Originally Posted by Kitsune9tails
Increasing Tanker stackability in CoH: Add to Gauntlet a melee-range aura that grants a Def buff to teammates that stacks with the similar auras of other Tankers. Next to the Tanker is supposed to be the safest place to stand per comics, not the most dangerous.
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Questioning the MMO Trinity?
Add to Gauntlet a melee-range aura that grants a Def buff to teammates that stacks with the similar auras of other Tankers.
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Next to the Tanker is supposed to be the safest place to stand per comics, not the most dangerous. |
Seriously, I can produce numerous instances of tanker-type super heroes in comics doing all kinds of damage. When I say that comic tanks do a lot of damage, there's not that many who doubt it because it's generally accepted.
But it's ludicrous to suggest that "squishy" super heroes frequently stand the shade of their tanker teammates for protection. That's not how comic book fights, or real dust ups for that matter, work. Occasionally a comic tank will make a show of blocking a blast for a teammate who didn't see it coming, but that is NOT what they spend the entire fight doing.
Please do not try to use comics to justify the illogical, oversimplified and outdated MMO model of combat or even suggest that is how comic battles go. You do not have one tough hero standing in the middle of a crowd of enemies, goading them to attack him while his teammates casually pick them off from a distance. That is an artificial construct of MMOs that has little or no bearing on actual comic fights. Any instance you could find in a super hero comic or animation that looks exactly like that would be the exception, not the rule.
I'm sorry if you think this is a harsh response, but Tankers do not need people trying to use comics as justifcation to forcibly marginalize them further into a support role as a decoy/punching bag with mediocre offense. That would not help them reflect their comic counterparts any better.
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I agree that my suggestion of 'proliferatiing' a (probably much weaker) version of Grant Defense over to Gauntlet is unlikely...but no more unlikely than many other ideas I have seen proferred. Mine has an advantage in that a version of it is already in the game.
As far as
Please do not try to use comics to justify the illogical, oversimplified and outdated MMO model of combat or even suggest that is how comic battles go. |
However, since you brought up the Taunt mechanic: I have always felt that in THIS game, it was as close as they felt they could get to simulating a Tanker character jumping in front of blows meant for his comrades without having the game engine move your character around the field for you. It's basically the same thing as programming the AI to prefer to shoot at the Tanker (which they also sort of did; Tanker attacks generate more aggro than that of most characters).
Sure, comic book tanks don't do that sort of thing all the time. But they aren't controlled by player characters, either. If a PC wants to spam taunt, I'm not going to say him nay.
I agree with you that many things about how the game engine works are illogical, oversimplified, and outdated. I think the devs know that, too and are moving forward with the speed of programming to correct it.
Actually, I agree with a lot of your expressed feelings about the game, but in many cases, you seem to undermine your message with how you say them. Although you've been better lately.
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I'm sorry if Superman seems to be your mental image when someone says "Tanker". Superman isn't a Tanker. Superman is Superman. He's an AT all to himself. |
Hyperion, Sentry, and Gladiator from Marvel fit in that category. They all have strangely rare weaknesses and are otherwise unstoppable.
Hyperion is almost a direct Superman ripoff, he has all the same abilities, and is weakened by exposure to argonite.
Sentry is arguably as powerful as Superman, but has a laundry list of fears, phobias, and mental conditions.
Gladiator can do anything, as long as he is confident in his ability to do it.
On the DC side, Darkseid and Doomsday are both Superman AT.
In game terms we would call them "stupidly overpowered God-mode characters"
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
If not for occasionally teaming with players who are obsessed with fulfilling the trinity it would probably be almost totally ignored. Most of the people i team with regularly don't really care what AT's are brought to the team as long as there's some buff/debuff capability and most of the players are competent.
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Actually the only requirement I have is that last one: that most of the players are competent. Otherwise I don't even pay attention to team composition. It really doesn't matter as long as *most* of the team knows what they're doing and the others aren't SO bad that they get everyone else killed. If you have a couple of noobs, that's fine, the rest of the team can cover for them. But really it doesn't matter much beyond that.
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--NT
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If I became a red name, I would be all "and what would you mere mortals like to entertain me with today, mu hu ha ha ha!" ~Arcanaville
I agree that my suggestion of 'proliferatiing' a (probably much weaker) version of Grant Defense over to Gauntlet is unlikely...but no more unlikely than many other ideas I have seen proferred. Mine has an advantage in that a version of it is already in the game.
As far as I am not doing anything of the sort. I was just making an observation; feel free to not have observed the same thing. However, since you brought up the Taunt mechanic: I have always felt that in THIS game, it was as close as they felt they could get to simulating a Tanker character jumping in front of blows meant for his comrades without having the game engine move your character around the field for you. It's basically the same thing as programming the AI to prefer to shoot at the Tanker (which they also sort of did; Tanker attacks generate more aggro than that of most characters). Sure, comic book tanks don't do that sort of thing all the time. But they aren't controlled by player characters, either. If a PC wants to spam taunt, I'm not going to say him nay. I agree with you that many things about how the game engine works are illogical, oversimplified, and outdated. I think the devs know that, too and are moving forward with the speed of programming to correct it. Actually, I agree with a lot of your expressed feelings about the game, but in many cases, you seem to undermine your message with how you say them. Although you've been better lately. |
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They had to make various concessions/adjustments/what have you in order to make a game that would work, get people to keep playing and sustain their business.
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The "concession" in question didn't have to be made and doesn't have to go unaddressed.
It is purely the devs' whim that holds Tankers back. Shafting Tankers and continuing to ignore the same damn complaints about them for four years wasn't done for the good of the game, that's for damn sure. Solutions exist. There are better alternatives. The devs have refused to pursue them, at least up until this point.
this game's in a superhero setting, but it's not a comic book simulation. |
That's not called making a compromise or a concession. That's allowing one ideal to fully supplant another and ignoring anyone who complained after their half-hearted attempt at a quick fix didn't fix the problem.
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People have demonstrated repeatedly with many suggestions that there are things the devs could have done and CAN STILL DO to fix the problem.
The "concession" in question didn't have to be made and doesn't have to go unaddressed. It is purely the devs' whim that holds Tankers back. Shafting Tankers and continuing to ignore the same damn complaints about them for four years wasn't done for the good of the game, that's for damn sure. Solutions exist. There are better alternatives. The devs have refused to pursue them, at least up until this point. That might be a fair comment in this case if the devs had attempted to compromise. They didn't. They decided to force comic tanks to fit into the MMO mold and discard important and expected traits/characteristics just because they felt an AT was needed to be a dedicated tank at the expence of everything else. That's not called making a compromise or a concession. That's allowing one ideal to fully supplant another and ignoring anyone who complained after their half-hearted attempt at a quick fix didn't fix the problem. . |
of course what Johnny wont mention is that 99% of these solutions are
1: his, not the ideas of any forum
2: would make scrappers irrelevant.
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With all of this babbling that's going on in this thread, Tanks are fine.
Actually Superman's AT has a number of members.
Hyperion, Sentry, and Gladiator from Marvel fit in that category. They all have strangely rare weaknesses and are otherwise unstoppable. Hyperion is almost a direct Superman ripoff, he has all the same abilities, and is weakened by exposure to argonite. Sentry is arguably as powerful as Superman, but has a laundry list of fears, phobias, and mental conditions. Gladiator can do anything, as long as he is confident in his ability to do it. On the DC side, Darkseid and Doomsday are both Superman AT. In game terms we would call them "stupidly overpowered God-mode characters" |
Elsegame: Champions Online: @BellaStrega ||| Battle.net: Ashleigh#1834 ||| Bioware Social Network: BellaStrega ||| EA Origin: Bella_Strega ||| Steam: BellaStrega ||| The first Guild Wars: Kali Magdalene ||| The Secret World: BelleStarr (Arcadia)
of course what Johnny wont mention is that 99% of these solutions are
1: his, not the ideas of any forum |
Gauntlet 2.0 by Starsman
Let Tankers be Tankers by Kruunch
So How about this then by EmporerSteele
A long and excessively complicated tanker fix by SpittingTrashcan
How many new players have to complain by Kruunch
Tackling tanker stacking and end efficiency by Sarrate
2: would make scrappers irrelevant. |
"Everybody wants to change the world, but nobody wants to change themselves." -Tolstoy
-I have suggested near Scrapper-level hits but only for breif periods. Such suggstions only raised Tanker average damage slightly and put it nowhere near a Scrapper's average damage output with or without Criticals.
-I have suggested near-Scrapper damage(sans Criticals), but only against Boss cons and up. I have also suggested this, but with addional restrictions on when it can be used.
or more |
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Asking for near-scrapper damage on bosses and up is fundamentally the same as asking for near-scrapper damage on every fight that matters.
Just saying, you know?
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Here's an interesting concept - why is the Tanker self-buff modifier lower than the Scrapper one? I mean, sure, there's the whole "Tankers will do less damage than Scrappers!" law from above, but here me out:
What if Build Up did a LOT more for Tankers? Technically, that would be stepping on the toes of damage dealers, but Build Up style powers aren't on very often, anyway. At 10 second duration and 90 second recharge, they're a nice bonus, but not something you can rely on. So what if they were buffed to something like 160-200% damage buff? I suppose Rage can stay at 80% and I'm not even going to touch Brute versions of Build Up.
Why bother with this? It sort of fits with what Johnny is saying - incredible damage every once in a while. I'm not sure if it's a solution I would like, but we've already established that any solution that's even remotely solution won't be one I'll like, so let's not even bother with that assessment.
It sounds like an interesting idea, at any rate.
For the record: I cannot agree with Tankers doing more damage to bosses.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Y'know, this would be a wonderful idea, but it's too late to make such broad changes to the game. If I were a Champions Online dev, I'd probably be incorporating this into their system. (likewise, imagine switching between Defender, Corruptor and Blaster, maybe?)
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A game is not supposed to be some kind of... place where people enjoy themselves!
Champions DOES do it, apparently. Not only do you get 4 stances, but 3 builds.
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Aside from the lack of matching set themes between ATs, why WOULD it be too late to do something like that? Think of it in terms of the classic multi-class option from the old games, only without any of the penalties. What do I mean? Let's call it Dual AT. Everyone should have them!
Let's take something that has analogues everywhere - Fire. At creation, you pick not just one, but two ATs, let's say a primary and a secondary AT. The only difference between them is which one you start as in Outbreak/Breakout. After that point, you can switch your ATs the same way you switch builds. Maybe even in real time as Kheldians switch forms.
Back to Fire. For the sake of killing stuff, you opted to be a Fiery Melee/Fiery Aura Scrapper. You have largely damage and self-protection, perfect for when you're by yourself or when you don't have to worry about other people. You just go out and burn stuff. However, you also picked a Fire Control/Thermal Radiation Controller. That's largely control and support, perfect for when you want to be helpful on a team that has other people shooting up the place.
Oh, but what if you didn't pick Fire/Fire? What if you picked Fire/Ice? For the sake of argument, let's say Ice Armour were ported over to Scrappers and you made a Fiery Melee/Ice Armour Scrapper. What would your controller mode be? Well a Fire Control/Ice Domination Controller, keeping to the old ATs. Same setup - Scrapper for solo or offensive teaming, Controller for supportive teaming or masochistic soloing.
Obviously, there are a LOT of problems with this, but I don't believe balance and technology are the biggest ones. On the contrary, I believe corresponding sets, or rather the lack thereof and extrapolated need to make a matching set for everything would be a far greater challenge. I don't want to see a Rad/Rad Defender turn into a Katana/SR Scrapper, but what does Katana correspond to, anyway? Archery? Devices?
There's certainly room to multi-class, it's just a question of what should be allowed and what new powersets need to be made to account for that. Elements are easy. It's weapons that aren't as straight-forward.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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I hate the fact that I can't make quote pyramids as easily!
Aside from the lack of matching set themes between ATs, why WOULD it be too late to do something like that? Think of it in terms of the classic multi-class option from the old games, only without any of the penalties. What do I mean? Let's call it Dual AT. Everyone should have them! Let's take something that has analogues everywhere - Fire. At creation, you pick not just one, but two ATs, let's say a primary and a secondary AT. The only difference between them is which one you start as in Outbreak/Breakout. After that point, you can switch your ATs the same way you switch builds. Maybe even in real time as Kheldians switch forms. Back to Fire. For the sake of killing stuff, you opted to be a Fiery Melee/Fiery Aura Scrapper. You have largely damage and self-protection, perfect for when you're by yourself or when you don't have to worry about other people. You just go out and burn stuff. However, you also picked a Fire Control/Thermal Radiation Controller. That's largely control and support, perfect for when you want to be helpful on a team that has other people shooting up the place. Oh, but what if you didn't pick Fire/Fire? What if you picked Fire/Ice? For the sake of argument, let's say Ice Armour were ported over to Scrappers and you made a Fiery Melee/Ice Armour Scrapper. What would your controller mode be? Well a Fire Control/Ice Domination Controller, keeping to the old ATs. Same setup - Scrapper for solo or offensive teaming, Controller for supportive teaming or masochistic soloing. Obviously, there are a LOT of problems with this, but I don't believe balance and technology are the biggest ones. On the contrary, I believe corresponding sets, or rather the lack thereof and extrapolated need to make a matching set for everything would be a far greater challenge. I don't want to see a Rad/Rad Defender turn into a Katana/SR Scrapper, but what does Katana correspond to, anyway? Archery? Devices? There's certainly room to multi-class, it's just a question of what should be allowed and what new powersets need to be made to account for that. Elements are easy. It's weapons that aren't as straight-forward. |
"Samual_Tow - Be disappointed all you want, people. You just don't appreciate the miracles that are taking place here."
How about dividing things up into "Range, Melee, Damage, and Support" Every AT falls into one of those.
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To my eyes, we should let players pick their own Dual ATs just the same way as they pick their own Dual Builds, rather than having them be mandatory PvE and PvE and nothing else. This allows people who want to have both a team and a solo AT to have those, and it also allows people to pick two team ATs, two Solo ATs or any esoteric combination that suits their tastes. For me, if I were allowed to pick from any two ATs in the game, I'd likely Dual my Energy/Energy Blaster into an Energy/Energy Brute for special occasions without a second thought.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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This thread is hilarious.
So?
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Found this article while stumbling - thought it was pretty relevant to COH and worth sharing.
http://teethandclaws.blogspot.com/20...out-tanks.html tl;dr version of the article: current mmo's rely too heavily on the 'holy trinity' (tanks-healer-damage) |
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Introductions, Obey,
If anything, I'd like to see MMOs of the future designed more like arcades or single-player games, where each character is designed with his own strengths and weaknesses, but each is self-sufficient and able to play the game, because ultimately these games have to be played by a single player, even if they feature multiplayer support. There is room for team roles and team dynamics even if players aren't gimped by design. |
Amen to that.
I have to say, my lvl 50 Inv/EM tanker, my first character and 50 and an old warhorse, hasnt been out to pasture for a long, long, long time.
Why? He feels inadequate compared to other ATs. Solo? Sure, if you fancy minimum difficulty and taking it real slow. Teamed? These days everyone can do everything better than you.
Tankers aren't the worst offenders (Kheldians are) when it comes to poor inherents. But I really think that could do with an overhaul.
Still, theres a lot of things I'd love to do to the game, but hey, they don't pay me, so I can't =P
Oh and, seriously? It's still a game. Lighten the hell up people, sheesh.
Humans...
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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