GR: Tanks and Brutes
As many have stated, brutes and tanks really just have different roles.
At the heart of it, tankers are guardians, the 'tough guys' that put themselves in harm's way for the greater good. Some can do very good damage as well, but from the auto-hit taunt, to the highest threat level, to gauntlet, tankers are meant to take the beating, and make sure somebody else isn't. My tankers, as characters, are the 'tough fighter' characters, able to fight at times...but on a team, there's no mistaking that I'll taunt/pound the guy picking on the squishy and leave whatever I had been pounding on behind. Getting aggro is fast and easy, killing things takes time.
My brutes? They can be the attention divas...they like being the center of attention, but it's not always good for them. They get aggro to get the 'heart pounding,' but can easily get in over their heads. They're less guardians, and more warriors/berserkers. You CAN be the aggro magnet, but you're just as good, if not better, as the guy killing stuff (eliminating threats altogether) as the guy making sure each and every foe is picking on you, not anybody else. Why? You can take down many foes in two to four hits, once you're going. If a squishy is being harmed, throw down that few extra attack or two. Threat eliminated, then if you want pound on whatever is being so crass as to ignore you.
If you were looking for a crazy fighter character when you made the guardian-like tanker, I can see why somebody might be disappointed. But archetypes have different niches, and the similarities between tankers and brutes still don't make them share the same niche.
Still somewhat doubtfull. Most people who'll want extreme situation, won't be scared to use IOs. The huge part of Fire_Minded's theory about tanker being superior is because he insist on using only SOs.
But really, it's your problem if you purposfully ignore some of the tools at your disposal. Specialy considering that even very casual player can get better % and bonuses to boot, from the good but cheap sets. I can submit that a brute will easily outdamage a tanker (even over time, with the tanking taken into account), if you don't use any enhancements. Tankers will be stuck at +0% damage bonus, while brutes have 160% and more easily. |
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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I don't know why you quoted me in your response, you seem to be discussing something unrelated to my point. I made no mention of build specifics or IO use. Did you assume I was ruling them out?
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From there, yeah i moved on and talked mostly of Fire_minded's theory, because it's the one case where there's really a huge difference in tanker/scrapper survivability.
"It's a scrapper. If he can't handle it, no one can." -BrandX
Because you've mentionned that brutes (and to a lesser extend scrappers) could be too fragile for some people. But brutes and tankers have the same caps and with IOs, the difference becomes almost inexistant.
From there, yeah i moved on and talked mostly of Fire_minded's theory, because it's the one case where there's really a huge difference in tanker/scrapper survivability. |
I love my Brutes for their SMASH, I love my Scrappers for being walking threshing machines and I love my Tankers for being able to go through hell and pound the living crap out of everything along the way
I'm in the minority in this thread, but I would like to see Tankers get a slight lift to keep them competitive. The way I'd like to go about it is a little different than the normal cap method, though.
Personally, what I'd like to see is the Tanker's Gauntlet power expanded so that it causes the Tanker to be appraised as one level higher than his or her actual level when calculating defense and resistance against an attacker. The Tankers maximum defense and resistance would still be 95%/90% to any attack, but a level 50 Tanker would be treated as if s/he was level 51 when defending against an attack. This way, Tankers get a noticeable advantage, but only when fighting higher level enemies (IMO the real situation where a Tanker should outshine other ATs anyway), and that advantage is available both for Tankers who are capped and those who aren't, all the way from level 1.
I'm in the minority in this thread, but I would like to see Tankers get a slight lift to keep them competitive. The way I'd like to go about it is a little different than the normal cap method, though.
Personally, what I'd like to see is the Tanker's Gauntlet power expanded so that it causes the Tanker to be appraised as one level higher than his or her actual level when calculating defense and resistance against an attacker. The Tankers maximum defense and resistance would still be 95%/90% to any attack, but a level 50 Tanker would be treated as if s/he was level 51 when defending against an attack. This way, Tankers get a noticeable advantage, but only when fighting higher level enemies (IMO the real situation where a Tanker should outshine other ATs anyway), and that advantage is available both for Tankers who are capped and those who aren't, all the way from level 1. |
Not to mention that such a power would cause issues for fury generation for brutes if they team with tankers post GR. I don't believe there will be any way to give tankers "more" aggro control without causing some pretty hardy balance issues in the process.
Words to the wise aren't necessary- it's the stupid ones that need them.
"You're right...I forgot...being constantly at or the near the damage cap is a big turn off. Definitely not worth it."
- Vitality
Defenders need a boost in what they do more than Tankers do. Just sayin'.
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...But back on topic. I see the whole tank vs. brute thing as a parity to the whole controller vs. defender thing. Can controllers do more than defenders? Sure. Controls stop enemies from damaging, and helps damage, and controllers have buffs/debuffs for the team. ...And yet people all over the place make defenders, as they fit concepts better and have more powerful buffing/debuffing. These people couldn't give a whit if they might have slightly lower all-powerful ORANGE NUMBERS.™
Put somebody on a tank that likes tanking, it's the extra toughness they're going for. Why would they weaken themselves by re-rolling as a brute? Not everybody thinks in ORANGE NUMBERS.™
Several recent TFs and this past DXP weekend reminded and underscored to me the difference between a typical Tank and a typical Brute. They're very different animals, for their team-mates as well as themselves.
As a squishy, I can depend on a typical tank to hold aggro and remain alive far, far, far more than a typical brute.
Brutes pose a much stronger threat to Scrappers since they're tougher and their inherent can lead to higher DPS than a Scrapper's.
I'm in the minority in this thread, but I would like to see Tankers get a slight lift to keep them competitive. The way I'd like to go about it is a little different than the normal cap method, though.
Personally, what I'd like to see is the Tanker's Gauntlet power expanded so that it causes the Tanker to be appraised as one level higher than his or her actual level when calculating defense and resistance against an attacker. The Tankers maximum defense and resistance would still be 95%/90% to any attack, but a level 50 Tanker would be treated as if s/he was level 51 when defending against an attack. This way, Tankers get a noticeable advantage, but only when fighting higher level enemies (IMO the real situation where a Tanker should outshine other ATs anyway), and that advantage is available both for Tankers who are capped and those who aren't, all the way from level 1. |
I think this is the wrong way to go about it.
I think something that might be an interesting idea, is to put all of that extra (often unneeded) Tanker levels of Defenses, Resistance and HP to better use than simply through taunt.
How about a recharge based, short duration (say, 1 minute) power that would grant the Tanker a function similar to MM pet bodyguard mode?
A power which would allow a tanker to choose a target (or the whole team? perhaps too strong?) and absorb a portion of that party member's incoming damage for the duration of the power.
Balanced, no clue - I don't design video games.
Several recent TFs and this past DXP weekend reminded and underscored to me the difference between a typical Tank and a typical Brute. They're very different animals, for their team-mates as well as themselves.
As a squishy, I can depend on a typical tank to hold aggro and remain alive far, far, far more than a typical brute. |
Yep, with just SOs it gets even more pronounced.
Even on my fully IO'd brutes, built to take on entire rooms alone and not only survive but kill everything - I will tell squishies on the team to follow the tanker (when present) if they value safety and to follow me if they enjoy chaos and carnage.
I never guarantee anyone else's survival.
The problem with Defenders and Tankers, (and Blasters, to a lesser extent), is that they were designed to fill antiquated MMO team roles. The holy trinity of the healer/tank/nuker.
(Before anyone with a blue shield starts warming up their keyboard for a tirade, I mean healer in the archaic sense of a supporting character, I'm well aware a Defender who focuses on healing is a Defender that is 90% fail by volume. The 'healer' construct is an unfortunate throwback to stuff like EQ.)
Then CoV comes along and shows that the healer/buffer/debuffer character can also nuke. And that the tanker can also smash things to bits. And that the nuker can also mezz stuff.
Now, I don't believe in all the zomgdoom that when GR hits no one would play Tankers anymore. It'd probably be better for 99% of the content from a numbers perspective, but it won't happen. Nor will all Defenders vanish and become Corruptors. Simply because some people prefer being a Tanker to a Brute or a Defender to a Corruptor. In an environment most people are in to have fun, most people will play what they find fun, oddly enough.
For me personally, I find the Defender and Tanker roles unfortunate because they make what I feel is an unnecessary sacrifice for their high buff/debuff/defense values.
If a Brute can be tough enough and a Corruptors buffs/debuffs are strong enough, which they are, why would I make a Tanker or Defender?
That said, I don't think the solution is to make Brutes squishier or Corruptor secondaries weaker. In much the same way that I don't think giving Tankers and Defenders more damage would help them. Sure, it'd help them do more damage and solo faster, but it wouldn't differentiate them from Brutes and Corrs.
Unfortunately, I don't know what would.
Just brainstorming, if a Tanker is supposed to hold aggro and the Defender is supposed to defend the team, then their Inherent should reward them for doing so and help them do it better. All the good inherents both reward the AT for doing what they do best and help them do it better. Scourge, Criticals, Defiance, Fury, Containment, Assassination, Supremacy, for example.
Now, Gauntlet at least does one of those things. It helps a Tanker get and hold aggro. Great, now what? The Tanker only gains a benefit from having aggro if they've got an aura like Invincibility/RttC/Energy Absorbtion or AAO. In which case, yay, they get aggro, their defenses/offenses go up. But all sets should have some kind of tangible benefit from having aggro.
Vigilance does half of one of those things. It helps you do your job, but only if you're doing it badly or not doing it at all. It doesn't reward you for defending your team, in fact quite the opposite. Not bothering to buff/debuff so everyone is dying? Great! Have a massive endurance discount so you can do nothing even cheaper!
Better Inherents are the answer imo. Messing with buff/debuff/damage/defense scalars doesn't do anything but further blur the lines between ATs. The Inherents should be what defines and differentiates them.
The Melee Teaming Guide for Melee Mans
Vigilance does half of one of those things. It helps you do your job, but only if you're doing it badly or not doing it at all. It doesn't reward you for defending your team, in fact quite the opposite. Not bothering to buff/debuff so everyone is dying? Great! Have a massive endurance discount so you can do nothing even cheaper!
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If there's any potential perverse incentive going on with Vigilance, it's that I would say it encourages doing your buffing midfight rather than being prepared, but plenty of people do that anyway.
What exactly would be the benefit of that? I could understand why a brute would love such a power, as it would get him more fury, but why would a tank want such?
Not to mention that such a power would cause issues for fury generation for brutes if they team with tankers post GR. I don't believe there will be any way to give tankers "more" aggro control without causing some pretty hardy balance issues in the process. |
I don't understand how a Tanker treated as +1 level for defense and resistance affects Brute's fury generation. I may not have explained clearly, but my suggestion was only that Tankers be treated as if they were one level higher than they actually are when determining their defense and resistance.
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In any event, I still think your suggestion is unnecessary. The problem that most people have with tankers can be many things, but I don't recall anyone except for you suggesting that they aren't tough enough. The last thing tankers need in the game is to have more defense and resistance added in hopes it will give them more value. In much of the game, that lvl of survivability turns out to be excessive. Particularly when it is achieved at the expense of damage output.
Words to the wise aren't necessary- it's the stupid ones that need them.
"You're right...I forgot...being constantly at or the near the damage cap is a big turn off. Definitely not worth it."
- Vitality
I thought you wanted the threat lvl from the tank to be considered +1 and not just the defense and resistance. In that scenario, the tank could quite possibly prevent the brute from getting much rise out of his fury bar.
In any event, I still think your suggestion is unnecessary. The problem that most people have with tankers can be many things, but I don't recall anyone except for you suggesting that they aren't tough enough. The last thing tankers need in the game is to have more defense and resistance added in hopes it will give them more value. In much of the game, that lvl of survivability turns out to be excessive. Particularly when it is achieved at the expense of damage output. |
I don't think the solution is to make Tankers tougher, either by scaling their numbers up or giving them higher caps or whatever.
They're already arguably too tough, since they pay for it in damage, a bad bargain a Brute doesn't have to make. IMO what Tankers need is a revamped Inherent that better differentiates them from Brutes.
The Melee Teaming Guide for Melee Mans
Oh this Topic is new!...wait.
I don't think the solution is to make Tankers tougher, either by scaling their numbers up or giving them higher caps or whatever.
They're already arguably too tough, since they pay for it in damage, a bad bargain a Brute doesn't have to make. IMO what Tankers need is a revamped Inherent that better differentiates them from Brutes. |
At one point I wanted to propose that all ATs have an HP cap that's exactly twice (+100%) their base HP. This would solve a few problems. For once, Stalkers and Blasters are ridiculously close to their HP cap. A Stalker with accolades only needs 13.5% HP to cap their health. Meaning UNSLOTTED High Pain Tolerance pushes them several percents over their cap. It also means powers like Dull Pain are utterly wasted. When I did the math, almost every single AT had to increase its max HP. MMs saw no change because they're the only AT that's already at that point. Brutes were the only AT that had to lose HP. Yes, of all the ATs almost all of them have a cap that's less than twice their starting, with some being exceptionally close. Brutes have a max HP that's MORE than twice their starting HP.
I also went over the ATs and wanted to make a more tiered system for the melees for RES caps. For instance, Stalker -> Scrapper -> Brute -> Tank. Meaning the RES caps would be 75%, 80%, 85%, and 90%. Again, that means Brutes are the only ones that lose.
In fact, just about every time I wanted to propose a more "logical" or standardized systems, it sounded like "NERF BROOTS" because quite frankly, they're just that good. Although the HP one wouldn't really be a nerf because I'm certain no Brute could self-cap even reduced. It would require accolades (+20%), Dull Pain (+60%), and somehow a further +20% HP through IOs, which would be hard.
If it was up to me to make Tankers useful around Brutes, it would probably involve them not having the same caps. Not the same max HP, not the same max RES, and most especially not the same aggro cap.
In addition to that I'm also working out a hypothetical new system which would make Tankers, Defenders, and Stalkers more in demand through a roundabout change to teaming mechanics.
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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But really, it's your problem if you purposfully ignore some of the tools at your disposal. Specialy considering that even very casual player can get better % and bonuses to boot, from the good but cheap sets.
I can submit that a brute will easily outdamage a tanker (even over time, with the tanking taken into account), if you don't use any enhancements. Tankers will be stuck at +0% damage bonus, while brutes have 160% and more easily.
"It's a scrapper. If he can't handle it, no one can." -BrandX