Tanker Offense?


abnormal_joe

 

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Again, the point I'm making is that there was balance in capability.

All characters in Champions had access to the same damage output, the damae defenses, the same everything, whatever the style of the character. The reason was equivalency. An Energy Blast that did 12d6 damage was equivalent to a punch that did 12d6 damage.

CoH doesn't allow for this. Different ATs have different levels of defense and offense. When you have this situation, it's more difficult (not saying impossible) to establish balance. That's all I'm saying.

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Well as far as Champions the RPG goes, it had a great balance system - too bad they threw the system out the window when the were "creating" Champions Online. I use the word "created" loosely as the entire game is built on the framework that was to be Marvel Universe Online ...as far as I can tell. Taking a great RPG systems name and slapping it onto a hunk of garbage does not turn that hunk of garbage into something great.
As far as I'm concerned - Champions Online is the Super-MMORPG-that-can-not-be-named.



I'm glad that you admit that there should be/needs to be a balance.

With an archetype system the balance is tended to by power availability related to archetypes.

To keep Tanks balanced with the other archetypes, they should not be given greater damage or more ranged attacks.

In my opinion, Tanks are already more powerful than most - if not all - the other archetypes.

Don't bother trying to punch-provoke me, without Taunt, any archetype with greater damage output can pull the agro away from you.


 

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Don't bother trying to punch-provoke me, without Taunt, any archetype with greater damage output can pull the agro away from you.

[/ QUOTE ]Can it [censored].

Edit: Hmm. Seems that phrase takes on a different tone when the word '[censored]' is removed. To better convey the feeling, permit this alternative: My bum they can.