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Posts
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Joined
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Well I just think that while Tankers don't *need* changes (admittedly in my own view, and from limited experience)... I can empathize with what others are stating as problems.
My experiences with tankers left a bad taste in my mouth after Inv got turned into a pygmy in I5 all the way up untl the WP set came in... and when I try to play non-WP tankers I cannot handle it for long - they feel weak to me. I can choose to either be super-defensive and take damage and... yeah that's it... or leave half my toggles off and be able to actually chain attacks without becoming a "need END!" junkie... but then die like something between a scrapper and a squishie.
Even in the traditional medieval MMO space, the tanker class is usually something like a paladin that has something in addition to *just* having the claim to fame of "I soak damage and don't die TOO fast" (holy damage / bonus vs undead / etc)... I would say tankers could use something else to help them along even if it's not specifically this suggested damage boost. -
Quote:I don't disagree, as my WP/energy heavily uses taunt for aggro-control for the same reasons... and my WP/energy can deal mad damage, can hardly be scratched and never goes below about 80% end... WP rocks my world...A change like this would destroy my current favorite character - a WP/Fire Tank. Right now I have heavily slotted and use Taunt as crucial method of holding aggro. This is not only as compensation for RttC, but also as a way to hold aggro over Brutes and Scrappers (with aggro auras). Further, I frequently use it as a way to shape the shape the battlefield with the range debuff - something I couldn't do without the 5 target cap.*
I can't speak concretely for anyone but myself, but I suspect that I'm not the only one who loves playing Tanks for the aggro control (among other things). Changing Taunt in this manner would be a very unwelcome change to me - possibly to the point of shelving my Tank(s) - my most played AT I'm recent months.
Players who want to deal more damage have other options, but those who enjoy tanking do not have other equivalent options.
I guess I was trying to imagine a way that could help for the goals of the people looking for such changes while thinking of the so-called Comic World tanker-types, and at the same time suggest something that would hurt their primary function in giving them a stronger secondary function.
(I would say I fit best in the camp of "Tankers don't *need* changes"... except when I'm playing a tank with a non-WP primary) -
How about making it so that Taunt is changed into just single target like the Scrapper "Confront", and when it hits its intended (now only single) target, not only does it give you a damage buff (and perhaps moreso than what was initially suggested here)... but on the other hand, the tanker loses aggro (drops any "gauntlet" aggro that has been generated) and loses the ability to generate any more (beyond the single target currently "challenged") so long as this special "challenge" effect is in place?
Then you could justify giving the tanker significant extra damage for that temporary duration... maybe even closer to our commonly envisioned "superman" strength levels, and also in line with comic-book protector-types with crazy super power... when they decide to go berserker with a foe, they are no longer in the mindset of protecting others for that period of time and as such there is a risk to the team.
Of course if it's an AV and you have already cleaned up other foes before he does this, he still has the aggro of the AV and then it would not be much of a (new) problem.
It would also help soloing tanks who dont need to be protectors of anybody else... and are often without good damage capability
/rare poster but 36-monther between issue 1 and now
/not noobified -
I wouldn't be running 64-bit windows without one of the more modern boards that allows you to use 6GB+ of RAM (current Intel boards allowing triple-channel DDR3 6GB is nice)
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good guide - nice theme and sound advice - some of the stuff regarding early power choices I will be trying out with my next WP.
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they should make toggle dropping a magnitude-based system like mezzing so that it doesn't look stupid when a single hit knocks off defenses, but people ganging up increase the odds, or multiple hits from a single person add up and eventually knock off toggles