Brute vs. Scrapper
The same logic can be attributed to a lot (most?) ATs. Scrappers deal more damage, so they should generate more threat. Come to think of it, Blasters deal more damage, too; clearly their threat generation should be even higher. Defenders/Controllers/Corruptors all have potent buffs/debuffs, it would be prudent to eliminate them first. Etc. The tanking role in MMOs is usually very artificial - it makes no logical sense for the AI to go after the toughest player character.
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I think Taunt is too strong in this game to begin with, and that the entire threat system could use an overhaul. I think healing and buffs get away scott free, and that they shouldn't.
There should be a better overall system for AI threat recognition and there should be a better way for Tanks/Brutes to pull threat off of others without what we have now, which basically amounts to auto-win threat. (The Taunt power)
At least the devs are starting to add mechanics that make threat balancing a bit more interesting, whether you like them or not, for example the Sequestration mechanic in BAF.
Imagine that you're the Tanker and you see the Brute taking too much damage and being at risk of dying. With equal builds (ie: no Taunt vs no Taunt, Taunt vs Taunt) a Tanker cannot match the Brutes theat generation. So, their original role - to keep other players safe - becomes impossible.
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I think the Brute player in that situation, if they are unable to handle the incoming damage their threat generation brings them, then that's their fault and they should die. They need to learn how to better manage their threat.
Okay, I conceede that a Tanker with Taunt can out threat a Brute without Taunt (which would likely be the case for a 'dps Brute'), but it takes a considerable amount of time to catch up to their threat lead, which may be too late.
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Sometimes dying can teach a player how to play a bit better.
That's only part of it. I'm also looking further ahead. Before GR/IOs/etc, it didn't seem like much of an issue to me. Tankers never had to compete for the same role with them, and buffs/debuffs were less prolific, so it was harder for Brutes to realize their potential. Now, however, it's much easier for Brutes to impede on the Tankers' role.
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It's not solely the Tanker's role. Other ATs share their roles, but I see this sentiment from die hard Tanker players who often feel like their role has been bestowed upon them from the almighty and is theirs alone. (I'm not directing this directly at you, but it is part of the sentiment you're expressing).
iTrials have massive waves of enemies. Having a core of various ATs who can handle this role is good.
I also think that people often mistake the Tanker's specialty as threat generation, the Tanker's specialty is mitigation.
The amount of +def/+res available from IOs, Incarnate abilities (Cardiac Alpha for more +res, Destiny), the increase of team sizes, single target buffs being made AoEs, etc. I can only see this problem getting worse as time goes on, not better. Tankers are already getting super saturated with mitigation, where Brutes can keep growing until the difference becomes a wash. At that point, the only thing Tankers will offer over Brutes is Bruising (which doesn't even stack).
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Tankers will still have much greater build freedom due to higher base resistance and defense bonuses.
Tankers will still have a vast mitigation advantage throughout the rest of the game.
I also don't think being resistance capped is a given.
The amount of +def/+res available from IOs, Incarnate abilities (Cardiac Alpha for more +res, Destiny), the increase of team sizes, single target buffs being made AoEs, etc. I can only see this problem getting worse as time goes on, not better. Tankers are already getting super saturated with mitigation, where Brutes can keep growing until the difference becomes a wash. At that point, the only thing Tankers will offer over Brutes is Bruising (which doesn't even stack). |
IMO there is a big difference between scrappers, brutes and tankers using only SO or basic IO and I know some people use them. I'm using basic SO on my ss/elec brute right now as he is 45lv. I got only 3bill ATM to start buying the expensive IO set for his final build end game build.
I can hit hard and I can take a good beating before I go down but the tanks I team with are better at tanking and staying alive (well most of them) and the scrappers usually do more dmg than I do.
No, what I'm saying is that the ability to stack four+ sets of Ice buffs, combined with four+ sets of benumb, (and all the -resist any buff/debuffer can muster) utterly trivializes just about anything.
I cannot for the life of me understand WHY the Dev's have saddled themselves with this issue. It has got to make designing top-end challenges annoying as all get-out. |
Empathy has +regen, +recovery, +defence, +tohit, and +damage in addition to pretty nice healing, but they aren't very offensive.
The game is based around buffs/debuffs, its just not in a way that kicks in right away. Case in point, Resistance caps. No matter how many +resistance buffs you have on a defender/blaster/scrapper/stalker/corruptor/controller you will never have higher then 75% resistance.
Damage caps do the same thing, no matter how much +damage you have, a tanker will never do more then 400% damage, a scrapper will never do more then 500% damage, etc. This counts the 'damage' you slot from enhancements, so hitting your damage cap is pretty easy, but once you do, you can't do anymore damage.
It's simple: Make it such that the first -resist/-def/-recharge/-etc effect applied to a target is 100 percent. The second is 80, the third is 40, the fourth and all others 5 percent. Apply the same scaling on +buffs, from ALL sources. Two buff/debuffs, I doubt you'd see a difference. Three, is still well worth having. The inf farm teams, with 8 controllers botted up? Suddenly not workin' so well. Most human players would never even notice. |
Try to debuff a purple boss (+4 level) and see how effective your debuffs are. Your controls don't last as long, your debuffs aren't as valuable, and you need to rely on your buffs to stay up. Once you do buff yourself, you can still fall, but its much less likely.
AVs and some EBs have the purple triangles, which make them practically immune to controls (unless you stack 4 or more controllers, but then your losing out on some of the damage from a scrapper or blaster) and they have inherent 85% resistance to nearly all debuffs values.
The system your preaching for is already in place. Especially when you consider the game is still balanced around SOs, not high end IOs.
Especially when you consider the game is still balanced around SOs, not high end IOs.
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Not being balanced solely for IOs is one thing, but if you think there are no considerations at all being given to IOs - I think you are wrong.
If you have a quote from a dev from within the past two years, I'd love to see it.
People keep saying this, and I think it's simply untrue.
Not being balanced solely for IOs is one thing, but if you think there are no considerations at all being given to IOs - I think you are wrong. If you have a quote from a dev from within the past two years, I'd love to see it. |
BUT that is only for 50+ content. Anytime the dev's have talked about lower level content, they haven't mentioned IOs, and talked only about SOs..
Granted, to play my own devils advocate here, maybe the reason they created a 'Post your builds here' forum section is so that they can begin to push IOs even more, and get away from the SOs is the balance..
It's simple: Make it such that the first -resist/-def/-recharge/-etc effect applied to a target is 100 percent. The second is 80, the third is 40, the fourth and all others 5 percent. Apply the same scaling on +buffs, from ALL sources.
Two buff/debuffs, I doubt you'd see a difference. Three, is still well worth having. The inf farm teams, with 8 controllers botted up? Suddenly not workin' so well. Most human players would never even notice. |
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There is a lot of interesting data, and argument in this thread for sure.
The 'balance' point is supposed to be Scrappers do more damage. Brutes are more survivable.
BUT the overall argument is very one sided. The flow of conversation has been from the point of view of Brutes doing too much damage. Or at least questioning it.
Some are going so far as to say Brutes do too much damage. Regardless of if that's true, or not, I would suggest it's easier to make Scrappers more survivable than it is to keep Brutes on a higher damage scale.
I know this isn't something you can hammer out with math, and it's purely observation based. The truth is when I think about it there aren't a lot of times I'm thinking 'wow that brute is really out damaging my understanding of the archtype'
But quite often I'll see a scrapper than makes me feel there is little need for a tank in the group. Heck I've done it myself. I hate to admit it, but I would call foul on scrapper survivability FAR sooner than I would call foul on a brutes damage capability.
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Erm, if most players would never notice, then it didn't change anything.
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That's not specifically a comment on the diminishing suggestion itself, just a comment on what the playerbase actually notices and doesn't notice.
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Sometimes yes, sometimes no. The largest global difficulty change made to the game in the last four years went totally unnoticed. What people perceive and not perceive is something very difficult to predict. They claim to notice things that didn't happen, and would have been too small to notice if they did happen, then fail to notice things apparently so obvious if you said people wouldn't notice you'd get laughed at.
That's not specifically a comment on the diminishing suggestion itself, just a comment on what the playerbase actually notices and doesn't notice. |
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
Sometimes yes, sometimes no. The largest global difficulty change made to the game in the last four years went totally unnoticed. What people perceive and not perceive is something very difficult to predict. They claim to notice things that didn't happen, and would have been too small to notice if they did happen, then fail to notice things apparently so obvious if you said people wouldn't notice you'd get laughed at.
That's not specifically a comment on the diminishing suggestion itself, just a comment on what the playerbase actually notices and doesn't notice. |
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Dealing more damage then a Tanker, they actually are a greater threat to mobs.
Another reason would be that this presents issues for Brutes who are not built to survive that aggro - I know here on the forums everyone is IOd to the nines and is buffed so hard they shine from space, but this is not the case all of the time in game. So this threat generation presents a threat to the Brute themself, this is good. The Tanker equivalent will almost always handle that incoming damage better.
Imagine that you're the Tanker and you see the Brute taking too much damage and being at risk of dying. With equal builds (ie: no Taunt vs no Taunt, Taunt vs Taunt) a Tanker cannot match the Brutes theat generation. So, their original role - to keep other players safe - becomes impossible. Okay, I conceede that a Tanker with Taunt can out threat a Brute without Taunt (which would likely be the case for a 'dps Brute'), but it takes a considerable amount of time to catch up to their threat lead, which may be too late.
That's only part of it. I'm also looking further ahead. Before GR/IOs/etc, it didn't seem like much of an issue to me. Tankers never had to compete for the same role with them, and buffs/debuffs were less prolific, so it was harder for Brutes to realize their potential. Now, however, it's much easier for Brutes to impede on the Tankers' role. The amount of +def/+res available from IOs, Incarnate abilities (Cardiac Alpha for more +res, Destiny), the increase of team sizes, single target buffs being made AoEs, etc. I can only see this problem getting worse as time goes on, not better. Tankers are already getting super saturated with mitigation, where Brutes can keep growing until the difference becomes a wash. At that point, the only thing Tankers will offer over Brutes is Bruising (which doesn't even stack).
I'm not trying to be dramatic here, that is honestly where I see current trends leading.
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The downside to this is, the Dev's would then have to go back and re-tune SO much stuff, to pull out the ridiculous defenses they've had to install to combat their own self-inflicted wound.
I think it's pretty easy to see how it happened. They didn't design a balanced game because they didn't understand what players would do with their system. They didn't expect players to slot multiple SOs of the same type into a single power, let alone stacking buffs/debuffs. The more time went on, the more players got used to how things worked and the more work would be required to rebalance the game. I don't remember if you were around for GDN/ED, but they would be nothing compared to a change to stacking buffs/debuffs.
Also: hindsight is always 20/20.
Two buff/debuffs, I doubt you'd see a difference. Three, is still well worth having. The inf farm teams, with 8 controllers botted up? Suddenly not workin' so well.
Most human players would never even notice.
Having said that, I think you're wrong. Let me give you a very simple example.
4 lucks (now) = 45% defense
4 lucks (dr) = 30% defense (12.5 + 12.5*0.8 + 12.5*0.4 + 12.5*0.2)
That's a damage intake increase of 4x. I suspect a squishy using inspirations to fight a tough EB would notice that.