So I got a PM from Synapse about buffing Tankers


Acemace

 

Posted

about the 16 mob cap thing. I would like to know why it is 16 mobs when there are more than 16 mobs crammed into a tiny area for 8 man teams anyway. I can pull some of them, but inevitably, more than my aggro cap comes and eats up my team.

to the guy posting earlier saying we are whiny brute haters, id say from looking at these posts that no, we really arent. what i am seeing people ask for is more hp and more defense to define our role in a game that has ever-narrowing gaps in defense between the AT's.

Everyone can softcap. Tankers need to be able to do more defense wise than just "soft cap more cheaply."


SchroedingerCat

 

Posted

Quote:
Originally Posted by TheBruteSquad View Post
How did they 'Raise' scrappers and brutes? Scrapper damage and toughness hasn't changed in years, outside specific sets, and brute damage was reduced.

On SO's there's NO comparison between tanker toughness and brute/scrapper toughness. I've got a level 19 inv tanker I'm tinkering with at the moment and his smash lethal resistance on DOs surpasses most brute sets running toughness on SOs at level 50 (all but inv and elec).

If it weren't for IO defensive bonuses there still would be no question in roles. An SR tanker softcaps on SOs. An SR brute on SOs gets his teeth kicked in trying to tank with his mid 30% defenses. You can't really count outside buffs in this kind of comparison, as they turn any AT into an invincible juggernaut that make both Brute and Tanker a waste of a team slot.

The largest problem with Tankers vs the world these days isn't that the other ATs have been buffed to make them obsolete.

It's the abundance of defense bonuses in IO sets, and even support power sets, being bad game design.
I'll grant that my choice of words was misleading and I'll edit my post accordingly. But what I meant is this (ignore the approximate math, I'm trying to make a point) : if Scrappers and Brutes are 75% as resistant and equally agile as Tankers, hold the same aggro and kill those 16 mobs twice as fast (at the very very least), then they are not balanced. Moreso when the latest round of gimmicks made the 25% or so higher survivability of Tankers utterly MOOT.

I'll agree that the defense mechanics are broken in CoX, but we all know that they won't and can't fix them. But they CAN try to make Tankers better at what their intended role IS the way they did with Brutes by evening the Fury buildup (which on average made running it easier) or proliferating AoE-intensive sets like Elec Melee to Scrappers (whose higher damage cap make far more efficient on such a set than any Tanker)


 

Posted

Quote:
Originally Posted by TheBruteSquad View Post
While I agree with stronger taunt effects on Tankers (see my earlier post in this very thread), this is a faulty example of why it needs to be done.

Being a Tanker doesn't automatically make you run to the far side of an AV to put its back to the team. That's a player thing, not an AT thing. A Tanker could just as easily decide to stay team side. In fact most I've played with do.

Plus the team could move behind the AV as easily as the brute or tanker could. If your hypothetical team wiped because the brute stole aggro they have nobody to blame but themselves.

Also if the Tanker is using Taunt and the Brute isn't the brute won't steal aggro. He just won't. In my experience, anyways. Even on a BAF a Taunt will get Siege or Nightstar to turn to me the instant I hit taunt, no matter what that SS/Fire brute was doing to them. I've never seen it not in dozens of runs - it's how I stop people with two rings who refuse to hop away from getting the team sequestered. Once again if the Brute was using taunt and turning the AV towards the team that's a player problem.
It's not a faulty example, when you log into a tanker you are logging into a role. Different people will use various expected flexibilities which is what you are saying. There were flexibilities I enjoyed as a Tank before Brutes came along, I avoided teaming with other Tanks who could take those scotch the things that gave my role purpose but no more than one Tank is needed anyway. Now Brutes can too, doesn't matter what people say, they're not as durable, and depending on the player they can be counterproductive in places, sacrificing the survivability and damage of the entire team almost for their damage.

I'm making no bones about it, no concessions, when I log into a Tanker I expect to use the flexibilities I am accustomed too or simply be just as well logging into a scrapper as far as all things are concerned. On the one hand you have people preferring Brutes instead of a Tank because of what their 6 corrupters can make them into and on the other hand Tankers like me who if, can't see to it that their role is done will prefer to play another role in the team. Its a waste of space having a Tanker who doesn't get to fulfil their roles. All tankers should be able to tank on their terms, terms that would be there had the brute not got everybody else killed.

My opinion is to me of equal worth as the opinion of those people who when blasting/debuffing several tight mobs don't appreciate Mr Handclap 2011 and his 6 slotted KB set.


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.

 

Posted

The only real problem with Tankers in general (I don't play them enough to comment on all the individual power sets) is that Brutes are usually "good enough" at tanking while packing more damage. Tankers hold aggro better than Brutes and are harder to kill, but if a team is AoEing spawns down to small clumps of bosses in a few seconds then all the "tank" really needs to do is survive an alpha and then distract a couple of bosses... Brutes can do that just fine. There just aren't that many times where you need the full survivability of a Tanker, or the full aggro management capability... mainly just on small teams running at x8 against purples with few buffs, which is pretty much limited to unusually ambitious PUGs.


Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name

[u]Arcs[u]
The Scavenger Hunt: 187076
The Instant Lair Delivery Service: 206636

 

Posted

Quote:
Originally Posted by StrykerX View Post
The only real problem with Tankers in general (I don't play them enough to comment on all the individual power sets) is that Brutes are usually "good enough" at tanking while packing more damage. Tankers hold aggro better than Brutes and are harder to kill, but if a team is AoEing spawns down to small clumps of bosses in a few seconds then all the "tank" really needs to do is survive an alpha and then distract a couple of bosses... Brutes can do that just fine. There just aren't that many times where you need the full survivability of a Tanker, or the full aggro management capability... mainly just on small teams running at x8 against purples with few buffs, which is pretty much limited to unusually ambitious PUGs.
That's a problem with the game, not the Tanker.

What I'd like to see? A -Damage penalty on targets under the effect of Taunt or Gauntlet. That way you're preventing damage to the team regardless of what else is going on. It's unique, it's thematic, and it's desirable at all levels of play (except a few cheaty incarnate trial powers than ignore resistance). It would even bolster up the resistance based sets.


Weight training: Because you'll never hear someone lament "If only I were weaker, I could have saved them."

 

Posted

Quote:
Originally Posted by TheBruteSquad View Post
What I'd like to see? A -Damage penalty on targets under the effect of Taunt or Gauntlet.
If that ever happens, it would have to be a minor debuff through Gauntlet (because different applications of Gauntlet via different attack powers stack) or a major debuff through Taunt. Kludgy ... but theoretically possible (note, I'm not endorsing this approach, just analyzing it).


It's the end. But the moment has been prepared for ...

 

Posted

I'd give Tankers a mix of the old Blaster defiance, along with a version of Defender's Vigilance, but tailored to add damage buff instead. So you're starting to take damage? Your damage increases. Your friends are dying? Your damage increases. Both of the above? Damage buffs ahoy!

Thus, Tanker damage cap would have to be raised.

(half in jest, half serious)


Ideon's Paragonwiki page
Member of Paragon/Rogue Knights
Arc: 60092 - Supa Rumble in the Park
"Keep living the dream, and never let any jerk tell you what to do."
-- High-Roller

 

Posted

Quote:
Originally Posted by DreadShinobi View Post
The thing for me is that anything a Tanker can do, a Brute or Scrapper can do pretty much equally well while dealing significantly more damage at the same time. However the thing is this isn't specifically a problem with the tanker class, more its a subtle issue with the game itself in that the survivability of a tank is never needed over that of a Brute or Scrapper because of how combat mechanics in this game as well as the in general very low difficulty of all content. Anything that needs to be "tanked" in this game can have its aggro held by a Brute or Scrapper and they can equally sustain any damage as well as a tank assuming both are built equally well.
This. The game needs to be harder or the way aggro is generated changed so it is much much harder for a brute or scrapper to hold aggro compared to a tanker. In clutch situations where something needs to be "tanked" nothing should compare to have a pure tanker on the team.


Paragonian Knights
Justice Company

 

Posted

1) I would fix the disparity between Tanker Taunt Auras. SR and WP need to be much better than they are.

2) I would raise the resistance on Fire Armor slightly so that it is a little more durable and not so heavily reliant on tough

3) I would raise the defense values on tanks so that they can reach a defense of 60 easier to make them better on the Incarnate trials.

4) I would reduce the end costs of some toggles because I think that tanks end management is their bigger issue

5) I would increase the number of targets that taunt auto hits from 5 to probably 8-10

6) I would fix energy melee for tanks only. I totally understand why they did what they did with stalkers and scrappers getting it.. but it seriously affected tanks.

I dont think Tanks need more damage. I think their damage is just fine.


The hard things I can do--- The impossible just take a little bit longer.

If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-

 

Posted

Quote:
Originally Posted by SchroedingerCat View Post
about the 16 mob cap thing. I would like to know why it is 16 mobs when there are more than 16 mobs crammed into a tiny area for 8 man teams anyway. I can pull some of them, but inevitably, more than my aggro cap comes and eats up my team.
I understand the desire to be the sole protector of the team, but the other players need something to do too. A Controller can lock the other enemies down, or a Defender can debuff them, another Tank can get their aggro, etc.


 

Posted

Quote:
Originally Posted by New Dawn View Post
I'm making no bones about it, no concessions, when I log into a Tanker I expect to use the flexibilities I am accustomed too or simply be just as well logging into a scrapper as far as all things are concerned. On the one hand you have people preferring Brutes instead of a Tank because of what their 6 corrupters can make them into and on the other hand Tankers like me who if, can't see to it that their role is done will prefer to play another role in the team. Its a waste of space having a Tanker who doesn't get to fulfil their roles. All tankers should be able to tank on their terms, terms that would be there had the brute not got everybody else killed.
Stop saying Brutes cause team wipes because they're bad at tanking, that never happens from my experience. You're not the glue holding the team together when you play your Tank. Team wipes shouldn't happen against regular mobs, especially with a Brute and a Tank on the team. The same against AV's, an AV isn't going to one shot 6 teamates with a cone. Even if they get hit with cones, it's just as much as their responsibility to move out of the way.

It just seems like you don't like playing a Tank with another taunter on the team because you can't play how you want to play.


[U][URL="http://boards.cityofheroes.com/showthread.php?t=251594"][/URL][/U]

 

Posted

Quote:
Originally Posted by Vox Populi View Post
I understand the desire to be the sole protector of the team, but the other players need something to do too. A Controller can lock the other enemies down, or a Defender can debuff them, another Tank can get their aggro, etc.
Um....

Pet classes.

As I understand it (I may be wrong) each entity in play has their own aggro list.

A tanker stops getting attention at 16. (17? Heck, I dunno.)

A master mind can keep the aggro of 96. (!) Controllers can manage 48, easy. Veats, etc, etc.

That's a bit...off.

I say raise tanker aggro cap to the mid-thirties. It'd help.

Also the cheatiness is irritating. Unresistable damage on a percentage basis my ***...

I don't play a tanker to be just as dainty as a freakin' controller, and if you're forcing me to be so, then I want the God-mode of long-range stacking buff/debuff that controllers get, too.


 

Posted

While I've hesitated to jump into this very old argument that's been rehashed, oh so many times, I'd like to throw out a few ideas.

1.) At low levels, just like we've got an accuracy boost that diminishes till we hit a certain level (level 20 I believe), I'd like to see tanks get a +dmg that slowly fades in the same manner.

2.) Make bruising stack from other tanks. I'm not talking huge numbers, I'm talking small numbers. Right now you get 20% -res. Make it so that you can stack the -res from more bruising up to 30%, or maybe 40%.

3.) Stop Gauntlet from affecting to hit rolls! Any time we miss because of gauntlet injecting it's self into the hit rolls, it lowers tank dps.

That's pretty much it. (Although I do like the idea of tanks having a way to resist the un-resistable damage in the itrials, even if it's not by a large amount.)


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!
Quote:
Originally Posted by PapaSlade
Rangle's right....this is fun.

 

Posted

Quote:
Originally Posted by New Dawn View Post
Team wipe.

You've heard of cones and aoes yes? People queued up the same side as the Brute who doesn't think like a tank and turn the AVs backs to the bulk of a team
Just so you understand, "Brutes" are an archetype in a game "Brutes" are not human beings who think a certain way.

On any character that can hold aggro I always turn the AVs around, on any character (including my squishies) where I break the spawn and will have mob attention I do this as well.

This is nothing intrinsic to "Tankers".


Quote:
Originally Posted by New Dawn View Post
nor does he think of giving people adequate range, a bit like forcing everyone into a phone box to attack Dreck.
This is more of the same, its a pointless point that has nothing to do with the mechanics of an AT.


What you are asking for is your Tanker to have the auto-win ability to fix this for other players who are clearly playing badly. I don't believe in auto-win powers or gaming where one AT can fix any and all situations to make everything safe.

That makes for a bad, boring game.

Not wiping is a team responsibility, no one AT should be a dedicated baby sitter.


Quote:
Originally Posted by New Dawn View Post
I don't want stoopid broot killing off stoopid team. I would feel like its pointless even playing the tanker in such a situation.
How would a bad tanker apply in this situation?

I see 'stoopid' tankers all the time.

Should your Tanker have an ability to prevent them from being stupid as well?


Quote:
Originally Posted by New Dawn View Post
You could play a tanker, and I could play a brute, we could have 1 defender and 5 blappers and go face an AV, I'd get the team wiped for ya and then ya can sort of tell me what the point of you playing the tanker was.
No, I'd tell you you were a terrible player and then 1 star you with a note never to group with you again.

I also think your situation exists outside of reality, at least reality as I have experienced it for all of my time gaming in CoH.

I have never seen what you describe with the exception of the UGT - and that has a lot less to do with Tankers vs. Brutes than players simply not getting it.

And lastly, if i was the Tanker in that situation you would need to make a dedicated effort to literally use taunt repeatedly to get mob attention away from me, unless we had some taunt aura imbalance between us where you are an SD brute and I am a WP or SR Tanker.



Quote:
Originally Posted by New Dawn View Post
It's not a faulty example, when you log into a tanker you are logging into a role.
The fault is with that logic.

The role that Tankers have is shared amongst several ATs. The devs have specifically labeled these ATs in the new character creation process.

People who are dedicated to Tankers, seem to have the notion that only the Tanker should capable of fulfilling that role in each and every situation where it presents itself.


The Tanker's specialty is mitigation, they also get extra tools for generating AoE aggro.


What you seem to want is Tankers alone being able to function in this capacity, which is a "holy trinity" gaming mindset.

Do you also believe in "healers" that you must have for your teams and TFs?



Quote:
Originally Posted by New Dawn View Post
Different people will use various expected flexibilities which is what you are saying. There were flexibilities I enjoyed as a Tank before Brutes came along, I avoided teaming with other Tanks who could take those scotch the things that gave my role purpose but no more than one Tank is needed anyway. Now Brutes can too, doesn't matter what people say, they're not as durable, and depending on the player they can be counterproductive in places, sacrificing the survivability and damage of the entire team almost for their damage.
1) You're right, they're not as durable. I'm in agreement.

2) Trials have made a concerted effort to create space for multiple aggro holders, regardless of their AT.

3) If that's not enough for you, it really leads me to believe you are of the holy trinity gaming mindset. Being the sole, lead tanker is a primadonna mindset where your character only has purpose if you are able to fulfill your role without any interference of any kind from any other player - is this what you are asking for?


 

Posted

Still reading the thread but wanted to throw my hat into the mix

Why is it wrong to think of Tankers as slow and 'weak' (offensively)? I sort of embraced that idea when I made my 2 tankers, a SD/DM and Inv/KM. That is, they aren't *literally* slow and weak, but conceptually they kind of are. Literally, they're just easy.

When I make one, in most cases of an average size spawn (somewhere between the +1/x6 and +3/x3 settings) there is usually no danger of death from a single encounter. Even in larger encounters (or encounters combined with other encounters), there's usually no struggle not to die if you know how to build right. Only in extreme cases vs specialized foes (or foes that exploit a weakness in your armor) do you face the thread of being defeated.

I can't really say what would fix Tankers or what their problems really are. I can only say, I like my Tanks because they're easy. When I play my Scrappers, I have to try to stay alive (or go the extra mile to make diffuse that issue) and on Brutes, it's the same. I can be killed unless I focus on making them survivable.

So I'll turn around the interrogation and ask some other questions about Tanker concepts:

-Do you feel Tankers are 'easy'? If so, in what ways?

-What ways would you consider a Tanker 'hard'? Do they counter balance any of the 'easy' aspects at all?

-Would any buffs you're looking to gain make being a Tanker 'easier'? Or perhaps have negative counters to try to keep the AT's difficulty balanced.


Just to answer some of my own questions:
-Yes, I think Tankers are easy. To tank, they take a very straight forward approach. Just hit things and get hit. Tanking defenders, MMs, controllers and the like aren't as simple and take more management.

-The only thing I'd consider hard about a Tanker is defeating lots of weaker foes with few AoEs or harder fewer foes AoE-centric sets. Their ease of use vs difficulty defeating foes...can't really say..

-Well, if Tankers got any buffs, making them 'easier' versions of their counterparts would be something...I'd say, if a Scrapper or Brute is trying to tank, it should be inherently difficult for them without focused effort while a Tanker should be able to do it in his sleep.

Range is something that might be adjustable without literally improving or nerfing the stats of an AT. Why not do something like limit Brute dmg and taunt auras to 8ft, Scrappers to 6ft and boost Tanker's to 15ft? Just a thought...


 

Posted

Quote:
Originally Posted by Leo_G View Post
Still reading the thread but wanted to throw my hat into the mix

Why is it wrong to think of Tankers as slow and 'weak' (offensively)? I sort of embraced that idea when I made my 2 tankers, a SD/DM and Inv/KM. That is, they aren't *literally* slow and weak, but conceptually they kind of are. Literally, they're just easy.

When I make one, in most cases of an average size spawn (somewhere between the +1/x6 and +3/x3 settings) there is usually no danger of death from a single encounter. Even in larger encounters (or encounters combined with other encounters), there's usually no struggle not to die if you know how to build right. Only in extreme cases vs specialized foes (or foes that exploit a weakness in your armor) do you face the thread of being defeated.

I can't really say what would fix Tankers or what their problems really are. I can only say, I like my Tanks because they're easy. When I play my Scrappers, I have to try to stay alive (or go the extra mile to make diffuse that issue) and on Brutes, it's the same. I can be killed unless I focus on making them survivable.

So I'll turn around the interrogation and ask some other questions about Tanker concepts:

-Do you feel Tankers are 'easy'? If so, in what ways?

-What ways would you consider a Tanker 'hard'? Do they counter balance any of the 'easy' aspects at all?

-Would any buffs you're looking to gain make being a Tanker 'easier'? Or perhaps have negative counters to try to keep the AT's difficulty balanced.


Just to answer some of my own questions:
-Yes, I think Tankers are easy. To tank, they take a very straight forward approach. Just hit things and get hit. Tanking defenders, MMs, controllers and the like aren't as simple and take more management.

-The only thing I'd consider hard about a Tanker is defeating lots of weaker foes with few AoEs or harder fewer foes AoE-centric sets. Their ease of use vs difficulty defeating foes...can't really say..

-Well, if Tankers got any buffs, making them 'easier' versions of their counterparts would be something...I'd say, if a Scrapper or Brute is trying to tank, it should be inherently difficult for them without focused effort while a Tanker should be able to do it in his sleep.

Range is something that might be adjustable without literally improving or nerfing the stats of an AT. Why not do something like limit Brute dmg and taunt auras to 8ft, Scrappers to 6ft and boost Tanker's to 15ft? Just a thought...
i think the range limit idea is interesting, but the problem is there are encounters where you need to be able to taunt things outside of that range. flying stuff comes to mind specifically.


SchroedingerCat

 

Posted

My mostly unjustified wishlist for Tankers :

Aggro cap : 17 for everyone else, 25-30 for tankers.

[[Res cap : 90 for brutes, 95 for tankers.

Defense floor : 5% for everyone else, 2.5% for tankers.

Base HP 1967 vs. 1874. 5% buff. ]] *

*Pick any one along with the aggro cap boost

And while we're at it?

Damage cap : 400% vs. the current 300%


 

Posted

Most of the "problem with Tankers" posts I've seen seem to rather tie into the late / end game where everyone ends up being buffed and / or well built with IOs and / or Incarnated to the point where, really, no matter what the team make up, things will die quickly, and anyone with a taunt can manage agro of the single hard target that needs to be controlled thus.

Personally, I think that's rather a wash, and not how Tankers should be viewed. Is it a data point? Sure, but not the only one and certainly not significant in comparison to the rest of the game.

What needs to be looked at is how the AT operates at it's core, and at that core, does it fulfill it's design intent well? Does it underperform in certain game metrics compared to other ATs in PvE significantly enough in one or more areas that change is needed to address this?

Which is in part why Bruising came about. Early levels of game play had Tankers taking a little too long to defeat mobs.

The poster above that stated Guantlet should no longer affect to-hit rolls is spot on. That needs to be addressed as well. It affects Tankers at all levels of the game.

And speaking of Guantlet, I think that the one major problem is that every other AT has an inherent that provides a quite visible impact on how that AT operates, both while solo and on teams. Well, Vigilence is a close third, and I'd say that Defiance is a second, if not first (blasters need to be looked at next after the Stalker changes are tested imop).

The fact that Tanker Guantlet, grabs the agro of 5 mobs vs. the 1 mob of Brute guantlet is something that's over looked by the majority of players in the game. I've spoken to quite a few newer people in the game that had no idea that Tankers had that type of effect (I was teaching them how to tanker on a lower level team). It really doesn't make much of an impact solo, and is practically insignificant on the high end of the game. It's the in-between, in normal game play, with normal builds where it can be useful, but just barely above what Brutes can provide.

If nothing else, give Tankers that 4 mob edge in the agro cap, to make it 20, Brutes and Scrappers can still remain at 16.

But something else needs to be done that will help Tankers stand out a bit more, and have more of an impact while both soloing and teaming.


 

Posted

Quote:
Originally Posted by Rangle M. Down View Post
While I've hesitated to jump into this very old argument that's been rehashed, oh so many times, I'd like to throw out a few ideas.

3.) Stop Gauntlet from affecting to hit rolls! Any time we miss because of gauntlet injecting it's self into the hit rolls, it lowers tank dps.

That's pretty much it. (Although I do like the idea of tanks having a way to resist the un-resistable damage in the itrials, even if it's not by a large amount.)
Isn't this a myth?


 

Posted

Take a look at the thread linked in my sig. and look at the testing I did. You tell me if it's myth or not, and/or tell me where my testing was flawed. As far as I can tell from the testing I've done, Gauntlet is inserting itself into the "to hit" rolls.


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!
Quote:
Originally Posted by PapaSlade
Rangle's right....this is fun.

 

Posted

I would never say a Tanker is not useful on a team.

I would say a *second* Tanker is not useful on a team. And I wouldn't say that about any other AT.

When you trade out melee for more squishies, you get more damage multipliers and more mitigation done because of the synergy of the buff/debuffs/mezzes.

When you trade out squishies for more Scrappers, Brutes, and Stalkers, you get a lot more spike damage done, which is less need for mitigation.

When you trade out anyone for a second or third or more Tanker, you get more people standing around going "uhhhh" 'uhhhh"... which doesn't do much more than when one Tanker was doing it. The mitigation doesn't really increase with extra Tankers (except for edge cases of multiple simultaneous spawns). And their damage isn't spectacular. They're not a multiplier of anything else. So... what's the use?

Just like Shield Defense has mechanics for team defense multipliers, so, too, should Tankers in general. For each extra Tanker, there should be a team defense bonus. And for each extra Tanker, they (and not the whole team) should get a Damage bonus.

This way, extra Tankers are as useful as any other extra AT. This gives the second Tanker a role on the team as a damage dealer and as a source of mitigation without having to spam Taunt like the "main Tanker" is doing.


Speeding Through New DA Repeatables || Spreadsheet o' Enhancements || Zombie Skins: better skins for these forums || Guide to Guides

 

Posted

I agree with you Zombie, a second tank currently doesn't add to the team like having multiples of other ATs. That's why I mentioned the idea of allowing bruising to stack from multiple tanks. It won't replace true de-buffers, but certainly would keep from having a second tank feel so redundant.

As for a team with more then one tank on it having folks standing around going "uhhhh" 'uhhhh"..., you haven't been on any Tanker Tuesday events have you?


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!
Quote:
Originally Posted by PapaSlade
Rangle's right....this is fun.

 

Posted

Tanks are fine, and in fact my new Titan Weapons character will be one

If you wanted extreme damage but with some degree of danger, go Brute/Scrapper.

If you wanted good damage and almost no danger whatsoever, go Tank.

That's your trade off


 

Posted

Quote:
Originally Posted by Ultimus View Post
Isn't this a myth?
The taunt portion of an attack as a to-hit check on the target, but not the additional targets. Brute's have the same thing going on as well.

What I'm not sure about is if there's an actual in-game impact because of this, but really, a to-hit check shouldn't be there in the first place.

Thus far we have this:
Agro management role needs to be addressed:

1. Increase radius of Tanker Taunt auras and / or Gauntlet effect.

2. Increase Tanker agro cap to be above Brutes (my suggestion is 20 since Taunt hits 4 more than Brutes).

Tanker inherent needs to be changed:

1. Allow Bruising effect to stack from different tankers, with or without some type of dimishing returns(?).

2. Using Vigilence as a spring board idea;
a) As team health depletes Tanker damage rises
b) As team health depletes Tanker health cap rises
c) The more members on a team with a Tanker, the more of a team defense bonus is provided.
d) The more members on a team with a Tanker, the more of a damage bonus Tankers receive (did I get that one right?)
e) *new idea* as team health depletes, Tanker radius of Guantlet, Taunt-aura, and Taunt increase, as does the Agro cap from (20 what the new # should be), once all team health is down to 0 all agro ranges return to normal just as 100% team health.

The problem with many of the team roles is that they don't provide any benefit while solo, while all other inherents except khelds, do.


 

Posted

Quote:
Originally Posted by Tannim222 View Post
The problem with many of the team roles is that they don't provide any benefit while solo, while all other inherents except khelds, do.
Your benefit while soloing is that you can't die. What more did you want?