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Quote:It's true, once one person innovates, others will follow. Of course, in this game it has been proven time and again that buffs/debuffs are king, yet people still insist on "healers." Just did an ITF today with one PUG guy. "We going to grab a healer?" was the first thing he said. *shakes head*What I have seen in other games, when someone figures out how to do it, others will catch on, and fast. A lot of those all damage brutes will see the opening in heroes content and jump on it, especially if they are in high demand. Dual builds only makes it more likely.
Quote:As it stands right now, I agree with you 100%. However, especially due to people having 2 builds to work with, and not everyone pvps, I can easily see brutes adopting a damage and a tanking build. Also, you can control aggro pretty well with many defensive sets without taunt, which I myself skip on some of my tanks and have no issues with aggro.I personally think it is an invaluable tool and could never see myself skipping it (unless it was a solo character or something). You can get by without it, but I always miss having it for those corner cases. Of course, I'm an aggro *****.
At any rate, this is something for a completely different thread! Sorry for the small hijack.
Quote:Remember when a typical AVs regen was? It was either find a Rad or fight the damn thing for 30 mins. Suddenly the world and his mum had a Rad and all I saw in globals was Rad this and Rad that. *throws up*
I always thought Brute res/hp caps should be lower than that of a Tank. -
The only (performance) reason I can think of to take Barb Swipe isntead of Lunge is PvP (where animation time dictates damage dealt). For everything else, Lunge is superior.
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Quote:As you wish:
Quote:First, let me echo what your fellow players have said -- you have nothing to be sorry about.
Ice Melee does well at all power levels -- it's never the worst, and never the best. Datamining shows that the points it does worst is in the 38-45 range, which is where the Tier 9 power normally comes into it's own. Since Ice Melee players typically ignore their Tier 9, this can be seen as the cause.
So, why does Frozen Aura get ignored? There've been many threads on this here in the forums, the gist of which is that a PBAoE SLEEP doesn't add anything to a Tankers Repertoire. Since any Aura power interrupts Sleep effects, and Tankers essentially *must* run auras to fulfill their roll, it is counterproductive.
So, what's the solution? Currently, there isn't one. Tankers, as a whole, do better than average, and this includes Ice Melee. My focus is on those AT's who, as a group, underperform. I may be able to take some time to make some changes during the I11 beta, or afterwards, but it entirely depends on how things are going. No promises!
Source (in case I botched the above quote tag) -
Quote:You're right, this is all speculation. Until GR goes live (or several months/years after the fact), we won't know for sure who is right. Still, what would the forums be without speculation? *smirk*Unfortunately, we can only speculate as to what will happen when GR is released. I am speaking from experience with other games where I have seen this exact scenario occur. One class gets buffed to hell, or one faction gets access to a class they didn't have before, they see the strengths and weaknesses, and say, well, the weaknesses are heavily outweighed by the strengths. I have seen classes completely reworked to deal with that exact problem, but the perception was already there, and that takes a long time to change. Sure tanks are tougher out of the box, I am not arguing they are not. As far as what is required for the current content tho, a well built, well played brute can easily stand in for a tank.
Anyways, I highlighted two very important phrases.
- Current Content - I didn't mention future content before, but this is a very good point. While a Brute might suffices now, we have absolutely no idea what content will look like in Going Rogue. I do have a quote for you in this regard:
Quote:Originally Posted by Positron(From a SDCC vid taken by Zekiran_Immortal.)
"And we also want to bring a compelling new end game; everybody in this room probably has a level 50 or more, and wants something to do with them that's going to make them a more powerful level 50 - and with challenges that make current challenges in the game seem like a piece of cake. And that's really an area that we're focusing a great deal of development effort."
- Well built / well played - Again, I can't stress enough that I don't think this models the average player/group well. (I'm not saying that the general populace are idiots, but they aren't ravenous powergamers like a lot of forum goers are.) I have two bad habits:
- Inspecting people's builds
- Watching CoH videos.
I'm not disagreeing with what you're saying. A well built / played Brute can replace a Tank in most cases in current content. I just don't think they're prolific enough to kill off Tankers.
Quote:Defenders can definitely be replaced, but that scenario plays out differently. The main job of the defender is keeping up those buffs, keeping up those heals, and so on. With corruptors and controllers, that is secondary. It requires them to think about more than their primary task, and split their attention between the enemies and their teammates. Yes, with multiple controllers, corruptors, and MMs on a team, they should, but often don't make up for that one defender. It is much easier for a tank to be replaced by a brute, and to a lesser extant a scrapper. All the brute has to do is keep doing what he would normally do, he has all the tools, including taunt. The scrapper would have to concentrate more on aggro control, as they don't have access to taunt, but generally wouldn't be that put out by it.
The number of Brutes I see with Taunt is incredibly small. It's not a frequent build choice.
Quote:And that is really what it comes down to. The casual player base and the farmers will still want tanks, but those of us doing content, running the TFs and the like, well, perceptions may change.
Quote:Now, maybe they will push the envelope a bit, actually bring some challenge to the content. That alone would be enough to save tanks, and I believe would breathe new life into the game, but brings about the possibility of alienating the casual player.
To stamp out ambiguity, he. My avatar was the first character I really took to, as well as my first 50. (Don't play her anymore, though. My playstyle has diverged from what she offers.)
- Current Content - I didn't mention future content before, but this is a very good point. While a Brute might suffices now, we have absolutely no idea what content will look like in Going Rogue. I do have a quote for you in this regard:
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Quote:You're right; but I think the highlighted part is the real wrinkle in your statement, because not everyone is the "right player," probably a lot fewer than we think here. Brutes have the tools to replace Tanks, but I'd wager the majority are focused on damage and couldn't care less about aggro.I was alright with Tanks till this morning. How attractive will they be for teams when Brutes can cross over in Going Rogue? They'll practically be interchangeable given the right players except Brutes do more damage.
The second hurdle is that they'd need more buffs to be as strong as a Tanker. The good thing about Tankers is they're a lot tougher out of the box and don't require as much support to get things done. On a support light team (be it few support chars or few support who are operating optimally) the Brute will have more problems than a Tank will.
Will some Brutes replace some Tanks? Yes. Will all of them? I highly doubt it. I know I have no intentions of quitting mine.
As another point of view, there hasn't been a mass exodus from Defenders, despite what is said on the board about Controllers and Corruptors (post GR) being able to replace them while having more control / damage / etc. Defenders can be replaced, but they haven't been. -
Quote:Sorry if I wasn't clear, but "@Hamster" is AmazingMOO - that's his global name. I believe he talks mostly in VB. (I don't have VB on any tabs I monitor a lot.)You mean he has a character named Hamster? Why would I refer to someone by their character name when I'm on the forum?
<---
Sorry if I scared anyone, I thought it was understood that when speaking of Hamster in the Victory section it was Satanic Hamster.
It's confusing that there is a "@Satanic Hamster" and "@Hamster". Ahh, ambiguity! -
Quote:Just "Hamster" is AmazingMOO. He most certainly does post on the forums. He may not frequent the Victory Forum often, but he does post elsewhere.As far as I know the un-satanic hamster doesn't even read the forums let alone post on them.
I may be wrong but I if he does I've never read a post from him. -
Quote:Are you trying to say that the proc scales with max end? I'm almost positive it is a static 10 end regardless of what your max end is. According to City of Data, the end infusion uses the Melee_Ones table.Thanks to the accolades, the end recovery from Perf Shifter is actually .22 end/sec.
You could be right, and if so, could you provide evidence to prove it? (It's also possible I misread your post, in which case I apologize.) -
I share many of the sentiments others have posted. It would hurt Tanker stacking and it would/could bring back herding.
Herding as a tool isn't necessarily bad, and if I'm in an opportunistic situation, I will bring two groups together. Exclusively herding as it was in the old days ("wait here while I herd the entire floor") was not positive. It was boring spending more time waiting than fighting. Then there were situations where my Regen Scrapper was shredded in seconds due to AoEs on the Tanker - that is through toggle IH, mind you.
I didn't play a Tank back then, but I can understand why it would be fun (for the Tank). Having said that, I'm not eager to return to those days at all despite my current Tank fascination. -
Quote:*nod*Don't know where exactly in the animation the buff kicks in, but I'm fairly confident it's very early, if not actually at the beginning. Either way, BU still comes out way ahead (and given things like travel time between spawns I tend to think the average value of BU is not a particularly realistic statistic in any case).
I can agree with that. The only time I think a time average of BU is even applicable is for AV fights. Even then, it won't be completely accurate since it could recharge mid animation / etc. -
Quote:Hmm, shouldn't that be 1.32s with AcranaTime?Build Up is a 100% buff that lasts 10 seconds, part of which is eaten by its own animation time--1.188 seconds, factoring in ArcanaTime, leaving 8.812 seconds of useable buff time in a perfect world. With a 30 second recharge, again in a perfect world, that's ~29.4% uptime, for an average damage buff of 29.4%.
Also, are we sure that BU's duration is cut into by the entirety of its animation, or just a portion of it? ie: Does the buff start at time=0, or possibly time=0.5, etc? -
Assault gives a constant +10.5% dmg boost.
Build Up gives a +100% dmg boost for 10s.
So if BU recharges every 30s, it would have an uptime of ~33.3%, or an average damage buff of ~33.3%. In fact, BU would give better +dmg over time unslotted - it would have a ~11% uptime and damage boost over time. This isn't even counting the other benefits of BU (+tohit, lower end cost, actually accepts IO sets, etc).
The only thing Assault has going for it is it doesn't interrupt your attack chain - more than compensated for by BU's superior damage over time. (Factoring this in, it would lower BU's damage over time (for 30s) from ~33.3% to ~31.9%.) -
Quote:Scrappers deal exactly 50% more base damage than Brutes, which with damage slotting makes them do close to double the damage of Brutes. This means Brutes need 100% Fury just to break even, and it also means that their damage buffs, smaller to begin with because of their lower self-buff modifiers, are smaller still due to their lower base damage. An ally-buffed Brute can indeed deal more damage than a Scrapper, but a lone Brute has to work really hard just to break even, let alone exceed a Scrapper's output. Brutes are still dedicated damage dealers, I'm not saying they aren't, but I don't believe they're held true to the same formula of damage vs. defence that makes Tankers what they are. Brutes have above-Scrapper mitigation, Tanker mitigation caps, and yet almost Scrapper damage, all things considered. That's not fair.
- Against minions Brutes break even with Scrappers at 56% Fury (+112% dmg), and against bosses at ~63.3% Fury (+126% dmg).
Math:
1.125 * 1.05 * 1.95 = ~2.3 dmg (This is the slotted Scrapper damage mod against minions.)
(~2.3 / 0.75) (This is the equivalent Brute mod required.)
((~2.3 / 0.75) - 1.95) (This is the required +dmg necessary to break even)
((~2.3 / 0.75) - 1.95) / 2 = ~0.56 Fury (Amount of Fury required, 1% Fury = +2% dmg)
- Technically, Brutes do not have above Scrapper mitigation - they have about 12% more survivability from their higher hp, but not mitigation. They have the same def/res mods as a Scrapper. (Caveat: Fire and Elec hitting 90% res to Fire and Energy respectively and resistance T9s.) At any rate, there are others who would agree that Brutes have too many perks. (Personally, I think they should not have Tanker mitigation caps. That should be the domain of Tankers alone.)
- Against minions Brutes break even with Scrappers at 56% Fury (+112% dmg), and against bosses at ~63.3% Fury (+126% dmg).
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Quote:I feel largely the same about DB. I have a DB/SR languishing at lvl31 because combos just... don't work for me. I loved chains in DAoC, but at the speed combat moves in CoH? Not so much. By the time I had a combo ready, the situation I was going to use it for could have changed. I know Des has told me "just ignore them, then." Whenever I tried that, it felt like I was ignoring the whole point of the set. Bah!Claws doesn't bore me like DB does. There's something about being "pushed" into combo use that annoys me. And by pushed, I mean, "why not get the extra effects? You fool! You missed that attack and broke your combo!"
That said, I haven't ever gotten a Claws char above lvl12ish, either.
Quote:("I remember when we didn't have 2x exp weekends, or AE, and debt meant something. Dang it, we leveled uphill both ways in the snow with no shoes. Get off my lawn! (shakes cane)") -
In a way, that makes me glad I don't have any urgent projects in the works.
[edit: How ironic is that, extra double-XP and I'm partially glad I don't have other projects due to market prices. Is that messed up or what?] -
Quote:Just a few notes::Yes they do. Headman blasters don't shoot very fast and often switch to melee if you engage them in melee. Drones have high perception and wicked accuracy but are rather fragile. They have high defense to melee and ranged attacks, but not AoEs, hence Death Shroud and Whirling Sword make very short work of drones. Both are susceptable to CoF and OG.
Drones have +20% Accuracy. It's higher than usual, yes, but it's not anywhere as bad as, say, Rularuu eyeballs.
Whirling Sword is a melee attack, not AoE. It would check against the Drone's 35% melee def. (A lot of melee AoEs are flagged in this way.)
Quote:While I understand what you are getting it, this really does not hold true for Death Shroud. I'll let a number cruncher go into the specifics, but the endurance cost of Death Shroud becomes very efficient at just two targets. Outside of GM/AV fights or stealthing, there is no reason to turn Death Shroud off. Running increases your overall endurance efficiency.
To put it another way, it will take ~35.8 end to kill a minion** either way, but by killing faster, you have less time for your recovery to offset it.
** These are unslotted numbers. -
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Quote:How do you figure that? It has the same duration / strength as Invincibility:Shield tanks have above average survivability and can put out more damage than just about any other, but they sacrifice agro control to achieve it. AAO, Shield's taunt aura is very possibly the worst one available to tanks. RttC would be a close second if they haven't buffed it.
Invincibility:
Quote:Target: - +16.875s Taunt (mag 4) Raid mob (like Hami), Must hit at -20%
Effect does not stack from same caster - +16.875s Taunt (mag 4) PvE only, not Raid mob (like Hami)
Effect does not stack from same caster
Quote:Target: - +16.875s Taunt (mag 4) Raid mob (like Hami), Must hit at -20%
Effect does not stack from same caster - +16.875s Taunt (mag 4) PvE only, not Raid mob (like Hami)
Effect does not stack from same caster - DMG(All Types) -7% for 1s [Ignores Enhancements & Buffs]
Effect does not stack from same caster
Quote:Target: - +1.25s Taunt (mag 3) Raid mob (like Hami), Must hit at -20%
- +1.25s Taunt (mag 3) PvE only, not Raid mob (like Hami)
- ToHit -3.5% for 1s
Effect does not stack from same caster
- +16.875s Taunt (mag 4) Raid mob (like Hami), Must hit at -20%
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Quote:Well, he did damage to at least one target with Foot Stomp, and the damage wouldn't change between targets. At any rate, since the damage floor is 10%, he should have done at at least ~6 dmg during the crash.It's very easy and quick for people to ask "Was it during the rage crash?" in which case no damage is to be expected. I have found exactly the same thing outside of a rage crash and not just with footstomp. I send a report about it from RWZ. It's probably known and queued.
I haven't played my Ice/SS Tank in a while, but I'll have to keep an eye out for this next time I do. -
Quote:If you're not attacking as a Tanker, then you're not contributing as much as you could to a group. That's extra damage the group doesn't need to deal and it's also extra threat (which is important when dealing with other taunting chars like Brutes and Invuln/Shield Scrappers) you're not generating. Not to mention attacking generally comes with a significant amount of extra mitigation in the form of controls/debuffs.I don't get why people complain about this...As stated what is the tankers job? to tank or be a back up tank *if 2 etc*. DPS is not your goal keep your focus on holding the aggro or keeping an eye on wild players. 2 tanks or more on a team is amazing if the two tankers are not having an epen0r war or fighting over who should be the Alpha Male(It also depends on what missions are going to be done etc.)...When my girl and me are on our Willpower/Invuln tanks we rip through mobs and destroy even harder with a team of course.
Quote:Now we come down to playstyle. New to tanking? played scrapper or blaster alot before? you probably won't notice yourself but you'll be attacking like one. And notice the end going down. Want some end help? Step away from AE and get accolades!? *GASP! what are those?* look it up.
The snide comment about AE and Accolades? Completely unnecessary and not an acceptable solution. Besides, one of the two +End Accolades can't be acquired naturally until lvl45+ because of Dimensional Warder. -
Quote:Another way to look at it is buff/debuff stacking and mitigation scaling. Very moderate buffing can effectively make a single Tank immortal. Even 'lowly' Fire Tanks can be extremely durable when paired with, say, Sonic Resonance (perma res cap).Let's start with team stacking. Two tankers do stack just fine on a team. Splitting aggro significantly increases the team's survivability. The bigger issue is that defensive contributions appear to be undervalued because content isn't sufficiently challenging.
I can't help but wonder how content could be made difficult enough to make two Tanks desirable (or 'necessary') without completely crushing anything that wasn't a Tank. From a video I saw from SDCC, it sounds like they're putting a lot of dev time into character advancement / harder content, so we'll have to see where that leads.
Quote:As to endurance efficiency, I would argue that the game would have been better if endurance had never been introduced in its current form. The endurance mechanic is a poor fit for the genre (superheroes generally only get fatigued only in extreme situations or where there particular kryptonite is concerned, not as a matter of course); it is poorly calibrated, meaning that normal use of powers will make you run out of endurance easily unless you take extra steps to prevent that.
As far as I can tell from reverse engineering its effects, the main purpose of the endurance mechanic is to put a simple cap on solo efficiency. It does not exist in order to make players consider trade-offs between powers (because the endurance cost/effect is generally normalized), nor for any other game-mechanically interesting purpose that I can see.
The endurance mechanic was, by all accounts, a quick-and-dirty solution to the problem of how to put a cap on a player's performance. And it doesn't even solve that problem well (if at all), because there are numerous buffs in the game that allow you to pretty much ignore it.
I could agree with this, as well. If it is determined to be a larger problem than just Tankers, then I'd have no issues with a more general solution. -
Pardon my multiple successive posts in a row; some of my replies got long and I wanted to keep things separated more for easier reading.
Quote:The problem is with efficiency, not the time it takes them to kill something. Damage is one factor of efficiency, while end costs are another. Efficiency is Dmg/End, afterall, so altering either will effect it. Let's compare Tanker efficiency to Scrappers since their damage is also very consistent. A Scrapper with a damage mod of 1.125 (ignoring crits) will deal ~12.03 dmg / end base; 31.27 slotted (3 dmg/1 end). A Tanker with a damage mod of 0.8 will deal ~8.555 damage per end; 22.24 slotted (3 dmg/1 end). A Scrapper can accomplish 40% more than a Tanker can with the same amount of endurance.You believe there is a problem with Tanker END efficiency. The root problem is with the Tanker's role. They're the first into combat in most team settings, so they spend more of their time actually fighting than most other ATs. Their lower damage table means it takes them longer to defeat opponents solo. Compared to other ATs, they spend a disproportionately high amount of time in combat, which usually means spending END at a high rate. Any AT that spends as much time as a Tanker attacking is going to see the same issue.
That statistic is completely time independent. Suppose, for a moment, that Tanker damage and endurance were increased proportionately to keep end efficiency the same. (0.8 dmg scale -> 1.125 dmg scale, 5.2 end per 1 scale attack -> 7.3125 end per scale attack.) The Tanker would deal as much damage as a Scrapper, finish fights just as quick as a Scrapper, but run out of endurance much faster.
A lvl50 boss has 2570.2 hp. A Scrapper would require 213.65 end to kill it base, 82.19 end to kill it slotted (3 dmg/1 end). A Tanker would require 300.43 end to kill it base, 115.56 end slotted (3 dmg/1 end). Again, that's time independent. Whether they kill in 10s, 30s, or 60s doesn't change that.
As illustrated above, they're aren't limited equally.
Quote:The addition of IOs means Tankers can now kill faster than ever (ignoring the pre-target-cap era). You can ED cap your damage while significantly reducing the END cost of your attacks and toggles, and you can increase your END and Recovery on the side. Willpower Tankers with Quick Recovery helped as well. I suspect Dev datamining indicates that Tankers are doing just fine (compared to before Update 9), and improving as time goes by. That trend will continue as more and more Tankers start using IOs to help with their END problem.
I remember when I was leveling her before IOs, endurance was a major concern - and she had an end management tool (Consume), which most Tankers (Invuln, Stone, Shield, Dark) don't. The existence of IOs shouldn't preclude balance without them. (I argued baseline Shield could stand some love, even though I knew it would be powerful when powergamed.)
Quote:As to stacking Tankers, I know they stack just fine, but that's just me. Here's a little anecdotal evidence (which of course means nothing). I participated in a few AE boss farm with my 42 Rad/Rad Defender over the Double XP weekend. I demorecorded the runs and fed them into my demo parsing script that calculated Damage Per Minute (DPM) for the entire team. The Fire/Kin was on top, big surprise. But the Ice/SS Tanker was a close second, and well above everyone else. Now my Rad/Rad is no slouch. I was in there getting Fulcrum Shift and spamming AoEs constantly. I was well slotted and had a pretty complete build. But the Tanker still did considerably more than me and the damage oriented ATs on the team.
Why did the Tanker do so well? To start, he had Icicles and Foot Stomp. Between Rage and Fulcrum Shift, he was doing great AoE damage. But he was also the first person into combat every spawn. Apparently the squishies were fairly smart, as they waited for the Tanker to establish agro before attacking. But in those first few seconds, the Tanker got a massive head start on damaging the mobs with his AoEs. It takes a Fire/Kin or AoE heavy Blaster to make up for that. In other words, datamining will likely show that Tankers do plenty of damage in teams. Granted the playstyle and build probably had a lot to do with it. But the key point is that Tankers CAN open with AoEs safely, and they have a significant advantage in the damage dealing department because of that. More Tankers means more chars opening with AoEs, and mobs going down faster.
As for the second paragraph, if I was trying to powergame a group, I'd never have a need for more than one Tanker. A single one can hold more than enough aggro to make aggro holding of a second quite redundant. Even the 'leapfrogging' tactic isn't really necessary - I can do that by myself. When the current group is getting close to defeat I move on to the next spawn while letting the group wipe up the remnants of the last.
Keep in mind I'm not saying I would quit 2 Tank groups or anything silly like that. They can be great fun. I'm saying that multiple Tanks offer less to a group than other ATs. -
It's a solid change, but how much of an impact it will have will depend on the specifics of it (is the heal/regen slottable, recharge enhanceable? etc).
Quote:Note: They added something to Test so that unless you're in Closed Beta, you won't be able to get to the character creator. That means you won't be able to look at it anymore. Actually, if you can, then you're in Closed Beta and can't say what you see there anyways.thanks to those on the test forums for this as im stil downloading test to take alook
This leak about CP was before they took Test down to add the above. -
Try this:
- Delete your cookies for the boards. May be two sets, boards.cityofheroes.com and boards.coh.com. Nuke 'em both.
- Make sure you're going to boards.cityofheroes.com, not boards.coh.com.
I had the same problem initially, but doing the above fixed it. I use FF 3.0.12 with just the NoScript addon, and I have no issues anymore.