Let Tankers be Tankers: Remove the Agro Cap


Acemace

 

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Originally Posted by Alabaster12 View Post
As I'm saying for the 3rd time now. I don't honestly care if people farm, however if that is the only available content that is being done besides soloing then that is what drives me away. I don't play games to judge how others decide to play, and quite simply I won't even shed the smallest tear if I decided to move on to another game (since there are thousands out there) so I don't hold nearly as much of a vested interest in this as a lot of others seem to. I'm just telling you that the current lack of anything outside of AE farms is making me play less. A simple statement that doesn't mean take farming away, or that farmers are ruining the game, or anything else that you want to infer with it, it simply means exactly what I said.

As you said choice. Right now the choices for anything outside of an AE farm are a lot more limited than they were. You see that as a good thing, and I don't. Simple as that.
Talking about putting words in people's mouths (amazing the amount of hyprocrisy that resides on these boards) ....

Ok so to clarify, you're saying you can't get a group outside of the AE missions right now and that's making you lean toward leaving the game.

And somehow lifting the agro cap will excellerate this process?


 

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Overall, I don't have any big issues with your suggestion.

The tanks that think they can herd an entire map will learn quickly that the game isn't designed to let you do that anymore. I'm sure there are exceptions, but almost everybody will fail. Even if a tank can herd an entire map, keeping all that aggro once the AoEs start will be another matter entirely. Gauntlet and taunt auras have a limited range, so once you get 50(random number) or so enemies on you some of them will be out of aura and gauntlet range and people will be able to pull them off. Taunt can only help so much with this when dealing with massive amounts of enemies. So maintaining aggro might be impossible with mobs that large.

I don't think herding will make a big comeback because most people seem to find it boring(IME). Plus it's just not very efficient. Sure some tanks will still insist on it, but they will be laughed off of good(IMO) teams.


 

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Originally Posted by Obitus View Post
Split tanking is desirable in almost any PuG AE Boss mission. There are simply way too many people who don't know about (or can't grasp) the notion of an aggro cap -- and many of those maps have overlapping spawns.

Short of heavily IOed builds, there also aren't any Scrappers who can be reasonably expected to tank those missions.

In short, in the very environment you seem most prone to enjoy, Tankers are more useful now than they've been in a very, very long time. Singular tankers, multiple tankers -- all more useful.

Now I have to get back to working on my explain-the-aggro-cap macro...
Errr right .... I wasn't arguing that point and totally agree with yours (I'll try not to mention that we do full spawn L52 boss farms without any Tankers right now ... oh drat).

But yeah you're totally on target ... lifting the agro cap won't diminish this ... in fact I could see 3 and 4 Tanker teams (or even all Tanker teams) coming into vogue (more of the stuff and grins factor then any form of efficiency). That's why I said I don't see Tanker stackability now or later as an issue.


 

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Originally Posted by MunkiLord View Post
Overall, I don't have any big issues with your suggestion.

The tanks that think they can herd an entire map will learn quickly that the game isn't designed to let you do that anymore. I'm sure there are exceptions, but almost everybody will fail. Even if a tank can herd an entire map, keeping all that aggro once the AoEs start will be another matter entirely. Gauntlet and taunt auras have a limited range, so once you get 50(random number) or so enemies on you some of them will be out of aura and gauntlet range and people will be able to pull them off. Taunt can only help so much with this when dealing with massive amounts of enemies. So maintaining aggro might be impossible with mobs that large.

I don't think herding will make a big comeback because most people seem to find it boring(IME). Plus it's just not very efficient. Sure some tanks will still insist on it, but they will be laughed off of good(IMO) teams.
100% agree.


 

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I agree with you completely Kruunch. I miss those days of being able to see just how many mobs I can grab and pull at once. By myself.

When playing in groups, and this was back before the aggro cap, it was damn rare for us to pull the whole floor unless the mobs were spread out so unevenly and annoyingly it took longer to just run through. Why is this? In the groups I ran with herding was unnecessary and took longer. But on some missions, it was easier for the tanks, and yes I said tanks, plural, to split and grab up all the mobs. Even better, when I was with a bunch of obnoxious nooblets, I could intentionally kill them off by dumping a ton of mobs on em when they weren't looking.

I didn't herd for the sake of farming back then, I farmed for the sake of herding, because ******* was it fun to pull that whole map and kill them all. It was fun leveling up my inv/fire tank to run around crey's grabbing as many freak as I can, then LoSing them into a corner and bashing their skulls in.

What drew me to this game was a love of comic books, and being able to be a SUPERHERO. The Tankers in comic books didn't fight 17 mobs, some fought hundreds at a time.

The most fun I have had grinding recently, 53 boss farm, team of 8, my WP tanker is herding groups to the rest of the team while they are killing them. I was pulling as many as I could get to follow, dumping them on the group whether they were ready or not. It was intense. People died, people pushed themselves harder than they were used to. At the end of the mission, when most people dipped, everyone asked if I was staying because that was more fun than they had had in ages.

But at the end of the day, Kruunch is right, there are scrappers out there that pretty much make tanks unnecessary for anything BUT farming. Personally, I think they should hardcap scrapper defense and lower their resistances caps, but somehow, I don't think that would go over too well.

A total lift on the aggro cap may not be the fix, but damn, at the very least double it. It would far from ruin the game. And as far as herding goes, people never stopped herding. They just stopped herding as much.


Dark Armor is like that kid you knew in school that didn't know when to shut up, and no matter how bad he got beaten down, he got right back up again and kept on talking.

 

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Originally Posted by Kruunch View Post
Talking about putting words in people's mouths (amazing the amount of hyprocrisy that resides on these boards) ....

Ok so to clarify, you're saying you can't get a group outside of the AE missions right now and that's making you lean toward leaving the game.

And somehow lifting the agro cap will excellerate this process?
You keep asking me about farming (in fact you brought it up) so I responded. This idea will do nothing to accelerate farming and I never said it would.

What this idea will potentially do is increase herding, which wasn't a playstyle that I found enjoyable.

I feel like you're just trying to pick a fight when all I'm doing is responding to your questions, so I will bow out at this point.


 

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Originally Posted by _Deth_ View Post
Personally, I think they should hardcap scrapper defense and lower their resistances caps, but somehow, I don't think that would go over too well.
That's because nerfing one AT to make another AT more important is beyond stupid.


 

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Originally Posted by Kruunch View Post
(I'll try not to mention that we do full spawn L52 boss farms without any Tankers right now ... oh drat).
There are no hard and fast rules. You can certainly do boss farms without a Tanker, but from a random PuG perspective, a Tanker is probably the single most desirable AT for that task. No other single AT is likely to provide as much stability as a Tanker does.

(A Kin is always nice too, but unfortunately that's not an Archetype.)

I was basically tanking them last night on my Controller for a very sorry team last night -- but my Controller has several billion influence invested. By contrast, my lightly IOed Tanker (who, unfortunately, resides on a different server) can provide more safety and efficiency and it's easier to play.

Regardless, I was speaking to the general desirability of a given AT. When you don't know what exactly to expect from a random person you recruit onto a PuG, you're forced (to some extent, at least) to profile based on AT.

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But yeah you're totally on target ... lifting the agro cap won't diminish this ... in fact I could see 3 and 4 Tanker teams (or even all Tanker teams) coming into vogue (more of the stuff and grins factor then any form of efficiency). That's why I said I don't see Tanker stackability now or later as an issue.
Lifting the aggro cap would indeed diminish the desirability of multiple Tanker teams -- at least for those in the know. Whether it would have any kind of significant effect on the recruiting trends of the playerbase as a whole, I can't say. Probably not.

Either way, it's not going to happen. In politics and in game design, the perception of a given act is often more important than the act itself; I'd eat my hat if the devs consented to do anything that would be perceived as returning us to the old days of herding.

I'm not sure what result you desire from such a change. On the one hand you say that you can build a Scrapper who can tank -- implying that the Tanker Archetype on the whole needs a boost in desirability -- and on the other hand, you agree with me that Scrappers in general can't tank in the AE environment.

You also appear to agree with my point that Tankers are about as desirable as they've been in recent memory. If that's the case, then what problem are we seeking to address here?


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Originally Posted by Iggy_Kamakaze View Post
Nice build

 

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Here's what I've always thought.

The aggro cap is annoying. 17 was a random number that I never liked. I understand it, but I've never liked it. I also didn't like dropping Taunt to five target max. I understand it, but I've never liked it. It doesn't make "sense." It was a quick fix to having people who herded up entire maps and killed everything real quick, and PLed the piss out of everyone. That wasn't how the game was intended to be. And you know, it's ok for the Devs to say, "That's not what we want to see." "But we're paying for it! It should be what WE want to see!" Not really. I think there should be room for compromise, and when we get new Issues that give us stuff like new content, power customization and the like, they ARE making compromises and giving us things we WANT.

But the fix for herding and grabbing up entire maps and having 200+ spawn deathfests? I've always thought the aggro cap should either be higher (25-50), but they could remove it entirely, and make the "Taunt Cap" a half-life issue. Every time a Tank taunts, it has an automatic 100% hit rate on 5 foes, and then half-life hits where the next 5 foes have 50% chance to be taunted, the next 5 have 25%, next 5 12.5%, and so on, until every foe outside of however many it has in range (Taunt would then be a PBAoE, in effect) has a 1% chance to be taunted. Theoretically, if you toss out Taunt enough, and have the taunt from auras going, you could potentially Taunt every foe in PBAoE range, but it then keeps things from going back to the "Hit Taunt once, and every foe on the map is taunted and there is no longer any danger to the rest of the team."

There is no reason to remove the aggro cap and go back to how things were. What there is, though, is room for discussion to try and improve things. It was boring as hell for anyone who wasn't a Tank on teams where "Let the Tank do his/her job, then we'll have our five minutes of fun." Yes, when I was Tanking, it was fun, and the rest of my team sat around talking and whatever, going for drinks, heading to pee, and then would come back for the five minute deathfest. We would have multiple Tanks and trade off, or whatever, but it wasn't "fun for all," except during the deathfest.

Look beyond "What was fun for me, and some of the rest of the Tanks," and maybe look past that and find how we can take parts of that, and make it so that it allows for more Tanks for a reason, and makes it more active for the rest of the team, too. Taunt with a half-life? I've always liked that idea. Every foe can potentially be taunted, but isn't likely to be. You could potentially implement that on attack powers, too, instead of having max targets as a hard number. But it still has to be discussed and brought up with the realization that, even though "We pay for this!", it's not up to us, and we have to try and balance our wants with what the Devs are trying to create. We don't write their checks, we play in, and enjoy the world they have created, but they still have desires to see what they want become reality, and all that.

Blah blah, blah blah, blah.

Don't go back to how it used to be. Just try to bring some of that spirit and ability back in a better way.


 

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I may be in the minority here, but I loved CoH at launch. I mean, really loved. So, you can imagine that I quickly lost interest in CoH after the GDN and ED were implemented.

That being said, I am incredibly happy with the direction that CoH is taking, in reversing a lot of those poor business decisions. I fully support the removal of the aggro cap and the aoe cap. Sultry Susan wants her old Flash back!


 

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Originally Posted by Dominatrix View Post
I may be in the minority here, but I loved CoH at launch. I mean, really loved. So, you can imagine that I quickly lost interest in CoH after the GDN and ED were implemented.

That being said, I am incredibly happy with the direction that CoH is taking, in reversing a lot of those poor business decisions. I fully support the removal of the aggro cap and the aoe cap. Sultry Susan wants her old Flash back!
ED was a good thing.


 

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Originally Posted by MunkiLord View Post
It was fun for the one player.

Whether I was playing my controller, blaster, or scrapper, herding is always fun. The only times I encourage it is on outdoor maps; herding indoors in just silly. I agree with Kruunch 100%, take off the aggro cap, keep the target cap. Imo, just because a tank can herd em all together, doesnt mean they'd be able to survive it; let the bad tanks who try, faceplant, get their egos destroyed, then maybe they'll decide not to do it again.


- Im Not Talking Fast, You're Just Listening Slow.
- To Each His Own

 

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Originally Posted by MunkiLord View Post
That's because nerfing one AT to make another AT more important is beyond stupid.
Umm, they nerfed tanker damage way back @ish 4 or 5, kinda the same time they nerfed scrapper resistance and defense in general.

it wasnt about making one more important, it was about differentiating the two, obviously they didn't differentiate them enough.

When a scrapper is almost interchangable with a tanker, and with scrappers tanking high end task forces that is exactly the case, there is a problem, especially considering a tanker cannot output anything close to similar damage to a scrapper.

Removing the aggro cap would help in that differentiation. Bigger spawns, more aggro, and maintaining current aoe caps would all be good.

The way things stand now, when Going Rogue goes live, Tankers will become orphans, the reasons why should be obvious.


Dark Armor is like that kid you knew in school that didn't know when to shut up, and no matter how bad he got beaten down, he got right back up again and kept on talking.

 

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Originally Posted by Kruunch View Post
When considering the current game, the agro cap is a relic and is actually debilitating the role of the Tanker. IO builds allow Scrappers to easily reach the point where they can replace a tank for a group of 17 mobs or less. In the past two weeks, I've built three Scrappers, two of which could replace a Tanker in the STF and the other which (a farming toon no less) could replace a Tanker for virtually any other content.
You seem to be identifying a problem with IO builds, not one with the aggro cap.


 

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People have problem with the agro cap? I just ignore and grab 1...2...3..4 groups. Toss a taunt here and there, footstomp here and there, Nemmy staff here and there...no problem taking over the cap. Isn't ignoring numbers and just playing the game fun


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Don't let the door hit ya... Everyone plays this game for the same reason. To have fun. That differs for EVERYONE. People that can't understand that, tend to complain about other peoples fun. People wanna cry about stuff pushing people away, yet, people are STILL here despite all the changes. Hmm.

I don't understand the statement that herding is only phun for tanks. Tanks aren't the ones killing the mobs it pulls. The TEAM does. How, you might ask??? Ummm, by using THEIR POWERS. Weird, huh.


 

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Originally Posted by Kruunch View Post

When considering the current game, the agro cap is a relic and is actually debilitating the role of the Tanker. IO builds allow Scrappers to easily reach the point where they can replace a tank for a group of 17 mobs or less. In the past two weeks, I've built three Scrappers, two of which could replace a Tanker in the STF and the other which (a farming toon no less) could replace a Tanker for virtually any other content.
Don't use IOs and let me know how easily you can tank then.


 

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I think the aggro cap is a bit artificial. If I were a dev and decide to remove the cap, I would make sure that 17 mobs could defeat a tanker no matter how well equipped or buffed the character is.


 

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Originally Posted by _Deth_ View Post
When a scrapper is almost interchangable with a tanker, and with scrappers tanking high end task forces that is exactly the case, there is a problem, especially considering a tanker cannot output anything close to similar damage to a scrapper.
That's fine you feel that way, but someone calling for a nerf to scrappers to fix the problem is beyond stupid. If there is a problem with tankers, then fix tankers, don't hurt other ATs(especially if the AT is one of the two most popular in the game).

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Removing the aggro cap would help in that differentiation. Bigger spawns, more aggro, and maintaining current aoe caps would all be good.
I don't disagree.

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The way things stand now, when Going Rogue goes live, Tankers will become orphans, the reasons why should be obvious.
I disagree. However, even if you are correct, the best solution is to fix tankers, not to nerf another AT.


 

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My ONLY problem with the aggro cap is that it can be broken through normal play. If I'm playing on an 8 man team, and 2 spawns are a little to close together it can mean death to the team if we don't have an off tank.


 

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Originally Posted by _Deth_ View Post
The way things stand now, when Going Rogue goes live, Tankers will become orphans, the reasons why should be obvious.
Or maybe you're just BSing and they won't.


 

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Originally Posted by MunkiLord View Post
If there is a problem with tankers, then fix tankers, don't hurt other ATs(especially if the AT is one of the two most popular in the game).
This is a frequently stated, but not really practical philosophy. You cannot just fix problems via buffs; sometimes nerfs are the correct solution. If you just keep buffing, then you eventually have classes that grossly overmatch any reasonable challenge that you can throw at them (and CoH is really already pretty far down that path).

Just to be clear, I don't see any need for scrapper nerfs. I'm simply stating that the general approach to use buffs exclusively and never nerf anything does not work.


 

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Originally Posted by Durien View Post
My ONLY problem with the aggro cap is that it can be broken through normal play. If I'm playing on an 8 man team, and 2 spawns are a little to close together it can mean death to the team if we don't have an off tank.
I would consider that a feature, not a bug.


 

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Originally Posted by Atheism View Post
Or maybe you're just BSing and they won't.
Or maybe instead of just being a troll you could actually give some reasons why they won't.

Some reasons why the will become orphans, the big one being the ability to switch sides. Scrappers are already able to do the tanks job, now think about when brutes can come over to blue side. Better defenses than a scrapper, and hellacious damage to boot. Yeah, I don't see too many people looking to add an AT to their team for a job that can be handled almost as well by another AT that puts out VASTLY more damage.


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Originally Posted by MunkiLord View Post
That's fine you feel that way, but someone calling for a nerf to scrappers to fix the problem is beyond stupid. If there is a problem with tankers, then fix tankers, don't hurt other ATs(especially if the AT is one of the two most popular in the game).
I am not calling for nerfing another AT, I was just stating how I felt about the balance between the two ATs. Tankers should obviously outshine Scrappers and brutes defensively, Scrappers and Brutes should obviously outshine Tankers offensively. Well, Scrappers and brutes definitely outshine Tankers on offense, there is no disputing that. But as for Tankers outshining them on defense, the only way to really show that is through extreme situations that do not exist within the current content. Can a scrapper tank 10 AVs, obviously not, but there are vids out there of scrappers soloing multiple AVs at a time.

And did you ever stop to think about why Scrappers are one of the most popular ATs in the game.

Tankers need to be more solidly differentiated from Scrappers and Brutes in order for the AT to really shine again, and to be honest, IN MY OPINION, to thrive in the future.

One way they can do this is removing, or at least amending, the aggro cap for tankers.


Dark Armor is like that kid you knew in school that didn't know when to shut up, and no matter how bad he got beaten down, he got right back up again and kept on talking.

 

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The thing is, removing the aggro cap doesn't actually make tanks more desirable. It doesn't make them superior to Brutes in holding aggro in 95% of situations, and in order to take advantage of it you'd have to go out of your way to aggro multiple spawns, thus gathering more enemies than can effectively be AoE'd anyway and slowing the team down. And it doesn't do anything to address the damage differential which you point at as the drawback of Tanks on teams.

The two obvious approaches to this problem would be 1. to bring Tanker damage up to parity with Brutes and Scrappers, which would then obviate Brutes and Scrappers (why take the AT with the same damage and lower mitigation multipliers?)... or 2. to bring Scrapper and Brute aggro caps down to below the AoE cap, thus making Tankers the only AT capable of singlehandedly handling aggro for a full team. Neither of these look very attractive, but they're both more relevant to the problems you cite than the meaningless gesture of raising the aggro cap.


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