So I got a PM from Synapse about buffing Tankers
You're right, I hate the very concept of aggro and how it's used to feed the Trinity concept.
One character standing in the middle of the fight, insulting everyone into attacking them while your teammates stand back and pick them off. And brother, do they ever line up to get picked off. That's not how a fight works. Not in comics. Not in a movie. Not in reality. |
In reality they would all pile on or they would all run away after you smash 2 or three faces in.
I'll take the pile on thanks. if number 18+ wants to wait in line they are welcome too. If the devs want to let 30 more pile on, I'm cool with that too.
Also, seriously, with double stacked rage you are honestly trying to say you are not defeating any mobs in a spawn at all? My fire tank is rarely at the damage cap and I don't have to bow my head to ANY scrapper.
A discussion of how tankers should have devastating attacks is really approaching the game from an alternative design approach and is better suited for discussion about a new game than it is for one that's been around for seven years.
I am not concerned with Tanker damage at all. My main, Major Decoy, an Invulnerability/Super Strength tank, does not use Rage; I still have no trouble soloing missions. I don't feel like I need more damage.
There are certainly times when I find that I need to use taunt because a Claws/Invulnerability scrapper is stealing aggro if I don't, so I wouldn't mind better aggro management tools.
If I were to boost tankers, there are a couple of things I'd try:
1) Revert back to the first incarnation of Gauntlet, warn tanks to be careful with Energy Transfer.
Not a serious consideration, but it was a lot of fun while it lasted.
2) Give every tanker attack a PBAoE heal, normalize the heal value by casting time.
There would be a benefit from having more than one tanker on a team, and it would increase tanker survivability. I wouldn't have this heal affected by slotting.
Heh, what you want 16 mobs to dance meanacingly shaking a knife around you while one walks up to you at a time so you can smash his face in?
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My fire tank is rarely at the damage cap and I don't have to bow my head to ANY scrapper. |
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You're right, I hate the very concept of aggro and how it's used to feed the Trinity concept.
One character standing in the middle of the fight, insulting everyone into attacking them while your teammates stand back and pick them off. And brother, do they ever line up to get picked off. That's not how a fight works. |
In a real fight, your tanker shouldn't be drawing aggro. Your tanker should be standing there helpless while he's kited by everything that contains a brain.
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One thing I keep seeing repeated in this entire hullabaloo: End game, End game, End game. Incarnate end game.
Here's a thought, albeit one I don't believe is necessary, that may get things on track to more realistic ideas.
Just like now, where your second and third level shifts do not work unless you're in an incarnate trial (IE. as Lambda, BAF, Keyes, UG etc.), would it make any sense what-so-ever to set it so the Tank dmg cap is raised by 100% during incarnate trials? Nowhere else in the game, only in the incarnate trials.Again, I don't believe it's necessary to do this, but it might be a compromise.
Let the shark frenzy continue.
Throwing darts at the board to see if something sticks.....
Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Originally Posted by PapaSlade
Rangle's right....this is fun.
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One thing I keep seeing repeated in this entire hullabaloo: End game, End game, End game. Incarnate end game.
Here's a thought, albeit one I don't believe is necessary, that may get things on track to more realistic ideas. Just like now, where your second and third level shifts do not work unless you're in an incarnate trial (IE. as Lambda, BAF, Keyes, UG etc.), would it make any sense what-so-ever to set it so the Tank dmg cap is raised by 100% during incarnate trials? Nowhere else in the game, only in the incarnate trials.Again, I don't believe it's necessary to do this, but it might be a compromise. |
I don't think bumping the cap for Tankers up 100% (all the time) would make much difference, so what the heck, why not do it?
Do I hate helping my teammates by being a distraction? No. I hate that Tankers get screwed for doing that well, at the expense of better reflecting the Tankers in comics.
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Tankers are things that focus on personal damage mitigation and control aggro. They are an MMO invention. To the extent that taunt doesn't really exist in comic book combat, Tankers don't.
If you don't like or believe in the aggro management mechanism, play Scrappers. Or play Brutes if you prefer and don't take taunt. Tankers are there to control aggro. They are a playstyle option for people who do believe in the aggro control system, which is most players that play tankers. What I sometimes wonder is whether most people fully realize that you're not on a mission to *fix* tankers, but actually on a mission to *steal* tankers from the players that play tankers, just so you can repurpose the archetype for your own pleasure.
We have *four* melee/defense archetypes in this game, when we have only two ranged/buff archetypes and only one of every other combination. Find the one that comes the closests your melee/defense preference. Don't tell the people that play the other options they don't deserve them.
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His point is that they don't need that extra survivability, they already function as well as a tanker in 99% of content.
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Brutes don't function the same as a Tanker, they never have.
Tanker's have a baseline performance mitigation level that is completely unrivaled.
Brutes do not come close, they don't even get there with IOs.
They have to have that level of mitigation to perform their function as Tankers - it's intrinsic to what they are as an AT. It allows nearly any player, to pick up a Tanker and ... TANK for teams. Yes, this means even on SOs
Brutes don't function like that, they don't have tanker mitigation, they don't have tanker base DEF, RES and HP to build off of.
My point is that if JB is convinced that the Tanker's extra mitigation is meaningless, if the mitigation isn't needed How much are you willing to give up to do more damage?
This is the question that keeps being dodged, because as Claws already stated the answer, if a certain poster would ever be honest enough to actually give it would be:
NONE, I want to keep ALL of my mitigation AND get a boost to my offense.You actually answered the question at least, you're happy playing Brutes and giving up the base DEF, base RES and base HP advantage that Tankers have.I know players in game who don't actually feel that way, they love their Tankers and they love the mitigation - they love feeling indestructible - I've even had one friend describe his Brutes as "a diversion at best" in comparison to his Tankers.
Instead you should be asking how much of your scrapper/brute's damage you're willing to give up to gain tank-level survivability (which you hardly ever, if ever, need).
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Nothing makes up for the base numbers the Tanker gets.
You can be soft-capped, and build for survivability but ultimately you're still not as survivable as a Tanker.
You already have that survivability, and we don't ask you to give away anything!
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The mitigation numbers are not the same. You can pretend they aren't if you like.
When they send the Tanker to pull Nightstar (that is if a Brute doesn't just run in instead) somewhere Joe Esposito starts playing You're the Best, every time.
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If it makes you feel any better, I can pull Nightstar using most of my Corrs. All it really takes is superspeed, a ranged attack and a self heal.
As opposed to what? What is my blaster doing on Keyes? Waiting for the tauntbot. Epically waiting, while flaunting my extra damage strength cap.
You don't like being a tauntbot. You don't like really being in charge of aggro at all. You say that's because its not needed, but when it is needed you denigrate it. You only want to draw aggro if it means the critters all run up to you and then you vaporize them. You still have this vision of the tanker as being just plain the most powerful thing on the board. The devs aren't going to give it to you, and no matter what they do to tankers they will eventually do something similar to everything else, putting you in the same position again. Although, its difficult to say these days if your position is to get tankers to be something that would be stupidly broken, or if your position is just to complain about the fact the devs haven't gotten around to making them stupidly broken. |
QFT.
Originally Posted by DarkImpact
I used to roll tanks fairly often and one of my few 50s is a WP/SS tanker. Nowadays when I want to roll a melee type with high survivability, I just can't justify picking tanker over brute. My latest obsession is my SJ/EA brute, and he's already a monster for both damage and survivability at level 39. You know what I'd get if EA/SJ was possible? A lot less damage, a few more hp, and the ability to softcap easier without relying on specific set bonuses.
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If you believe all of the things you seem to profess, why are you wasting your time with EA?
If Tanker-level survivability is available to everyone "at the endgame" freely and easily, then why are you not playing FA?
Otherwise you are simply playing EA "just cause", to use your own words.
If Tanker mitigation is so easy, free and cheap to come by and is basically the standard for any and all content - the clear choice is always FA and every other set is a complete waste of time. Except on Scrappers, they can play SD. (Arcana already covered this, but it made sense to say it again).
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And I wish you would stop saying this, since its totally made up. You act like there is this thing called "tankers" that CoH tankers stole the name for, but totally messed up. There aren't. Really, there are just melee fighters: things that focus on melee offense and have personal damage mitigation.
Tankers are things that focus on personal damage mitigation and control aggro. They are an MMO invention. To the extent that taunt doesn't really exist in comic book combat, Tankers don't. If you don't like or believe in the aggro management mechanism, play Scrappers. Or play Brutes if you prefer and don't take taunt. Tankers are there to control aggro. They are a playstyle option for people who do believe in the aggro control system, which is most players that play tankers. What I sometimes wonder is whether most people fully realize that you're not on a mission to *fix* tankers, but actually on a mission to *steal* tankers from the players that play tankers, just so you can repurpose the archetype for your own pleasure. We have *four* melee/defense archetypes in this game, when we have only two ranged/buff archetypes and only one of every other combination. Find the one that comes the closests your melee/defense preference. Don't tell the people that play the other options they don't deserve them. |
Nicely said Arcana.
Throwing darts at the board to see if something sticks.....
Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Originally Posted by PapaSlade
Rangle's right....this is fun.
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And I wish you would stop saying this, since its totally made up. You act like there is this thing called "tankers" that CoH tankers stole the name for, but totally messed up. There aren't. Really, there are just melee fighters: things that focus on melee offense and have personal damage mitigation.
Tankers are things that focus on personal damage mitigation and control aggro. They are an MMO invention. |
The Tanker doesn't "feel" like a comic book Tanker should. And frankly, this one really, really bothered me. Because our game is a comic book MMP. |
This ability really gets to the core of a comic book Tanker. He's extremely powerful - but at the start of a fight, he holds himself back some. As the battle progresses, he lets loose....I prefer this system to a power because this way it's inherent. It's simply the nature of the Archetype. |
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If you didn't keep scattering your crayons and construction paper, I wouldn't have to shoo you with my spreadsheets.
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Okay, say the scrapper and tank are both using an attack that deals 100 damage. The tank's damage scalar of .8 will make that 80 damage, while the scrapper' scalar of 1.125 will make his damage 112.5.
Multiply that by their respective damage caps and you have: Tank: 80 x 400% = 320 damage that attack will do at the cap, 384 with Bruising. Scrapper: 112.5 x 500% = 563 damage that attack will do at the cap. Fighting an enemy with 10,000 HP, it will take the tank 27 attacks to kill it if you count Bruising, while the scrapper needs only 18 (brutes need the same amount as scrappers at their damage cap). With that many attacks, odds are one of them will be a critical for the scrapper, reducing the effective number of attacks to 17. Now, for the survivability difference. A tank's HP cap is 3534, and their resistance cap is 90%. A scrapper's HP cap is 2409., and their resistance cap is 75% Now, if the enemy that both ATs are fighting deals 1,000 damage with each attack, the respective resistances will work out to the tank taking 100 points of damage with each hit, and the scrapper taking 250. Now, with the respective HP caps, it will take that enemy 36 hits to drop the tank, while the scrapper can only take 10 before it's dead. Why is that a big deal? Because the scrapper needs 17 attacks to win the fight, while the tank needs 27. The scrapper requires more hits to win than it can take, while the tank can take more hits than it needs to win. |
Well, Claws didn't run this for a brute, so I guess I will....
Okay, same assumptions as Claws made.
Brute damage scalar is .75, cap is 775 percent, so on a 100 point attack that's, uh, 581 damage.
Fighting an enemy with 10,000 hitpoints, the brute takes 18 attacks to defeat the baddy, darn near the scrapper, as Claws states.
Now for survivability: The brute hitpoint cap is 3212, and their resistance caps at 90 percent. With the same 1000 point shots, the baddy requires 33 hits to drop the brute.
Let's make a chart! (whee!)
Tanker: Dies in 36 attacks, Wins in 27.
Brute: Dies in 33 attacks, Wins in 18.
Scrapperies in 10 attacks, Loses.
Interesting. Both the Brute and the Tank win! But how convincing is this victory?
The Tanker has sustained 2700 points of damage when the bad guy drops, and has 853 hitpoints left.
The Brute has sustained 1800 points of damage, and has 1412 hitpoints left.
The brute can immediately engage a second such foe and will be able to hit it 15 times before defeat. The Big Bad wins the rematch with 1215 hitpoints remaining. That means the brute will come scary-close to beating TWO of them. (If you add in passive regen, it's nearly certain.)
The tanker launches into the rematch and can make 9 attacks before defeat. The Big Bad has 6544 hitpoints when it floors the Tanker. The Tanker will somewhat dent the second foe before defeat.
Meanwhile, the poor scrapper has been on the floor, muttering about the whole situation.
This illustrates what I mean about performance envelopes. Brutes simply have a HUGE range of performance. In my mind, other archetypes should have their performance likewise broadened, but in different ways.
Also, note for the record that I did not choose the parameters here. Yell at Claws if you don't like it.
You're right, I hate the very concept of aggro and how it's used to feed the Trinity concept.
One character standing in the middle of the fight, insulting everyone into attacking them while your teammates stand back and pick them off. And brother, do they ever line up to get picked off. That's not how a fight works. Not in comics. Not in a movie. Not in reality. It's a stupid mechanic that centers around AI being non-existent and from what I can tell, was championed 40 years ago by someone who made a PnP game who likely never threw a punch in their life. It's artificial, phoney and we can and have done better in modeling combat, superhero or otherwise, in realtime games. Does it hold no similarities to anything found in something approaching a comic book, cinematic or 'realistic' battle? Of course not. There are plenty of moments of someone taking the heat for a teammate, and I only have to look at the Justice League Unlimited episode 'Question Authority' to find an instance of Superman 'tanking' for Huntress and the Question. But as a core mechanic, the overused backbone of 99% of the combat in this game and the sole focus of Tankers? It's grossly simplified, idiotic and fake in my opinion. [insert tongue into cheek] Specifically, in Keyes, how ****ing stupid must Anti-Matter be to chase me for going "Unhh!" at him while people are messing with his reactors? Or follow anyone to the console when he knows that is exactly what we need to do to stop him? And why WOULD Siege or Nightstar run to the tennis courts when they can stay under the protection of the guard towers and run out the clock to victory by refusing to move? Do I hate helping my teammates by being a distraction? No. I hate that Tankers get screwed for doing that well, at the expense of better reflecting the Tankers in comics. And I hate that some ATs get more than they give back, take pride in running off on their own and being a-hats, solo better and don't hit a low ceiling when becoming an Incarnate. . |
[U][URL="http://boards.cityofheroes.com/showthread.php?t=251594"][/URL][/U]
Want to see an awesome and totally relevant flowchart?
http://www.buzzfeed.com/burnred/a-fl...-if-youre-281t Ta da! |
The upshot is that if someone says that you can't change their mind no matter what, stop wasting your time on them. :P
Also, I like the idea of raising damage caps in Incarnate content. Towards the end of Final Fantasy X you became able to pass the classic 9,999 damage cap - it was great at making you feel like your characters were *really* powerful. I doubt raising the damage caps in Incarnate content would have as dramatic an effect, but for me it'd be right up there with level shifts in terms of making the character feel cool.
's doesn't make things plural.
Have him raise up HP and Resists cap for Scrappers while he's at it...
JB, an oft touted definition of insanity is repeating the same action over and over again expecting different results. You may think you've changed tactics, but only in so much as to be less confrontational. Outside of that, it's been the same as always.
You keep quoting that old dev quote about "comic book tankers". There are no comic book tankers as the archetype system a convention of this MMO. Yes, they took inspiration from comic books, and placed labels over certain iconic characters inorder to develop the archetype system.
But MMOs are entire different from a comic book. A good writer can take a "scrapper" and write them out to appear more like a "tanker" for example.
As to that quote from way back when, it was brought up about given Tankers higher damage attacks, with longer activation times and longer recharge times.
Gecko shot it down, stating that the longer activation times across the board made for the gameplay to feel way too slow and had the problem of those with faster activating attacks getting their damage in before the longer animating attacks finally did their damage.
He also shot down the longer recharging, higher damage attacks basically sayting that nothing stopped the Tanker from still completing a extremely high damage attack chain, that (even back then on SOs and don't forget perma-hasten was possible pre-ED) with enough recharge, an attack chain would be repeatable to the point of there not being the need to have such long recharge times as a hinderance.
Because of those two possibilities, there would be nothing to differentiate Tankers from Scrappers except that Tankers would end up actually be either too close to Scrapper damage, or in other cases do more than Scrappers. While still having the Tanker higher stats.
And FYI, many of the player examples toted about for the requests above were using Spider-Man or Wolverine (mostly the latter) for Scrappers, and Colossus or the Thing for Tankers.
That still doesn't change the fact that this is a video game, with archetypes designed for particular function(s). And while you spout that the "holy trinity" is bad, this game never was really designed around the "holy trinity".
From early on, it was discovered you could have really any team make up complete most content and that those niche roles could be of use anywhere (not no where!).
Tanker's aren't designed to be "military tanks". Nor are they designed to be "tanks from comics" as there aren't any Tankers in comics. No superhero has a aura that forces the bad guys to turn and fight them. No superhero has a punch that makes the other bad guys ignore the other heroes nearby and only attack the one to just punched their buddy.
And every superhero has at one point in time or another taunted a bad guy by saying or doing something in order to throw the bad guy off their game, get under their skin, or gain their attention. It's just the basis of for the design for the power Taunt. How it works and why it does is the convention of the MMO.
Tankers in this game have been designed to be aggro magnets, taking punishment to help their teammates survive difficult situations, while lasting long enough to defeat their enemies.
I agree that there may be some inequity when it comes to the AT. But I don't tend to think in the terms that they need to somehow do more damage by a straight forward means. Instead, I think that there needs to be something done about the gameplay mechanics for how a Tanker is played in order to set them apart a bit more from the other melee ATs. Right now, gauntlet, aggro aurus, and taunt are available to Brutes and Tankers only do so slightly better. THATs the problem.
Not the Brute damage, or possibility if built just so, and buffed to the caps by whatever for however long, that Brutes can do things that Tanker's can or can't. It's that Tankers don't behave differently enough because the tools that were more unique to them have been replicated elsewhere with only slight differences.
Give the Tankers some new tools is the answer. If those tools allow them to do some more damage, great. If they give them more melee control, great. Either way, the AT will play differently from the other melee ATs and hopefully, that will appeal to players.
With each point there could be a brief reason stated. It's one thing listing what people want but it's largely sterile without why people want it.
If it weren't for Hyperstrike sharing something similar to my views you would of missed my point which makes me wonder how many other points were missed.
@Deut_Otiosis, I didn't read anything you had to say since my last reply to you. It would of been a complete waste of my time.
Johnny Butane can have any viewpoint he likes, I could of earned thousands in the collective time people have spent trying to change it.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
One character standing in the middle of the fight, insulting everyone into attacking them while your teammates stand back and pick them off. And brother, do they ever line up to get picked off.
That's not how a fight works.
Not in comics. Not in a movie. Not in reality.
It's a stupid mechanic that centers around AI being non-existent and from what I can tell, was championed 40 years ago by someone who made a PnP game who likely never threw a punch in their life.
It's artificial, phoney and we can and have done better in modeling combat, superhero or otherwise, in realtime games.
Does it hold no similarities to anything found in something approaching a comic book, cinematic or 'realistic' battle? Of course not. There are plenty of moments of someone taking the heat for a teammate, and I only have to look at the Justice League Unlimited episode 'Question Authority' to find an instance of Superman 'tanking' for Huntress and the Question.
But as a core mechanic, the overused backbone of 99% of the combat in this game and the sole focus of Tankers? It's grossly simplified, idiotic and fake in my opinion.
[insert tongue into cheek]
Specifically, in Keyes, how ****ing stupid must Anti-Matter be to chase me for going "Unhh!" at him while people are messing with his reactors? Or follow anyone to the console when he knows that is exactly what we need to do to stop him?
And why WOULD Siege or Nightstar run to the tennis courts when they can stay under the protection of the guard towers and run out the clock to victory by refusing to move?
Do I hate helping my teammates by being a distraction? No. I hate that Tankers get screwed for doing that well, at the expense of better reflecting the Tankers in comics. And I hate that some ATs get more than they give back, take pride in running off on their own and being a-hats, solo better and don't hit a low ceiling when becoming an Incarnate.
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