So those obsolete ATs
Obsolete, I wouldn't say that.
However, lately, I can swear it seems like there are less tankers around, but I don't think they'll ever be completely gone.
For one, some players would rather have the survivability over the damage. Tankers win in that area.
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Obsolete, I wouldn't say that.
However, lately, I can swear it seems like there are less tankers around, but I don't think they'll ever be completely gone. For one, some players would rather have the survivability over the damage. Tankers win in that area. |
Not many Khelds around though, unsurprisingly. May have to pencil one in for my next alt (must... stop... rolling... alts...)
Maybe it's just freedom but I see lots and lots of tanks. Most teams I'm on have at least 2, and I've had more than a couple with 4 tanks. If there's one AT I'm seeing less of it's definitely defender, though.
Active (Freedom): Setna (Ice/Psi Dom), Arram (WP/KM Tank), Tesmiel (Elec/SS Tank), Astredax (Robot/Dark Mastermind), Operative Vidali (melee fortunata)
Retired (Virtue): Gaav (Inv/EM Tank), Baqra (Fire/SS Tank)
Tanks will never die. Ok, at least mine won't. I've got soul transfer.
I just rolled a new stalker, which has been very entertaining and his survivability took a ginormous leap at 18 and a further leap at 20. I no longer feel squishy. (Divine Avalanche and Dark Regeneration FTMFW)
I still can't play scrappers or brutes. I have an SS/WP brute that feels like torture when I play him. So I don't.
Defender? Corruptor? I don't play them, but either one is very welcome on any team I've got running. Slight preference to whichever one has sonic blast.
Short answer: No, I don't see obsolescence hitting any AT in the game.
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.
When I'm building TF teams, I take the first 8 people to sign up. My standard answer to "What should I bring?" is "Bring whatever you want."
I've seen just about every AT in the last few weeks. None are obsolete, none are "unneeded". Some like Scrappers do marginally more damage, some like Tankers are marginally more survivable, Brutes do well in the middle. Stalkers do their thing and it can be helpful. All the buff/debuff folks are awesome. Doms and Blasters bring the hurt in their ways. VEATs are like mana from Castle. Warshades are awesome. Peacebringers.....are...umm...pretty, yeah pretty.
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Thanks very much! I got thinking on this the other day when I joined an STF. Some one commented that we were all hero ATs and they haven't seen that in a while. I was thinking it has been only a little over a month since GR lol!
Anyhow, I agree it may be still too early too tell. If anything the one thing I am noticing is the team chemistry at lower levels isn't as smooth yet, but that should come in time.
When I'm building TF teams, I take the first 8 people to sign up. My standard answer to "What should I bring?" is "Bring whatever you want."
I've seen just about every AT in the last few weeks. None are obsolete, none are "unneeded". Some like Scrappers do marginally more damage, some like Tankers are marginally more survivable, Brutes do well in the middle. Stalkers do their thing and it can be helpful. All the buff/debuff folks are awesome. Doms and Blasters bring the hurt in their ways. VEATs are like mana from Castle. Warshades are awesome. Peacebringers.....are...umm...pretty, yeah pretty. |
When actually building a team for missions though, people tend to be a bit more selective when asking people to join. I know personally, I avoid inviting tanks to the team if we already have 1, or if we have a couple of brutes that can handle aggro. And generally speaking, I always avoid inviting stalkers, unless I know them personally.
As group leader its always about what you have already.
If my team have, lets say already a Troller and two defender I will be more looking for a brute than for a tanker, on the other hand, if I have 2 tankers I will be looking for corruptors and dom rather than classic hero support.
I dont think there really are -obsolete- AT at all. I generally dont feel confortable with PB, MMs and Stalkers but the rest is quite fine.
SoAs and Widows bring fair damage, are far from squishy and bring matchless leadership auras.
Tankers are incredibly tougher than brutes at early level and without much buff/debuff. Brutes brings incredible damage and can very resilient when the group provides enough support. Scrappers are ultimate damage dealers because then ca survive melee and fully profits of Fulcrum Shifts. Blasters may be hard to be kept alive and buff but kills what is hard/annoying to kill for melees. Corrs/Fenders shines depending on the group composition. Doms tends to be less damage but very more resilient than blasters through CC and trollers make the whole team much safer than any other AT and can bring very competitive damage at high level.
I've been seeing a lot more variability. Before it seemed like every bleu team consisted of controllers and scrappers. Now half the scrappers are replaced by brutes, and so on, so they fill the same roles, but with the subtle differences.
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
wut? hp caps? If you're down to the point where your extra hp is actually going to come in handy, you're pretty much on your way down anyway(eg. you failed).
Unless there's like 10% of extra damage mitigation I'm missing somewhere tankers are basuically brutes with a weaker soloing game.
Extra hp is just a noob buffer so your new lv 50 tanks can survive sometimes where your new lv50 brute wont. When both are at the top end it dont matter.
the only exception I think is pvp because of the psychologoical advtange that comes with a tanker (eg you're harder to take down.)
The only trend I've noticed when playing new characters in praetoria is that there are more villains than heroes. This is exactly what I had expected to see. What will be interesting though, is long-term trends.
I mean, the recession here in the US ended last summer, and they just now figured that out. Totally different situation, I know, but the point is: Most changes happen over a long period of time, and won't be seen until after they've changed.
Regardless, my opinion is that the proportions will even out overall. Villain ATs used to be less common simply because people didn't like to be in the Rogue Isles. They have a lot of catching up to do before they can be more common than a hero counterpart, but now the playing field is even.
My rules remain: Any build, any budget, no exclusions. Let's do a TF, and let's have fun.
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.
wut? hp caps? If you're down to the point where your extra hp is actually going to come in handy, you're pretty much on your way down anyway(eg. you failed).
Unless there's like 10% of extra damage mitigation I'm missing somewhere tankers are basuically brutes with a weaker soloing game. Extra hp is just a noob buffer so your new lv 50 tanks can survive sometimes where your new lv50 brute wont. When both are at the top end it dont matter. the only exception I think is pvp because you're harder to take down. |
Tankers have higher defensive modifiers than Brutes. Around 32% higher (which is a bigger number than 10%, just to clarify it further for you). A resist shield which gives 26.5% on a Brute gives 35% on a Tank.
wut? hp caps? If you're down to the point where your extra hp is actually going to come in handy, you're pretty much on your way down anyway(eg. you failed).
Unless there's like 10% of extra damage mitigation I'm missing somewhere tankers are basuically brutes with a weaker soloing game. Extra hp is just a noob buffer so your new lv 50 tanks can survive sometimes where your new lv50 brute wont. When both are at the top end it dont matter. the only exception I think is pvp because of the psychologoical advtange that comes with a tanker (eg you're harder to take down.) |
Tanks also have higher heal modifiers, so healing and +Max HP powers do more for tankers.
HP also affects regeneration, so a higher max (and base) HP contribute significantly to being able to stay on your feet.
In short, tanks have far more than 10% more mitigation than brutes.
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.
wut? hp caps? If you're down to the point where your extra hp is actually going to come in handy, you're pretty much on your way down anyway(eg. you failed).
Unless there's like 10% of extra damage mitigation I'm missing somewhere tankers are basuically brutes with a weaker soloing game. Extra hp is just a noob buffer so your new lv 50 tanks can survive sometimes where your new lv50 brute wont. When both are at the top end it dont matter. the only exception I think is pvp because you're harder to take down. |
Even if you're a Defence tanker, a bigger HP pool means that those 5% of attacks that get through your defence can be bigger and still not have your HP be dropping over time, thanks to the increased regen and the larger self-heals. So, yes, a higher HP cap does make you tankier - it's a part of the way the HP and healing mechanics work.
Oh i didn't know tankers having higher defence modifiers and get higher heals.
Oh i didn't know tankers having higher defence modifiers and get higher heals.
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And knowing is half the battle.
EDIT (to actually have a constructive post): On the same budget, with the same powersets and a similarly skilled player, the brute will do more damage than the tanker, but the tanker will be able to survive more. This is the balance, and I find it more than acceptable.
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.
Is this where I mention all the tanks that have faceplanted while my claws/sr scrapper lived to wipe out the spawns in question?
I could, but it would have as little meaning as your post. Just like the "my tank and my partner's defender can duo that GM." So? I've got a cor and a dom that can duo the same GM. In the end, all of these statements are completely useless beyond showing that no AT is obsolete as long as people continue playing them. Including stalkers. |
Sure, a softcapped scrapper or brute can out-survive some tanks and do more damage. But there is something unique about being a REAL tank -- drawing a large group in, being completely surrounded and knowing that if it weren't for superior defenses and a few good tactics, I'd be faceplanting at that moment. Instead, I survived and the opponents were just fading bodies at my feet -- I was the classic "Last One Standing" due to determination rather than firepower. My post was expressing that from a personal perspective.
Tanking loses out to damage in the game because almost all of the rewards come from doing damage. But sometimes, real tanking is fun. We get to play the ole, "Is that all you got?" attitude of being able to take everything the other side has to give; of the extreme tough guy. At times, that is more fun than a simple-minded Brute or Scrapper, who is only thinking "Kill! Kill! Kill!"
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wut? hp caps? If you're down to the point where your extra hp is actually going to come in handy, you're pretty much on your way down anyway(eg. you failed).
Unless there's like 10% of extra damage mitigation I'm missing somewhere tankers are basuically brutes with a weaker soloing game. Extra hp is just a noob buffer so your new lv 50 tanks can survive sometimes where your new lv50 brute wont. When both are at the top end it dont matter. the only exception I think is pvp because of the psychologoical advtange that comes with a tanker (eg you're harder to take down.) |
If you are making the argument that the extra HP isn't exactly needed, I could pretty much agree with you. However, the hope is that new endgame content will be added that will make this a more favorable attribute.
Having extra Hp is a form of mitigation in itself.
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
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 don't think there is any power set or archetype in the game that is so bad that is obselete or unplayable. There are some that I think could stand a buff, and 1 or 2 I think could stand a debuff, but overall there isn't any that isn't worth someone's time.
It's kind of like the evolution of a character build. When you make and post your first build, people will probably tell you all the ways it's terrible. So, you fix it and run it based on their suggestions. Then as you continue to gain experience you continue to make tweaks. If you repost your new build later, you have people telling you again that it's not how they would build it. That's the irony; if someone's not telling you you got it wrong, you got it wrong. No one could predict the types of situations you typically get yourself into. I know that sounds like empty "play whatever you want" advice, but in this game I find it to be actually mostly true, in large part because of how much control you have over which enemies you fight and under what circumstances.
All of this said, I do wish Defenders would get a "lateral buff" of kinds (as opposed to a "vertical" one, i.e. just boosting numbers.) I would like it if their Primary powers recharged 10% faster than currently and the range and width of all powers in the Primary were 10ft bigger. That would mean bigger Dispersion Bubbles, longer ranger heals and buffs, and bigger tar patches. If it were possible to make all Defender buff powers castable through walls I would love that too. I do think that Defenders could use a nudge to make them actually the "best of the buffers."
Punching someone in the teeth is the other half of the battle, of course.
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Also, woohoo! Post 5,000! Only took me 5 years to get there
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
Just like the "my tank and my partner's defender can duo that GM." So? I've got a cor and a dom that can duo the same GM.
In the end, all of these statements are completely useless beyond showing that no AT is obsolete as long as people continue playing them. Including stalkers.
But the second part of the quote was actually the exact point I was trying to make. If defenders and tankers were truly obsolete, no one would be duoing giant monsters with them because no one would have them to duo with.
Incidentally, I'm still amused by people referring to "steamrolling" things, because actual steamrollers move very slowly, and a "steamrolling" team moves very fast. I get the meaning behind it, it's just not the word I would have chosen to describe it.
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.