Just in: new Tank powersets
What if they increased the magnitude of the tank's taunt? Double of what it currently is but not to the scale of the old "Hollows" herding days. Being able to hold twice the amount of aggro may be of a benefit to a team. Of course pre-IOs I made a tank for soloing the highest difficulty but not so much now.
You seem to be suggesting that the reason people played Tanks is that they had a specific niche that no other AT can fill. I'm not sure that has ever been true, and I'm dead certain that's not the only or even the primary reason why many people play them. |
What I'm saying is with levels brutes are capable of reaching on their secondaries, means that if you invest in your secondaries, you get an awesome mob smashing machine, with nearly as much durability as a tanker. Which I say, given the new freedom initiative and with the ability to have hero brutes, may mean that people will shy away from rolling tankers in the future, unless they want specifically to tank. That's it, nothing else, Im just musing and theorising.
Why play a Brute when a Scrapper does as much damage, is almost as tough, and doesn't have to chase a Fury bar? Isn't a Scrapper a "more than adequate substitute" for a Brute? Can't you make that same argument with various AT comparisons in CoH/CoV? |
Considering how many build requests I've seen from you in this forum, you still seem to be building Tanks. Why is that, if, as you contend, their raison d'etre is no longer sufficiently distinguishable from that of Brutes? Why do *you* still play them? |
I have a personal reason and, I did make one character a tanker, not to tank in truth. The reason it came out as a tanker was because, I didn't want the fury issues that Brutes have. Had War Mace been available to scrappers, she would have been a scrapper for sure.
But really if you look at it like that, if I didn't care about having a fury bar to keep fed, then, I'd probably go for a brute. 90% resistance, and scrapper level damage. Sounds good to me.
And they don't have to. Tankers hold aggro too well. To the point it's trivial. If anything, Gauntlet is a hindrance in Trials where you need to and off aggro.
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Gauntlet is not a hindrance, because Gauntlet lets even a single target focused melee set draw AoE aggro.
The Brute on the other hand, has the freedom to go much further in either direction, offensively or defensively. He simply doesn't have the hard limitations force on him that the Tanker does. His theoretical survivability is a bit lower, but there's NOTHING in the game where that little bit less matters.
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His survivability is not theoretical.
Higher Base Starting HP
Higher Base HP Cap
Higher Regen due to Higher Base Starting HP
Higher Base DEF numbers allowing for more flexibility and freedom in build choices for IOs and less reliance on IOs for Defense
Higher Base RES numbers which are basically all but unreproducible on any consistent/permanent basis.
Higher Magnitude Status Protection
And that is the whole problem. My Tanker is now shelved because the way things are currently, I'm not allowed to reasonably grow him in power very much beyond where he's at now, but the Brute is just going to keep getting better and better, no matter what Incarnate stuff he has slotted. I look at my Tanker at his zenith hitting the cap and watch Brutes go way beyond and think "Well, this is it for a 'god-like' Tanker. So disappoint." No matter how much work I put in, the system is screwing the Tanker and favoring the Brute
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So you are saying that the harder hitting, mandatory higher level enemies do not favor the Tanker's mitigation advantage in the slightest?
Not every league, or every team is running around with 24/7 resistance capped Brutes with Frostwork on them.
Not every Brute or Scrapper has a multi-billion INF build allowing them to leverage added survivability from IOs with extra offense gained through purples for recharge.
Not every Brute or Scrapper even HAS a coherent build.
If your point is that no one needs the tanker to hold aggro, I could just tell you that no one needs the Brute or Scrapper either.
If you want to talk high end, I've done all ranged/support/VEAT BAFs and Lambdas that were fast and had no major issues.
The only thing that isn't right, and hasn't been, is your inability to accept that for the higher mitigation you get you have to trade off for a lower damage output for the sake of balance.
And if that design of lower damage for higher mitigation is not what you want, then its very very clear that you have long been suffering to squeeze the Tanker to be something that it is not.
So let us all know when you are willing to give up:
- Higher Base Starting HP
- Higher Base HP Cap
- Higher Regen due to Higher Base Starting HP
- Higher Base DEF numbers allowing for more flexibility and freedom in build choices for IOs and less reliance on IOs for Defense
- Higher Base RES numbers which are basically all but unreproducible on any consistent/permanent basis.
- Higher Magnitude Status Protection
...for more damage, and then you can just play a Brute or Scrapper since those ATs already exist and stop torturing yourself (and the rest of the forums) over wanting the Tanker to have better mitigation AND better damage than both of them.
Fine.
Reduce Tankers to the same Base Values as Scrappers and Brutes and increase their damage. Then, instead of being able to focus your slotting on things like recharge and additional damage dealing ability, you'll have to focus your slotting on trying to achieve the same survivability Tankers have NOW. You say it's not fair to let brutes do more damage while having nearly the same survivability. It's also not fair to give tanks nearly the same damage when obtaining that survivability is trivial for them. Look at Shield Defense as an example. How much IO slotting does a brute have to do to get to the softcap compared to a tank? A Shield Defense tank can hit the soft cap using pool powers and ONE IO (Steadfast Res/Def) You slot a brute exactly the same and you're going to end up about 10-12% short of the soft cap. A brute needs to spend much more of their slotting chasing defense bonuses than a tank does, because of the difference in base values. Resistance is the same. A resistance based brute will end up nearly 20% lower than a tank of the same set. And that's a difference you can't make up with IOs. I'm reading your statement as saying that Tanks should do a similar amount of damage as brutes, while at the same time getting more survivability than them just as easily as they do now. Not. Gonna. Happen. Are you prepared to give up the Tanker's better base values on survivability powers in return for more damage? Because that's what Scrappers and Brutes gave up. |
All true.
I ignored the rest of your comments Johhny, because its basically twisting reality to suit your standpoint.
If damage is the only major difference betwee the two when both are buffed to their max, isn't it, in fact, the only metric that matters in that comparison?
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That is an interesting point:
Why is it a max survial buffed Brute gets ~99% of the suriviability of the Tank?
And a max buffed Scrapper gets ~85% the surviability of the Tank?
And yet the Tank max damage buffed does a whole lot less Damage than either?
Shouldnt that Tank get something else in return. Bigger Aggro Cap? Better Taunting? Something?
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Although to be fair - it takes a whole lot less buffing to get that Tank to Max Survivability.
That is an interesting point:
Why is it a max survial buffed Brute gets ~99% of the suriviability of the Tank? And a max buffed Scrapper gets ~85% the surviability of the Tank? And yet the Tank max damage buffed does a whole lot less Damage than either? Shouldnt that Tank get something else in return. Bigger Aggro Cap? Better Taunting? Something? |
They get the higher base numbers which mean when you are not running around on this theoretical team/league where you are perma-res capped, perma-damage capped and perma-def capped, you are still much tougher than either of those ATs.
They also get bruising, which might not be some world shattering ability, but it does allow a Tanker to be a small force multiplier.
They also get bruising, which might not be some world shattering ability, but it does allow a Tanker to be a small force multiplier.
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Just a thought.
Are you a Wolf, a Sheep, or a Hound?
"They called me crazy�they called me insane�THEY CALLED ME LOONEY!! and boy, were they right."
- Megavolt - Darkwing Duck
Uh, yeah, it is. For one very simple reason: Tanks are not meant to be primary damage dealers on a team. And they never were meant to be.
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Ever been hit by Dr. Aeon on an STF? He hits like a truck. He hits for more than Scrapper MAX HP with a single attack (I know because I've been one-shotted by him before, he hit for 2,700 damage) There are a few other enemies that hit every bit as hard as him. A tank can take it, while a brute would get 2 shotted. |
If you put a tank and a brute in the same situation, and tell them to do the same job, with the exact same amount of incoming damage, the brute will die first. Every. Single. Time. |
A scrapper will never hold agro like a tank. Ever. |
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What would happen if Tankers got a 500% instead of 400% max damage buff?
Would they all of a sudden eclipse Brutes (who are like 750% with a slightly lower base)?
Or Scrappers (who are 500% + better base multiplier) ?
That is an interesting point:
Why is it a max survial buffed Brute gets ~99% of the suriviability of the Tank? And a max buffed Scrapper gets ~85% the surviability of the Tank? And yet the Tank max damage buffed does a whole lot less Damage than either? |
The base values for Brutes and Scrappers may be lower, but when you've got them capping their Defenses and walking around with Destiny-level self buffs and team buffs that take them WAY ABOVE their base values, that narrows the survivability gap considerably; it pushes them further above the immortality line for most content where more survivability doesn't really matter. But the damage gap and low Tanker damage cap remains.
This is what Deus and Claws refuse to get.
Shouldnt that Tank get something else in return. Bigger Aggro Cap? Better Taunting? |
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What would happen if Tankers got a 500% instead of 400% max damage buff?
Would they all of a sudden eclipse Brutes (who are like 750% with a slightly lower base)? Or Scrappers (who are 500% + better base multiplier) ? |
And it wouldn't eclipse Scrappers any more than Brutes do or don't now. A Scrapper at 500% damage buff would still trump a Tanker at 500% thanks to Criticals.
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The base values for Brutes and Scrappers may be lower, but when you've got them capping their Defenses and walking around with Destiny-level self buffs and team buffs that take them WAY ABOVE their base values, that narrows the survivability gap considerably; it pushes them further above the immortality line for most content where more survivability doesn't really matter. But the damage gap and low Tanker damage cap remains.
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Johnny's right guys!
Blasters are getting the exact same* survivability as tanks in trials, and they deal way more damage with AoEs and such from range even! This isn't fair for anybody! Blasters have the best damage, and the highest damage caps! NERF BLASTERS! BUFF EVERYONE ELSE.
*Or marginally close when buffed to all respective caps by a perma destiny team, since they all are.
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.
. Incarnates underscores this. The Incarnate system is allowing Brutes and Scrappers to get WAY ABOVE the immortality line but Tankers are quickly hitting the wall for damage. That is a double standard.
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Since the Incarnate system exists now, it is the only thing that matters, and levels 1-50 are completely irrelevant. That is completely ridiculous.
Can a brute survive as well as a tank, unassisted, while slotting nothing but SOs? Because contrary to what you seem to believe, a lot of the players in the game still use SOs.
IO usage is NOT as predominant as yo are trying to have us believe. And the kind of IOed out brutes and scrappers you keep going on about certainly are not as common as you'd have us believe.
Yes, you see a lot of forum posters with awesome builds, and using IOs out the wazoo. Guess what? Those people are less than 10% of the game's population.
My Brutes and Scrappers have no problem with this. Thank you team buffs. Perhaps you need to play better. Eat some purple inspirations. He wont be hitting you at all. |
Unless both are ABOVE the immortality line for the incoming damage, which is getting easier and easier for more and more Brutes and Scrappers in an ever-growing percentage of the game's content, thanks to the Incarnate system. |
You keep going on and on about the Incarnate system like the rest of the game ceased to exist when it was introduced. I don't know about you, but *I* still spend the majority of my time in the game leveling characters, so I am wel aware that there is more to the game than level 50 awesomeness. And whether you want to admit it or not, when you are leveling and using a mixture of SOs and maybe the occasional IO here and there, tanks have a significant survivability advantage over brutes and scrappers. I have YET to see a brute that will survive as well as a tank at level 25.
You CANNOT balance ATs based on how they perform at level 50 with all the best enhancements the game has to offer slotted in them. You have to balance them based on the minimum performance available, which is SOs, because that is what is available equally to everyone.
The game is more than what you do at level 50. NAd you should remember that in your attempts to browbeat us into agreeing with you. Funny how you're the ONLY player that is this bent out of shape by the "unfairness" of tanks dealing less damage than brutes. If it were as big of a deal as you're making it out to be, why aren't we seeing posts like yours all over the place?
You seem to be confused as to what a tank's purpose even IS.
Tanks were not, and never will be, designed to be damage dealers. Their purpose is to redirect damage and any debuffs to themselves, instead of the team.
Yes, a scrapper or brute can be built to survive almost as well.
And yes, all 3 ATs are perfectly capable of being the last ones standing while the rest of the team is on the floor.
The difference is:
If you are a scrapper or brute and you're the last one standing, you're awesome. You can kill everything and get the glory for saving the day.
If you're a tank and you're the last one standing, you have failed at tanking. If you were a good tank, the rest of the team wouldn't be laying on the floor.
I build my brutes and scrappers to dela damage, because that's their purpose. I build my tanks to hold agro and survive it, because that is their purpose.
Saying a tank should put out the same damage as a brute while retaining their survivability, is exactly like saying a defender should have the damage output of a blaster while retaining their buffs.
You don't invite a defender to a team because you want more damage, you invite them because you want buffs and debuffs. I have never, ever invited a defender to a team because I wanted the damage output their own personal attacks provided, I invite them because I want what their primary powerset brings to the team.
Same goes for tanks. You don't invite them to a team because you want more damage, you invite them because you want someone to hold agro. If I want a melee damage dealer, I will invite a scrapper or a brute, and if I do so, I am not expecting them to hold agro.
You don't seem to understand that at all in your insistence that it isn't fair that one AT deals less damage than another, when those two ATs were designed with 2 different purposes in mind.
Tanks are not brutes, brutes are not tanks, and it is not at all reasonable to expect them to be.
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. |
How's Martial Arts on Tanker? It doesn't look very good on paper.
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
Mains (Freedom) @Auroxis
Auroxis - Emp/Rad/Power Defender Pylon Video Soloing an AV
Pelvic Thunder - SS/Elec/Mu Brute
Sorajin - Elec/Nin Stalker
Neuropain - Sonic/Mental/Elec Blaster
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.
Right.
Since the Incarnate system exists now, it is the only thing that matters, and levels 1-50 are completely irrelevant. That is completely ridiculous. Can a brute survive as well as a tank, unassisted, while slotting nothing but SOs? Because contrary to what you seem to believe, a lot of the players in the game still use SOs. IO usage is NOT as predominant as yo are trying to have us believe. And the kind of IOed out brutes and scrappers you keep going on about certainly are not as common as you'd have us believe. Yes, you see a lot of forum posters with awesome builds, and using IOs out the wazoo. Guess what? Those people are less than 10% of the game's population. When Dr. Aeon 1 shotted me, I was sitting at over 75% defense to everything thanks to team buffs. And you know what? He still hit me. You could have 200% defense to everything there is defense for, and if you can't soak a hit you can and eventually will be turned into a grease spot by something. Tanks are meant to take those hits, and take more than one of them. Again, you're bringing up the Incarnate system as a reason why this needs to change. Still no mention of how those ATs perform on SOs, which the game is still balanced around. No mention of how those ATs perform at level 25, or level 35, or level 40. You keep going on and on about the Incarnate system like the rest of the game ceased to exist when it was introduced. I don't know about you, but *I* still spend the majority of my time in the game leveling characters, so I am wel aware that there is more to the game than level 50 awesomeness. And whether you want to admit it or not, when you are leveling and using a mixture of SOs and maybe the occasional IO here and there, tanks have a significant survivability advantage over brutes and scrappers. I have YET to see a brute that will survive as well as a tank at level 25. The game is more than what you do at level 50. NAd you should remember that in your attempts to browbeat us into agreeing with you. Funny how you're the ONLY player that is this bent out of shape by the "unfairness" of tanks dealing less damage than brutes. If it were as big of a deal as you're making it out to be, why aren't we seeing posts like yours all over the place? You seem to be confused as to what a tank's purpose even IS. Tanks were not, and never will be, designed to be damage dealers. Their purpose is to redirect damage and any debuffs to themselves, instead of the team. Yes, a scrapper or brute can be built to survive almost as well. And yes, all 3 ATs are perfectly capable of being the last ones standing while the rest of the team is on the floor. The difference is: If you are a scrapper or brute and you're the last one standing, you're awesome. You can kill everything and get the glory for saving the day. If you're a tank and you're the last one standing, you have failed at tanking. If you were a good tank, the rest of the team wouldn't be laying on the floor. I build my brutes and scrappers to dela damage, because that's their purpose. I build my tanks to hold agro and survive it, because that is their purpose. Saying a tank should put out the same damage as a brute while retaining their survivability, is exactly like saying a defender should have the damage output of a blaster while retaining their buffs. You don't invite a defender to a team because you want more damage, you invite them because you want buffs and debuffs. I have never, ever invited a defender to a team because I wanted the damage output their own personal attacks provided, I invite them because I want what their primary powerset brings to the team. Same goes for tanks. You don't invite them to a team because you want more damage, you invite them because you want someone to hold agro. If I want a melee damage dealer, I will invite a scrapper or a brute, and if I do so, I am not expecting them to hold agro. You don't seem to understand that at all in your insistence that it isn't fair that one AT deals less damage than another, when those two ATs were designed with 2 different purposes in mind. Tanks are not brutes, brutes are not tanks, and it is not at all reasonable to expect them to be. |
That being said, most players cannot count on being in a team 100% of the time. That really curtails ATs like Tankers and Defenders when they have to be soloing (for whatever reason they are) and burn a lot of Endurance trying to put out damage, but have to take a longer route in order to do so, all the while, they burn the same amount of endurance per shot as their damaging cousins do, and more over time as they usually have their better defenses up and running so they can last long enough to DO that damage.
Nobody starts at level 50, they have to spend the time getting them TO 50. If a character isn't fun, a person will usually stop playing them before 10, even before getting access to the simplest IOs! I can't tell you how many characters I have done that with myself! A character should be fun from level 1 to level 50 and beyond. When soloing, Tankers are not always fun. My main tanker has to use his Build Up and Energy Transfer to start feeling fun when soloing. My time is limited, and he's my main character, so I can't always team up, so soloing is what I do with him.
Are you a Wolf, a Sheep, or a Hound?
"They called me crazy�they called me insane�THEY CALLED ME LOONEY!! and boy, were they right."
- Megavolt - Darkwing Duck
Tanks were not, and never will be, designed to be damage dealers. Their purpose is to redirect damage and any debuffs to themselves, instead of the team.
Yes, a scrapper or brute can be built to survive almost as well. And yes, all 3 ATs are perfectly capable of being the last ones standing while the rest of the team is on the floor. The difference is: If you are a scrapper or brute and you're the last one standing, you're awesome. |
This. This is the heart of the problem. Brutes and Scrappers have a good thing going. They're extremely popular, extremely powerful ATs. Brutes at the caps are 100% numerically superior to Tankers at the caps and there's no denying it. You don't even try to.
Brutes and Scrappers have got loads of enthusiasts backing them, and those people know how broken good they are. And they will say anything to keep that status quo and keep their little min-maxed toys on top. And the devs are reluctant to change the status quo because keeping people quiet is easier than fixing things. That is the ugly, ugly elephant in the room.
The same people who argue that Scrappers and Brutes and how they relate to Tankers are fine are the same ones bragging about soloing TFs and killing pylons in under four minutes. Their bias is blatant and it disgusts me. I've put as much if not more time and work into my Tankers as they put into their Brute/Scrapper, but the difference is, Tankers hit a wall with the damage cap, a wall those people dance all over with their brokenly tough 'damage dealers'.
My Tankers deserve to be as awesome offensively as anyone's unkillable Incarnate Brute or Scrapper and I damn well intend to rock the boat and make noise until the devs allow him and all Tankers the same freedom and room to grow. And if you don't like it, tough.
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My Tankers deserve to be as awesome offensively as anyone's unkillable Incarnate Brute or Scrapper and I damn well intend to rock the boat and make noise until the devs allow him and all Tankers the same freedom and room to grow. And if you don't like it, tough.
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But this other stuff you're spouting? You can't balance the game around top end performance and what happens at the caps. If you do, then like I jokingly referred to earlier, Blasters are the true be-all end-all. After all, they're just as survivable as these "brokenly tough" scrappers when they're at their caps, and they deal loads more damage because their base damage and damage cap is even higher, and they get more AoE attacks.
The game is balanced around SOs. Take it or leave it. But please, shut up about it.
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.
It'll be even worse for tankers unless they get some kind of addition, assuming its only unique feature on scrappers(extra crits) won't be available.
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But seriously, the dev may need to buff a bit for Tankers. Is Dark Melee different?
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
Mains (Freedom) @Auroxis
Auroxis - Emp/Rad/Power Defender Pylon Video Soloing an AV
Pelvic Thunder - SS/Elec/Mu Brute
Sorajin - Elec/Nin Stalker
Neuropain - Sonic/Mental/Elec Blaster
If there's one thing I will get behind you on, it's that there's too much defense available in the IO sets and not enough damage boosts.
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But please, shut up about it. |
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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.
Oh, fer cryin out loud.
Ok, I have said this many times before, but apparently people are not listening.
If all you care about are the numbers, BRUTES ARE BETTER. Period.
Brutes have by far the largest performance envelope, IN THE NUMBERS, of any melee toon.
Let's toss out some numbers. Assume you start with a single target attack that deals 100 points of damage.
Tanks start at 80x1.2=96 and cap at 320 x1.2 = 384 (w/bruising)
Brutes start at 75 and can cap at 581. That's 197 more damage than a tanker. (!!!)
Scrappers start at 112.5x1.06 =119 and can cap at 562x1.06=596. That's a whopping 17 more than a brute, and I was generous with the critical percentage.
Stalkers start at 100 and can cap at 500+(Stalker damage is complicated as hell, so screw it, they get their base only.) ((Well, ok...)) Let's assume they can consistently get a 25 percent damage buff (IFFY) so they come in at 625. They beat scrappers by 29 points.
Now, that's a HUGE gulf between tanks and brutes, and a TINY gap between brutes and scrappers and stalkers.
Do I also need to put up the survivalibilty comparison? Becuz, ya know, brutes survive pretty well, too.
BRUTES ARE BETTER.
If you care that much about the numbers, play a brute, it's a complete no-brainer, ESPECIALLY in a teaming/buffing/farming situation.
If you care about style, or anything else, PLAY WHAT YOU LIKE.
IT'S ALL FUN.
Criminy.
Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound