So those obsolete ATs
I agree with the "balance" statement, but there already is content such as this.
Task forces. Specifically, Tasks forces scaled up for 8-man teams, on high difficulty. Or endgame encounters such as the ITF of STF or LRSF. Scrappers and Brutes will still tend to get overwhelmed, or encounter an AV they can't solo (Ghost Widow? Nictus-buffed Rommy? Methods do exist to kill them solo, but it's tricky on a melee AT. At least with the "no temps" rule...) |
To a point. I can take my resistance based scrapper out against a much broader range of mob types than a softcapped blater, without worring about cascade failure. At +3/8. Not just for one spawn, but every single spawn, no pausing between spawns. I'm gussing more scrappers/brutes reliably have that ability than blasters do. If I am wrong in that, why don't you see more blasters farming?
Tankers are a team-orientated AT. They soak the damage so other ATs don't have to. In order to do that, they need to direct that damage onto themselves via aggro control.
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Might as well say that scrappers are a team oriented AT, they punch out tons of damage to take out the heavy mobs quickly so that the other AT's dont have to sit there for too long pew pew pewing.
It's possible to build Brutes and Scrappers to soak damage to the point that they can weather the majority of standard PVE foes, but all too often they will still lack the aggro control to direct that damage onto themselves and away from their squishier teammates. That's why you see people whining about scrappers soloing or tanking AVs, but not tanking standard mobs for a large team. You can build for AoE aggro control on a Scrapper/Brute, but it will be very sub-par compared to what a Tanker can do (very few ranged autohit taunt effects, for starters) and it is this lack of aggro management, more than any lack of damage mitigation ability which is evident in normal gameplay if/when they attempt to "stand in" for Tankers.
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I know how tanks work, I have a few of them, I like them, alot. I just very rarely come accross content in the game that can't be solved faster than with a build up, throw spines, burn, spine burst and fireball to the face and be able to sj to the next mob to start all over. I dont need to dust off my tanks, because besides the novelty of it, I have no reason to pull DE monsters accross a map.
Personally I can't seen any AT becoming redundant, Tanks and Scrappers play differently and people will play whichever they prefer.
However the current situation isn't balanced as IOs play to the strenghs of higher damage ATs. The large number of Defence IOs allow these to massively increase their survivability but high survivability ATs aren't able to increase their damage by an equivalent amount.
Bottom line, IOs favour high damage ATs such as Scrappers and Brutes.
L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR
Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller
Appreciated the feedback. Interesting discussion on balance! The future should be interesting as to how ATs will settle out.
Personally I can't seen any AT becoming redundant, Tanks and Scrappers play differently and people will play whichever they prefer.
However the current situation isn't balanced as IOs play to the strenghs of higher damage ATs. The large number of Defence IOs allow these to massively increase their survivability but high survivability ATs aren't able to increase their damage by an equivalent amount. Bottom line, IOs favour high damage ATs such as Scrappers and Brutes. |
One thing that has been a major hope of mine from the time of the games initial release is that thru some means within the game, we can customize our characters and "blur" the lines between AT types. (To some extent this exists)
First I thought Pool powers (First the primary and then the Ancillary pools) would help to blur-the-lines. They did help, but not as much as I had hoped. My Defenders STILL dont have anything resembling a melee attack chain.
Then the IO system came on scene and new hope arose that we could blur the lines a little bit more between ATs and customizing them. I consider the IO system a success but it still fell short of its possibilities. I cannot make my squishies have "real" status protection. I cannot reach any decent levels of resistance over and above what my existing toggles provide, and for the most part +def and +rech are the "cool-kids" on the block.
My newest hope is with the Incarnates system. Knowing very little about it so far, it may be too early to tell how this will "blur-the-AT-lines", but I know better than to expect it to solve all my "hybrid-ization" needs. It will be pretty cool for sure. I just hope after this round of game improvements we can get back into new AT ideas or new ways to blend ATs, like porting some assault sets to Defenders/Corruptors.
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
On the whole AV soloing debate.
Let's take an AV like Marauder. He has high resistances to smashing and lethal damage, and deals primarily smashing damage himself.
A well built Invuln tank can reach 90% resistance to S/L damage AND 45% defense. Any attack that manages to get past the tank's defense will be hitting 90% resistance. Marauder's attacks deal up to 1700 damage per hit for some of his bigger ones. That Invuln tank will be getting hit with 1 out of 15 of those attacks and take around 170 damage from it. Since tanks can achieve those numbers while also having a good amount of regen, that essentially means Marauder will never kill them.
You could quite literally set an attack to autofire and go watch a movie. When you get back your tank and Marauder will still be merrily waling away at each other and niether health bar will have moved.
If you were to set a scrapper's attack to autofire and go watch a movie, you will be coming back to a dead scrapper. Pretty much guaranteed. There is no scrapper build in existence that can go toe to toe with an AV indefinitely
That's the difference right there. A tank won't be beating that AV, but that AV won't be beating the tank either. A scrapper has 2 options: win or die, and they will die MUCH more frequently than they will win. Scrapper players go to the forums and say "I just soloed my first AV, yay me!". Very seldom will they tell you that it took them 15 tries during which that AV squashed them like a bug 14 times.
A softcapped SR can solo an AV, that much is true. But only when everything goes in the scrapper's favor. If the streakbreaker forces a hit, and the AV gets lucky with the next one, you have a scrapper that died before he could do anything to save himself. Where the scrapper faceplanted, the Invuln tank took.....340 damage.
High defense scrappers usually have little or no resistance to go with it. High resistance scrappers have a hard time getting enough defense. The only ones that can get BOTH are limited in the primaries they can use, and are utterly dependant on one power hitting consistently to keep them alive. Those powersets also completely lack any kind of debuff resistance, so that defense can (and does) disappear in a hurry. If Bobcat pops Elude and my BS/DA suddenly can't hit her with Parry anymore, I get shredded by her next few attacks.
Tanks have a hard time soloing AVs due to lower damage output, but they survive much better against them than a scrapper ever will. Scrappers can solo some AVs, but it's a very binary proposition for them. That AV can and will flatten a scrapper if even one mistake is made, one attack misses, or the random number generator happens to give you a few bad breaks in a row (which happens quite often).
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. |
Quote:
Might as well say that scrappers are a team oriented AT, they punch out tons of damage to take out the heavy mobs quickly so that the other AT's dont have to sit there for too long pew pew pewing. |
My point was that although Tanks can be built to deal damage (just as Scrappers can be built to "tank") by design Tankers are not a solo-orientated AT. They don't shine when they're solo, but when they're teamed. Scrappers, by comparison, tend to go the opposite way.
Tankers fulfil a specific role in the old cliche "Holy Trinity" of MMORPG gameplay: Mitigation, Damage, Support.
Scrappers don't fit into any of those roles particularly well. They can do great Single Target DPS, but generally on teams you'll be facing multiple foes, and even the most damaging AoE scrapper (Spines/, and either /DA, /Elec, /Shield or /Fire depending on who you ask) tends to get outperformed by an AoE-centric Blaster. And lets not forget that Spines is something of a 'Black Sheep' - the majority of Scrapper primaries have little or no respectable AoE damage output. So yes, there is overlap, but the majority of the Scrapper AT powerset combinations are not particularly "team friendly".
Now granted in CoH roles are more blurred, and taken as a unit, a team can have "enough" AoE to cope with a slew of minions allowing Scrappers to forgoe AoE DPS and just pitch in against the bosses or AVs... but since bosses and AVs are comparitively rare encounters, that type of limited contribution isn't particularly helpful to a team for the vast majority of Pve gameplay.
As a (rather crass) generalisation then, to an average team a Scrapper has no specific niche role - they are just a Blaster that contributes less effective damage but requires less babysitting to avoid a faceplant. A Tanker, on the other hand, has a very specific role - They are often the primary means by which a team mitigates incoming damage, through the combination of their ability to absorb damage and their ability to direct incoming damage onto themselves. Which leads on to my next point.
Kind of what I meant when I said take out the aggro magnet aspect, but why say it in 7 words when you can use 150. |
You said to take out the aggro magnet aspect and just compare raw survivability, but my point is that it is this very aspect that defines a Tanker.
Jonny Butane and yourself are both effectively comparing a Scrapper and a Tanker and saying "Well lets disregard that Tankers can control aggro for an entire team; Scrappers' defenses are nearly as good, and they are better at damage".
My argument is that Tankers are not defined by their possession of good defenses, or their ability to control aggro, but both together.
You might as well compare a Controller and a Mastermind and then say "Well lets disregard that a Mastermind can control their pets; Controllers' pets are nearly as good, and they are are better at [buffing/debuffing/controlling a mob]"... as Masterminds are defined not by them possessing pets, or by their ability to control pets, but both together.
I know how tanks work, I have a few of them, I like them, alot. I just very rarely come accross content in the game that can't be solved faster than with a build up, throw spines, burn, spine burst and fireball to the face and be able to sj to the next mob to start all over. I dont need to dust off my tanks, because besides the novelty of it, I have no reason to pull DE monsters accross a map. |
I haven't seen you tank, so I don't have grounds to question your own personal ability. I'm speaking here purely on my observations of the capabilities of the average Scrapper or Tanker build, a generic toon where anyone could be the "pilot".
When such a Scrapper is running with a full team in which there are "Glass cannons" or squishy support ATs, particularly against tougher or more resistant foes, in the time it takes them to kill a mob one of their teammates could have pulled aggro and died. They might have the damage and defenses, but lack the aggro control needed to lockdown the mob.
(Apologies for the long post, I'm trying to clarify my viewpoint without being viewed as launching personal attacks on anyone! There's enough of that in this thread already!! )
You're not doing yourself any favors by being acting like a jerk either
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I only act like a jerk to people to act like jerks to me first. Besides this thread, Bill has a history of that with a bunch of people who are too polite to repay him in kind.
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Hmm, anyone else detecting some Crab Mentality/Jante Law/Tall Poppy Syndrome/etc...?
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Of course the SAME thing is happening on the Blaster forum right now... one (occasionally two) are doing a tantrum style argument against more than a dozen others. That's just the way it goes. Some people will never understand, even things that are simple and common sense.
This repeated "if Scrappers can do it, Tankers should be able to do it too!" nonsense isn't much of a platform.
@Gilia1
I play heroes on Champion.
I play villains on Virtue.
That's the difference right there. A tank won't be beating that AV, but that AV won't be beating the tank either.
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You'll be "fighting" him as much as any Tanker would be "fighting him."
A scrapper has 2 options: win or die, and they will die MUCH more frequently than they will win. |
You argue statemating to an AV is better than simply not being able to survive it. I counter that by saying there's lots of ways to increase your own survivability in this game and almost always you can layer them, and more are added all the time. Any AV a Scrapper can't solo now, there's a good chance in the future he'll be able to whenever a new temp power(depending on your personal rules) or IO set comes out. There's no real offensive equivalent to capping your Defenses, and there's no Wedding Band or Eye of the Magus for killing things(Geas makes me laugh). Even with the Incarnate system, it's not not particularly geared to increase damage.
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Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!
You could also walk up to him as a Stalker in Hide and use /em batsmash.
You'll be "fighting" him as much as any Tanker would be "fighting him." And a Tanker as two options: win or wuss; and even when not fighting an AV Tankers are hampered by their attacks. You argue statemating to an AV is better than simply not being able to survive it. I counter that by saying there's lots of ways to increase your own survivability in this game and almost always you can layer them, and more are added all the time. Any AV a Scrapper can't solo now, there's a good chance in the future he'll be able to whenever a new temp power(depending on your personal rules) or IO set comes out. There's no real offensive equivalent to capping your Defenses, and there's no Wedding Band or Eye of the Magus for killing things(Geas makes me laugh). Even with the Incarnate system, it's not not particularly geared to increase damage. . |
And once again why in god's green earth do you think that soloing AVs is the balance point. NO WAY IN HELL IS IT.
As eloquently pointed out by ClawsandEffect, sets that can solo AVs are RARE!
You don't like that tankers will have to give up some of their survivability to get the damage buffs you want, we know.
Tough.
Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!
Also this idea that tanks are rare is just utter and complete nonsense.
I've played EVERY DAY since I18/GR launched and EVERY DAY I've seen more than 2-3 tanks in every zone.
When I typed /sea today at 9AM Easter I saw multiple of them across every zone in the game.
Just saying. /shrug
Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!
My point was that although Tanks can be built to deal damage (just as Scrappers can be built to "tank") by design Tankers are not a solo-orientated AT. They don't shine when they're solo, but when they're teamed. Scrappers, by comparison, tend to go the opposite way. |
I challenge my scrapper everytime I play, and I dont need +4 lvl AV encounters or have to wait for 7 people to do it.
Scrappers don't fit into any of those roles particularly well. They can do great Single Target DPS, but generally on teams you'll be facing multiple foes, and even the most damaging AoE scrapper (Spines/, and either /DA, /Elec, /Shield or /Fire depending on who you ask) tends to get outperformed by an AoE-centric Blaster. And lets not forget that Spines is something of a 'Black Sheep' - the majority of Scrapper primaries have little or no respectable AoE damage output. So yes, there is overlap, but the majority of the Scrapper AT powerset combinations are not particularly "team friendly". |
Now granted in CoH roles are more blurred, and taken as a unit, a team can have "enough" AoE to cope with a slew of minions allowing Scrappers to forgoe AoE DPS and just pitch in against the bosses or AVs... but since bosses and AVs are comparitively rare encounters, that type of limited contribution isn't particularly helpful to a team for the vast majority of Pve gameplay. |
As a (rather crass) generalisation then, to an average team a Scrapper has no specific niche role - they are just a Blaster that contributes less effective damage but requires less babysitting to avoid a faceplant. A Tanker, on the other hand, has a very specific role - They are often the primary means by which a team mitigates incoming damage, through the combination of their ability to absorb damage and their ability to direct incoming damage onto themselves. Which leads on to my next point. |
Jonny Butane and yourself are both effectively comparing a Scrapper and a Tanker and saying "Well lets disregard that Tankers can control aggro for an entire team; Scrappers' defenses are nearly as good, and they are better at damage". |
I disagree. I dont think tankers need any more damage whatsoever, they already do lots of damage.
I would like Tankers extra surviveability to actually matter.
My argument is that Tankers are not defined by their possession of good defenses, or their ability to control aggro, but both together. |
To a point. I can take my resistance based scrapper out against a much broader range of mob types than a softcapped blater, without worring about cascade failure. At +3/8. Not just for one spawn, but every single spawn, no pausing between spawns.
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That is non-sense. Fully IOd tankers may be able to say that. Most tankers can find challenge on lower settings just fine. It is even possible to use IOs to pump up your damage and ignore adding even more mitigation. It is funny that people complain about scrappers having enough survivability, but then instead of adding damage to their tankers they add more mitigation instead.
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
Why not. We're playing a super hero MMO where one of the most iconic super hero types is half crippled for damage instead of what they should be.
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Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
Why not. We're playing a super hero MMO where one of the most iconic super hero types is half crippled for damage instead of what they should be.
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In comic books that can work, because who wins and loses is determined solely by the writer.
This is not a comic book. Who wins and loses in the game is determined by a set of rules and programs.
Making it so one AT survives better AND deals more damage than anything else is not fair to players of the other 13 ATs. It really is THAT simple, and you keep trotting out weak argument after weak argument, consistently using comic books as an example, when comic books do not apply to a balanced video game in the slightest.
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. |
Making it so one AT survives better AND deals more damage than anything else is not fair to players of the other 13 ATs.
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when comic books do not apply to a balanced video game in the slightest |
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Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
Unless it's a Scrapper. Because when you can get enough survivability to fight whatever you want, more than that isn't really needed or better.
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We're all shocked at this, I'm sure.
Be well, people of CoH.
See my replies a couple pages back to Leo_G and Another_Fan.
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Are you suggesting the game would be better off if Stalkers and Tankers were the only melee ATs? That I can agree with.
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This is the only Brute I truly have room in my heart for...
<snipped picture of cereal box> |
I understand where you are coming from. The specialist ATs, defenders, blasters, and tankers, do stand out in the current game. However, I think the game has room for those types of ATs and it seems people still play them (that may change over time, as this thread is discussing).
It is my honest opinion that when you are given the option to have what you want or at least something that is much closer to what you want, you should embrace it and enjoy. I guess you can still gripe a bit about the specialists, but they seem to be an interesting piece of the game, for variety's sake.
Of course, you have hours invested into older characters, so I get where just make a Brute is a bit casually flippant. But you mention you farm, so you could probably get one PLd by in game associates, if you prefer that.
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
JB, Tankers dont need more damage. They need more content designed to challenge their surviveability. Content that would extremely challenge a scrapper or brutes surviveability
Task forces.
Specifically, Tasks forces scaled up for 8-man teams, on high difficulty. Or endgame encounters such as the ITF of STF or LRSF. Scrappers and Brutes will still tend to get overwhelmed, or encounter an AV they can't solo (Ghost Widow? Nictus-buffed Rommy? Methods do exist to kill them solo, but it's tricky on a melee AT. At least with the "no temps" rule...)
Tankers are a team-orientated AT. They soak the damage so other ATs don't have to. In order to do that, they need to direct that damage onto themselves via aggro control.
It's possible to build Brutes and Scrappers to soak damage to the point that they can weather the majority of standard PVE foes, but all too often they will still lack the aggro control to direct that damage onto themselves and away from their squishier teammates. That's why you see people whining about scrappers soloing or tanking AVs, but not tanking standard mobs for a large team. You can build for AoE aggro control on a Scrapper/Brute, but it will be very sub-par compared to what a Tanker can do (very few ranged autohit taunt effects, for starters) and it is this lack of aggro management, more than any lack of damage mitigation ability which is evident in normal gameplay if/when they attempt to "stand in" for Tankers.