If Tankers got Regen
1) Self-rezzes have, as far as I can remember, universally positive effects.
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2) One of the reasons I suggested the "cheat-death" mechanism is because dying has a very annoying effect: detoggling. Depending on the build, that is not an insignificant penalty. With just two toggles, it would take 8.052s to get back into the fight, not including using any self heals like Reconstruction: * Revive - 1.716s (1.5s) * Integration - 3.168s (3.1s) * Tough - 3.168s (3.1) That's a really painful timeout, especially if you're expected/balanced around using it often. [edit: Keep in mind that dying means losing Dull Pain, too.] |
Actually, as specified by Starsman, it would be a death sentence, since the rez would also immediately taunt everything in range. Without a Soul Transfer-like mez or temporary immunity from damage, rezzing in the middle of a fight and taunting everything is impractical. That would have to be addressed if a literal rez power was being leveraged in this way.
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I can see those two points as actual issues. Then again, I would say the power can grant the user strong survival buffs, like fully cap max HP.
The main reason I would give the power offensive penalties is so it does not become too powerful in the soloing realm. Also like the thematic feeling of the hero that keeps standing up, every time he is in worse condition and seems to be able to do less, but still seems to take as many hits to take down every time he stands up.
Do note, I did suggests a temporary immunity, but not long enough to cover the retoggling timing Sarrate suggests, nor to make up for potential loss of dull pain.
They tend to have rather prolonged recharge making sure you cant use them too frequently, though, and also dont eliminate debt.
I can see those two points as actual issues. Then again, I would say the power can grant the user strong survival buffs, like fully cap max HP. The main reason I would give the power offensive penalties is so it does not become too powerful in the soloing realm. Also like the thematic feeling of the hero that keeps standing up, every time he is in worse condition and seems to be able to do less, but still seems to take as many hits to take down every time he stands up. Do note, I did suggests a temporary immunity, but not long enough to cover the retoggling timing Sarrate suggests, nor to make up for potential loss of dull pain. |
I still don't like it because it incurs, at least 4.884s of activation time; practically it's more like 8+s. That time is an offensive debuff in and of itself since it's time not spent attacking.
Retoggling, quite frankly, sucks.
It would be easy to do, but you'd still be dead and still collect debt to use it. I think most people would go along with the notion that if Revive somehow protected against receiving debt, then its not really dying: its a bounce-back.
Also a real death in game terms would be potentially problematic for a tanker because they would instantly lose aggro. Dark Armor solves that problem by giving a rez that pretty much allows a tanker (and anything else) to mez everything in the room short of an AV with triangles up. Its a legitimate tanker act to die and pop back up with essentially the most powerful player mez in the game. You're still "tanking." But dying, dumping all aggro onto everyone else, and then having to rez and retoggle is probably less practical from a tanking perspective than Soul Transfer is. |
As it is, it'd be nice if Revive did something more than what it does. Even WP's rez provideds dept protection, and some self buffs for its use. But I don't think it's an absolute must change situation in order for the set to be ported over to Tankers. You're idea about the change for Tanker only Dull Pain is intriguing, and would definitely help, it'd be nice though that any changes that were made to the set would be applicable across the ATs that use it (whatever change that may be).
I still don't like it because it incurs, at least 4.884s of activation time; practically it's more like 8+s. That time is an offensive debuff in and of itself since it's time not spent attacking.
Retoggling, quite frankly, sucks. |
Lets see step back quick, death annoyances are:
Debt
Retoggling
Buff loss
Aggro loss
We may be able to have the click payoff the debt, and grant an HP buff that compenstes for lost buffs, and pulse a taunt to regain aggro.
Although retoggling may not be inmediately required, eventually it must happen. If the tanker set is built with the goal of bouncing back from death often, then perhaps thats enough to justify changing the activation animation for Integration? What if Integration had no cast time, like super jump or super speed? I know that still leaves activating Tough but... well, there is that "balancing for power pools" can of worms...
Why dont I back off from the damage penalties? Because when a player dies solo, he gets to use a high recharge rez if its up, but then he has to wait if he dies again. He suffers debt, and even then is no allowed to just rez back to back. Only other way he can do so is with very risky to use inspirations with heavy penalties.
Allow a soloer to resurect back to back without any penalty and death becomes basically non existant, even if you kept the debt for some users. If a user spams solo the die-rez card, he should be slowed down much more drastically than just the 10 seconds it may take them to retogle.
Its either that or make it too high recharge for it to be viable as a constant tanking tool.
Resurgance from WP doesn't grab agro, requires death and dept for its use. I see no issue with Revive doing the same unless the issue is that all the self rez powers for tankers must help grab agro and that WP's rez needs to be changed too.
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As it is, it'd be nice if Revive did something more than what it does. |
Why not make Regen the only AT in the game that does not recieve debt, im just taking this to the next lvl what someone said earlier.
Resurgance from WP doesn't grab agro, requires death and dept for its use. I see no issue with Revive doing the same unless the issue is that all the self rez powers for tankers must help grab agro and that WP's rez needs to be changed too.
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As it is, it'd be nice if Revive did something more than what it does. Even WP's rez provideds dept protection, and some self buffs for its use. But I don't think it's an absolute must change situation in order for the set to be ported over to Tankers. You're idea about the change for Tanker only Dull Pain is intriguing, and would definitely help, it'd be nice though that any changes that were made to the set would be applicable across the ATs that use it (whatever change that may be). |
Most other sets *automatically* change when they are ported to other archetypes without the devs having to lift a finger. SR jumped from 30% defense SO slotted for scrappers and brutes to 40+% defense SO slotted for tankers. The devs didn't buff the set: tanker modifiers did that. Nearly melee secondaries have a sizable percentage of their strength scaled by increased tanker modifiers: they all have significant defense or resistance that autoscales. The only set for which you can say no large component of its mitigation would scale upward for tankers is Regeneration. That's just a quirk of how health buffs, regeneration buffs, and heals work. But even Willpower has substantial resistances and defenses that scale upward for tankers. Regen only has resilience, and that is only a small fraction of its total mitigation.
That's an unambiguous tanker scaling discrepancy.
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OK I'm going to jump backwards from the resurection idea because there are too many complications and just recommend one "tiny" change, only for Tanker regeneration:
Remove Instant Healing.
Add a taunt aura that adds 10% HP for the first foe, and 4% for each additional foe, up to 10 total foes.
Make both values half enhanceable only.
With all SOs that will get you to 73.75% HP buff.
Thats the equivalent to 42.4% resistance to all damage types, still leaves room for buffing and dullpain to be useful on top of it making other HP buffs still useful.
Against one foe, you would be at 20.65% +HP, equivalent of 17.1% resistance, meaning the power would not be insanely strong against AVs, but those are rare enough for you to use your Dull pain against. That on top of AVs usually spawning with companions that can feed your survivability during the alpha stage.
It would serve as taunt aura, scaling effect, feels thematic since you are messing with HP instead of resist, and its distinct from Willpower's RttC.
Don't misunderstand me, I completely get why you posted your DP idea for Tankers because of the AT mod issues. I also don't necessarily have any issues with changing sets in ways to fit the AT using it better, or in this case, more equally suited for the AT. It'd be just nice if there were ways to adopt changes that were applicable across the ATs that use a set. Which may not be possible in this instance.
But what if a change were made that allowed Tankers to tank with regen, but that change were applied to the other ATs which in turn increased their survivability by some degree. Tankers would now be able to do their job, the set would play the same for the other ATs (for the most part all things considered). Or is the very idea that Scrappers, Brutes, and Stalkers become more survivable under regen even if the change to Tankers wasn't equal due to mods, but enough to allow them to Tank, an undesireble scenario?
This thread seems to vary between "it is possible with pools and IOs to make regen into a good tank" to "a tanker needs to be able to survive an alpha and regen cannot".
But this debate can only be useful if you actually agree on what you are debating about. Otherwise, and that seems to be the thread so far, you are alternating replies about different points which are unrelated to one another except they contain the words "tanker" and "regen".
Of course we can say nothing is required, it could be useless and the devs could put it in the game. Or we don't want to lock sets into roles, defenders are not healers, tankers do not have to absorb attacks, etc. Tankers can team or solo (I mostly solo my dark/dark tanker for instance).
But tankers defined role is to be tougher than a scrapper and able to tank for a team. Now teams can be large or small, have buffers or not. Have an ice/ controller who's ice slick eliminates the alpha, or whatever. But for the sake of argument a standard of what a tanker is expected to be able to do by a random player who selects tanker and selects a primary based on the short description in the character generator is required.
As to Regen tanks, the old school requirement on tankers is that starting around the early twenties, they have to be capable of tanking for a team of four on standard difficulty without significant ally assistance when slotted with SOs. If they can't for the vast majority of standard content, there's a potential balance issue.
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1. They take the alpha strike
2. They maintain the aggro of most/all of the enemies
3. They do not get knocked unconscious or otherwise rendered helpless (unless they can do it and still manage 1&2)
And then it comes down to 2 questions:
1. Would the Brute version of Regen ported over to tankers as is make for a good tanker primary.
2. What would need to be done to Regen to make it a good tanker primary
OK I'm going to jump backwards from the resurection idea because there are too many complications and just recommend one "tiny" change, only for Tanker regeneration:
Remove Instant Healing. Add a taunt aura that adds 10% HP for the first foe, and 4% for each additional foe, up to 10 total foes. Make both values half enhanceable only. With all SOs that will get you to 73.75% HP buff. Thats the equivalent to 42.4% resistance to all damage types, still leaves room for buffing and dullpain to be useful on top of it making other HP buffs still useful. Against one foe, you would be at 20.65% +HP, equivalent of 17.1% resistance, meaning the power would not be insanely strong against AVs, but those are rare enough for you to use your Dull pain against. That on top of AVs usually spawning with companions that can feed your survivability during the alpha stage. It would serve as taunt aura, scaling effect, feels thematic since you are messing with HP instead of resist, and its distinct from Willpower's RttC. |
Also, your calculations are for the case of 10% for the first foe, and 4% for each foe, not each additional.
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dug, read up thread a bit. Arcana provides a rough description of what's expected of Tankers at a given range within the game and even goes so far as to state how close to that edge a regen tanker would be.
She also stated the issue here is that yes, Tankers should be tougher than either Scrappers or Brutes, and usually, when we look at ported sets, the Tanker modifier for things such as resistance and defense automatically assists in that area. But either the modifier for regen is the same for Tankers as its for the other melee ATs or that how regen works is the same for all. Even though regeneration works off of hit points (the more you have, the higher the regen rate) and Tankers have a higher hp pool, the amount of regen still isn't enough (apparently).
The idea that IOs / pool powers make the set work better has pretty much gone to the way side early on in the thread. It's a given that adding powers, using set buffs makes sets work better, that's the design of the game. Now the issue is, what changes for Regen are necessary to make Tankers able to perform well enough to tank with the set.
But My goal was still not to get to the cap. I know dull pain would not really do much, but its still room for buffing.
Besides, just like I seen people build their Invuln tanks to cap defenses with just one foe, I think the "room for buffing" goal remains valid.
That aside, how do you think those numbers look? Would the loss of Instant Healing make up for the increased damage mitigation? (I have my spreadsheets archived somewhere and still have not taken them out to resume my own crunching.)
Also, your calculations are for the case of 10% for the first foe, and 4% for each foe, not each additional. |
Regen can't do this... regen can't do that... blahblahblah...
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Having played very little regen, my humble suggestion:
1. Make fast healing have a +hit point in it like High Pain Tolerance. That will benefit all of the other regen as well as giving padding.
2. swap Reconstruction and Dull Pain (so you can get Dull Pain at level 1).
You have more hit points. You use Dull Pain for additional padding to take the alpha. Then you steal underwear.
Having played very little regen, my humble suggestion:
1. Make fast healing have a +hit point in it like High Pain Tolerance. That will benefit all of the other regen as well as giving padding. 2. swap Reconstruction and Dull Pain (so you can get Dull Pain at level 1). You have more hit points. You use Dull Pain for additional padding to take the alpha. Then you steal underwear. |
Thought I would chime in with my suggestion on adapting the set for Tankers. Briefly:
- Add a small S/L resistance boost to reconstruction, designed to stack with Resilience
- Remove MoG entirely; it runs somewhat counter to Tanker playstyle
- Push Instant Healing to Tier 9; it's more appropriate to Tankers as a GodMode power
- Put a Rise to the Challenge clone, with a nice thematic name, in the empty slot.
The RttC clone should partly address scalability issues, while the Reconstruction buff should take the edge off the lower levels; for extra credit, adding some defence debuff resistance to Resilience might be nice too: it would make IO set boosts more useful.
Thought I would chime in with my suggestion on adapting the set for Tankers. Briefly:
- Add a small S/L resistance boost to reconstruction, designed to stack with Resilience - Remove MoG entirely; it runs somewhat counter to Tanker playstyle - Push Instant Healing to Tier 9; it's more appropriate to Tankers as a GodMode power - Put a Rise to the Challenge clone, with a nice thematic name, in the empty slot. The RttC clone should partly address scalability issues, while the Reconstruction buff should take the edge off the lower levels; for extra credit, adding some defence debuff resistance to Resilience might be nice too: it would make IO set boosts more useful. |
* Revive - 1.716s (1.5s)
* Integration - 3.168s (3.1s)
* Tough - 3.168s (3.1)
That's a really painful timeout, especially if you're expected/balanced around using it often.
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