Critical Taunt Mk II


Aett_Thorn

 

Posted

Hmm...

As a suggestion? Instead of a damage debuff, make it a small to hit debuff effect.


-This Space Intentionally Left Blank.-

 

Posted

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My Controller couldn't control much pre 30's either.

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Hmmmm

What game are you playing?

Cant control before 32? Ice, Fire, Stone, Plant, and Illusion all get pets at 32. Explain to me how Fire Imps, Fly Trap, Phantasm changed you to being able to control all of the sudden when your CONTROL powers didnt

Fire Cage, Char, Fire Cages, Flashfire, Cinders all happen at level 18 and you cant control until after 30+?

I'm telling ya man, we weren't all meant to smoke pot. Sometimes it really can just make ya say dumb [censored] (see my quote)

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I had the same strong reaction as you, although I thought it through a bit more, ie: maybe the amount of slots?

Only thing I can think is taking too many 2ndary powers but even then, that isn't a controller issue, it's a player issue...


 

Posted

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My Controller couldn't control much pre 30's either.

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Hmmmm

What game are you playing?

Cant control before 32? Ice, Fire, Stone, Plant, and Illusion all get pets at 32. Explain to me how Fire Imps, Fly Trap, Phantasm changed you to being able to control all of the sudden when your CONTROL powers didnt

Fire Cage, Char, Fire Cages, Flashfire, Cinders all happen at level 18 and you cant control until after 30+?

I'm telling ya man, we weren't all meant to smoke pot. Sometimes it really can just make ya say dumb [censored] (see my quote)

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I had the same strong reaction as you, although I thought it through a bit more, ie: maybe the amount of slots?

Only thing I can think is taking too many 2ndary powers but even then, that isn't a controller issue, it's a player issue...

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The key word in Johnny's statement is "much". His statement is perfectly valid for very large values of "much".

Now back to the Critical Taunt discussion. The general consensus appears to be a positive reaction to tying some form of mechanic or effect to Gauntlet but there are various suggestions for which mechanic or effect to use.


"I am a Tank. I am your first choice, I am your last hope." -- Rune Bull

"Durability is the quintessential super-power. " -- Sailboat

 

Posted

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I can agree with getting rid of TO enhancements. I haven't slotted a TO since August '04.

I also like where you're going with adding an endurance modifier to Gauntlet. My only issue is that it takes us back into the realm of a behind the scenes effect and I'd really like to see something that makes Gauntlet more visible or tactile.

As I mentioned before I think that allowing debuffs and controls to be as effective as damage in defeating mobs would help alot of outstanding issues. For example, if a WP/Mace tanker could stack his damage with the stun delivered by his attacks then he would defeat the mob that much quicker which would translate to better DPE and survivability.

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Except that you now encroach on the Scrapper AT.

If you need a visual queue for this new effect how about everytime it activates a though balloon appears above your head saying:

YEAH BABY I AIN'T WAITING FOR END!!!!!!!!!!!

Could throw in a KA-POW! and a BANG! in there for good measure.


 

Posted

I'll make a completely vague and unsubstantiated contention that a lot of the people migrating to this area suggesting new ways to change tanks, are either:

A: Trying to mold tanks into an AT they prefer (Scrapper/Controller)

or

B: Have performed only adequately on teams where they've been the main tank.


I don't want Castle coming near my tanks anymore. Melee animation speeds are upped, high performing powers are nerfed.
No more. No thank you.


 

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As always, numbers are subject to change based on play testing. If the damage percentage needs to go up or down so be it. Perhaps set the damage bonus to 50% for the Tier I and 30% for the Tier II.

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Those are still insignificant numbers you're talking about.
You're still talking about increasing the average damage less than a percent.

50% extra base damage to two attacks that have the lowest base damage, and only with a 5-10% chance of firing at any time, and are at best only a small portion of an attack chain, isn't going to be noticable.

You don't need play testing to tell that 15 more damage points on Jab that happens once a minute or so wont make a lot of difference.

I think you should put some thought into your numbers, plug them into the scenario and look at the averages and then come back and present the idea again.

As for suggestions of numbers, how about a 100% chance to deal an extra 115% of base damage to Bosses and above?


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Posted

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I can agree with getting rid of TO enhancements. I haven't slotted a TO since August '04.

I also like where you're going with adding an endurance modifier to Gauntlet. My only issue is that it takes us back into the realm of a behind the scenes effect and I'd really like to see something that makes Gauntlet more visible or tactile.

As I mentioned before I think that allowing debuffs and controls to be as effective as damage in defeating mobs would help alot of outstanding issues. For example, if a WP/Mace tanker could stack his damage with the stun delivered by his attacks then he would defeat the mob that much quicker which would translate to better DPE and survivability.

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Except that you now encroach on the Scrapper AT.

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I don't see that as encroaching, I see it as leveling the playing field. That kind of change would benefit all archetypes. If controls and debuffs are as effective at defeating mobs as damage then all archetypes will be equally effective offensively both solo and in teams. It could also lead to more build options within the confines of individual power combinations. As I've pointed out before, in a world full of superhumans it seems kind of silly that the only way to effectively defeat evil is by knocking it's teeth out.

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If you need a visual queue for this new effect how about everytime it activates a though balloon appears above your head saying:

YEAH BABY I AIN'T WAITING FOR END!!!!!!!!!!!

Could throw in a KA-POW! and a BANG! in there for good measure.

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I was looking for something a little less 1960's Batman serial.


"I am a Tank. I am your first choice, I am your last hope." -- Rune Bull

"Durability is the quintessential super-power. " -- Sailboat

 

Posted

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As always, numbers are subject to change based on play testing. If the damage percentage needs to go up or down so be it. Perhaps set the damage bonus to 50% for the Tier I and 30% for the Tier II.

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Those are still insignificant numbers you're talking about.
You're still talking about increasing the average damage less than a percent.

50% extra base damage to two attacks that have the lowest base damage, and only with a 5-10% chance of firing at any time, and are at best only a small portion of an attack chain, isn't going to be noticable.

You don't need play testing to tell that 15 more damage points on Jab that happens once a minute or so wont make a lot of difference.

I think you should put some thought into your numbers, plug them into the scenario and look at the averages and then come back and present the idea again.

As for suggestions of numbers, how about a 100% chance to deal an extra 115% of base damage to Bosses and above?


.

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I never argue numbers Johnny, they mean next to nothing without actual play testing. As for your suggestion, it sounds attractive but it's pulling tankers toward the concept of single target boss killers. Your vision of tankers aside, that is not what tankers are set up to do in the game and I think that any change made to tankers should support what they were designed to do, fight groups of mobs.


"I am a Tank. I am your first choice, I am your last hope." -- Rune Bull

"Durability is the quintessential super-power. " -- Sailboat

 

Posted

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I never argue numbers Johnny, they mean next to nothing without actual play testing. As for your suggestion, it sounds attractive but it's pulling tankers toward the concept of single target boss killers. Your vision of tankers aside, that is not what tankers are set up to do in the game and I think that any change made to tankers should support what they were designed to do, fight groups of mobs.

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You're talking to a broken record there. No matter how many times you say that you aren't talking about numbers but just mechanics he will continually say it isn't enough damage to bosses and above (which is his idea, not yours).

I don't have a problem with change ideas, which is why I didn't completely say no to yours (although I wouldn't necessarily want any change for more damage, but can concede that the lower levels are a bit rough and new mechanics aren't necessarily all bad, I just don't like the idea of giving tankers a damage boost), but his ideas are very repetitive and anything that isn't his idea must immediately be brought back to his vision... hence why he's constantly attempting derailing threads.


 

Posted

Ah I see what you mean about all ATs getting this via their debuffs, etc ....

But the ATs aren't supposed to be balanced for team play and soloing.

That's according to the devs and documentation on and in the game. The only time they've adjusted this was when the mission slider was put in place (and that was more of a nod to the casual gamers versus the balance of ATs). They (attempted) to tackle early level damage with the Origin Powers but I think everyone will agree they were kind of a joke in that regard.

I doubt they (the devs) would change direction at this late date on one of the fundamental points of the game however (AT role).


 

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Ah I see what you mean about all ATs getting this via their debuffs, etc ....

But the ATs aren't supposed to be balanced for team play and soloing.

That's according to the devs and documentation on and in the game. The only time they've adjusted this was when the mission slider was put in place (and that was more of a nod to the casual gamers versus the balance of ATs). They (attempted) to tackle early level damage with the Origin Powers but I think everyone will agree they were kind of a joke in that regard.

I doubt they (the devs) would change direction at this late date on one of the fundamental points of the game however (AT role).

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I think I'll start a new thread about this in the Suggestion And Ideas forum because I believe it could work if the details are hammered out but I don't want to derail this thread to do it. So back to Critical Taunt....

Critical Taunt Mk III

Trying to seriously injure a tanker is an exercise in futility. Weapons will melt, break or freeze to the point of near obsolescence and hand to hand combat is painful for the tanker's assailant.

The original target, and any targets hit by the Gauntlet effect, of a tanker's Tier 1 through Tier III attacks will suffer a 5% debuff to damage output for 6 seconds. This debuff cannot be stacked for the same tanker but can be stacked with debuffs from a different tanker.


(Disclaimer: Numbers, as always are subject to modification based on play testing.)


A to hit debuff has also been suggested which would also be helpful for low level tanker survivability even if it is a little binary in nature.


"I am a Tank. I am your first choice, I am your last hope." -- Rune Bull

"Durability is the quintessential super-power. " -- Sailboat