Originally Posted by Oedipus_Tex
![]() I think Tankers APPs should have included ally/team buffs and the AT should be decent third-hand force multipliers.
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Originally Posted by Oedipus_Tex
![]() I think Tankers APPs should have included ally/team buffs and the AT should be decent third-hand force multipliers.
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The problem is the Brute can take over the Tanker's role and there isn't anything the Tanker can do about it.
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I like the idea but not the direct implementation of them casting buffs. It'd be nice if they had an aura that either redirected damage to themselves (perhaps not doable) or gave those close-by additional resistance (definitely doable). Then when you are close to the Tank, you are safe
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I'm of the idea that this thread is about what people "wish" rather than "need". If a Dev decides on staying put then that's that, no point getting into a heated argument over it.
I respect a Controller can be superfluous at times casting powers unnecessarily because a Dominator has just made the situation even more controlled with something harder. I as a controller cast mass confuse at the sametime as a dominator casts glacier but atleast a Controller has back up and uses a secondary which will do what a Dominator can't. Masterminds still do awesome damage and extra buffs or debuffs don't go to too much waste.
Tankers on a single target, the toughest target, an AV, their ability to perform their role can be compromised and yet they're really not doing anything else that Brutes don't do better and a Scrapper would be better at doing damage in the Tankers place as far as things are concerned.
Maybe Tankers taunt should be increased, I mean why not, what harm could that do? Decreasing Widow, Scrapper or Brutes taunt = Harm so I am not advocating that but increasing Tankers I could live with, although autowinlike. It's only really with AVs I could end up thinking I should of brought my scrapper let alone brute.
I like the idea but not the direct implementation of them casting buffs. It'd be nice if they had an aura that either redirected damage to themselves (perhaps not doable) or gave those close-by additional resistance (definitely doable). Then when you are close to the Tank, you are safe
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Okay.
Leaving aside for a moment any talk of soloing GM's as a useful metric (and in the spirit of trying to keep things constructive); how much agreement is there on the following two suggestions:
- Increasing the Tanker damage cap to be slightly lower than the brute damage cap (thereby enabling, with an arbitrary number of buffs, both Brutes and Tanks to have similar defensive and offensive numbers, but Tanks to have slightly more HP and Brutes slightly more damage); I believe Johnny suggested 440% as a round figure (I haven't checked the maths myself)
- Slightly increase threat generation modifiers for Tanks to at the very least compensate for Brute higher damage (I'll leave discussion as to whether it should be equal or higher for another time).
I don't see either of these as especially game-breaking.
Quite honestly, the points raised on this thread only seem relevant in a very narrow category of cases anyway; namely, large, buff-heavy teams.
Thoughts?
more damage); I believe Johnny suggested 440% as a round figure (I haven't checked the maths myself)
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how much agreement is there on the following two suggestions: |
How about instead of trying to appease one person on a 4+ year crusade to get an Archetype he doesn't play, nor like even the concept of, changed... why don't we just let this whole thing die for the 50th time that JB has dragged it up.
Hi All,
I've been reading this thread with interest and based on what I've seen I tend to side with Johnny Butane.
The reason is that people keep putting forward the argument that, "because Tankers have a damage secondary they aren't meant to deal alot of damage", now this is a fair point. However these same poeple appear to have no issue with ATs with a defence secondary getting close to Tank survivability.
So my question is "Where is the justification for Brutes and to a lesser degree Scrappers being able to deal alot of damage while being able to attain very good survivability while a Tank isn't allowed to build for damage?"
Aren't these simply similar AT's coming from opposite positions, building to cover their shortcomings and thus becoming more efficient?
Hi All,
I've been reading this thread with interest and based on what I've seen I tend to side with Johnny Butane. The reason is that people keep putting forward the argument that, "because Tankers have a damage secondary they aren't meant to deal alot of damage", now this is a fair point. However these same poeple appear to have no issue with ATs with a defence secondary getting close to Tank survivability. So my question is "Where is the justification for Brutes and to a lesser degree Scrappers being able to deal alot of damage while being able to attain very good survivability while a Tank isn't allowed to build for damage?" Aren't these simply similar AT's coming from opposite positions, building to cover their shortcomings and thus becoming more efficient? |
The reason is that people keep putting forward the argument that, "because Tankers have a damage secondary they aren't meant to deal alot of damage"
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So my question is "Where is the justification for Brutes and to a lesser degree Scrappers being able to deal alot of damage while being able to attain very good survivability while a Tank isn't allowed to build for damage?"
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So can the scrapper, the defender, the dominator, the corruptor, the mastermind and-
This is about how tanks don't have a unique role, right? |
Maybe Tankers taunt should be increased, I mean why not, what harm could that do? Decreasing Widow, Scrapper or Brutes taunt = Harm so I am not advocating that but increasing Tankers I could live with, although autowinlike. It's only really with AVs I could end up thinking I should of brought my scrapper let alone brute.
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Just wanted to point out that I finally got around to making the consolidated Tanker suggestion thread. Feel free to check it out at your leisure. I'm trying to get it stickied and also get permanent edit rights to it.
I had a nice reply typed out earlier and the forum going down ate it... Grr, okay, let's try this again.
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That's how they're designed, or more acurately, that's what may be intended. In practice, however, that's not how things work out. The AoE effect of Gauntlet is extremely weak. Let me explain: Threat = ThreatMultiplier * Damage * (TauntRemaining * 1000) * ((Debuffs and AI Preferences here)) Let's drop debuffs and AI Preferences, since they're the same for both ATs. So the variables we're left with are: Threat = ThreatMultiplier * Damage * (TauntRemaining * 1000) * (...) Where am I going with this? Taunt effects, in and of themselves, are 1 damage attacks. So, if I have 40s of taunt on a target, a gauntlet effect would be worth 160,000 threat. Suppose a Tanker attacks every 1s for 10s. That'd be a total of 1,600,000 threat from Gauntlet. (Technically, it would be less, since every second would reduce the TauntRemaining, but I'm being really simple here.) With equivalent TauntRemaining, it would take just 10 damage to equal Gauntlet's AoE threat. As you say, a Brute only has Gauntlet-lite... but I sure as hell bet their AoEs deal more than an additional 10 dmg over a Tanker every 10s. |
Hi All,
So my question is "Where is the justification for Brutes and to a lesser degree Scrappers being able to deal alot of damage while being able to attain very good survivability while a Tank isn't allowed to build for damage?" |
As often as people in this thread have thrown around that Brutes/Scrappers are effectively just as tough as Tankers because they still never die, it simply isn't true. It's not true at lower levels, and it's not true at the highest levels like Incarnate trials.
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The same cannot be said for tanking; there is a much smaller niche for tanking. Once someone is tanking, you don't need someone else performing it. A Tanker who wants to tank and is doing everything they can (solid build, good attack chain, utilizing Taunt) can have their threat surpassed by a Brute.
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FWIW I think increasing any ATs damage level should be taken with a huge degree of caution, because those changes push ATs closer together inside the same swimlane where one was originally judged inferior to the other, without accounting for the fact that it was the existence of the swimlane itself that produced the issue. I think the best long term solution is to look for ways to make the ATs no longer directly compare to each other. Otherwise as the game changes and new content is added or revised, the two ATs will simply continue to trade positions on the same 2-d scale.
In the case of aggro management specifically, it doesn't matter to me whether Brutes or Tankers are better at it. What mainly matters is that the wrong person doesn't take aggro, and both of these ATs are able to fulfill that function. If Brutes were struggling to pull aggro from Blasters or Controllers I think there would be a better case for aggro management as a major point in favor of Tankers. But these ATs' abilities to pull aggro from each other is IMO not relevant to AT balance.
You are NOT competing with your melee teammates for aggro. They are meant to share it with you.
This is the entire problem with the mindset of people crying for more aggro/threat generation. Scrappers and Brutes were given taunt powers in their secondary sets. Brutes effectiveness depends in part on them being attacked. Brutes have Poke-voke. Brutes are LISTED IN THE TANK CATEGORY at AT creation. Get the message? They are fully intended to share part of the aggro. As Tanker, you are not the sole focus. The spot light is not on you. The other melee ATs were intended to shoulder some of the burden. How much ultimately doesn't matter as long as they can. If they can't, they will face plant and then you get to grab up whatever you want. You shouldn't care if an enemy is not attacking the squishies because he's trained on you or because he's attacking the Brute next to you. If they are Taunting enemies onto themselves, that's their prerogative. Stop being a control freak. If you must have the final say in everyone attacking you, roll a Brute if they're trumping Tankers. . |
�If we would come together and be great role models, it would be amazing to see how the next generation turns out.� |
I think tankers need buff. They got more HP and higher resist and defence (both semi useless in teams becuase there are buff that pretty much cap a broot anyway) .
They got tenderizing which is good but only balances the fact your forced to take a useless attack.
They got Aoe Gauntlet, good except every broot and their mom got AOE up every hole in their body, and so in that sense, every broot also has an aoe taunt.
So basically in a team setting all they have is a higher hp cap. I guess that's good in the event of avoiding 2-shots but I don't think it's worth giving up 100+% damage for.
However...
I still would like to see the aggro cap increased (for Tankers only). |
This is why a decent amount of posters in this thread have said that they don't think that increasing the Tanker Damage cap by 100% would break the AT.
I also think that a fair number of people here agree that Brutes are probably out of whack, but we've been conditioned to believe that calling for a nerf on another AT is taboo, so we don't say that. The numbers run show that Scrappers aren't a problem. Sure, they can do more damage, but aren't nearly as tough as Tankers even at the caps. Brutes, however, are. Why the devs decided to give them Tanker resistance caps is beyond me (I think they would have been fine at 80%); likewise with their gauntlet-lite. However, taking a broken AT, and making other ATs just as broken as it, is not necessarily the way to go. Then there are people who LIKE the role of the current Tankers, and want to have more of that role, and want to have Tankers shine at it more than they currently do. So there are basically three schools of thought that you see in a thread like this: 1) Tankers are fine, it's Brutes that are the problem. 2) Brutes are fine, Tankers need more damage (or damage potential). 3) Brutes are fine, Tankers need to be more Tankerish. None of these viewpoints is inherently wrong, and should be discussed. |
There is nothing to justify, they never attain Tanker level mitigation.
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Actually, 13.3dps (modifier). In this simplified analysis, the brute must deal 13.3dps more than the tanker *and* 1.33x tanker damage on top of that with AoEs large enough to encompass most of the targets the tanker is affecting nearby the tanker. That's actually not trivial. The breakeven point when comparing identical AoE attacks is about 40dps or so (for the tanker, or 67 dps for the brute), and that's not easy to generate with just large area of effect attacks. I don't think that is within the reach of most tanker secondaries or brute primaries short of very high recharge builds.
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You have to be careful with this "only buff" mentality, it's not sustainable.
The reason I'm not worried about the "HARM" effect of lowering Brute/Scrapper taunt durations (note that auras/Gauntlet/Gaunlet-lite and Taunt/Confront use different tables) is that the only thing they really compete with is each other. A 7.5s taunt effect is generating a 7,500x multiplier in addition to threat for just applying that taunt. Further, since the equation uses (Longest)TauntRemaining, someone using Taunt is already overriding the duration of auras/Gauntlet/Gauntlet-lite. Also, if you want a Tanker to generate an equal amount of threat to a Brute, their taunt durations would need to be X% longer than they are now: Brute as 60% Fury: 51.44% Brute at 80% Fury: 70.67% Brute & Tanker Damage Capped: 81.64% That range would place Tanker Taunt in the 62 to 74 sec duration base (current is 41s). On the other hand, that would place Brute Taunt in the 27 to 22.6 sec range. For comparison, Scrapper Confront is 21.3 sec, and I know you've tanked on a Scrapper (ThreatMod 3 instead of 4) with that. |
I didn't mean that there was. I'm not a number grinder but there appears to be greater disparity between the damage of a Tank and Brute than there is between their survivabilty.
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