Gauntlet?


Bridger_EU

 

Posted

I've only been play a tanker for about a week but it seems that guantlet isn't very useful. Any foes you taunt with it get distracted very easily and go of, and most just ignore it compleatly. IMO they should change it to something else. My idea is a power that increases you defence and resistances as you lose health, kind of like a reverse of the blaster power. What do you guys think?


 

Posted

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I've only been play a tanker for about a week but it seems that guantlet isn't very useful. Any foes you taunt with it get distracted very easily and go of, and most just ignore it compleatly.

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I think my personal gauntlet lasted 15 secs but it was a while ago. I tested it by turning my auras off, not using taunt and just hit something once whilst a energy blaster unleashed everything he had at it afterwards. I cant remember the level exactly of what they were but the higher the level you face the lower the duration will get, plus normally whatever enters my aura on missions will attack me whether i hit them or not. Personally i am happy with the gauntlet but i guess alot of people would agree on having more res etc.


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.

 

Posted

Gauntlet is definitely noticable.

... until you get a damage/taunt aura, then its usefulness declines quite a bit IMHO.

The thing I guess which annoys me is that Brutes get Punch-voke and Fury. Two inherents, including a mind-bogglingly good damage booster, while Tankers get something that decreases more and more in worth the more powers you get?

Meh, the devs don't like Tanks. And while my main is a Tanker, and I still consider myself a Tanker, I've already got two high lvl Brutes. I know which AT I prefer these days.


 

Posted

But nearly every tanker power set has tuants and there is also a power pool with tuant powerers so it dosent seem nececary also tankers are suposed to be damage absorbers, that is what their description says. Just becuase people like to heard with them dosent mean that is what they are for.


 

Posted

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The thing I guess which annoys me is that Brutes get Punch-voke and Fury.

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Are you sure? They get access to the taunt power, but no-where can I find any reference to them having gauntlet/punch-voke or causing more agro than any other damage dealer in the team.


 

Posted

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But nearly every tanker power set has tuants and there is also a power pool with tuant powerers so it dosent seem nececary also tankers are suposed to be damage absorbers, that is what their description says.

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Exactly. As I say, the higher in level you get, the less use Punch-Voke is.


 

Posted

Does any one have an idea of what they could change it to? and what do you think of my idea.


 

Posted

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Does any one have an idea of what they could change it to? and what do you think of my idea.

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Your idea is good and one thats been proposed before. Depending on the magintude of the Resistance increase as you lose health, it would seem workable, but I honestly don't think we'll see any Tanker love any time soon.


 

Posted

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The thing I guess which annoys me is that Brutes get Punch-voke and Fury.

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Are you sure? They get access to the taunt power, but no-where can I find any reference to them having gauntlet/punch-voke or causing more agro than any other damage dealer in the team.

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Aha. Found it:

Patch Notes for 17 Nov 2005
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Several Brute attack powers did not have their Inherent Taunt ability disabled in PvP. This gave them a substantial advantage in group PvP encounters. These powers should no longer apply Taunt to PvP targets:

Dark Melee
Shadow Punch
Smite
Shadow Maul
Siphon Life
Dark Consumption
Soul Drain
Midnight Grasp

Fiery Melee
Scorch
Fire Sword
Cremate
Incinerate
Breath of Fire
Fire Sword Circle
Greater Fire Sword

Super Strength
Jab
Punch
Haymaker
Knockout Blow
Hurl
Foot Stomp

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I read this as implying that Brute attacks have Punch-voke in PvE. Agreed?

If Bridger's out there, could we get some official word on this? It's not the first time I've questioned (or been questioned about) the existance of Brute Gauntlet/Punch-voke.


 

Posted

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But nearly every tanker power set has tuants and there is also a power pool with tuant powerers so it dosent seem nececary also tankers are suposed to be damage absorbers, that is what their description says. Just becuase people like to heard with them dosent mean that is what they are for.

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Well, there's not much point being able to absorb the damage if everything ignores you - which was the pre-Gauntlet situation for many tanks.

The reason why almost all tanker powers taunt is because of Gauntlet. All those auras (with the exception of Invinciblity) would only be drawing aggro based on their rather low damage rather than actually applying a Taunt.

@MBar [ QUOTE ]
I read this as implying that Brute attacks have Punch-voke in PvE. Agreed?

If Bridger's out there, could we get some official word on this? It's not the first time I've questioned (or been questioned about) the existance of Brute Gauntlet/Punch-voke.


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IIRC the difference is that the Brutes' Punch-voke is single target and the Tanks' is AoE.


By my 50s shall ye know me:
Tundra, DVM, The Late, Neutrino Ghost, Sir Clanksalot, End Of Days, Prof. Migraine
Howler Monkey

 

Posted

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The reason why almost all tanker powers taunt is because of Gauntlet. All those auras (with the exception of Invinciblity) would only be drawing aggro based on their rather low damage rather than actually applying a Taunt.

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I'm not sure this is quite true.

AFAIK the taunt in Mud Pots goes with the slow effect which is auto-hit. The damage now requires a to hit roll.
Ice also get a taunt aura in Chilling Embrace. This does no damage.

Also I believe Gauntlet, unlike normal aggro applies a specific taunt effect that is unrelated to damage dealt, so a Jab and a Knockout Blow will have the same taunt duration. The normal damage related aggro will still occur but whilst under the influence of a taunt an enemy will stay targetting and attacking the tanker.


Can someone confirm whether the power pool attacks have the Gauntlet effect? The way to test is that with Gauntlet enabled attacks you can 'stack' enemies and hit up to 5 with single target attacks. If they don't then the gauntlet effect is a property of the powers in the Tanker secondary powersets rather than a proper 'inherent power'. This is in the same way that all Blasters powersets get an endurance discount in all their primary powers.


@Unthing ... Mostly on Union.

 

Posted

As a tanker you should be leading the attack and reciving the alpha strike which means every one will be focused on you already, or simply use a proper tuant to get their attention. IMO you should be able to get a whole mob on you back and be able to survive while your team mates pick of targets one by one, instead of just taunting the nearest 3 or 4 foes.


 

Posted

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IIRC the difference is that the Brutes' Punch-voke is single target and the Tanks' is AoE.

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Yeah, I had assumed that Brute punch-voke would be at least not as effective as Tanker Gauntlet. Still, two inherents for Brutes, grumble, grumble ...


 

Posted

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I'm not sure this is quite true.

AFAIK the taunt in Mud Pots goes with the slow effect which is auto-hit. The damage now requires a to hit roll.
Ice also get a taunt aura in Chilling Embrace. This does no damage.




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It's an oversimplification, but it is true. None of the auras (except Invincibilty) applied any Taunt at all before Punch-voke/Gauntlet was added to the game, including CE (although it always grabbed pretty good aggro, simply because all debuffs do). MudPots was only changed very recently, and thankfully the Taunt travels with the debuff - but it didn't Taunt at all prior to the addition of punchvoke and relying on it to draw aggro back then would have been... unproductive.

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Also I believe Gauntlet, unlike normal aggro applies a specific taunt effect that is unrelated to damage dealt, so a Jab and a Knockout Blow will have the same taunt duration. The normal damage related aggro will still occur but whilst under the influence of a taunt an enemy will stay targetting and attacking the tanker.

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The Taunt effect is unrelated to the damage dealt, but the Taunt duration is proportional to the power's base damage. Bridger was able to confirm this in a discussion on aggro some months ago - before the board wipe, I'm afraid.

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Can someone confirm whether the power pool attacks have the Gauntlet effect? The way to test is that with Gauntlet enabled attacks you can 'stack' enemies and hit up to 5 with single target attacks. If they don't then the gauntlet effect is a property of the powers in the Tanker secondary powersets rather than a proper 'inherent power'. This is in the same way that all Blasters powersets get an endurance discount in all their primary powers.

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Pool and Epic powers do indeed apply Gauntlet - Fireball for example is a very effective secondary Taunt.


By my 50s shall ye know me:
Tundra, DVM, The Late, Neutrino Ghost, Sir Clanksalot, End Of Days, Prof. Migraine
Howler Monkey

 

Posted

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If Bridger's out there, could we get some official word on this? It's not the first time I've questioned (or been questioned about) the existance of Brute Gauntlet/Punch-voke.

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Brutes have a single-target 'punchvoke' with most attacks.

Gauntlet, on the other hand, is an AoE - it taunts what you hit, and up to four nearby foes. I believe that both the area of effect and duration of the taunt is based on the damage of the attack, with more powerful attacks having a larger effect.


 

Posted

But tankers should be more tank like and less of an atention seaker. Why is there so much focus on hearding? If this isnt going to change then the name should be changed. They are called tankers not hearders.I am not saying that tankers shouldnt be able to heard, but just that it shouldn't be the main focus of the whole AT, after all what good is tuant in solo mode? you are just getting more damage and no plus side. Do they want to discorage us from solo tanking? I just think we should have a more usful power. That is useful in solo and on teams. we will still have tuant powers, so we can still heard but it will mean that we can solo better as well.


 

Posted

IMO I would like to see the tank inherit power change.

Feels like the higher powers dont love us any more


 

Posted

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As a tanker you should be leading the attack and reciving the alpha strike which means every one will be focused on you already, or simply use a proper tuant to get their attention. IMO you should be able to get a whole mob on you back and be able to survive while your team mates pick of targets one by one, instead of just taunting the nearest 3 or 4 foes.

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What tanker have you been watching? Tanks may have to taunt, that taunts five foes but more should come. The more that come you have to herd into your aura before people attack. Job done? almost but not quite, direct the enemy line of fire away from the team and keep a watch over any foes that may go for anybody in the team and be ready to taunt.

For me changing the inherent gauntlet power to something else will give people a chance to play an even harder scrapper if they so wished. I wouldnt change gauntlet for anything.

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But tankers should be more tank like and less of an atention seaker

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In a comic book the tanker type of hero toon would put him/herself in serious amount of harms way for a friend etc, taunt is part of the game mechanics that helps to make this happen and gauntlet on a tanker makes it less avoidable.


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.

 

Posted

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I read this as implying that Brute attacks have Punch-voke in PvE. Agreed?

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Psssst. The thing you quoted issued PVP, not PvE.

My personal experiences about gauntlet with tanks is that it wears out in about 1,5 seconds, not 15 seconds! In my books it's the same as useless cause my main attacks have more EXECUTION time than that, not to say anything about recharge! I think Bridger once mentioned about gauntlet wearing out in 1-2 seconds and that it was WAI.


 

Posted

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The Taunt effect is unrelated to the damage dealt, but the Taunt duration is proportional to the power's base damage. Bridger was able to confirm this in a discussion on aggro some months ago - before the board wipe, I'm afraid.


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I didn't know that.
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Pool and Epic powers do indeed apply Gauntlet - Fireball for example is a very effective secondary Taunt.

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I knew Epic powers did. I never was sure about powerpools though.


@Unthing ... Mostly on Union.

 

Posted

I'd like an inherent, which actually does something in PvP as well.


 

Posted

Warrior just shot the food!!

Sorry couldnt resist with a Thread Title like that.

TBH my view on the inherient in coh is that they were kinada tacked on and none of them realy have much use on the whole.

The inheriants in cov work much better in practise as they seem to be better thought through for each of the AT's .


 

Posted

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I read this as implying that Brute attacks have Punch-voke in PvE. Agreed?

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Psssst. The thing you quoted issued PVP, not PvE.

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Yes, I know. The taunt effect on Brute attacks was removed from PvP therefore implying that punch-voke on Brute attacks in PvE probably exists and hasn't been changed.

I may be a Brute but I ain't thick.


 

Posted

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But tankers should be more tank like and less of an atention seaker. Why is there so much focus on hearding? If this isnt going to change then the name should be changed. They are called tankers not hearders.I am not saying that tankers shouldnt be able to heard, but just that it shouldn't be the main focus of the whole AT, after all what good is tuant in solo mode? you are just getting more damage and no plus side. Do they want to discorage us from solo tanking? I just think we should have a more usful power. That is useful in solo and on teams. we will still have tuant powers, so we can still heard but it will mean that we can solo better as well.

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I think there's a very important difference between 'herding' and 'aggro control'.

All the defenses in the world aren't much use to a Tanker if they can't encourage the enemy to hit them instead of their team. That's what Taunt and Gauntlet are for.


 

Posted

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I think my personal gauntlet lasted 15 secs but it was a while ago

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My personal experiences about gauntlet with tanks is that it wears out in about 1,5 seconds, not 15 seconds!

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I do apologise but i wasnt being certain with the words "I think" and "but it was a while ago" I meant to go test it but no one i knew of my level was available at that time of the day so i left it and forgot about it. 15 seconds was a figure i had in my head for some reason and i dont tank with my auras off and would use taunt almost between every attack if necessary so the duration of guantlet isnt something i got familiar with. Anyway no auras off different levels of damage with different but not severe secondary effects foes stayed with me for upto 6 seconds whilst blaster tried to pull them off, but take into account damage, knockback, action time of foe to retaliate 6 secs isnt that hard to believe although may not be the gauntlet duration.


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.