How many new players have to complain ...
The OP took his ******* over to co, lost interest in that, ****** some more about it, so I heard. His return and heralding is welcome by someone I suppose -necromonger-
I welcome Kruunch's return.
53 Bots/FF/Mace Mastermind | 53 NRG/FF/Electricity Defender | 50 Time/Dual Pistols/Soul Defender | 50 Demons/FF/Mace Mastermind | 51 Necro/Dark/Soul Mastermind | 50 Thugs/Time/Mace Mastermind | 50 Ice/Ice/Arctic Tanker | 50 Plant/Rad/Earth Controller | 50 Illusion/Trick Arrow Controller | 50 Gravity/Force Field Controller
Yes, I like Force Fields.
Specifically the L1-20 portion of levelling. This applies to almost all ATs hero and villain side, but especially to Tankers who run dry *really* quickly.
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I think of Blasters and Scraps as the toons to blow all END immediately. A Tanks job is to not die and annoy the enemy, leave the explosive expenditures to the toons that can actually do damage.
just my 2 cents.
Not sure if this has been mentioned before (A lot of pages and posts) but I wondered if Hasten had something to do with the endurance quandary, especially with Tankers (okay, all ATs ).
Tanker recharge can be very slow. Folks might not want to waste (I use the term knowingly) a slot (or two) on recharge and, besides, I've never found much use for recharge TOs/DOs.
Hasten, at face value, seems like a nifty choice when it comes to increasing your attack rate. But when you're plowing through a mob and endurance is running low, then Hasten's endurance drop occurs, it can lead to trouble.
I think a loading screen tip that mentions considering recharge and end red enhancements in attack powers could be a good thing. It's by no means totally prescriptive, just a hint on what to consider if you are having those endurance issues.
Another issue I've experienced either as a Scrapper/Brute/Tanker/Stalker is that, early on, you don't always need all of your toggles on, but sometimes you stick them all on anyway (!). Perhaps another tip/hint highlighting that, with the odd exception, enemy groups in the lower level ranges don't always require all of your toggles to be switched on is a good idea?
As for various suggestions about either making Stamina an inherent (or similar) or changing the endurance costs of powers, that's a big no from me. When it comes to build planning and slotting I feel that's a matter for the players to work out amongst themselves, not for the devs.
I have four tanks, and never had MAJOR endurance issues pre 20. I have to belive you are playing a tank wrong if your blue bar is always at zero.
Just because I still think this is a really good idea!
What say we give Gauntlet a small endurance drain that adds to the tanker's endurance. You would have to play with the numbers to make the endurance drain low enough that a single tanker cannot completely drain a mob and the +recovery from three to five mobs would be enough to be effective without being overpowered. Thematically it would simply be an indication of the mobs losing their nerve when they realize that they are outmatched and the tanker getting psyched up as he gains the advantage.
This would help tankers at all levels and make multiple tankers more attractive in teams as you stack the endurance drain effects.
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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
Stop slotting attacks for damage pre-20s?
Im serious. Tanks get thier damage going in the 20s, right about the time SOs make them great. Early on, +8% or +16% damage on a low/moderate damage power isnt going to make that much of a difference. Changing those reds to blues can help quite a bit. Toggles are a different matter. First off, again +def/+res isnt that great pre-SOs and carving .21eps to .16eps (33% end redux) is really trivial compared to some slots in Punch. Punch is 5.2end 4s(1.2act) recharge. Dropping 33% end redux in there is 1.3 end reduction per use or if spammed, a .25eps reduction. Makes that .05 eps reduction in an armor seem even smaller.
Moral of the story:
Teach tanks to slot attacks for end redux, accuracy then damage in the early levels. Later on its not as important with Stamina and +end powers, but until those, it makes all the difference.
Tanker Tuesday #72 Oct 5 @Champion
"I am not sure if my portrayal of being insane is accurate, but damn its fun all the same."
I'm different...if they take the endurance management part out of this game...then I will quit playing.
I never had a problem that the correct slotting couldn't fix.
Also...they took away the endurance cost of Brawl...low level Tankers (or any AT) should not have endurance problems that would make them want to quit the game.
Discimur exemplo. When the tutorials stop handing out damage enhancements, new players may prioritize other things than damage in their attacks.
Endurance remains the game's largest mechanical problem. The solutions are not obvious to new players, and are not available soon enough to save much of the content. The mechanic makes the game seem much duller than it turns out to be to a new player on a first character. It needs to be said, and repeated at every opportunity.
<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison
How abouts use whats already been suggested with the begginers luck thingy, and give a certain endurance reduction bonus which dwindles slightly untill level 20. It should be made so it's not so amazing, and maybe it could be made in a more curved shape with little end redux at 1 and high end redux from like 10-20 when it's most needed.
I have a DM tank at lvl 16 with 2 attacks and recovery bonus from WP, that runs out of end within seconds. I'm not slotted yet, as i'm IOing at 17 or maybe 22 or 27 if i can survive that long without needing them. but surely i shouldn't be running out of end THIS quickly!!
It's making my tank kinda annoying to play, but i know when i start IOing i will love it. But a lot of new players don't have the experience i have with this so they would just think that the game is going to be that annoying and boring probably till the end.
try telling a frightened child that there isn't actually a monster under their bed and i doubt that they will instantly lose their fear. they need proof, proof that they're normally to scared to find.
Discimur exemplo. When the tutorials stop handing out damage enhancements, new players may prioritize other things than damage in their attacks.
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This is a direct result of the fact that damage is king in this game. I have campaigned many times for allowing things like holds and debuffs to be just as viable as damage for apprehending/defeating/killing villains. If one can lock down a thug with a hold to the point that they can do little but stand there and wait to be defeated it seems silly to have to also deplete their health bar when you could believably walk up, attach a teleport beacon and send them off to jail. The same goes for a criminal made as weak as a newborn kitten by debuffs.
>
"I am a Tank. I am your first choice, I am your last hope." -- Rune Bull
"Durability is the quintessential super-power. " -- Sailboat
Stop slotting attacks for damage pre-20s?
Im serious. Tanks get thier damage going in the 20s, right about the time SOs make them great. Early on, +8% or +16% damage on a low/moderate damage power isnt going to make that much of a difference. Changing those reds to blues can help quite a bit. Toggles are a different matter. First off, again +def/+res isnt that great pre-SOs and carving .21eps to .16eps (33% end redux) is really trivial compared to some slots in Punch. Punch is 5.2end 4s(1.2act) recharge. Dropping 33% end redux in there is 1.3 end reduction per use or if spammed, a .25eps reduction. Makes that .05 eps reduction in an armor seem even smaller. Moral of the story: Teach tanks to slot attacks for end redux, accuracy then damage in the early levels. Later on its not as important with Stamina and +end powers, but until those, it makes all the difference. |
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
Every AT should NOT be noob friendly. If you are a noob and you don't know what you are doing yet, don't play a tank. There are plenty of other noob friendly AT you can play until you get a better handle on this game. This game is too easy to begin with already.
This is a direct result of the fact that damage is king in this game. I have campaigned many times for allowing things like holds and debuffs to be just as viable as damage for apprehending/defeating/killing villains. If one can lock down a thug with a hold to the point that they can do little but stand there and wait to be defeated it seems silly to have to also deplete their health bar when you could believably walk up, attach a teleport beacon and send them off to jail. The same goes for a criminal made as weak as a newborn kitten by debuffs.
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I don't disagree with the spirit of your argument (the game is easy enough already, it doesn't need to hold your hand for the last 1% that is child's play to figure out) but I disagree with the presentation of your stance. Making the game unfriendly to new players is bad business sense and no AT is more difficult to play than any other, some just have different methods of going about doing what they do. Whether or not that caters to each individual person varies.
Blue: ~Knockback Squad on Guardian~
Red: ~Undoing of Virtue on [3 guesses]~
Are you sure? I thought that damage enhancers and end reduction enhancers were equal in effect on the DPE of a power.
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End reduction always works. Damage only works on a hit.
So endurance reduction is the best early on when you're stuck with TOs and DOs for accuracy. Next is accuracy for lowering the amount of end that gets wasted on misses. Then you get to damage for increasing the efficiency of the attack when it does hit.
If you always hit.
End reduction always works. Damage only works on a hit. So endurance reduction is the best early on when you're stuck with TOs and DOs for accuracy. Next is accuracy for lowering the amount of end that gets wasted on misses. Then you get to damage for increasing the efficiency of the attack when it does hit. |
However, one thing most players aren't educated on, and most guides and discussions overlook, is that the proportional effect of enhancements is not constant. This means mixtures of enhancements are better overall than more of the same.
Take an attack that has a 75% chance to hit, does 100 damage, and burns 10 end. If you slot a +10% accuracy enhancement that will have the same effect on DPS and DPE as a +10% damage enhancement (I know real TOs and DOs don't buff by that much, this is just to simply the math). In the first case, accuracy goes up to 75 * 1.1 = 82.5%, and your average damage per attack is 0.825 * 100 = 82.5. In the second case your average damage per attack is 0.75 * 110 = 82.5. So in both cases, average DPS is the same, and obviously average DPE is the same.
But what's better: two accuracy, two damage, or one of each? Well, we have:
Accx2: 0.75 * 1.2 * 100 = 90
Dmgx2: 0.75 * 100 * 1.2 = 90
Acc+Dmg: 0.75 * 1.1 * 100 * 1.1 = 90.75
In this case, one accuracy and one damage does more damage per attack than two of either. The difference is small, but its there. And if you're concerned about DPE, the best situation will be Acc+Dmg+End.
In other words, the act of slotting an enhancement changes the situation in terms of what the best thing to slot into the power is. The same logic is why people recommend endurance reduction over damage slotting for brutes: brutes get a lot of "free damage slotting" with fury, and that makes endurance slotting proportionately more valuable.
Perceptually slotting a lot of endurance only at the early levels gives the appearance of better DPE, when its actually only improving EPS. You burn less endurance per second. But you're taking longer to kill each thing, and the net result is that its taking more endurance per kill. The only reason for slotting a lot of endurance over other enhancements as a tanker is if kill speed is completely irrelevant to you, and the reason you're attacking at all is primarily for gauntlet. In that case, the only thing that matters is that you can maintain a high level of activity, and you don't care what that activity does. In that case, you want to slot accuracy and endurance reduction specifically over damage, because neither DPS nor DPE matter to you anymore, and the only thing that matters is EPS which will limit your activity level.
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Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Every AT should NOT be noob friendly. If you are a noob and you don't know what you are doing yet, don't play a tank. There are plenty of other noob friendly AT you can play until you get a better handle on this game. This game is too easy to begin with already.
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I think most folks have reasonable expectations that Controllers and Defenders will be tricky to play, and similarly reasonable expectations that Scrappers will be pretty straightforward. It's Tankers and Blasters where players who are not familiar with the game mechanics, but only with the comics that inspired the game, are most likely to be led into picking a character who is much harder to play than they expected. Whether this is enough of an issue to warrant actually changing anything, though, is a case I'm not willing to make.
TEH WERDZ ON SKREEN HURTZ MI BRANE!
The only reason for slotting a lot of endurance over other enhancements as a tanker is if kill speed is completely irrelevant to you, and the reason you're attacking at all is primarily for gauntlet. In that case, the only thing that matters is that you can maintain a high level of activity, and you don't care what that activity does. In that case, you want to slot accuracy and endurance reduction specifically over damage, because neither DPS nor DPE matter to you anymore, and the only thing that matters is EPS which will limit your activity level.
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Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
But what's better: two accuracy, two damage, or one of each? Well, we have: Accx2: 0.75 * 1.2 * 100 = 90 Dmgx2: 0.75 * 100 * 1.2 = 90 Acc+Dmg: 0.75 * 1.1 * 100 * 1.1 = 90.75 In this case, one accuracy and one damage does more damage per attack than two of either. The difference is small, but its there. And if you're concerned about DPE, the best situation will be Acc+Dmg+End. |
I originally slotted this way when I began playing, but I choose 2 ACC TOs as my first slots in ANY attack now for a simple reason. If you MISS, you do ZERO damage and still use 100% of the End cost of the attack. PRE-Stamina you are going to need every ounce of Endo to take down anything that cons higher than White. I seem to see lots of Yellows and Orange cons in missions with +0 level as my setting, and lets face it, miss streaks happen, especially on higher Cons.
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
If you always hit.
End reduction always works. Damage only works on a hit. So endurance reduction is the best early on when you're stuck with TOs and DOs for accuracy. Next is accuracy for lowering the amount of end that gets wasted on misses. Then you get to damage for increasing the efficiency of the attack when it does hit. |
I try to think of it as biggest bang for the buck. 2 ACC TOs make a very large impact on your ACC, while 20% more damage on a tiny attack does very little. Same is true for Endurance. 20% of a small number is yet another small number. But when you get to attacks like, oh... Knockout Blow, slotting ACC then End is really the best way to go.
Just my 2 cents
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
I'm not sure if the devs realize this, but a lot of the farming that happens in this game is to get to 22 for Stamina and IOs. There's been a ton of collateral damage over the years as the dev team has attacked farming, but I think a simpler solution would have been to make the early levels more engaging, not to mention easier. For a long time now the game has been backwards - regardless of player ability, endgame is less challenging than the early levels. If it were up to me, 1-20 would be a cakewalk, but 45-50 would be some scary **** the likes of which we've never seen. Ramp up the difficulty and the rewards, so much so that no one would want to run a boss farm except for bragging rights. Make it so that no one wants to race to 50, because they know that anything less than mastery of their character will bring untold horrors down upon them. Now that sounds like a party!