Added Issue 18 Tanker ability: Bruising
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Heck, hit me with it five times. I think that would be a great addition.
I think it would be neat if Tankers inside an AoE counted as 5 targets instead of 1. I think that would add incentive to have multiple Tankers on a team. Two Tankers in a cone would neuter it, and three Tankers in a radial AoE would nearly do the same. You would not be hit by the attack 5 times, but instead effectively 'absorb' part of the target cap.
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Comrade Smersh, KGB Special Section 8 50 Inv/Fire, Fire/Rad, BS/WP, SD/SS, AR/EM
Other 50s: Plant/Thorn, Bots/Traps, DB/SR, MA/Regen, Rad/Dark - All on Virtue.
-Don't just rebel, build a better world, comrade!
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Ok, now that Brutes and Tanks are both allowed in the same missions...
How about someone roll up identical Tank and Brute. Same powersets (ie: Inv/SS and SS/Inv.) Both 50. Same slotting. Same enhancements. Put each one thru the exact same mission, solo. Equivalent PPPP and SRSLY. Post the times. Who wins? |
Yeah, after thinking about it, it's pretty obvious the Brute would win if we were judging on "time to completion" alone.
So how about we do this:
Same circumstances as above, but instead of judging times, just keep increasing PPPP/SRSLY until one toon can no longer consistently survive the encounter.
Now, who wins?
(I'd do this myself, but I have no vills. As soon as I get GR, I'll roll a Brute that will be similar to my main Tank, but with my leveling speed, it will be months before I get to fitty.)
"Everybody wants to change the world, but nobody wants to change themselves." -Tolstoy
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So, lets say the Brute stalls out at +1 8X, and the Tanker can do +3 8X.
Same circumstances as above, but instead of judging times, just keep increasing PPPP/SRSLY until one toon can no longer consistently survive the encounter.
Now, who wins? |
Factor in that those 2 extra levels will diminish the Tanker's damage and increase killing time even more.
Now consider than Inf for defeated enemies is small potatos. The real money is in rare and purple drops.
Even if the +1 enemies don't reward as much inf, they still drop purples. Drop rates don't increase as the enemy level increases, AFAIK. So, even though the Brute can't do +3 8X, he'll be carving up those +1's faster and completing missions faster than the Tanker who's operating at +3 8X.
Brute still wins with better rewards vs time invested.
Tanker earns slow fights and empty bragging rights for slowly chipping down +3's.
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So... a brute hits harder, and a tanker survives longer.
So, lets say the Brute stalls out at +1 8X, and the Tanker can do +3 8X.
Factor in that those 2 extra levels will diminish the Tanker's damage and increase killing time even more. Now consider than Inf for defeated enemies is small potatos. The real money is in rare and purple drops. Even if the +1 enemies don't reward as much inf, they still drop purples. Drop rates don't increase as the enemy level increases, AFAIK. So, even though the Brute can't do +3 8X, he'll be carving up those +1's faster and completing missions faster than the Tanker who's operating at +3 8X. Brute still wins with better rewards vs time invested. Tanker earns slow fights and empty bragging rights for slowly chipping down +3's. . |
I think this is as it should be.
I'm trying to figure out what argument you're trying to make here, Johnny.
Comrade Smersh, KGB Special Section 8 50 Inv/Fire, Fire/Rad, BS/WP, SD/SS, AR/EM
Other 50s: Plant/Thorn, Bots/Traps, DB/SR, MA/Regen, Rad/Dark - All on Virtue.
-Don't just rebel, build a better world, comrade!
And your solution is?
Comrade Smersh, KGB Special Section 8 50 Inv/Fire, Fire/Rad, BS/WP, SD/SS, AR/EM
Other 50s: Plant/Thorn, Bots/Traps, DB/SR, MA/Regen, Rad/Dark - All on Virtue.
-Don't just rebel, build a better world, comrade!
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My Shield/Axe Tanker got an Apocalypse purple recipe last night, and 41 kills later, an Armageddon purple dropped. Question: does this mean it's the end of the world?
Now consider than Inf for defeated enemies is small potatos. The real money is in rare and purple drops.
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At farming, you mean? Brute wins at boring old farming and Tanker wins at adventuring with a team?
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
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And the tanker can lead +4 TFs with whatever players decide to come along because he's that bloody hard to kill and can keep the attention off his friends. Tanker wins when it comes to fun, in my book.
Brute still wins with better rewards vs time invested.
Tanker earns slow fights and empty bragging rights for slowly chipping down +3's. |
Stop comparing tankers to superman. This isn't the comic books, this is an online game where a thing called balance exists.
Your character can only have so much 'total damage.' If you can handle more damage in, then you have to be able to put less damage out. You want to hit hard? Roll a scrapper. Want to be able to survive anything? Roll a tank.
Want to do both? Go play some other, inferior superhero MMO.
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
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Actually there's a term of long standing among gamers to describe people who expect this kind of power.
You want to hit hard? Roll a scrapper. Want to be able to survive anything? Roll a tank.
Want to do both? Go play some other, inferior superhero MMO. |
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
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So... a brute hits harder, and a tanker survives longer.
I think this is as it should be. I'm trying to figure out what argument you're trying to make here, Johnny. |
His argument is that Tankers should keep all of their current resilience and survivability levels and should have their melee damage output be on par with or greater than both Brutes and Scrappers.
Yes, it's as ridiculous as it sounds.
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Brutes get to tag along on those same TFs and get the same cut of the rewards of the Tanker, whether they work as hard or not.
And the tanker can lead +4 TFs with whatever players decide to come along because he's that bloody hard to kill and can keep the attention off his friends.
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This isn't the comic books, this is an online game where a thing called balance exists. |
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And how would you address the imbalance, Johnny?
Brutes get to tag along on those same TFs and get the same cut of the rewards of the Tanker, whether they work as hard or not.
I don't see the current situation with the melee ATs as being very balanced or fair at all. Scrappers and Brutes would disagree, I imagine. . |
Comrade Smersh, KGB Special Section 8 50 Inv/Fire, Fire/Rad, BS/WP, SD/SS, AR/EM
Other 50s: Plant/Thorn, Bots/Traps, DB/SR, MA/Regen, Rad/Dark - All on Virtue.
-Don't just rebel, build a better world, comrade!
First I'd just ignore Tankers alltogether. Then I would buff Scrapper damage. Then I would wait a couple years and add a system that allows Scrappers to soft cap their defenses without really losing any of their damage. Then I'd give Tankers an inherent effect to their T1 that buffed the damage of Scrappers they were teamed with even more, while the Tanker continues to make sure the Scrapper never faces a disadvantage solo or teamed.
Oh wait, that's what I would do to increase the imbalance. My mistake.
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Oh wait, that's what I would do to increase the imbalance. My mistake.
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I have him on ignore, if more people did that he wouldn't have anyone to talk to.
Culex's resistance guide
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Eh, doesn't that apply to the Blasters, Defenders, Controllers, and other ATs too?
Brutes get to tag along on those same TFs and get the same cut of the rewards of the Tanker, whether they work as hard or not.
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Are you aware that the Brute forum has two active threads about how Brutes are now cruelly nerfed, and the Scrapper forum has been host to numerous nervous "are we being replaced in Going Rogue?" threads?
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
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You know, just because an AT is "dps" doesn't mean their role has to be easy. Other games have content that can win or lose based off the performance of their dps. If their damage output is too low, the encounter will defeat them. If they play poorly (stand in fire, steal aggro) they waste another class's resources (ie: healer's mana) and/or could die (leading to a wipe due to lack of dps).
Brutes get to tag along on those same TFs and get the same cut of the rewards of the Tanker, whether they work as hard or not.
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Do "dps" characters here have less responsibility currently? Yes.
Does it have to be that way? No.
Would people welcome such a change? Most likely not.
For example, there are circumstances where that happens now where low dps can cause problems (can't out damage Ghost Widow's heal, Reichsman's regen while phased/Unstoppable, etc), and people find that quite frustrating.
The side problem is that buffs/debuffs in CoX are much stronger than they are in the other games I spoke of. Don't have enough "dps"? Buff/debuff until what you have is adequate. Group too squishy? Buff/debuff it until survival is trivial.
Of course, tweaking a game to be difficult like other MMOs would do irreparable damage to non-min/maxed builds. Am I saying CoX should be designed like other games? No, just pointing out that "dps" doesn't have to be an easy role.
Of course, there is always the "end game content" looming in the horizon. Who knows what that will bring...
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On a completely different note, just because someone is playing a Tanker doesn't mean they're playing any harder than a Brute. I've seen more than my share of Tankers who don't play any differently than a Scrapper or Brute.
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With the arguable exception of Controllers (in the late game at least), those ATs actually do make a sacrifice in soloing ability. For the most part, they don't get to solo very well then coast on a team when they're feeling lazy. And even if they do coast when I'm tanking, I hardly envy them when they're not on a team. In other words, they don't get their cake and eat it too, unlike Scrappers.
Eh, doesn't that apply to the Blasters, Defenders, Controllers, and other ATs too?
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Are you aware that the Brute forum has two active threads about how Brutes are now cruelly nerfed |
That doesn't change the fact that Brutes still solo better than Tankers and still get the same cut of team rewards as anyone else, which is what I was arguing there.
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and the Scrapper forum has been host to numerous nervous "are we being replaced in Going Rogue?" threads? |
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Well, if that's the tack you're going to argue, then Tankers solo better than a lot of Controllers, and still get the same cut of team rewards as them. Same with Defenders. Same with Peacebringers, I'd argue.
That doesn't change the fact that Brutes still solo better than Tankers and still get the same cut of team rewards as anyone else, which is what I was arguing there.
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There is always going to be a spectrum of abilities whenever you have a multiple-AT-like setup, with some ATs better at soloing, and some at teaming, with some falling in the middle, able to team and solo decently well. That doesn't mean those ATs are broken.
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
Are YOU aware that both of those threads are just unnecessary QQ posts? Read their actual content, not just their title. Brutes are fine. Continue discussing Tankers.
My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."
Tankers are fine. Continue discussing BBQ.
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
Ribs are delicious.
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Discuss.
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Discuss.
My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."
So now Butane's take is that tanks suck because scrappers on teams get to be lazy and this is completely unfair to those painfully overworked tanks that do nothing but spend 100% of their time struggling so diligently against their foes, protecting their squishy buddies and valiantly standing tall as the pinnacle of heroes.
Those damn dirty scrappers. All they do is kill things when they're not smoking their dirty cigarettes and sipping their dirty lattes.
Oh woe to the downtrodden tanker! Oh, the humanity!
Be well, people of CoH.
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Yes, of course -- my point is that we have examples of some Brutes whining about their AT, some Tankers whining about theirs, and some Scrappers whining about theirs. yet all three ATs are doing very well. Tanker flaws are as imaginary as Scrapper flaws.
O noes! The richest, most popular and best soloing AT in the game has something to be worried about for once! Good thing it's just an imaginary threat
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If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
I think it would be neat if Tankers inside an AoE counted as 5 targets instead of 1. I think that would add incentive to have multiple Tankers on a team. Two Tankers in a cone would neuter it, and three Tankers in a radial AoE would nearly do the same. You would not be hit by the attack 5 times, but instead effectively 'absorb' part of the target cap.