New Tanker Inherent
I think at some point, this thread stopped talking about the feel of tanks on the way to 50 and how they are at 50. I think when discussions of a certain AT come up, the OP should specify at what level the AT feels lacking.
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I think the OP needs to roll a Defender before calling for Inherent changes for well... any other AT.
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You can get the same effects already from the Eye of the Magus accolade, and medium and large orange inspirations come close. I also don't think it would benefit tanks who were at or near the resistance cap on their own.
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That said, no. it's not neccessary at all. I like the vigilance idea, but since a tanks (typical) job is just to keep aggro (dishing out damage is a secondary goal), they really shouldn't be losing endurance that badly anyways.
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Make a Shield/SS tanker. Get yourself Hasten and work toward Perma-Rage. Once you've got that double-stacked and Against all Odds running at full power you'll be flinging damage that makes the party's blaster stand up and take notice. Especially with Shield Charge clicking every other fight.
Wanna make it worse? Go Brute. SS/Shield. |
I have both the Tanker and the Brute, same character, C-001, you might remember her.
The Brute's numbers are worse, actually. Due to issues with the damage cap and damage scaling and fury, Rage doesn't give nearly the buff on the brute as it does on the Tanker. The big hit to the brute is that while Brutes can hit 700% damage cap, Shield Charge is done as a pseudo-pet, and thus can only hit 300%. Shield Charge is far and above more devastating than anything Super Strength has to offer (though footstomp is nice). On top of that, Rage's damage bonus is heavier on a Tank because they have a higher base damage. So my point here is...
Shield/SS Tank is stupid, stupid powerful, and many of the other tanker builds are no slouch either. Yes, some are better than others, but that's the way sets work. Shield/SS is also... not particularly survivable, all its mitigation rather poor (except death. Death is good mitigation.) A Stone/Dark tank is going to find his damage a bit lacking, sure, but he's also going to be immortal.
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I suggest that they take the Gaunlet Inherent and just add it to the primary powers.
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Tankers have the Gauntlet inherent because not enough Tankers take Taunt.
It's the Tanker Archetype's punishment for not fulfilling the purpose of the Archetype.
If you don't have Taunt, you aren't a real Tanker. You aren't the "big man on the team" without it.
Gauntlet is not a substitute for Taunt. Gauntlet just makes you hold more agro than you would without it. And, apparently, the agro that Gauntlet generates is apparently too much for some Tankers - if they are looking for a way to avoid it.
I've never needed Taunt to tank. I leap in, use AoEs, and if I really missed someone I'll chase or use a ranged attack. I've never had trouble holding aggro without the Taunt power. Gauntlet works fine. Of course, I played a brute to 50 before I even tried a tank, and I can tank fine on my brute. Taunt makes it easier to get aggro, sure, but it's entirely unnecesarry if you know what you're doing.
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Now granted, it's generally spike damage in a Double-Rage Shield Charge doing obscene damage to all foes in an AoE but.. ... Riiight, it's totally a lot of damage.
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Furthermore, the problem with Tankers is not raw damage per se, at least not from where I'm standing. Rather, it's a problem of efficiency, as by far the most common complaint I've had and heard relating to Tankers is running out of endurance before you can fell big targets or lots of targets. Granted, that can be worked towards, but as compared to the high-damage ATs, even Brutes, Tankers just spend more energy for less feedback. They have the staying power to take it, but the drain is higher just the same.
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 couldn't think of anything more useless on my WP/SS. No thanks. I like Gauntlet exactly as it is.
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I would only change the AT by buffing the defense/resist caps, and that's only after seeing what happens with GR. I'm guessing that brutes will look preferable to tanks in the late game due to similar defense/resist caps, with the added bonus of fury. |
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I wonder when will people learn that buffing everything else, instead of nerfing the clear outlier is a terrible way to balance a game.
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Moderate tanking skills needed? check
Good Damage output needed? check
Why?
1) Fury is only effective if you can survive the aggro.
2) How various archetypes blend redside is quite different than blueside. Damage output is typically shared with all AT's redside without a clear-cut role of a DPS blaster class. Stalkers maybe - but most sets aren't AoE focused.
3) Furthermore, the only reason a brute can tank at a level similar to a tanker is usually due to IOs. A lower base HP and base defenses really make a big difference in survival. Just ask stalkers.
I suggest that they take the Gaunlet Inherent and just add it to the primary powers.
Then add a new Inherent...along the line of domination...where you have to take damage for the click power to build up...the click power being something along the lines of a build up power that only affects damage. Think of the Fury bar...where taking hits builds up the percentage...and when your not taking hits it goes down. This new Tanker inherent does not build up for attacking...it only build up for gettin hit or being attacked. Lets say that you have to fill the bar up 100% for the inherent click power to be available to you. Example: As a Tanker, you run into the spawn and start getting attacked...Your new inherent bar starts to fill up...if you're attacked enough, before the bar starts to go down again, you eventually build it up to 100% and then the click power becomes available, which is a +damage click that lasts for X amount of time. When the click power wears off...you have to build it up again in order to use the click power again. Obviously I do not have any values...but this is the main idea. What do you think? |
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I suggest that they take the Gaunlet Inherent and just add it to the primary powers.
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Then add a new Inherent...along the line of domination...where you have to take damage for the click power to build up...the click power being something along the lines of a build up power that only affects damage. |
Think of the Fury bar...where taking hits builds up the percentage...and when your not taking hits it goes down. |
A: Running out of End.
B: Doesn't have enough attacks to make a viable chain yet.
C: Still doing crap base damage.
This new Tanker inherent does not build up for attacking...it only build up for gettin hit or being attacked. |
What do you think? |
Here's what I saw that was relevant:
(Emphasis mine)
Except that those numbers are wrong.
...If anything, capped performance would skew Tanker performance even higher than Scrapper performance because Tankers can get so much harder to kill than a Scrapper... Tanker defense mods are 1.0 and Scrappers are .75. Tankers are 33% more survivable than Scrappers and Scrappers are 25% less survivable than Tankers. Right there, it's already demonstrated that your comparison values Scrapper defenses too high. [more numbers] ...Overall, Tankers are 86% harder to kill than Scrappers and Scrappers are 47.5% easier to kill than Tankers. ...Scrappers have 50% better damage than a Tanker and Tankers have 33% worse damage than Scrappers. Scrappers: damage (10), defense (5.25) Tankers: damage (6.66), defense (10) |
To be honest, it's just from experience in playing both Tankers and Scrappers.
...Put it like this...on a scale of 1 to 10...10 obviously being the highest: A Scrappers Damage/Defense ratio seems around 10/8. A Tankers Defense/Damage ratio seems around 10/6. However, these are abitrary numbers based on my experience with Tankers and Scrappers. |
Well I was .66 off on the Tankers damage.
I can see being off on the Scrappers defense also, as my numbers were based off high end WP and SR scraps. |
Furthermore, by comparing select sets, you're getting a very skewed impression. Especially since you picked SR and WP. SR with IO's is incredibly powerful. WP with IO's has a similar level of performance. You will likely find that comparing Fire Aura on tanks and scrappers might change your opinion.
The real reason you're seeing that is because of how much IO's change the balance of the game.
Then I see posts like this:
My Willpower/Super Strength tank will beg to differ. I do some freaking scrapper damage even without rage. With rage I do some major damage. Tanks are fine. I wouldn't change them
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Tankers don't need more damage. I have an Ice/Ice, probably the weakest damaging tanker, and I don't have any trouble killing things with a decent speed. No, I'm not downing bosses in three attacks, but I'm not running through my attack chain three times for a single minion. And that's with out using build up.
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Furthermore, the problem with Tankers is not raw damage per se, at least not from where I'm standing. Rather, it's a problem of efficiency, as by far the most common complaint I've had and heard relating to Tankers is running out of endurance before you can fell big targets or lots of targets. Granted, that can be worked towards, but as compared to the high-damage ATs, even Brutes, Tankers just spend more energy for less feedback. They have the staying power to take it, but the drain is higher just the same.
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So what, exactly did I miss?
FWIW, the only nerf I've ever called for was to lower Brute defensive caps somewhat. And I'm well aware of what role they play (and what role they were originally supposed to play, alongside MMs).
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I think a lot of it has to do with the balance comparisons of specific sets.
Scrappers lose a lot of benefit from sets like Fire and Elec because of their 75% cap while brutes don't. That 15% drop in the hardcap really makes a big deal for sets like this, while other sets, such as WP, SR, and SD really don't suffer as much.
Yup, tankerminds with disposable pets would drive me crazy. Though, come to think of it, I don't recall exactly what role was intended of brutes originally.
For me, I could stomach a 5% drop in the hardcap, like khelds. But any further and I think it would really hurt those resist sets in the same way that they are for scrappers.
In any case I think I over-reacted and read into your post as a call for nerfs, which wasn't the case. My apologies.
That taunt component that Tanker attacks already have is Gauntlet. I suggest they keep that...just not as the inherent.
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I understand they already have access to build up powers...but this suggestion is an effort to help Tanker damage. |
While tanker damage isn't SPECTACULAR, there's nothing inherently BAD about it.
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My personal solution for this is to simply give Tankers a "secondary inherent" that causes all of their powers to deal an additional 25% damage to any target that isn't currently targeting them. If there are multiple tanks on the team, then the second is going to be dealing a bit more damage to let him fulfill a "damage" role to go along with being an offtank. If he's the only one on the team, when the Shield Scrapper steals agg because the Tanker didn't slot Taunt for taunt duration, it'll be a bit easier to pull it off because the Tanker is dealing a bit more damage.
Personally, I think it addresses some of the logical reasons why Tankers would be getting aggro in the first place. It doesn't make much sense for enemies to attack a Tanker just because he's there and punching lighter than the other guys around. If anything, it would make less sense because he's taking less damage and dealing less damage. It does make a decent bit more sense to attack the Tanker if he's going to break your face in if you don't start attacking him. He demands your attention. If you don't go along with that plan, he's going to make you regret that decision. The Scrapper is going to hurt no matter what, but if attacking the Tanker is going to lighten the damage load a bit, it makes sense to focus on the guy who gets hurt less.
I like Umbral's idea. Dungeons and Dragons has a similar method of using Tankers (which they call "Defenders." Their Defenders are called Leaders. Controllers are still Controllers, and Blasters and Scrappers are both Strikers).
In D+D, the tanks have the ability to Mark enemies. This doesn't force enemies to attack them, but instead penalizes them for NOT attacking them. For example, if you neglect to attack the Paladin, you take holy damage. If you neglect to attack the Fighter, the fighter gets a free attack on you. And both give a -2 penalty to hit foes who aren't you (the CoH equivalent of a -10). If you neglect to attack the Warden, the Warden can choose to slow you or take an attack that gives a -2 defense if it hits. Note that D+D does set it up so an enemy can't be Marked by more than one defender at a time, but you only get one foe Marked at a time, so more tanks just mean they each hold one guy.
I'm not sure how this would work with City's mechanics, but I'd agree that what tankers really need to remain competitive with Brutes is the ability to do bonus pain to foes who ignore them. Either bonus damage or bonus debuffs.
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I like Umbral's idea. Dungeons and Dragons has a similar method of using Tankers (which they call "Defenders." Their Defenders are called Leaders. Controllers are still Controllers, and Blasters and Scrappers are both Strikers).
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Tankers and Defenders easily fit into the Defender and Leader roles respectively, but the Blaster, Controller, and Scrapper ATs don't fit into any of the D&D roles quite as well because they don't have quite the same focus. Blasters have substantially more AoE than a Striker would have in D&D because Strikers are all about taking out a single specific target, which means they're something like a Controller meets a Striker. Scrappers make a decent case for being Strikers except that they don't have superior mobility or target choosing capability, which is part of the Striker hallmark: they're more like a Defender meets a Striker. The Controller AT isn't an easy fit for the Controller role because, while the Controller AT has substantial ability to provide mez effects, they don't provide much AoE damage and they provide nearly equal support to a Defender. Controllers are almost equally split between the Leader and the Controller roles, thanks to almost completely lacking a real ability to provide one of the big benefits of Controllers.
Note that D+D does set it up so an enemy can't be Marked by more than one defender at a time, but you only get one foe Marked at a time, so more tanks just mean they each hold one guy. |
The bigger advantage of having more Defenders in D&D is that Defenders don't just tank: they provide substantial damage on their own and having more around means that you can spread out the damage in a more effective manner. Unlike in CoX, even a buffed Defender can drop if he gets aggro from every enemy on the field because hits are much more brutal than they are in CoX.
I'm not sure how this would work with City's mechanics, but I'd agree that what tankers really need to remain competitive with Brutes is the ability to do bonus pain to foes who ignore them. Either bonus damage or bonus debuffs. |
This works pretty much exclusively because the target is controlled by the GM that is capable of making intelligent (though not too intelligent if he's playing a stupid monster) decisions and weighing the various factors on the field. An MMO wouldn't be able to manage with a system like this without some stronger AI (most likely involving randomization and comparative chances of various actions based on situational modifiers) which would necessitate substantially more server effort.
The benefits of giving Tankers the system as I described it was that it provides a logical basis for Gauntlet to operate off of, gives Tankers a bit of a damage boost on team, and prevent redundant uselessness while on a team without making them an automatically preferably choice to other damage dealers thanks to having lower damage scalars. In reasonably sure that determining whether a target has you selected is already possible (think reverse placate), so all it would require would be a single check through a binary function all in order to determine if the attack is going to deal extra damage. It would take about as much server effort as calculating Striker crits.
-While I admit that it's not a perfect comparison, your comment about strikers is, well, wrong. The PHB2 added a new striker called the Sorcerer which specializes in AoE DPS. The Striker is defined as the highest damaging class, and while the first 3 strikers focused on single target damage, the Sorcerer is absolutely a Blaster. And while Scrappers don't have target choosing capabilities... neither do Rogues or Barbarians (the latter also PHB2). For a Rogue, the target is chosen for you. You can either Sneak Attack or you can't and it's more the Defender's decision than yours. And Barbarians just have super criticals and even more damage than anything else. Yes, MOST Strikers mark a target and then focus exclusively on that target, but that's not the defining trait of the archetype, it's just the way a lot of them get more damage.
I'm not sure what you mean about Superior Mobility there, either. I don't recall any Striker other than Rogue really having "superior" mobility to the other types, and I seem to remember Wizard and Druid, Controllers, having all the coolest movement powers.
-Controller Primary=Controller. Yes, Controller secondary varies more from what D&D Controllers can do but, really... Controller is about screwing the opponents over so that they can't attack. And yes, Controllers have AoE damage, but it's still about half as much as a Striker's. Druid basic AoE is 1d6 damage. Sorcerer at-will AoE is 1d8+Cha+Str damage, +str again if the foe decides to attack you in response. Controller AoEs do moderate damage and have a heavy control element to reduce their attacks. Sorcerer AoEs do massive damage and when they have a debuff attached it's a lot weaker than the Controller has.
-My purpose in that post was not to say that City is just like D+D. It was to say "Here's a system for which something similar works, how can we make it work in city?" We have gotten off topic.
-Yes, Giving Tankers the ability to penalize foes who choose to ignore them, like Defenders in D&D 4E have, is a good idea.
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-While I admit that it's not a perfect comparison, your comment about strikers is, well, wrong. The PHB2 added a new striker called the Sorcerer which specializes in AoE DPS. The Striker is defined as the highest damaging class, and while the first 3 strikers focused on single target damage, the Sorcerer is absolutely a Blaster. And while Scrappers don't have target choosing capabilities... neither do Rogues or Barbarians (the latter also PHB2). For a Rogue, the target is chosen for you. You can either Sneak Attack or you can't and it's more the Defender's decision than yours. And Barbarians just have super criticals and even more damage than anything else. Yes, MOST Strikers mark a target and then focus exclusively on that target, but that's not the defining trait of the archetype, it's just the way a lot of them get more damage.
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There is bleed over through the roles. This is why you can make fighters that inflict status effects with the best of wizards or clerics that take damage just as well as paladins and are just as hard to kill. The only role that doesn't have significant bleed through is the leader because you just can't make up for the ability to increase healing surge efficiency.
The Striker role is not defined by Sneak Attack, Hunter's Quarry, or Warlock's Curse. Those are simply mechanisms used to accomplish the purpose. The purpose is not simply damage. A Wizard can quite easily outdamage any of those classes with saturated AoEs which even the Sorcerer is incapable of equaling (because Wizards have larger AoEs). The role of the Striker is to make their damage arrive on priority targets so that they can restrict the tactical options of the other side. The Striker either blasts the leader, artillery, or other monster that the other side's strategy is based around from range or uses their substantially better mobility to get themselves there. Once that is done, they move on to other targets that the rest of the team is tying down.
I'm not sure what you mean about Superior Mobility there, either. I don't recall any Striker other than Rogue really having "superior" mobility to the other types, and I seem to remember Wizard and Druid, Controllers, having all the coolest movement powers. |
-Controller Primary=Controller. Yes, Controller secondary varies more from what D&D Controllers can do but, really... Controller is about screwing the opponents over so that they can't attack. And yes, Controllers have AoE damage, but it's still about half as much as a Striker's. Druid basic AoE is 1d6 damage. Sorcerer at-will AoE is 1d8+Cha+Str damage, +str again if the foe decides to attack you in response. Controller AoEs do moderate damage and have a heavy control element to reduce their attacks. Sorcerer AoEs do massive damage and when they have a debuff attached it's a lot weaker than the Controller has. |
-My purpose in that post was not to say that City is just like D+D. It was to say "Here's a system for which something similar works, how can we make it work in city?" We have gotten off topic. |
-Yes, Giving Tankers the ability to penalize foes who choose to ignore them, like Defenders in D&D 4E have, is a good idea. |
Yup, tankerminds with disposable pets would drive me crazy. Though, come to think of it, I don't recall exactly what role was intended of brutes originally.
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For me, I could stomach a 5% drop in the hardcap, like khelds. But any further and I think it would really hurt those resist sets in the same way that they are for scrappers. In any case I think I over-reacted and read into your post as a call for nerfs, which wasn't the case. My apologies. |
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Make a Shield/SS tanker. Get yourself Hasten and work toward Perma-Rage. Once you've got that double-stacked and Against all Odds running at full power you'll be flinging damage that makes the party's blaster stand up and take notice. Especially with Shield Charge clicking every other fight.
Wanna make it worse? Go Brute. SS/Shield.
Your suggestion would make the Shield/SS tank more or less a "standard" for tanks. Which would suck. Since the Shield/SS tanker can hit the damage cap and sustain it for 10-30 seconds at a time. The "High Damage Build" would become far less impressive, IMO.
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