Tank and Defender inherent buffs


AzureSkyCiel

 

Posted

Now I'll start by saying that I don't mind vigilance as it is, in fact, I hardly notice it on my defenders, but then, that's that problem.
So, here's my proposal to add to vigilance: give defenders something I like to call a "Special Critical" it works a little like scrapper crits... Except not.
Basically, every time you buff, heal, or debuff with a primary, you would have maybe a... 20% chance to land a "special critical" which would basically work like that power being under the effect of Power Build Up, though likely with smaller numbers for balance sake. (Maybe a 30% increase to all buffs, debuffs, and heals?) And have this effect last for maybe thirty seconds for the sake of toggles and basically get their chance for these moments every ten seconds?

For tankers, I have a bit more of a solid idea, the problem with gauntlet is that it doesn't do much for a solo tanker, besides feeding the taunt aura, which not all of them benefit from having multiple foes on you.
To this end I propose that Tankers gain a passive inherent aura that protects from all debuffs, for every opponent piled on you, you would get maybe between 4% to 8% resistance to debuffs with a max number of ten contributors to the aura.
As a possible addition, have the number of teammates also contribute to the size of the debuff resistance buff, but I'm not too sure on that.
This would also work out well on large teams where you can end up faced with lots of enemies with lots of debuffs, and depending on the enemy, you could get easily overwhelmed and floored, but mostly this is meant to help the tank during solo play.

So, what do you guys think?


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Originally Posted by Samuel_Tow View Post
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Posted

Are you saying they need this because they're underpowered or unfun?

If Underpowered, please explain how they're underpowered. Most people don't seem to think defenders or tankers are significantly underpowered.

If Unfun, then what you're doing is making them strictly better, and if they're not overpowered already, this boost makes them too powerful.


That being said, I think the tanker idea works well if you think they're underpowered (and after playing tanks and brutes, I do): a scaling debuff resistance would make them even more effective. I don't think this would make them much more /fun/ though, as the power is entirely reactive. And I'm not sure this is the sort of buff they need. What a tanker needs is a buff that allows a team of four tankers to not lose effectiveness due to gauntlet overlap.

The defender idea, though, I just don't like at all. First off, it'll have some really weird interactions with Shields and other set it and forget it powers. Can you imagine a Kin hitting Speed Boost five times per person to try and get a "critical" speed boost? Or removing and resetting Darkest Night repeatedly to try and make it a critical debuff? It only really works with debuffs that come with attacks, like most of a defender's secondary pool, and even then it gets messy and would strongly re-align power levels in all a defenders sets.

Second, I don't find "critical" mechanics fun on Scrappers and Controllers, and I don't see them being any more fun on Defenders. To me, what makes an inherent fun is the capability to be able to use it. Scrapper crits and Controller overpower activate on their own, at a rate where you really can't figure them into your game plans. You just sort of ignore them and assume they'll increase your effectiveness over the long run... and they do, but they're not fun. Contrast to Stalker Crits where you've got the increased effectiveness but you've also got two powers (hide and placate) that you can use to force a critical hit. Stalker crits are just more fun.


Long story short.
-Defender idea has too many holes and isn't fun.
-Tanker idea is cool but doesn't fix the right problems, and isn't fun.

The generally accepted problems with the inherents are...
Vigilance- Players have no control over Vigilance, and Vigilance does nothing when soloing.
Gauntlet- Gauntlet loses effectiveness with multiple tanks, and Gauntlet does nothing when soloing.


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Posted

Quote:
Originally Posted by Red Valkyrja View Post
My thoughts?

This could have been stated in any one of these threads.
I officially accept the badge title: Karmatic Irony. (long story)

Anyway though, to answer Geist's question, I've just heard a lot of people complain about tanker and defender inherents as Red here shows, so this was my own solution formulas, though personally I do feel inclined on the tank modification simply because it was one of my toughest things with tanks, the fact that they're designed to draw heavy aggro of multiple foes, multiple foes with loads and loads of debuffs and little means to mitigate most of those debuffs and being low on damage output to really get rid of the debuffers quickly (allowing the debuffs to keep on stacking).

But I'm probably just not looking at the main picture here.


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Quote:
Originally Posted by Samuel_Tow View Post
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Posted

I actually really like the idea of giving Tankers additional debuff protections. But not defensive ones. Those are already built into their sets.

But resistance to to-hit, damage, or recharge debuffs*? That would help them maintain their damage no matter what the enemy throws at them. Sort of a de facto damage buff against debuff mobs. It would also help them hold aggro better in some situations.

*Obviously recharge can count as both defensive or offensive. I'd probably keep the numbers low on that, or outright exclude it due to potential balance issues with Fiery Aura or Elec Armor.


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Posted

I will keep asking based from other threads - why does inherent matter so much on soloing with a defender or a tanker (or even a kheld)? I keep seeing posts like this. Is there some new problem with defenders/tankers or are they not able to do something in the game?


 

Posted

Simply put, inherent is a big part of what makes classes interesting and unique. Without the distinction between Fury and Crits, Scrapper and Brute would pretty much feel the same. Without Domination, Dominators just wouldn't be awesome. Most of the inherents give a uniqueness to the AT on top of what the power selection gives, but for Tank and Defender both, the inherent shuts off when soloing. More importantly, for tankers, the inherent becomes less useful for each other tanker in the party. The only other inherent that even remotely becomes less useful with others of the AT is brutes, but Brute inherent still works off your attacks.


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