Gauntlet 2.0
You derailed this thread to the point where no one is actually talking about Starsmans actual point anymore
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You still haven't addressed conceptually why you believe that my DA/DM tanker is required to be a heavy hitter to bosses. What if conceptually the character is great at taking down minions. |
Which is where the problem lies. You want to take a single idea and put it across the entire AT for concept reasons when your concept reasons really only lie with SS and a few minor examples that you were able to find, and the majority of those examples are not even able to be built in CoH, and are still SS characters. |
You asked for tank examples that weren't the classic INV/SS. I gave you some.
You seem to be implying that just because a character is careful with their powers in order not to hurt those around them that this means they are a tanker? |
Now, I'm done trying to rationalize and sell this concept to you because you don't want to be sold on it. If you're not going to agree with the concept in the OP no matter what, you're not worth my time and frankly there are more pleasant people to converse with.
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Have you ever considered the majority of tough heroes in comics are also super strong?
You asked for tank examples that weren't the classic INV/SS. I gave you some. |
Now, I'm done trying to rationalize and sell this concept to you because you don't want to be sold on it. If you're not going to agree with the concept in the OP no matter what, you're not worth my time and frankly there are more pleasant people to converse with.
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guys you should get a girl once ^^
Anyway let's restart the discussion plz someone
Anyone another idea to make gauntlet evolve in some way ?
guys you should get a girl once ^^
Anyway let's restart the discussion plz someone Anyone another idea to make gauntlet evolve in some way ? |
Add an intimidation effect to Gauntlet. Basically any target affected by Gauntlet would be hit with temporary damage akin to Spectral Wounds. Fix it so that the temp damage is not enhanceable and does not stack from the same tanker.
"I am a Tank. I am your first choice, I am your last hope." -- Rune Bull
"Durability is the quintessential super-power. " -- Sailboat
guys you should get a girl once ^^
Anyway let's restart the discussion plz someone Anyone another idea to make gauntlet evolve in some way ? |
On to what you were talking about. I would like to see gauntlet address a couple of issues.
1. End problems. Maybe based on the number of allies you have in your team, or number of enemies, or number of toggles you are running? I don't know something to that effect. This one seems pretty easy to do, and adding it to gauntlet seems the best way to handle it. More enemies effected by gauntlet, less end used... something like that.
2. Stacking. This one is a lot harder to deal with. Its difficult to handle stacking without defaulting to the simple add damage which I'm against. If a reverse body guard mode is out of the question, perhaps increasing debuffs as suggested earlier in this thread would be a nice change of pace. The same technique for delivering them could be available for the end reduction, allies, enemies, toggles... something to that effect.
Along the lines of what McBoo mentioned, as opposed to damage what about a minor -recharge? Something that would stack with enough spamming of the gauntlet effect and make having more then one tank add to the -recharge.
Not sure it would help, but it's an idea.
Throwing darts at the board to see if something sticks.....
Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Originally Posted by PapaSlade
Rangle's right....this is fun.
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How about this....
Add an intimidation effect to Gauntlet. Basically any target affected by Gauntlet would be hit with temporary damage akin to Spectral Wounds. Fix it so that the temp damage is not enhanceable and does not stack from the same tanker. |
With it not being stackable by the same Tanker, what you're talking about is a defacto -Max HP debuff that has to be sustained.
Why not cut to the chase, simplify the suggestion and do just that?
I can name some reasons to go that way, or at least things to be considered.
Correct me if I'm wrong, but don't buffs and debuffs to Max HP work on a percentage to the target's HP? If that's the case, such a debuff would have a greater effect on enemies with higher HP Like Bosses, EB, AVs, and less impact on Minions and Lts. Or they could simply not have it apply to Minions and Lts at all.
Since HP affects regeneration ticks, wouldn't this have the side effect of decreasing regeration on AVs and GMs? That could be a boon to teams.
It's an interesting idea either way, but what it really comes down to is how potent it is and how it performs in play testing.
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Well my preference would be to have the secondary effects from any single target tanker attacks applied to all targets affected by Gauntlet. This, in my mind, still represents a heavy hitting character. I offered up the intimidation idea to get us back on track.
"I am a Tank. I am your first choice, I am your last hope." -- Rune Bull
"Durability is the quintessential super-power. " -- Sailboat
It's an original direction, for sure.
With it not being stackable by the same Tanker, what you're talking about is a defacto -Max HP debuff that has to be sustained. Why not cut to the chase, simplify the suggestion and do just that? I can name some reasons to go that way, or at least things to be considered. Correct me if I'm wrong, but don't buffs and debuffs to Max HP work on a percentage to the target's HP? If that's the case, such a debuff would have a greater effect on enemies with higher HP Like Bosses, EB, AVs, and less impact on Minions and Lts. Or they could simply not have it apply to Minions and Lts at all. Since HP affects regeneration ticks, wouldn't this have the side effect of decreasing regeration on AVs and GMs? That could be a boon to teams. It's an interesting idea either way, but what it really comes down to is how potent it is and how it performs in play testing. . |
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"I am a Tank. I am your first choice, I am your last hope." -- Rune Bull
"Durability is the quintessential super-power. " -- Sailboat
I want to take another crack at this
Tankers are given a fury bar similar to Brutes. As the tanker is attacked his fury would
increase. But since a tanker is obviously not a Brute this would not be constantly buffing
the tankers damage. Instead the tanker would have an inherent click power that could be
activated to give the tanker the damage buff for only one ST attack and reset the fury
bar back to zero. In addition maybe something like a PBAOE taunt and a to-hit debuff. Or
maybe take the taunt out and give some kind of leadership style buff to your teammates.
Feel free to pick this idea apart or take it and further develop it. Whichever suits you
leave tankers firmly in the role of melee controller. I believe that as a melee controller it is possible to marry the comic concept with the MMO role in a way that will represent both effectively. This will also create more balance within the original 5 archetypes. We will have ranged damage, melee damage, ranged control and melee control with the defender in the center making all of us better at our jobs.
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Taking It On the Chin I-16 Tanker Guide
Repeat Offenders
I want to take another crack at this
Tankers are given a fury bar similar to Brutes. As the tanker is attacked his fury would increase. But since a tanker is obviously not a Brute this would not be constantly buffing the tankers damage. Instead the tanker would have an inherent click power that could be activated to give the tanker the damage buff for only one ST attack and reset the fury bar back to zero. In addition maybe something like a PBAOE taunt and a to-hit debuff. Or maybe take the taunt out and give some kind of leadership style buff to your teammates. Feel free to pick this idea apart or take it and further develop it. Whichever suits you |
Here is the official description of the Tanker from the CoX website:
The Tanker is an irresistible force combined with an immovable object. This Archetype can take and dish out all sorts of damage. The Tanker is not totally invulnerable, but his skills allow the other Archetypes to play their parts, too. The Tanker is a devastating hand to hand combatant, and ranks second only to the Scrapper in sheer melee power. He possesses some ranged abilities, though far below those of the Blaster or the Defender. Tankers proudly stand in the front lines of battle in order to protect their comrades and, of course, the innocent |
I count four instances that can suggest the 'flavour' of the AT is at least in part about melee damage.
Please highlight the parts you think indicate they are supposed to be control oriented.
I would caution you about associating "protecting their comrades" with control, because the same can be said about Defenders who protect with buffs and heals, Blasters who protect by sniping an enemy about to attack a teammate, etc.
I would much rather head further down the same road if we change anything at all |
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As I'm sure most of you have seen, Kruunch has started a new thread about removing the aggro cap. Would it be both a. reasonable, and b. feasible to have gauntlet set so that each additional tank on a team increases the tanks aggro cap? I know this doesn't help resolve tanks endurance issues at the low levels, but it might make for an interesting direction for gauntlet.
Throwing darts at the board to see if something sticks.....
Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Originally Posted by PapaSlade
Rangle's right....this is fun.
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What about an extra Inherent like "Assault"?
It effects only team mates including other tankers but the bonus scales differently to each ATs. Lowest on Scrappers and Brutes.
Forgive me if I am off base with any points and I did not know how else to put it:
Going Rogue will eventually come out and Brutes are ever so close to imposing on the Tankers role, with Scrappers a little bit further behind but both in any case have a greater damage output and can be seen as more attractive for teams. I think that, that is the worry.
With Sarrate I think, wanting Tankers to more attractively stack in teams and do better damage per end like scrappers. One tank would increase the damage output of the other. Therefore greater dam per end.
With Kruunchs post being about how many new players need to complain and tanker players being end hungry perhaps from having to hit targets a lot to defeat, partly from being first in and therefore using more end.
With Tankers being in my opinion a very good dictator of the battlefield.
I think combining all that can mean that Tankers can do with a inherent effect other power like Assault, oh and still gauntlet.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
If all melee ATs end up with the same powersets, which I consider likely, the flavor must come from the differences. Upping tank damage in any way shape or form simply makes the AT more of the same old same old.
And you can leave that AT description somewhere dark and humid. That entire pamphlet has virtually nothing to do with the game after 5 years of evolution.
I, and many players like me, play tanks specifically because they provide control and mitigation for the team as a whole.
Every stinkin "point" you try to make comes down top one thing JB. You seem to want to be some kind of team MVP. Soloing everything needing nothing. Go play a brute or a scrapper already and stop telling me what I should want from my already favorite AT.
Taking It On the Chin I-16 Tanker Guide
Repeat Offenders
Since reading this and the aggro cap posts now tearing up the charts, a idea occurred to me and apologies in advance if this has already been posted somewhere previously.
My idea for a new Gauntlet was a fury style bar that increases as the tank takes a beating for the team. As it increases it raises his own aggro cap up to dbl the curren limit. As of now, tank charges in, hits the mob. 2nd group gets aggroed he grabs there attention as well. More heck breaks loose, 3rd mob enters stage right. Team wipes, perhaps the tank does as well.
With the gauntlet 2.1 our hero tank is already up to 70-80% on his aggro bar, he taunts the 3rd group and it sticks and they join in the pile trying to take him down. No guarantee that he can stay alive, which is no different. But at least his team is still alive to take down the baddies and help the tank stay upright.
I believe this would make tanks more indispensible. While our soft capped scrapper or evil-turned good brute brethrens can still be overwhelmed with targets, Tanks can still be the rock that keeps a team going.
Mechanics: Aggro is still raised by attacking and being hit. However i'm thinking that a modifier would be in order for taking damage based on melee vs aoe vs ranged. Also perhaps an slight increase in aggro duration based on that %. In no way does this increase the range of aggro. We could still be 10 ft away from those baddies facing the other way and they would still be oblivious.
Problem 1: This promotes herding. Solution: Aggro bar drops more rapidly than the fury bar. Running from mob to mob would lose most of the aggro built up. It would also cause the taunt duration to drop as well back to normal. Also since ranged damage raises the gauntlet bar less than melee, hopping into a mob and taking off again would not make much of a difference.
Problem 2: Tank in question couldn't handle the extra aggro. Answer: In the case of accidental aggro, if the team wipes, the tank is still going to receive the full force of the attacks eventually. This just keeps his teammates on their feet to assist. If it was intentional by the tank, if he gets more than he can handle he has only himself to blame.
Problem 3 with no answer: More than one tank on a team. While I always love 2,3, even 8 tank teams. The peeps that only like having one tank on a team are going to be even less inclined to add a 2nd. Despite this, still think this would be good for tanker-kind.
Dirges
you are not going to get a damage increase for tankers without a change to balance them. |
After all, the devs say all the numbers show tankers are performing above average. |
YMMV
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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)
(Emphasis mine. Even Ice Melee, before the changes, over performed.)
Source (in case I botched the above quote tag) |
Firstly, Castle looking forward to the i11 beta puts this quote at quite some time ago, circa i10. July or August of 2007.
At that point, all ATs were still reeling from IOs in i9 only a couple months before. Castle's data was obviously from previous to that. The landscape of the game changed quite a bit in the time period. IOs definately affected statistics. It's not too much of a leap to suggest Tankers may not compare the same then as they do now.
I'm not dismissing your quote, but I am saying that's quite some time ago. Things have changed in the game massively. Things can easily have changed with Tankers.
And also, Castle says:
My focus is on those AT's who, as a group, underperform. |
Besides Corrs and Defenders, Tankers are really the only ATs left because that leaves Scrapper, Brutes and Controllers.
Now, I would suspect if Domms got tweaks for viability against Controllers as a result of GR, then likely Corrs and Defenders are up next. If after that point Tankers don't get some consideration, there's a chance I could go supernova. Either way you have something to look forward to.
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Do not trust the quote tags. Ever.
Firstly, Castle looking forward to the i11 beta puts this quote at quite some time ago, circa i10. July or August of 2007. At that point, all ATs were still reeling from IOs in i9 only a couple months before. Castle's data was obviously from previous to that. The landscape of the game changed quite a bit in the time period. IOs definately affected statistics. It's not too much of a leap to suggest Tankers may not compare the same then as they do now. I'm not dismissing your quote, but I am saying that's quite some time ago. Things have changed in the game massively. Things can easily have changed with Tankers. |
I agree with what you say Alabaster but in my opinion, if someone is super solid (i would say resistant but defense plays a role too ^^), he's super strong no matter what the kind of energy he uses.
Take a Ice/Ice tank, if he can use ice to protect his body, he can use it to hit a foe. But in fact that's not what makes him a tank, because blasters can do that too ...
Let's say a Tanker is the best self "defense" AT (again defense is not accurate here ^^) but it lacks a bit of flavor that comicbooks tanks have and it's Rage that only SS have right now.
It's well known that tankers can destroy everything when they get mad that's why they got melee powers in the first place I think