Ditch Guantlet. Ideas for a new Inherant.


abnormal_joe

 

Posted

I was reading one many post speaking of how poor guantlet is. It is a completely unexciting inherant power. I was thinking of cool Inherant power for tankers that would suit the class. I kept thinking of the guy punching Superman and breaking his fist.

In that spirit I thought perhaps a Steelskin or harding skin Inherant. Steelskin Idea would reflect 5 percent damage back on from any melee atack.
Or
Harding Skin would start at 1 percent and the more hits the tanker took the higher the percentage of damage reflected would get up to a cap of perhaps 10 percent.

The number seem some what small but if you look at AEing the damage would be significant and would be in the spirit of the Tanker.

I always love reading other ideas, so if ya got one please but try to keep it in the spirit of the class.

Devilprince.


 

Posted

I would welcome any inherent, esp one we can use while solo.

Taunt (power) should have been free for tanks, and something more useful to take its place in our secondary.


50 Tanks: Invul/ss, Fire/ice/fire, Ice/em, Stone/fire
WP/Stone, dark/dark, shld/mace

50 Other: WS, SS/dark/sc brute, BS/Regen/WM scrpr, fire/fire/force blaster, rad/kin corr, mind/rad ctrl, ill/storm cntrl

 

Posted

Reflecting damage power runs into a small issue when:

1) considering ranged attacks (how far can a bullet bounce off Ms. Tanker and hurt the shooter?)

2) considering defence vs. resistance.

Credit for trying, though. And please don't take away Gauntlet (it's far more important to the AT than most people think). Just add to it.


 

Posted

[ QUOTE ]
Reflecting damage power runs into a small issue when:

1) considering ranged attacks (how far can a bullet bounce off Ms. Tanker and hurt the shooter?)

2) considering defence vs. resistance.

Credit for trying, though. And please don't take away Gauntlet (it's far more important to the AT than most people think). Just add to it.

[/ QUOTE ]


 

Posted

[ QUOTE ]
It is a completely unexciting inherant power.

[/ QUOTE ]*I* like it.

I know that probably doesn't matter to you, but hey.


 

Posted

Thats a great idea! =~)


Power is unless without the will to use it,
But will in nothing unless you believe in yourself.
And that is ture power!
Written by-Mr Amazing

 

Posted

Am I the only Tanker that thinks Gauntlet is fine as is?


 

Posted

Gauntlet seems fine to me, it does what it was created to do.

Like I've said elsewhere- I think the problem is the Villain Archetypes give some people the impression that inherent powers are supposed to be important and central to the AT's abilities, but that's not true with Heroes. They were created without inherent powers.


 

Posted

[ QUOTE ]
Am I the only Tanker that thinks Gauntlet is fine as is?

[/ QUOTE ]

I'm fine with it.

Pipe Dream, though: I'd like to see a short range control splash from powers that is tied to the Gauntlet effect on single target attacks (e.g., KoB would throw multiple mobs into the air, radiating from the primary target). And with powers that feature debuffs, a splash from that. With both? Probably one-or-the-other or both in a weaker state.

It'd make the proliferated sets different enough for Tanks to be fairly amusing (going back to KoB...that screen shake just deserves an AoE knockup).


Blue: ~Knockback Squad on Guardian~
Red: ~Undoing of Virtue on [3 guesses]~

 

Posted

Yeah, sure dark one. Tanks aren't already the pet archetype! Make them more powerful.

Tankers get the Gauntlet inherent because many players deny the fact that Tanks were meant to Taunt. Taunt is a very important power in the pool for archetypal reasons. Since many Tanks decided that they did not need this key power, the DEVs were forced to make Tanks do their job as part of a team.
One of them was the punch-provoke. The other is Gauntlet.

Tanks are meant to protect teams and not be damage machines.

If you want a power that hurts people that attack you in melee range, there are tanker sets with damage fields.

EDIT :: There are already other threads on this - use your search-fu!


 

Posted

On the other hand, I have 90 levels of tanker under my belt and only today did I consider taking taunt on either of 'em.


 

Posted

[ QUOTE ]
Am I the only Tanker that thinks Gauntlet is fine as is?

[/ QUOTE ]
Not at all. Gauntlet works fine and should be kept.

However, I think tanks got short-changed on their inherent. Vigilance, Containment, Criticals and Defiance are all useful when soloing. Gauntlet is useless when soloing.


Paragon City Search And Rescue
The Mentor Project

 

Posted

[ QUOTE ]
However, I think tanks got short-changed on their inherent. Vigilance, Containment, Criticals and Defiance are all useful when soloing. Gauntlet is useless when soloing.

[/ QUOTE ]

Wait, something's wrong here....


 

Posted

I think we should keep gauntlet and get another inherent. Blasters get pseudo-mez protection and a damage buff, controllers get criticals holds and containment damage, so why not give tankers a second effect.


They ALL float down here. When you're down here with us, you'll float too!

@Starflier

 

Posted

[ QUOTE ]
Yeah, sure dark one. Tanks aren't already the pet archetype! Make them more powerful.

Tankers get the Gauntlet inherent because many players deny the fact that Tanks were meant to Taunt. Taunt is a very important power in the pool for archetypal reasons. Since many Tanks decided that they did not need this key power, the DEVs were forced to make Tanks do their job as part of a team.

[/ QUOTE ]

Didn't you just get corrected about this whole "meant to take Taunt" and "why gauntlet was created" in the last thread? And by numerous people?

[ QUOTE ]
Tanks are meant to protect teams and not be damage machines.

[/ QUOTE ]

Maybe you can ask some of the other tankers on this forum how they can achieve both. Sure, it's not the most damage, but it's enough to contribute well enough to the damage output of the team.


@Rylas

Kill 'em all. Let XP sort 'em out.

 

Posted

[ QUOTE ]
[ QUOTE ]
However, I think tanks got short-changed on their inherent. Vigilance, Containment, Criticals and Defiance are all useful when soloing. Gauntlet is useless when soloing.

[/ QUOTE ]

Wait, something's wrong here....

[/ QUOTE ]
Really? What? Assuming you know what Vigilance is, how is it not helpful when soloing. It's an endurance discount.

ah, as I was typing, I think I figured it out. The defender counts as a member of the 'team' even when solo. Therefore, a solo defender gets the discount when injured. It didn't work like this originally but it was changed.


Paragon City Search And Rescue
The Mentor Project

 

Posted

The very least I'd like to see done to Gauntlet is:

<ul type="square">[*]Increase the radius of low tier attacks. Powers like Barrage and Jab have a 3 foot radius. That is ludicrously small for it to ever hit 5 targets. (Those are also powers that Tankers can't skip in favor of larger radius attacks.) Barrage in particular should be raised due to its new longer recharge / higher damage.

I think the minimum radius for Gauntlet should be about 5ft. That would be big enough to actually hit 5 targets with it if they're close, but small enough it wouldn't disrupt the current standard of quick attacks having a small radius and slow attacks having much larger ones.
[*]Give is some form of graphical effect. I wouldn't want it to be anything large or flashy, but something subtle to give us some way to tell which targets Gauntlet is/isn't hitting. An effect along the lines of Taunt's graphic would be good. This would not only let us know its working, but give us a way to actually leverage it. Right now, it's completely invisible. (This addition would only apply to single target attacks, and not AoEs.)[/list]
I still think the AoE component of Gauntlet is a weak inherent compared to auras. aoes, and Taunt, but it would make it more serviceable without gigantic changes.


 

Posted

[ QUOTE ]
I think we should keep gauntlet and get another inherent. Blasters get pseudo-mez protection and a damage buff, controllers get criticals holds and containment damage, so why not give tankers a second effect.

[/ QUOTE ]Because tankers don't need anything at all right now?


 

Posted

[ QUOTE ]
ah, as I was typing, I think I figured it out. The defender counts as a member of the 'team' even when solo. Therefore, a solo defender gets the discount when injured. It didn't work like this originally but it was changed.

[/ QUOTE ]That's news to me, and to all my defenders.


 

Posted

While I'm not too enamored of Gauntlet myself in general, I don't think that tankers do need a new inherent power.

Inherent powers were mostly just labels for a part of the unique aspects of each AT when they were introduced. Tankers do not only have the innate aggro generation from Gauntlet (and note that the high threat they cause to damage they hit is technically not a part of Gauntlet), they also have very high hit points (40% more than a scrapper, the closest AT hero-side), proportionately higher regeneration, and considerably higher coefficients than other ATs for defense and resistance. Presumably the only reason why tankers were given the label "can attract aggro naturally" on their inherent rather than "is extraordinarily tough" is because the devs liked the flavor of the first one better.

Now, personally I'd like to see threat management improved so that Gauntlet doesn't take a backseat to auras and Taunt (the power), but that's to make game play more interesting, not because I think tankers need a new or improved inherent power.


 

Posted

[ QUOTE ]
I would welcome any inherent, esp one we can use while solo.

Taunt (power) should have been free for tanks, and something more useful to take its place in our secondary.

[/ QUOTE ]

Isn't that why we have gauntlet to get taunt as an inherent? All of our attacks work like taunt, aggroing more then just what we hit. Though I like having taunt as well, if I feel like being an aggro sponge, I like as many options as possible.


Dirges

 

Posted

[ QUOTE ]
[ QUOTE ]
ah, as I was typing, I think I figured it out. The defender counts as a member of the 'team' even when solo. Therefore, a solo defender gets the discount when injured. It didn't work like this originally but it was changed.

[/ QUOTE ]That's news to me, and to all my defenders.

[/ QUOTE ]

My Defenders would love to see this as well, since I haven't seen evidence of it yet. In all seriousness, anyone have a link to either dispute or confirm this change?

As for Gauntlet, I think it works fine as is. I have Taunt on two of my three Tanks at the moment, and Gauntlet (along with the Taunt aura of Invincibility) more than helps make up for the lack of Taunt on the third. It's not as flexible in controlling the aggro if it gets away, but that's not always an issue.


Quote:
Daemonchilde: ((fluffy thinks he's a tank))
Demon . Hunter: (( I think mine is >.>
Daemonchilde: ((Yours is no longer fluffy, it is Obliteron, destroyer of worlds))

 

Posted

[ QUOTE ]
Am I the only Tanker that thinks Gauntlet is fine as is?

[/ QUOTE ]

I am right there with you.