Gauntlet 2.0


abnormal_joe

 

Posted

Quote:
Originally Posted by SpittingTrashcan View Post
I had a previous suggestion that made Gauntlet into a mode switch: one mode for aggro attraction, another that increased DPE either through end reduction or damage buff but switched off the taunt effect. Too complicated, apparently.

A simpler version would just give Tankers a damage buff when sufficiently far from allies. Just off the top of my head: +50%, -7% per ally within 40 feet. Conceptually: the Tanker can only safely use his full power when no allies are in harm's way. Mechanically: Helps soloing, especially at low levels when DPE is bad; gives the second tank something to do - run off and start rampaging elsewhere, using the superior survivability to gather and soften spawns before the rest of the team arrives.

Of course, this also makes Tanks the only AT directly penalized for teaming. And people tend to overvalue personal performance while undervaluing team performance, not realizing (or not caring) that sacrificing 10% of your own DPS to increase team DPS by considerably more is a net win.
I had an Idea similar to this, only it would be based on the ratio of enemies to players around the tank. It would be Mobs/Allies, with minions counting for very little on the mobs side, while Bosses and above counted a lot. Sturdy AT's like other Tanks, Scrappers, and Brutes would count for very little, while squishier allies like Defenders and Controllers would count for more. That would reward the tank for keeping mobs off the squishies, not penalize them for the scrappers hang around the mob pile to do damage, and even help with stackability: the second tank could gather another spawn, increasing the ratio and giving a bigger damage boost.


...but seeing as so many people seem to be opposed to a damage buff, how about an aggro mechanic that allows tanks to share aggro? As in if two tanks were back to back, each tank would have the other's base threat added to his own. Or something that allows mobs to effectively treat multiple tanks as one entity for aggro purposes. (I'm really not that familiar with how threat works, please don't get too mad if I'm suggesting the impossible.)


 

Posted

So this is still going on. I do not mean that in a negative way it's good to see you guys kept up the good fight. Ive just been absent for a good while, even before champions came out (yes I am playing it) but I have kept my sub here active and I tinker with my tank now and then.

Ive seen a few interesting ideas in this thread though quite honestly I would settle for anything being done to gauntlet to make it useful to an actual tank. Doing something for tanks is about the one thing I know would pull me back to coh full time from champions.

What I would like to ask though is have any of you received any indication that they will look into doing something for gauntlet. The last thing I recall reading was a post by Castle saying something to the effect of him still not seeing the need for a change like this. Thats not a direct quote heck I may have even misinterpreted the post when I read it since I was rather frustrated with the game in general at the time.


*readies fire extinguisher*

 

Posted

Quote:
Originally Posted by Vicar View Post
So this is still going on. I do not mean that in a negative way it's good to see you guys kept up the good fight. Ive just been absent for a good while, even before champions came out (yes I am playing it) but I have kept my sub here active and I tinker with my tank now and then.

Ive seen a few interesting ideas in this thread though quite honestly I would settle for anything being done to gauntlet to make it useful to an actual tank. Doing something for tanks is about the one thing I know would pull me back to coh full time from champions.

What I would like to ask though is have any of you received any indication that they will look into doing something for gauntlet. The last thing I recall reading was a post by Castle saying something to the effect of him still not seeing the need for a change like this. Thats not a direct quote heck I may have even misinterpreted the post when I read it since I was rather frustrated with the game in general at the time.
I have not really seen anything from the Devs saying that they're looking into it. I still really haven't seen anyone demonstrate AT problems as a whole, except for endurance usage, so take that as you will. But no comment from the devs on Gauntlet that I've seen.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

The only recent Gauntlet related response that I have seen from any developers was during I16 closed beta when a bug caused only the visual FX for tanker ST attacks to be displayed on any mobs affected by Gauntlet.


Castle reportedly said it was a bug and BAB said....

Quote:
Single target attacks should only show the visual effects from the power on the target. "Gauntlet" is merely the AOE "Taunt" effect.

I'm perfectly fine with having the generic "Taunt" effect show up on all mobs that have been affected by gaunlet's taunt, but not okay with the electricity of an electrical melee attack showing up.

But, as I said, there's a flag on these powers that are supposed to ensure that the hit effects only show up on the main target that's not working correctly with customized FX. It may not be possible to restrict the VFX associated with the damage or secondary effects to only show up on the main target, but not restrict a generic taunt effect from playing on all targets.

>


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

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

 

Posted

Quote:
Originally Posted by Aett_Thorn View Post
I have not really seen anything from the Devs saying that they're looking into it. I still really haven't seen anyone demonstrate AT problems as a whole, except for endurance usage, so take that as you will. But no comment from the devs on Gauntlet that I've seen.
IMO plenty of people have demonstrated problems with the at. That however is my opinion.

Lackluster damage paired with survieability that is only slightly better than a brutes (while the damage does not even come remotely close) coupled with endurance issues and an outdated agro mechanic that with a agro cap at 17 means in my opinion that the tanker archtype is a dinosaur that is only still alive because brutes are not yet on hero side.

In short other than a rework of gauntlet to make being a tank unique (considering I have seen scrappers and brutes hold agro almost as well. If they can hold 60% of the mob thats all you need to hold if the av is part of that and they do far more damage) or some active adjustment of the agro cap for tanks so that if they can survive it (most likely with heavy buffs or massive io builds) they can tank it.

That however is my opinion, one of which several of my friends (who have all canceled Im the last one left) share.


*readies fire extinguisher*

 

Posted

Quote:
Originally Posted by Vicar View Post
IMO plenty of people have demonstrated problems with the at. That however is my opinion.

Lackluster damage paired with survieability that is only slightly better than a brutes (while the damage does not even come remotely close) coupled with endurance issues and an outdated agro mechanic that with a agro cap at 17 means in my opinion that the tanker archtype is a dinosaur that is only still alive because brutes are not yet on hero side.

In short other than a rework of gauntlet to make being a tank unique (considering I have seen scrappers and brutes hold agro almost as well. If they can hold 60% of the mob thats all you need to hold if the av is part of that and they do far more damage) or some active adjustment of the agro cap for tanks so that if they can survive it (most likely with heavy buffs or massive io builds) they can tank it.

That however is my opinion, one of which several of my friends (who have all canceled Im the last one left) share.
Truth be told, I think Defenders have more to worry about with Corruptors going to blueside than Tankers do with Brutes doing the same.


"I never said thank you." - Lt. Gordon

"And you'll never have to." - the Dark Knight

 

Posted

Quote:
Originally Posted by Vicar View Post
IMO plenty of people have demonstrated problems with the at. That however is my opinion.

Lackluster damage paired with survieability that is only slightly better than a brutes (while the damage does not even come remotely close) coupled with endurance issues and an outdated agro mechanic that with a agro cap at 17 means in my opinion that the tanker archtype is a dinosaur that is only still alive because brutes are not yet on hero side.
I stopped reading right here and started pointing and laughing.


Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!

 

Posted

Quote:
Originally Posted by Vicar View Post
Lackluster damage paired with survieability that is only slightly better than a brutes (while the damage does not even come remotely close)
I've posted this several times before, since people repeatedly dismiss the survivability differences betweent he ATs with a slight of hand. Here's a comparison of invulnerability tankers and invulnerability brutes with resists against smashing and lethal damage with 56% enhancement. Dull pain and defense are excluded as they provide more complication without altering the overall effect, but otherwise including defense would widen the gap.

Unbuffed @ level 50:
Tankers withstand 1875hp in damage
Brutes withstand 1500hp in damage

Invuln @ 50, primary resists only:
Tankers, 70.2% res, withstand 6292hp in damage
Brutes, 52.65% res, withstand 3168hp in damage

Invuln @ 50 with tough, resists only:
Tankers, 90% res, withstand 18750hp in damage
Brutes, 70.2% res, withstand 5034hp in damage

The two would have to make liberal use of unstoppable for there to even be any similarities.

Without handwaving away build choices and claiming all brutes are defense capped, shield and stone brutes are quite similar. Willpower, dark armor, and fiery aura aren't as pronounced due to the relatively high dependence on healing/regen, but still see larger differences between tanks and brutes than a linear interpretation of the AT modifiers would suggest (edit: barring any bugs in cloak of fear). If the survivability differences matter is certianly up to one's own interpretation in group and IO'd circumstances, but this is the tanker forum after all.

In short: What game are you playing?


 

Posted

I just wanna throw this out for everyone's consideration. I've only been playing for a few months, so I have a relatively new perspective on the game.

I really like the "brown bar" mechanic -- I actually think every AT should have one. That said, I have two ideas, both of which are similar to the Dominator's inherent:

A) Some kind of "power boost" mechanic for non-damaging power effects like stun (duration), DoT (duration), etc, based on attacks withstood (not damage taken). This could either be proportionate like the Brute's damage bonus, or "KAPOW" like the domination inherent.

B) A massive damage boost which would be activated with a Domination-like inherent click power. Obviously this raises the concern over "perma-dom" attainability, but I really don't think that should even be possible for them, regardless of how much money they spend on IO sets. I consider it an outstanding issue.

The reason I like option B (although A would be fun) is that it would fill its own niche -- scrappers do higher sustained DPS, brutes have a "momentum" factor to their DPS, and tanks would have a "burst" factor, which would be in keeping with the "let loose" and "throw down the gauntlet" feel that a lot of people seem to be looking for in this thread.

Thoughts?


 

Posted

Quote:
Originally Posted by Aura_Familia View Post
I stopped reading right here and started pointing and laughing.
I did the same when I read your post count. Maybe you should try to play the game now and then instead of just posting on the forums.


*readies fire extinguisher*

 

Posted

Quote:
Originally Posted by Dersk View Post
I've posted this several times before, since people repeatedly dismiss the survivability differences betweent he ATs with a slight of hand. Here's a comparison of invulnerability tankers and invulnerability brutes with resists against smashing and lethal damage with 56% enhancement. Dull pain and defense are excluded as they provide more complication without altering the overall effect, but otherwise including defense would widen the gap.

Unbuffed @ level 50:
Tankers withstand 1875hp in damage
Brutes withstand 1500hp in damage

Invuln @ 50, primary resists only:
Tankers, 70.2% res, withstand 6292hp in damage
Brutes, 52.65% res, withstand 3168hp in damage

Invuln @ 50 with tough, resists only:
Tankers, 90% res, withstand 18750hp in damage
Brutes, 70.2% res, withstand 5034hp in damage

The two would have to make liberal use of unstoppable for there to even be any similarities.

Without handwaving away build choices and claiming all brutes are defense capped, shield and stone brutes are quite similar. Willpower, dark armor, and fiery aura aren't as pronounced due to the relatively high dependence on healing/regen, but still see larger differences between tanks and brutes than a linear interpretation of the AT modifiers would suggest (edit: barring any bugs in cloak of fear). If the survivability differences matter is certianly up to one's own interpretation in group and IO'd circumstances, but this is the tanker forum after all.

In short: What game are you playing?
The one where the brute kills things 3 times as fast so it takes less damage than the tank.

Fairly simple math really you can cloud the issue with as many numbers as you wish but the simple fact is "Dead enemies can't hurt you"

So sure the tank can withstand an extended beating for longer than a brute can.

The brute does not need to be able to absorb as much damage as the tank because everything is dead before it needs to even get close to what a tank would have absorbed to kill the same mob.

So lets compare vannila builds. Nothing fancy Invuln SS vs SS Invuln. I happen to know that these builds are rather end heavy if you dont build conservatively for end reduction or set bonuses. However we are talking standard SO builds here.

Now I have better things to do than to crunch numbers down to the milisecond but lets just rattle off some rough comparisons.

Say a Invuln SS tank takes 3 mins to polish off a mob. Now a standard SO build using lots of end redution will be able to maintain its end fairly well but if your slotted more for damage your going to be sucking end the entire time or risking a toggle drop.

Enter the SS Invuln brute. Takes him about a min to polish off the same mob. No endurance issue even slotted for damage instead of end reduction for a short 60 second fight. Of course the brute takes FAR less damage because it is only exposed to the damage for a third of the amount of the time the tank was. Which pretty much more than nullifies the advantage the tank has. The brute simply does not need to be that tough because everything is dead allready.

Now start bringing IO builds into the equation. You can buff up the tanks damage output a bit set bonuses and getting a tank to defense cap is much easier. However if there are any outside buffs coming in that crippling 300% damage cap kicks in.

The brute can take advantage of the same damage buffs and defense buffs. With a bit of work they too can hit the defense cap. Then you bring in the outside buffs for the massive 750% damage cap.

Tanks simply do not compare.

Tanks have only one thing going for them. They are better for a beginner player to hold agro with them. However experianced players can hold agro just as well with a brute, and do so much more damage its almost sad.


*readies fire extinguisher*

 

Posted

Regarding the Tanker VS Brute concerns:

It is my opinion that the reason we are seeing so many opinions stating that Brutes are in some way better or comparable to Tankers in various forms of functionality is simple: Most Tanker power combinations possess incredible over-the-top survivability at the expense of other forms of combat utility. Meanwhile, Brutes have "enough" survivability coupled with more well-rounded damage output which gives them the perception of being better off in the eyes of many - which may not be entirely untrue. Therefore, the primary concern for the Tanker vs Brute debate is when and where is "enough" survivability equivalent in value to "maximum" survivability - and how this will affect player opinion on numerous levels of gameplay. So far as that goes, it is unrelated to this topic and not a catestrophic issue in my opinion.

But in so far as this thread's main topic is concerned, the fact that Brute Fury is much more flexible in various combat situations is a concern of mine, a valid issue related to Gauntlet, and the potential defining diversifier between these two archetypes. Inherit abilities have been a point of contention for some time since they are more varied (and integrated) on red-side than blue-side and mixing these two together will only make the diversity (and arguably, the entertainment value and utility) of villain-side inherits more obvious than ever.

In short - the problem in my eyes is not which archetype is better, but if the flavor of the Brute Fury inherit overshadows Tankers and their fairly generic and useless-in-solo Gauntlet inherit power now that all of the games' content will be available to all archetypes with Going Rogue. And, if so, what sort of effect can Gauntlet provide to set Tankers further apart from Brutes.

Granted, as others have stated, other Archetypes have equal or greater concerns which should have a high priority on the Developer radar momentarily. But that does not negate the fact that this is a valid topic for Tanker development, namely the current somewhat uncreative application of Gauntlet and numerous proposals to modify it into something more exciting and flavorful.

Game on, people.


Raid Leader of Task Force Vendetta "Steel 70", who defeated the first nine Drop Ships in the Second Rikti War.
70 Heroes, 9 Drop Ships, 7 Minutes. The Aliens never knew what hit them.
Now soloing: GM-Class enemy Adamaster, with a Tanker!

 

Posted

Personally I don't get this overall tank vs. brute mentality. It really should be more of a scrapper vs. brute.

Base defense for scrappers and brutes are equal. Same numbers folks.

Base damage for scrappers is higher then brutes without fury. (and that doesn't include crits) It takes until the fury bar hits in the mid 30's for the base damage of brutes to equal the base damage of scrappers, not that that is hard to maintain. Again, this doesn't include criticals. I'm sure that with a constantly high fury bar that the brutes do out damage scrappers in the long run.

So if scrappers with their equal defensive numbers to brutes and quite high damage haven't killed off tanks I really don't see how brutes will do it either. If anything I would think more players would want to play brutes as they can achieve higher overall damage compared to scrappers thus threatening the scrapper AT, not the Tank AT.

As for Gauntlet 2.0, I've already put my two cents worth in before.


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!
Quote:
Originally Posted by PapaSlade
Rangle's right....this is fun.

 

Posted

Quote:
Originally Posted by Vicar View Post
...brute kills things 3 times as fast...
.
So lets compare vannila builds. Nothing fancy Invuln SS vs SS Invuln.
Brute SS at 90% fury does approximately 55% more damage than tanker SS (single-application of rage, 95% damage enhancement). That's a best case scenario in favor of the brute, aside from the differences in power availability due to level.

If you loved facts as much as you love brutes, you'd be more hesitant to spout nonsensical comparisons that probably aren't even true when comparing brutes to defenders.

Quote:
Fairly simple math really you can cloud the issue with as many numbers as you wish but...
If you had done any math, you'd be embarrassed right now.


 

Posted

Quote:
Originally Posted by Rangle M. Down View Post
So if scrappers with their equal defensive numbers to brutes and quite high damage haven't killed off tanks I really don't see how brutes will do it either.
There are three things going for brutes that are missing from scrappers.
  • Powerset availability, such as superstrength and stone melee. They aren't available to scrappers
  • Taunt effects. All brute attacks taunt what they hit. Brutes also get taunts in a toggle from their secondary, except for energy aura. Scrappers only have their single-target taunt power, and taunting effects from invinc, rttc, and aao.
  • Caps. In typical solo play, and most groups, a brute will have comparable damage and defensive capabilities to a scrapper (outside of the better selection in powersets). With particular buffs, brutes far surpass scrappers in both resistance values and damage output. Even solo the higher resist caps can be used in favor of the brute with powers like unstoppable and power surge.


 

Posted

Quote:
Originally Posted by Dersk View Post
Brute SS at 90% fury does approximately 55% more damage than tanker SS (single-application of rage, 95% damage enhancement). That's a best case scenario in favor of the brute, aside from the differences in power availability due to level.

If you loved facts as much as you love brutes, you'd be more hesitant to spout nonsensical comparisons that probably aren't even true when comparing brutes to defenders.



If you had done any math, you'd be embarrassed right now.
As usual people like you only quote the parts they can twist to what they wish them to say. You completely cut out the mention of damage caps or where I go over the fact that the brute does not have the endurance issues that a tank does because their damage per endurance is so much higher.

You did do the math, just only enough of it to show what you wanted it to show. Typical of most studies and number crunchers. So go back to calculations and you can try and tell us how it is on paper.

Ill go play the game instead and tell you how it is.


*readies fire extinguisher*

 

Posted

Quote:
Originally Posted by Sylph_Knight View Post
Regarding the Tanker VS Brute concerns:

It is my opinion that the reason we are seeing so many opinions stating that Brutes are in some way better or comparable to Tankers in various forms of functionality is simple: Most Tanker power combinations possess incredible over-the-top survivability at the expense of other forms of combat utility. Meanwhile, Brutes have "enough" survivability coupled with more well-rounded damage output which gives them the perception of being better off in the eyes of many - which may not be entirely untrue. Therefore, the primary concern for the Tanker vs Brute debate is when and where is "enough" survivability equivalent in value to "maximum" survivability - and how this will affect player opinion on numerous levels of gameplay. So far as that goes, it is unrelated to this topic and not a catestrophic issue in my opinion.

But in so far as this thread's main topic is concerned, the fact that Brute Fury is much more flexible in various combat situations is a concern of mine, a valid issue related to Gauntlet, and the potential defining diversifier between these two archetypes. Inherit abilities have been a point of contention for some time since they are more varied (and integrated) on red-side than blue-side and mixing these two together will only make the diversity (and arguably, the entertainment value and utility) of villain-side inherits more obvious than ever.

In short - the problem in my eyes is not which archetype is better, but if the flavor of the Brute Fury inherit overshadows Tankers and their fairly generic and useless-in-solo Gauntlet inherit power now that all of the games' content will be available to all archetypes with Going Rogue. And, if so, what sort of effect can Gauntlet provide to set Tankers further apart from Brutes.

Granted, as others have stated, other Archetypes have equal or greater concerns which should have a high priority on the Developer radar momentarily. But that does not negate the fact that this is a valid topic for Tanker development, namely the current somewhat uncreative application of Gauntlet and numerous proposals to modify it into something more exciting and flavorful.

Game on, people.
QFT and far more diplomatic than I could ever be.

I would also like to add that another reason Tanks to Brutes are compared more often than Tanks to Scrappers or Scrappers to Brutes is that on red side the role of tank falls to the brutes. There really isnt any other option.

For me the mention of powersets being shared is another big reason. I would have given up the tanker changes arguement years ago had they simply ported SS to scrappers. I would be happily playing a SS scrapper. Why they havent, well thats beyond me so instead I play brutes now.


*readies fire extinguisher*

 

Posted

I think there are several changes that can and should be made to brutes and tanks, but exaggerating the differences to the point where they no longer look like the same game only detracts from the problems and fights to make change more difficult.

Quote:
Originally Posted by Vicar View Post
As usual people like you only quote the parts they can twist to what they wish them to say. You completely cut out the mention of damage caps or where I go over the fact that the brute does not have the endurance issues that a tank does because their damage per endurance is so much higher.
I didn't challenge the endurance efficiency differences because they exist, and are completely irrelevant to whether or not brutes do three times as much damage as tanks. 55% more damage is 55% more endurance efficiency when using the same attacks and slotting.

You still haven't shown how you came up with brutes doing three times as much damage as tanks. Because, you know, it looks like you have no idea and pulled a number out of your [censored] to convince others the situation is worse than it is.

I suppose I should throw away my play experience and just trust you, even though you have nothing beyond perception and opinion.

Quote:
Ill go play the game instead and tell you how it is.
With your utter disrespect for numerical values and math, I don't think I'd trust anything you had to say that wasn't backed up by herostats and a screenshot of a character's build.


 

Posted

To be honest, I've recently found that it's sometimes better to debate things from perception and experience rather than rely on hard math for my theories until the situation in question has been better established. Not to say math is not important or that I don't follow some estimates, but rather that few people carry the talents of Serrate, Starsman, and Arcanaville with a spreadsheet - and I most certainly do not. And Math discussions prove far more confrontational, which hinders (if not negates) all progress in discussion and theorycrafting. Seems that the trend has also sparked more arguments than it has solved. (See: Nerdrage) Besides, math has its own set limitations as it's based on certain control factors which are sometimes better described than calculated.

The End-User Perception is sometimes just as important as the math involved.

While I understand there's going to be disagreements in our perceptions, perhaps it would be better to try and levy experiences and define case examples and then do the math research to back it afterwards rather than wage a numeric war upfront. After all, the perception of Brutes VS Tankers is extremely situational. For example, Tankers will obviously fare better in certain high-risk situations without external assistance than some Brutes.

But let's face it - Brutes do get a really cool Inherit toy.

EDIT: I would like to add that I have heard that Masterminds tend to fill the role of Tankers on Villain-side fairly often since they can distribute damage they receive between all of their minions, giving them higher HP values than initially perceived. I cannot confirm this as I have barely touched villain-side content. However, from a functionality standpoint Brutes do resemble Tankers more closely and there is a fairly wide belief that Brutes are "Villain Tanks" - so even if those of us here understand otherwise, the general populous may be swayed by a different, perhaps flawed perspective. I doubt it will damage Tankers at a critical level, but the basis of my argument is that their inherit abilities and Gauntlet-lite capacities have led me to feel that a revision of our own Gauntlet is justified in some way since they now have access to our content and will be stepping on our toes to some degree.


Raid Leader of Task Force Vendetta "Steel 70", who defeated the first nine Drop Ships in the Second Rikti War.
70 Heroes, 9 Drop Ships, 7 Minutes. The Aliens never knew what hit them.
Now soloing: GM-Class enemy Adamaster, with a Tanker!

 

Posted

A friend once told me that during a brainstorming session, when asked what makes a GOOD video game, his team could only find a handful of results. When he switched the topic to what makes a BAD video game, the ideas piled on high. So in the case of Gauntlet, a bit of reversal may be necessary to come out with better ideas or justifications to why it needs to be changed. I'm sure each of these have been mentioned at some point in this long thread, but it'd probably be a good idea to consolidate them for reference:

What is wrong with Gauntlet:

* Useless when solo
* Works better with faster execution and recharging attack chains / power sets (slower sets like Energy Melee do not benefit as well)
* Brutes have a less effective version (so it has competition / isn't unique)
* Minimal effect on efficiency / survivability / management (most Inherits carry this theme)
* Arguably detrimental to early-level Tankers prior to obtaining adequate survival tools or the incremental stat gain for higher HP that is more noticeable after many levels
* Does not feel thematic
* Can significantly lose importance in large teams mid-to-late game (Their enemies usually die before you grab all aggro)
* Almost never equates the benefits of taking the power "Taunt" - more so for long activation / recharge attack chains (see above) - also makes its function easy to replace
* Only works on Secondary Power Set abilities and not on Pool or Veteran attack powers (please correct if I'm mistaken)

* Question: Does it activate when you use Taunt or only with attacks? How about with self-buffs? I believe it only works on secondary power set abilities but how about those that don't do damage? Call it morbid curiosity.

What's good about Gauntlet:

* Stacks well with other aggro-management tools
* Can negate need for Taunt on small or low-DPS teams
* Debatable subject: Has unwritten benefit of giving higher HP to Tanker (I argue this is more due to Defensive/Offensive power set selection than the Inherit)
* Works well on fast attack chains

Let me know if I missed anything and feel free to add and lend your thoughts.


Raid Leader of Task Force Vendetta "Steel 70", who defeated the first nine Drop Ships in the Second Rikti War.
70 Heroes, 9 Drop Ships, 7 Minutes. The Aliens never knew what hit them.
Now soloing: GM-Class enemy Adamaster, with a Tanker!

 

Posted

Quote:
Originally Posted by Sylph_Knight View Post
What is wrong with Gauntlet:
The portion brutes don't have is so difficult to notice and nebulous that it can be completely broken without anyone noticing.


 

Posted

Quote:
Originally Posted by Sylph_Knight View Post
EDIT: I would like to add that I have heard that Masterminds tend to fill the role of Tankers on Villain-side fairly often since they can distribute damage they receive between all of their minions, giving them higher HP values than initially perceived.
You can either look at MMs as having around 3200 HP at level 50 (unmodified), or as having 75% resistance to everything - which their own resistances stack with (multiplicatively, so they can get a further 75% reduction of the 25% left, for a "net" resistance around 94%.)

Master Minds were probably intended as the "Tanks", but Redside mechanics simply don't work like Blueside. Overall, there's less need for "Tanks" - each redside class has its own form of mitigation. There are no Blasters redside, and even with only team buffs, Corruptors still have high damage and Scourge.

And yes, I agree that the most broken part of Gauntlet is that Brutes get all the relevant parts of it on top of Fury. In general, the blueside inherents are all sub-par.


 

Posted

Quote:
Originally Posted by Sylph_Knight View Post

* Question: Does it activate when you use Taunt or only with attacks? How about with self-buffs? I believe it only works on secondary power set abilities but how about those that don't do damage? Call it morbid curiosity.
Gauntlet works with most attacks (An example of an attack without taunt would be burn, which acctually repels enemies.). This is because Gauntlet is just a taunt effect that has been added by hand to the various attacks that a tanker can select. Though its not just secondary set attacks that get Gauntlet. Some primary sets; such as, Dark, Fire, and Shield have attacks within them that also have a taunt effect. Power pool attacks, iirc, also have a taunt effect for tankers.

I always thought it would be cool if tanker attacks were irresistable. It would fit well with the idea of the "irresistable force" title that tankers have. Of course it wouldn't work for the attacks to be 100% irresistable all the time, so I came up with a Gauntlet meter idea.

The meter would fill up from 0-100 and however full the meter is, that is the percentage of your attack damage that is irresistable. So if your meter was at 50 and you attacked for 20 damage against an enemy with 50% resist, you would deal 15 damage. With 50% of the damage being irresistable, 10 of the damage is guaranteed and the other 10 damage is reduced by 50% due to enemy resistance. A completely full Gauntlet meter means 100% irresistable damage.

The meter would increase by being near enemies at a chosen interval, with minions giving 1 point at the chosen interval, lieutenants giving 2 points per, Bosses 3, Elite bosses 4, and finally Archvillains and Giant Monsters give 5.

If done right, attacks would not need to have their damage adjusted to increase the damage a tanker does. Additionally tanker's could continue to recieve the same ammount of buffs. Increasing Solo-play utility, and reducing some of the redundancy issues

Just another idea to toss into the mix.

Gl all and have fun


Murphys Military Law

#23. Teamwork is essential; it gives the enemy other people to shoot at.

#46. If you can't remember, the Claymore is pointed towards you.

#54. Killing for peace is like screwing for virginity.

 

Posted

Thank you all for the feedback, information and updates.

William, I think I've heard a similar suggestion in the past regarding resistance bypassing as a suggested addition. It's a pretty interesting idea, though probably a hard sell at this stage.

Regardless, thank you for bringing it up. It's good to see some positive energy pumped back into this thread.

On another note, I am starting to really lean heavily on Dersk's major point - the part of the Gauntlet component which Brutes do possess is the most important piece, and the additional effect held by Tankers is so barely noticeable that we hardly realize when it's broken. Of all the reasons, for me this is perhaps the most troubling.


Raid Leader of Task Force Vendetta "Steel 70", who defeated the first nine Drop Ships in the Second Rikti War.
70 Heroes, 9 Drop Ships, 7 Minutes. The Aliens never knew what hit them.
Now soloing: GM-Class enemy Adamaster, with a Tanker!

 

Posted

Quote:
Originally Posted by William_Valence View Post
Gauntlet works with most attacks (An example of an attack without taunt would be burn, which acctually repels enemies.). This is because Gauntlet is just a taunt effect that has been added by hand to the various attacks that a tanker can select. Though its not just secondary set attacks that get Gauntlet. Some primary sets; such as, Dark, Fire, and Shield have attacks within them that also have a taunt effect. Power pool attacks, iirc, also have a taunt effect for tankers.

I always thought it would be cool if tanker attacks were irresistable. It would fit well with the idea of the "irresistable force" title that tankers have. Of course it wouldn't work for the attacks to be 100% irresistable all the time, so I came up with a Gauntlet meter idea.

The meter would fill up from 0-100 and however full the meter is, that is the percentage of your attack damage that is irresistable. So if your meter was at 50 and you attacked for 20 damage against an enemy with 50% resist, you would deal 15 damage. With 50% of the damage being irresistable, 10 of the damage is guaranteed and the other 10 damage is reduced by 50% due to enemy resistance. A completely full Gauntlet meter means 100% irresistable damage.

The meter would increase by being near enemies at a chosen interval, with minions giving 1 point at the chosen interval, lieutenants giving 2 points per, Bosses 3, Elite bosses 4, and finally Archvillains and Giant Monsters give 5.

If done right, attacks would not need to have their damage adjusted to increase the damage a tanker does. Additionally tanker's could continue to recieve the same ammount of buffs. Increasing Solo-play utility, and reducing some of the redundancy issues

Just another idea to toss into the mix.

Gl all and have fun
Just wanted to say un-resistable is a BIG no no. It's been suggested a number of times. Castle has commented on it before, it could break some encounters where you're not supposed to be able to kill something or what not or defeating enemies that are designed to be hard because they have high resistances. It would have a very very major impact even if it's only 10% un-resistable.