So those obsolete ATs


Amy_Amp

 

Posted

Quote:
Originally Posted by Bill Z Bubba View 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In the end, all of these statements are completely useless beyond showing that no AT is obsolete as long as people continue playing them.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.
Well, it was my defender and my partner's tank if you want to be specific.

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.


Quote:
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.

 

Posted

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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Posted

Quote:
Originally Posted by BrandX View Post
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.
Personally I haven't noticed much of a drop in Tankers really. Any PuG team I've joined since GR tends to have one or two on it still. Even last night a Hero Tips mish I joined (until the electrics in my house tripped) had two of them.

Not many Khelds around though, unsurprisingly. May have to pencil one in for my next alt (must... stop... rolling... alts...)


 

Posted

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.


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Posted

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.


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Posted

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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Posted

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.


 

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Quote:
Originally Posted by EvilGeko View Post
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.
This is typically what I see most people do. Its usually just, invite the first 5 people that respond, and if you don't already have support by that time, use the last 2 spots of support.

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.


 

Posted

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.


 

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Quote:
Originally Posted by EvilGeko View Post
...
Peacebringers.....are...umm...pretty, yeah pretty.
Thanks for the LOL !

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Posted

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.

Quote:
Originally Posted by ClawsandEffect View Post
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.
Well, yes, plenty of things move faster then a steamroller, but a steamroller crushes everything in its path without slowing down. A motorcycle speeds by obstacles, so that would be comparable to a speedrun.


 

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Quote:
Originally Posted by Dz131 View Post
defender and tanker are both obsolete.
Tankers are far from obsolete. Didn't you read that the devs substantially increased the HP cap for tanks? Now they are tankier than ever.


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."
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Posted

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.)


 

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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.


 

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Originally Posted by PennyPA View Post
Anyhow, I agree it may be still too early too tell.
Of course it's still too early to tell for sure.

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.


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Posted

Quote:
Originally Posted by Dz131 View Post
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.
Highlighted the bit which shows how wrong you really are (but at least you seem to be somewhat aware of your ignorance to some degree).

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.


 

Posted

Quote:
Originally Posted by Dz131 View Post
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.)
For one, tanker defense and resistance modifiers are higher than brutes. The same shields on brutes do more for tankers.

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.


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Posted

Quote:
Originally Posted by Dz131 View Post
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.
Ever heard of Willpower? Regeneration is percentage-based, so the more HP you have, the faster it'll come back for a WP/ Tanker. That is, +10% HP just is 10% mitigation when your mitigation comes from regen. And the other resistance tankers will welcome this, too. I know with Fiery Aura it's mostly a question of "Can I last twenty seconds to cycle Healing Flames again?", and it's not uncommon for me to drop into flashing red, hit Healing Flames, then finally finish off most of the minions to get some breathing room. As an added bonus, Healing Flames' 40-ish percent heal is now even more HP restored.

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.


 

Posted

Oh i didn't know tankers having higher defence modifiers and get higher heals.


 

Posted

Quote:
Originally Posted by Dz131 View Post
Oh i didn't know tankers having higher defence modifiers and get higher heals.
Now you know.



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.

 

Posted

Quote:
Originally Posted by Bill Z Bubba View Post
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.
Rather than posting a generalized and unsupported opinion, I pointed out a recent personal experience. I didn't go into more detail about how my tank did stuff that my softcapped BS/Shield or MA/SR Scrapper wouldn't be able to, like draw the aggro of a pretty large group of foes, all gathered around him -- it felt like real, honest to goodness tanking should be, even though it was on a red-side team.

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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Posted

Quote:
Originally Posted by Dz131 View Post
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.)
Additional HP still makes a difference and it not just a noob buffer. Additional hp can mean the difference between living or being defeated. If an AV hits you for 2000 pts and follows up quicky with a hit for 300, and you only have 2100 hit points, you have just been defeated. If you have 3200 hit points, you're still in the game, and have a chance to come back.

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

 

Posted

Quote:
Originally Posted by Dechs Kaison View Post
Now you know.



And knowing is half the battle.
Punching someone in the teeth is the other half of the battle, of course.


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Posted

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."


 

Posted

Quote:
Originally Posted by Dechs Kaison View Post
Now you know.
And knowing is half the battle.
Quote:
Originally Posted by Sailboat View Post
Punching someone in the teeth is the other half of the battle, of course.
Actually, the other half is 25% blue lasers and 25% red lasers.

Also, woohoo! Post 5,000! Only took me 5 years to get there


Quote:
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.