Update the Tanker AT's description
This again? The description is fine, and so is the AT. That is my opinion. Notice how I don't go around starting new threads about it all the time.
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
I actually agree. New players will think Tankers do OMG damage, and while there are some combos that are very good at it (FM/FA, SS/FA) I don't think they are 'devastating hand to hand combatants'.
I wouldn't say they 'rank low' as JB suggested but 'do medium damage' would be better imho.
I actually agree. New players will think Tankers do OMG damage, and while there are some combos that are very good at it (FM/FA, SS/FA) I don't think they are 'devastating hand to hand combatants'.
I wouldn't say they 'rank low' as JB suggested but 'do medium damage' would be better imho. |
Hit Points: High
Damage: Medium
As I said, the description is fine.
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
I wouldn't say they 'rank low' as JB suggested but 'do medium damage' would be better imho.
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There's a fairly large gulf between Tanker damage and the damage of the rest of the melee ATs. No melee AT does lower damage. So, if they're high damage, the Tanker must be low.
Now, he may be "medium damage" over all, but when in the realm of melee compared to Brutes, Stalkers and Scrappers, which is what the sentence is doing, that makes it low. We wouldn't compare Tanker melee damage to Defender melee damage because Defenders aren't a melee AT.
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I would hope that in any set of descriptions of all the archetypes, any broad comparisons would be to all the other ATs, instead of just a subset. I think knowing that Tankers are medium damage compared to all ATs is more useful to a first-time player than that they're the lowest damaging of melee ATs... especially if you could go look at the melee ATs and see that none of the others are rated at 'low'. There's no need to complicate it with sub-categories.
All the talk about being a devastating force is flavor text, and from a story point of view, even a low-damage superpowered individual is doing a lot more than a normal civilian. I think it's fine how it is. (Besides... have you seen a Fire Tank use Burn lately? I think devastating is certainly apt. )
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The description is fine as is. Unless they start describing Blasters as having Highest Ranged Damage, then there's no need to describe Tanker damage as Lowest Melee. Damage is damage is damage. But, if you have to beat a dead horse with your agenda, might I suggest some sage advice:
Money talks. If you, or anyone else, isn't pleased with tankers being described as medium damage, the best way to voice your opinion so it has any impact is via the 'Cancel Subscription' exit survey. If you're on the forum, they've got your money so they don't care what you think about the Incarnate system. If enough people walk, and they're saying the same thing, the devs might take notice. |
@Rylas
Kill 'em all. Let XP sort 'em out.
I would hope that in any set of descriptions of all the archetypes, any broad comparisons would be to all the other ATs, instead of just a subset. I think knowing that Tankers are medium damage compared to all ATs is more useful to a first-time player than that they're the lowest damaging of melee ATs.
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.. especially if you could go look at the melee ATs and see that none of the others are rated at 'low'. There's no need to complicate it with sub-categories. |
I still think the picture the current website description paints of Tankers is patently false and is dishonest.
I think devastating is certainly apt. |
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Didn't think I'd get to re-use this twice in one day, but:
are you seriose man? Did you ever read the actual in game description?
The Tanker can take it and dish it out all at once. The Tanker primarily can absorb vast amounts of damage, and hold his own in a fist fight. But the Tanker lacks any long range punch. The Tanker would prefer just to charge straight ahead anyway.
I dont really know what to say
Electric Armour and the Soft cap
Electric Armour and the 1st 20 levels
Thundra Knight
click here for You want the best TANK!? I'll let you decicde!
I dont really know what to say
Electric Armour and the Soft cap
Electric Armour and the 1st 20 levels
Thundra Knight
click here for You want the best TANK!? I'll let you decicde!
Oh, look, another of BJ's threads to ignore.
Where to now?
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don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
You know, fairly often I see Brutes and Scrappers "waste" damage by doing way more damage than an enemy has remaining life.
When you win this campaign, are you going to lobby for their descriptions to be changed to say "often wastes excess damage without any material return, in exchange for lower survivability"?
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
Should be changed to this:
The Tanker is an immovable object. This Archetype can take all sorts of damage. The Tanker is not totally invulnerable, but his skills allow the other Archetypes to play their parts, too. The Tanker ranks low in sheer melee power compared to the Brute, Scrapper or Stalker, but his attacks can weaken his target and cause them to take more damage. Tankers proudly stand in the front lines of battle in order to protect their comrades and, of course, the innocent. |
I agree that with Praetoria where you can start with any AT, the AT descriptions need to be updated to include Red and Blue sides together.
Uber Talgrim - level 50 emp/dark defender
Uber Rod - level 50 dark melee/regen scrapper
Rod Valdr - level 50 invuln/SS tanker
Talgrim - level 50 ninja/dark mastermind
OMG!! Please add these costume designs now!
I think that Tankers actually have a decent range of offense, but I think that's a problem in a lot of these discussions across ATs. For instance, I often hear that Controllers will out-damage Defenders, but those people are talking about Fire/Kins, or Illusion/Cold controllers. I don't think that an Earth/Sonic is going to out damage any Defender.
When talking about Tankers, you've got everything from Fire/SS to Willpower/Ice (probably the lowest damage combo available to Tankers). However, you've got that same range in the other melee ATs. JB says that Tankers do less damage than Stalkers. Well, as a blanket case, maybe, but Stalkers also get drastically reduced survivability. However, a Fire/SS Tanker is likely to do significantly more total damage through a mission than the MA/SR Stalker that's also on the team. Having extra AoE attacks helps significantly with that. However, the Willpower/Energy Tanker (also single-target focused) might not do more damage.
As such, you have to look at the range of damage available to the AT, and find where the median is, and describe the AT around that. Fire/Rad Controllers might be considered "High" damage, but an Ice/Rad might be considered "Very Low." So what do you put Controller damage as? Then do the same thing for the other ATs. Once that is said and done, I think that "Medium" is a good place to put Tanker damage. Some combos can put out more damage than some Scrapper combos, to be sure, but overall, "Medium" is a good fit.
But basically, other than maybe including the CoV ATs in the description, I think it's fine how it is.
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
I said this on another post and I will say it again, my fire/fire tank dose more damage then some of the scrappers/brutes/stalkers I have teamed with. You have to remember it all depends on how you build it, and what you take. My WP/SS tank dose less damage then my SD/BA tank, but dose more then my WP/Kin tank. While my fire/fire tank dose the most, and my stone/stone dose the least out of them all my lvl 50 tanks.
I agree that with Praetoria where you can start with any AT, the AT descriptions need to be updated to include Red and Blue sides together.
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My fire/ice tank approves of this message.
Tankers win their fights via war of attrition. What would kill another AT quite readily often doesn't even tickle a tanker. If a Tanker had the same damage as say a Scrapper, and kept their top of the rungs durability, well, why play a brute, stalker, or scrapper ever again?
I do wish when solo they had a damage uplift like a Defender does, but, they have bruising which is almost as good.
Say for example an elite boss, where a scrapper would kill it quicker, they'd maybe need to use more insps along the way for example, where a tanker may not even need one insp. But you'll be trading punches for longer.
If a Tanker had the same damage as say a Scrapper, and kept their top of the rungs durability, well, why play a brute, stalker, or scrapper ever again?
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As long as Brutes and Scrappers are buffed, healed a protected by their team and keep their same damage, and as long as their survivability is more than enough to survive solo and continue doing superior damage, there's no reason to play a Tanker ever again..
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A scrapper may do huge melee damage and relies on killing things before they become a serious threat, but, they cannot take the kind of walloping a Tanker can nor can they in my experiences fight the number of enemies at the same time that a tanker can. And getting them to their resistance caps generally requires a 3rd party assistance in the forms of buffs unless I am seriously mistaken.
I agree though, a well built brute can overall, be a more attractive proposition than the average Tanker, provided you don't mind chasing a fury bar, but you're going to have a harder time getting tanker levels of durability.
I figured the same as you did before but checking mids out and putting my money where my mouth is, I made a SS / WP brute, and a WP / SS tanker and played them to 10, and I found the tanker though weaker the more durable and less deaths of the two. Mind you, the brute did get to 10 quicker.
Swings and roundabouts friend. You sacrifice a bit of damage for the strongest durability COH has to offer... the Tanker.
As long as Brutes and Scrappers are buffed, healed a protected by their team and keep their same damage, and as long as their survivability is more than enough to survive solo and continue doing superior damage, there's no reason to play a Tanker ever again.
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@Rylas
Kill 'em all. Let XP sort 'em out.
As long as Brutes and Scrappers are buffed, healed a protected by their team and keep their same damage, and as long as their survivability is more than enough to survive solo and continue doing superior damage, there's no reason to play a Tanker ever again.
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@Jay Leon Hart
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As long as Brutes and Scrappers are buffed, healed a protected by their team and keep their same damage, and as long as their survivability is more than enough to survive solo and continue doing superior damage, there's no reason to play a Tanker ever again.
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Not surprisingly some of the search results go all the way back to 2009.
Johnny, you've been banging on this subject for at least 2 years now. In all that time it seems you still do not realize that NOBODY ELSE IS BUYING WHAT YOU ARE SELLING.
Okay, fine. After 2 years we get it. You don't like tanks. You think they are useless. That is your opinion.
As pointed out in this thread by Rylas and other players, you make massive assumptions about how players act and operate within each archtype to reach that opinion. In making those assumptions you ignore various realities about the game.
- Reality #1: The game does not start at level 50 and Incarnate powers
- Reality #2: A majority of the game still uses SO's and / or Crafted IO's with little to no set bonuses.
- Reality #3: Enough accounts had not achieved level 50 that the developers actually commented on the relatively low number of accounts when they moved the unlock level for Epic Archtypes.
- Reality #4: Free to play and Premium players won't have Incarnate Abilities to rely on
- Reality #5: Not all teams have a healer
- Reality #6: Not all teams that have a buffer have a buffer that has the buff powers.
At some point Johnny, you have got to realize that nobody else shares your opinion. All you wind up doing is convincing players that you are somebody who can safely be dismissed and ignored.
With CoH F2P coming up, if the devs aren't going to fix Tankers, for the sake of honesty to new players, they should change/update the Tanker AT description on the official web site to be truthful.
This:
The Tanker is not totally invulnerable, but his skills allow the other Archetypes to play their parts, too. The Tanker is a devastating hand to hand combatant, and ranks second only to the Scrapper in sheer melee power. He possesses some ranged abilities, though far below those of the Blaster or the Defender.
Tankers proudly stand in the front lines of battle in order to protect their comrades and, of course, the innocent.
Should be changed to this:
The Tanker is not totally invulnerable, but his skills allow the other Archetypes to play their parts, too. The Tanker ranks low in sheer melee power compared to the Brute, Scrapper or Stalker, but his attacks can weaken his target and cause them to take more damage.
Tankers proudly stand in the front lines of battle in order to protect their comrades and, of course, the innocent.
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