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Quote:Don't forget, the Tanker still has lower damage caps too. So considering buffs, the Tanker is going to hit a wall and the Scrapper can still keep going.I personally like the idea of a damage bonus against tougher foes.
As JB said, Minions don't matter, all ATs can easily take care of minions, however a scrapper would still kill more minions, quicker, than a tank could.
A tank having scrapper level damage against an AV, minus the ability to crit or without fury, would still be outpaced by a scrapper or brute but it would go a long way to giving tanks a bit more oomph and make a second tank be viable as a damage dealer on TF teams (where it really matters).
And because of the way Primaries and Secondaries work, Scrappers are still going to get their better attacks earlier.
Two more considerable advantages the Scrapper would maintain.
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Quote:The typical response (one that I do not agree with) is to make a flimsy excuse that Tankers still get better aggro tools.Brutes can be buffed to and played to exceed the expectations of a Tanker. That's how I see things.
The problem is the assumption that aggro control and better out of the box survivability on their own are fun, compelling and interesting enough for most players.
There's no doubt they're enough for a small niche of players, but for everyone else, doubtful.
Realistically, the question is do you buff Tanker offense and damage caps or nerf Brute defense and HP caps.
Nerfing Brutes wont make Tankers any more fun to play for anyone. It wont make Brutes any happier. While it may be a logical solution, it's far from the best solution in this case. It's just as bad as ignoring the situation in the first place in my opinion.
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Quote:I mean a mature Scrapper with SO'ed with intelligent slotting, power picks and a good player behind the controls doesn't have bad survivability at all.Just be fair and acknowledge that when you say "well built" you mean loaded up with IOs.
Quote:115.11 to 161.86
Perhaps unsurprisingly, tanker damage remains 71% as compared to scrapper.
It's telling me, three slotted with SOs, Smite is 177.1 for Scrappers, 114.5 for Tankers. The same numbers I gave before. Check for yourself.
Quote:You suggested that scrappers should be made better against minions and tankers better buffed against bosses.
Quote:It depends on how far you want to improve them. If you gave tankers a 10% critical chance against bosses (for example), that probably wouldn't hurt anything beyond AT uniqueness.
Considering the lower base values of Tanker attacks, I feel such a value could be up to 1.5 and not be overpowering, considering it wont even be coming into play against the vast majoritiy of enemies a Tanker will face, which are Minions and LTs. That would put Tankers slightly under Scrappers, but ONLY when facing Bosses and EBs, and Tankers would still lack Criticals and have lower damage caps.
If that sounds too potent, perhaps tying it to a click power with a limited duration with a balanced cooldown so it can't be used every spawn.
Quote:And I point out that the descriptor "medium damage" is misleading.
Quote:My tankers clobber quite effectively.
Sounds awesome and just like their comic counterparts.
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Quote:I disagree. Scrappers having lower defenses do not hamper them the way Tankers having lower damage hampers them. Scrapper do not have BAD defenses at all. Scrapper defenses are in fact optimal for soloing. On teams, they have outside support from buffs, debuffs and heals. You will find very few complaints on the Scrapper boards about them being to weak defensively. Many fewer than you will find of Tankers complaining about damage.I'm sorry, it is fair because scrappers get more damage in exchange for lower defenses. Tankers get more defenses and can withstand more mobs of all kinds pounding on them, and are less likely to be reduced to red health in a single shot.
A well built Scrapper can survive just about anything he wants, hazard sized spawns, EBs, AVs, and thanks to their superior damage they'll defeat them in a shorter time than a Tanker.
Quote:In addition, tankers are still doing ~3/4th the damage that scrappers do, which is still effective.
Smite does 114.5 three slotted for damage on a Tanker, 177.1 on a Scrapper.
Quote:I already explained why your idea here is a poor one, and it's been a poor one for a long time. No AT needs "better at killing minions" as a niche. Some are better at it than others, due to AoE and overall damage levels, but fights against minions are largely trivial.
Quote:It's not about establishing a balanced play environment, but making tankers the most powerful AT.
Quote:I have said that tankers shouldn't have their damage output boosted, and I even explained why it's necessary for scrappers to be able to outdps tankers.
Quote:I also pointed out that tanker damage is far from pathetic.
Quote:This is not even comparable to what tankers are like right now.
Quote:I think the tanker AT can be improved and made more fun. I do not believe that "should be like Superman" is a reasonable expectation.
Not "It's aggro management with medium damage time!"
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Quote:They could. I'd rather see it in the form of a special mechanic for Tankers.I could get behind that. Give tankers a damage bonus against Bosses/EBs/AVs/Monsters/GMs.
One line of suggestions about Tankers has been about improving their damage against Bosses, EBs, etc and leaving their damage against Minions and LTs alone. That goes with the idea Tankers hold back on the little guys and let loose on the ones who can take it.
But I was speaking hypothetically.
As it has been said, Scrappers get Critical Hit that has slightly better chance of happening against bosses.
But Scrappers aren't just better at dealing damage against Bosses than Tankers, they're better at dealing damage against everything.
In the previous I was speaking as if we could go back in time to when the ATs where being designed and have both ATs with equal prowess, but in different areas of dealing and taking damage.
That can't happen now. Scrappers and Brutes are always going to come out ahead in damage. That doesn't mean Tankers could nearly match them for a short period, or against specific cons of enemies, but that's not the hypothetical situation I was describing.
I wouldn't pass up a single target damage bonus for Tankers that didn't effect Minions or LTs and scaled for Bosses and up. Such a thing fits with the concept of comic book Tankers and wouldn't be overpowering at all from what I can see.
But the point is moot until the devs decide to address Tanker issues.
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Quote:This game didn't do that. This game decided that Wolverine gets to outdo the Thing whether they're fighting 30' tall robots or droves of ninjas. They could have said "OK, Tankers are better fighting one large foe(like a Boss), and Scrappers are better at lots of little minions". They didn't. They said Scrappers get to be better at fighting everything, all the time and Tankers get to be decoys. How exactly is that fair?This game has multiple abstractions to make it a playable game, instead of trying to balance out how to deal with Superman and Batman on the same team if they do appropriate levels of damage when fighting mobs.
What Samuel is pointing out is ONE abstraction that didn't have to be made so abstract. There have been NUMEROUS ideas and suggestions made about how to deal with Tanker concept issues. We could maintain game balance and solve these problems by next issue if the devs wanted to tackle it. It doesn't require throwing out ATs or the system. It requires some thought and the desire to do it on the devs' part. That's all.
The argument that Tankers have to be the way they are now because that is the only way that works doesn't hold water. If that was the case, NONE of the ATs would have been altered after they were launched. In recent game history we've seen striking changes to Blasters, MMs, Stalkers and most recently, Doms. In the last instance, Doms were changed for very qualatative reasons. Castle listed those reasons as:
-Eliminate Jeckyll and Hyde feeling.
-Improve "feel" of low level play.
-Increase Dominator vs. Controller viability.
While there is some argument already about Brute vs Tanker viability in the coming expansion, addressing the "Jeckyll and Hyde feeling" and the "feel of low level play" seem to me as just as valid reasons to alter Dom secondary damage as arguments about the "feel" of Tanker offense and improving the feeling that Tankers are heavy hitters are for changing theirs.
Quote:It also means that archetypes need things that they do better than others, or there's no point to having archetypes at all.
When the things you're not so great at contradict what people's reasonable expectations are of the AT based on any number of outside examples, why shouldn't we attempt to rectify that? You can tell those people their expectations are invalid, OR you can try to make improvements.
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That is your opinion, and one not agreed upon by a number of people who've posted in this thread.
Quote:They are tanks, they tank.
The comic book definition is different. People have reasonable expectations of the AT based on the powers it gets and what comparable characters are like in comics, movies and cartoons, that are not, and never were, met.
Being that this is a comic book MMO about super heroes, it's not unreasonable AT ALL to expect Tankers to reasonably relate to their comic counterparts. The official description given on the CoH home page implies they should. It is many people's opinions they don't.
There's nothing in the comic definition that precludes them from being decent MMO tanks, but the inverse can't be said. Therefore the narrow, outdated MMO definition is what's holding them back.
Quote:They cannot have high high damage because that would make them waaaay overpowered.
Such a mechanic is well within the realm of the possible and plausable if the devs would stop dismissing the issue and work on one.
Quote:This whole "Tanks dont really pose a threat" is literal non-sense. They can absorb a ton of damage, its safe to assume they are very powerful from a in-character perspective.
Clearly pretending Tankers aren't medium damage decoys in the face of constant contradiction isn't enough for some people.
Look, people are seeking a reasonable solution to understanable concept issues. If you don't see those failings, fine. But nothing the devs would do would be intended to make Tankers any worse for people who think they're fine as is. The only thing anyone is asking is for the devs to deal with the issue, re-examine Tankers and attempt a solution. Their previous attempt four years ago didn't take or we wouldn't keep seeing threads and conversations like this.
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Quote:That's a valid point. I don't know enough about how the power system works to say how much work such a mechanic would take, but you would definately need some interface code and graphic work done to display a meter or some such to show how much you've charged a power. That means implementing the mechanic goes beyond just the bounds of Castle. The more people that have to be involved(and thus taken away from working on something else), the less likely a feature like this is to happen in my opinion.How is it any more a departure in playstyle than Dual Blades' combos are? That was a radical new mechanism unlike anything that was in the game before and it got incorporated just fine.
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Quote:I did not say that at all.I agree that had Brutes not been created, the Fury mechanic would've been perfect for Tankers. But they have been, and it'd be good to keep their particular flavor unique to them.
I said the original driving concept behind Fury when it was being designed for Tankers, that Tankers hold back for conscientious reasons, was a good concept and one core to comic tanks and could still be used to design a mechanic around.
I do not think the Fury mechanic is correct for Tankers then, or now.
Quote:In a thread in the Suggestions forum I proposed a new mechanic that uses the concept of a "charge up" meter that has been used in fighting games for years. The idea is you could just click an attack and it would fire normally or you could hold down your mouse button or keyboard key for a couple of seconds so that a meter on screen would fully "charge up". At that point the attack would do significantly more damage, at the cost of the longer activation time and more End.
I think the idea has merit in itself, but that being said, I think that it is too much a departure from the current playstyle in CoX to gain enough popularity with the devs or most players to make it happen.
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Quote:The problem is in my opinion, that Tankers are punished for their survivability with having 40% less damage than the comparable Scrapper while Scrappers and Brutes are allowed to have (or gain) enough survivability to survive hazard sized spawns, solo AVs or what have you. Well built, Scrappers and Brutes have enough survivability to solo almost whatever they could reasonably want(and some unreasonable things) while Tankers are punished with mediocre damage simply because they have the tools they need to tank for teams.Tankers hit fairly hard and their punches do respectable damage, with some exceptions. Ice and War Mace have received needed buffs. Tanker powersets hit hard enough that a noticeable number of forum posters have talked themselves into the notion that giving those powersets to scrappers would make scrappers overpowered. Tankers can dish out a ton of damage - the problem isn't that they're weak, because they're not weak. The problem is, apparently, that scrappers can do more damage than tankers.
Quote:They're already respectable damage dealers - some secondaries more than others, yes, but Castle's apparently been working on bringing those into line. Looking over the patch notes since the last time I played, I just don't see how people are saying exactly the same things about tanker damage now that they were saying five years ago.
And for that matter, "respectable damage" is hardly super in my opinion.
Quote:I mean, no one's obligated to be happy with the state of the tanker AT, and it's fair to be dissatisfied with the state of affairs where they're not the #1 damage AT (where Johnny Butane seems to be coming from) or don't simply have the hardest hitting attacks in the game (where Goldbrick seems to be coming from), but I think it's pretty easy to confuse what one wants with what's best for the game as a whole, and I think it's pretty hard to demonstrate that tankers are actually incapable of dealing damage.
But that's not what comic styled tanks do. The proof is in developer quotes that Tankers were intended to represent these kinds of characters. There's a reason they were given powers like super strength and Scrappers were given swords. There is/was an expectation there for them to reasonably play like their comic cousins. The very tough guys are almost ALWAYS very powerful offensively. That is why they are called tanks to begin with. Like their militaty namesake, they're the toughest thing on the field and they have one heck of an offensive punch. CoH Tankers don't. Not compared to every other melee AT in the game and compared to the melee damage of a couple of the ranged ones.
Claws/Regen Scrappers are a very good analog for hairy Canadian mutants. I can name few if any comic heroes who's primary role is to act as a distraction. So why is it wrong for CoH Tankers to be closer to their comic analogs?
Starsman said in another thread:
Quote:Now, many state that tankers, if based of this comic counterpart, should do high damage. But every time we see these guys, they don’t go out ripping heads off. Superman can theoretically liquefy most foes with a single finger swipe, but he still holds back and just hits them hard enough to not break anything, sometimes he does it so softly he needs to do it again.
Technically, tankers work just like that right now. Only thing is, when Superman decides he is really going to let it all out against one foe, he really goes out at it. He will pick his target, usually a very tough foe, and just go wild, mostly because the foe can take it, off course.
Quote:I just don't see how people are saying exactly the same things about tanker damage now that they were saying five years ago.
CoH's Tankers are great MMO tanks/decoys, and that in my opinion, becomes a problem when it supersedes them being great comic book tanks, as it has.
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How so? They get the same power sets as Scrappers and Brutes, who are both about damage. They have power sets for defenses and power sets for melee damage. Tankers have secondary effects on their melee sets for soft control, but then so do Brutes, Scrappers, Blasters and Stalkers. Assuming eventual complete power set proliferation among melee ATs, there's nothing at all to indicate Tankers are especially oriented to control or that they even should be.
Here is the official description of the Tanker from the CoX website:
Quote:The Tanker is an irresistible force combined with an immovable object. This Archetype can take and dish out all sorts of damage.
The Tanker is not totally invulnerable, but his skills allow the other Archetypes to play their parts, too. The Tanker is a devastating hand to hand combatant, and ranks second only to the Scrapper in sheer melee power. He possesses some ranged abilities, though far below those of the Blaster or the Defender.
Tankers proudly stand in the front lines of battle in order to protect their comrades and, of course, the innocent
I count four instances that can suggest the 'flavour' of the AT is at least in part about melee damage.
Please highlight the parts you think indicate they are supposed to be control oriented.
I would caution you about associating "protecting their comrades" with control, because the same can be said about Defenders who protect with buffs and heals, Blasters who protect by sniping an enemy about to attack a teammate, etc.
Quote:I would much rather head further down the same road if we change anything at all
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Quote:It's an original direction, for sure.How about this....
Add an intimidation effect to Gauntlet. Basically any target affected by Gauntlet would be hit with temporary damage akin to Spectral Wounds. Fix it so that the temp damage is not enhanceable and does not stack from the same tanker.
With it not being stackable by the same Tanker, what you're talking about is a defacto -Max HP debuff that has to be sustained.
Why not cut to the chase, simplify the suggestion and do just that?
I can name some reasons to go that way, or at least things to be considered.
Correct me if I'm wrong, but don't buffs and debuffs to Max HP work on a percentage to the target's HP? If that's the case, such a debuff would have a greater effect on enemies with higher HP Like Bosses, EB, AVs, and less impact on Minions and Lts. Or they could simply not have it apply to Minions and Lts at all.
Since HP affects regeneration ticks, wouldn't this have the side effect of decreasing regeration on AVs and GMs? That could be a boon to teams.
It's an interesting idea either way, but what it really comes down to is how potent it is and how it performs in play testing.
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Quote:And now you are causing it to derail it further. Please stop and maybe we can get it back on track.You derailed this thread to the point where no one is actually talking about Starsmans actual point anymore
Quote:You still haven't addressed conceptually why you believe that my DA/DM tanker is required to be a heavy hitter to bosses. What if conceptually the character is great at taking down minions.
Quote:Which is where the problem lies. You want to take a single idea and put it across the entire AT for concept reasons when your concept reasons really only lie with SS and a few minor examples that you were able to find, and the majority of those examples are not even able to be built in CoH, and are still SS characters.
You asked for tank examples that weren't the classic INV/SS. I gave you some.
Quote:You seem to be implying that just because a character is careful with their powers in order not to hurt those around them that this means they are a tanker?
Now, I'm done trying to rationalize and sell this concept to you because you don't want to be sold on it. If you're not going to agree with the concept in the OP no matter what, you're not worth my time and frankly there are more pleasant people to converse with.
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You're right. I don't like Rage as it is either.
I think Castle should fix temp powers from working during the crash and the stacking should be removed.
But at the same time I think a portion of the damage bonus should be unresisted or have -res effects added to SS's attacks.
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I don't like the idea of Elec getting a self heal if the rest of the set remains the same for resistance values, etc.
Survivability-wise, it's always been a very solid set. It also has a lot of perks.
In general, I don't like defensive sets with lots of utility and perks having a lot of survivability, more survivability than sets that don't have a lot of perks. WP is bad enough for that already.
High resistance values, a damage aura, -end debuffs, protection to end drains and slows, increased recharge and movement speed, a self-end recovery power...
And now the addition of a self heal and regeneration increase; what amounts to a mini panic click in addition to their tier 9. Even if it's locked at a two minute recharge, that's still a bit much.
No sir, I don't like this at all.
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Please don't do that. It's both childish and confusing for anyone who's trying to follow the conversation. It's easy for anyone to be misrepresented when you alter their opinion and don't include the original text. In a gag thread, its one thing. In a discussion thread, it's another. If you can't at least respect my opinions, respect Starsman. It's his thread.
Quote:I could almost see your point if this was what you had actually said. Well... I certainly wouldn't care as much. Making an entire AT a "heavy hitter" based on a concept that is really only applied to a single powerset is what I disagree with so vehemently. I don't even agree with that concept, but at least I can see the comparison. How you are finding my DA/DM tanker in comics and thinking that they can only be a heavy hitter is where you lose me completely. The same applies for everything that isn't */SS
-Damage from DC could be interpreted as an Inv/EM/NRG Tanker. He's always careful about unleashing his power.
-Classically, Luke Cage has had "enhanced strength" as opposed to full blown super strength. A more accurate description would be street fighting. He doesn't go caving in thugs' chests even though he could.
-The Molten Man. Fire/Fire. Once he became a hero, he kept his powers in check for fear of hurting those around him. An example is when Harry Osborn snapped and held his sister and nephew hostage. MM didn't fully power up for fear of them getting hurt in the crossfire or by himself by accident. He even 'tanked' a pumpkin bomb for Spidey.
-Giant Man technically isn't super strong. His power is growth. He has to be very careful about throwing his weight around.
-Thor is super strong, but I would make him a Mace Tanker for sure. Part of the point of his adventures on Earth was to learn respect for human life. After being chewed out by Odin he learned to watch it around the squishy mortals.
I think a large number of the tank-like characters in comics are super strength. No doubt. That doesn't change the fact the OP's concept applies to them AND other tank-like characters. The concept in question doesn't have to only apply to SS. It's part of a mindset, the same mindset that leads these characters to use their powers protectively and tank to begin with. Tanker comic characters protect too. They also cut loose when possible.
It actually has more to do with being very tough AND offensively powerful AND a hero who thinks things through, as opposed to being a brute.
Being a game that needs to be balanced, one character can't be both very powerful offensively and defensively all the time. However, with the right mechanic, he could be heavy hitter a portion of the time, or perhaps be one with restrictions on who he can hit hard against and when, as the OP suggests.
Such a mechanic is supported by the concept in the OP and in turn, the concept explains conceptually why Tankers tank/protect and deal lower damage most of the time in the first place. Said concept is agreed upon by many as being something that speaks to the core of Tankers, and was even acknowledged as such by the devs at one point.
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Quote:I'm not all that interested in the concept Castle has in mind. For one, he's demonstrated in the past he lacks an understanding and respect for the super hero genre's conventions and tropes.The first statement of the OP is that playing a tanker should make you feel like Superman, trying not to use his strength too much.
Maybe that's not how Catsle see it.
Maybe we should try to find what kind of Tanker from comicbooks or movies Castle has in mind to understand what could be done. Because I agree that Gauntlet is lame compared to fury, defiance or domination (even if defenders have the worst inherent power in CoX)
I simply do not trust his judgement on concept issues. Not after that Juggernaut discussion from a little while back.
His ability to adapt a concept to a working and semi balanced game mechanic? I'm fine with that. But I don't want him making the call as to if a concept is "right" or not for an AT or powerset.
I have similar opinions of Positron. Judging on how much he seems to enjoy DnD, decisions made in the past, it seems to me he'd rather be working on a fantasy MMO. If you say the word "rogue" to the lead designer of a super hero game, his first thought should be about a red-headed mutant with a southern accent and not about stealthy elves with daggers. If that is the case, is it any wonder CoH's Tankers reflect the ideal of the fantasy MMO tank and not the ideal of the super hero tank, and any wonder he doesn't seem to see any problem with that?
Secondly, if the players have a problem with the concept of Tankers, but Castle thinks it's fine, that doesn't mean he shouldn't do anything. Ultimately the game and AT should be made of us to express our concepts, not the devs'.
That being said, many Tanker players are happy with Tanker concept and execution as is. That doesn't change the fact that many think they could use something. The important consideration to make is anything the devs do to Tankers, can't take anything away from the players who enjoy them as is. That's always been my mantra. I don't agree with how Tankers are currently, but I understand that people like them as is and respect their right not to have that yanked out from under them at this point. It just wouldn't be fair.
It's also not fair for the devs to ignore the people pointing out Tankers don't reasonably live up to their comic cousins.
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Quote:This is my first time posting in any kind of forum.
I don't really remember where I read it, but i liked the idea of a Domination type click.
The bar would fill as you take more damage and unleash it when it was full.
Now what kind of effects it would produce, i don't really know.
I suggested that.
As far as I know, it wasn't even 'noted' by anyone of import.
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Quote:I mean specifically about the issues of Tanker concept, damage, mechanics and most importantly, about doing something about those issues.Castle has talked about Tankers in the past, although passingly.
The only thing I can recall seeing in three years was a brief comment when I suggested battle stances about how he had already designed a system of battle stances, but they were never going to happen.
Quote:but he has expressed in the past that tankers can use something
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Quote:I disagree that Tankers should have their aggro control abilities increased beyond what they already are. The task of actually tanking is already trivial, shallow and easy. That is simply not a direction the AT needs to go any further.A good change in gauntlet would be to increase its area effect on the lower end cost powers.
Besides soloing and team stackability concerns, the area they do need attention in is concept.
A good number of people agree on the basic concept in the OP:
Quote:"Tanks" in comics
Now, many state that tankers, if based of this comic counterpart, should do high damage. But every time we see these guys, they dont go out ripping heads off. Superman can theoretically liquefy most foes with a single finger swipe, but he still holds back and just hits them hard enough to not break anything, sometimes he does it so softly he needs to do it again.
Technically, tankers work just like that right now. Only thing is, when Superman decides he is really going to let it all out against one foe, he really goes out at it. He will pick his target, usually a very tough foe, and just go wild, mostly because the foe can take it, off course.
Such an addition would, in my opinion, address the soloing, team stackability and conceptual issues at once.
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Quote:I say one of the few because most of the time there's any talk of conceptual failings of the Tanker AT and discussion of addressing it, the same half dozen or so "Tanker community" members come out en masse to stymie any effors to grow the AT beyond being a rodeo clown.One of the few?...not really. Many of my friends who play MMO's and have played CoH, don't feel very "Super". Especially with the whole "Take a train" aspect. If the only thing to super is a Granite tank, then theres a huge problem. Of course anyone can use the excuse of IO's, but if you need IO's to become "super" then why bother?. You're telling me you wouldn't like powerful tanks?....talk about self-degradation, it's sad that you think tanks in CoH are "fine" just the way they are.
I suggest PMing Castle because for him and the other devs, the issue has been all to easy to ignore and not do anything about. A few more PMs from people not content with Tankers as aggro monkeys might make it a little harder to ignore.
Quote:Maybe once the dev's see how powerful CO's tanks are , maybe then the Tanks in CoH will get a power upgrade.
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[ QUOTE ]
New Animations: Ugly: Unnatural. Developer Attempt: not so good.
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The only one that looks unnatural to me is Jab's replacement, and that's because it appears to me they took the animation for Flurry/Shadow Maul and cut it down.
KO Blow is a disapointment because I hoped they'd have something like the punch Statesman uses on Scirocco in the CoV trailer.
Or at least a snappy one-handed uppercut without the needless twirl in the windup.
I understand they're limited to something that has an upwards motion to match the knock up of the power, but still.
I hope at some point they allow us to add and remove effects like screen shake and debris, flashes, etc.
I'd love some non-visual customization of powers. The ability to turn a knock up into a knock back, down, etc. Trade -def for -res. I don't suspect that will ever happen. At best maybe we could get two "signature powers" (one ranged, one melee) post 50 that players could design to a degree with the effects and mechanics they want.
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