs each do two things to different flavours. They've got an attack powerset and they've got a defense powerset. If improving Tankers defensively doesn't help them and improving their aggro handling capabilities just furthers their overspecialization, the remaining option is to improve their offensive capabilities.



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  21. Quote:
    Originally Posted by Tsuji View Post
    I think it's more likely that we could convince the devs of something that let tankers fulfill their namesake
    I'm all for that.



    The devastating and irresistibly powerful punch of a tank is something I wish Tankers had.


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  22. Quote:
    Originally Posted by Valkyrie_EU View Post
    As we all know Tankers get some improvements in form of "Bruising" and higher HP caps.

    While I wont deny those are nice things to have, they dont solve any of the main problems tied to the Tanker AT. Tankers give up offense and get enormous survivability in return... The problem however is this survivability goes pretty much to waste except on very few occasions.
    Yes, very good. I agree.

    Quote:
    I myself am convinced the Tankers greatest enemy is the aggro cap
    ...and I've stopped reading.

    The only reason to raise aggro caps is to improve farming.
    No and goodbye.



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  23. Being able to pick the cast animations for any ranged attack would be groovy.
    So would being able to pick if it comes out of a gun, out of your head/eyes, chest.

    Examples I wish could be done in CoH:

    -A character who's cold powers come from a pistol, like Captain Cold.
    -A character who's Energy Blast comes out of the eyes, like Cyclops.


    also

    -Have Fly pose able to be picked from the custom power screen and used automatically.

    -I second the suggestion for being able to pick animations that alternate. I'd like the option to randomly use the foot stomp or ground pound animations in SS.




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  24. Quote:
    Originally Posted by Smersh View Post
    They can always hit you.

    A group of ten minions would, on average, hit once every two volleys. If they're using machine guns with a 7.5% defense debuff, you are going to cascade quickly.

    Or, try asking someone like Dechs how long his softcapped defense lasts on the ITF.

    The softcap is great, make no mistake, but it is nowhere near as powerful as JB is making it out to be.

    For the record, I have a level 50 AR/EM blaster who is softcapped to ranged attacks.
    Just a side point: I remember seeing a buff to DDR as part of some Incarnate abilities. No saying at this point what the trade off for that is, however.


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  25. Quote:
    Originally Posted by Grey Pilgrim View Post
    I'm curious to see what the new endgame brings for us. It may be that the challenges will call for greater survivability and need what Tankers can give more easily. I only hope this is the case, and not more instances like the end of the STF where you need to be well beyond the defense softcap and at the resist caps to take on Recluse fully buffed. Most tanks need inspirations or a little help to do that. I'm not sure what the midground is on that, but STF is not it.
    To date, almost all of the dev's 'challenging content' has been like that. The STF, Reichsman's stuns and damage, etc. Now they promise content that's even harder. Forget midground, I suspect Recluse on the STF will be on the lower end of the new stuff.

    Regarding softcapping Defense: I suspect any new enemies we'll be facing will heavily debuff Defense to counter that. The irony I see in that is, a lot of times that doesn't bother the softcappers and hurts people with only a medium level of Defence first; the first couple of -Def attacks hit, and then more land and stack causing Defense to cascade down to nothing. Meanwihle someone with high defense may never get hit with the -Def, or not hit often enough to start the cascade past the tipping point. Cimerorans do that. I've watched Invul Tankers without Tough or softcapped Defense get chewed up by them at the wall while a Scrapper who's softcapped but with much less HP and resistance walk away nearly untouched.

    Castle may be willing to live with everyone having the same softcap, but he better have something planned to deal with situations like the above.


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