So I got a PM from Synapse about buffing Tankers


Acemace

 

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Originally Posted by Rangle M. Down View Post
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?
No kidding. It may take a little longer to beat down some AVs, but Tank teams can roll through missions, especially when they split up or leap-frog eachother.


 

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Originally Posted by BunnyAnomaly View Post
Your benefit while soloing is that you can't die. What more did you want?
That's a rather subjective statement. I can roll up any AT that can't die while soloing. The thing is, every one of the main ATs has an inherent ability that aids them while both grouping and soloing. All the original red side were built with this in mind. Some of the changes to blue side ATs show that at one point, this was a consideration. To the point that the last change added a damage mod to Defenders while soloing that decreased as team side increased.

It could be that data showed Defenders leveling more slowly solo compaired to other ATs, including Tankers. If so, I can live with that. Any change being done at this point should at least take into consideration soloing. Bruising does this quite well. Though I do kind of wish that Bruising was on all the Tanker attacks.

Something like, faster, less damaging attacks have a lower, shorter duration debuff. AoE / cones would have even less debuffs, with shorter durations, while harder hitting, longer recharging attacks had longer lasting, higher debuffs.

Allow Bruising to stack up to a certain amount from the same Tanker, say 3 stacks, which may total 20% or slightly better. Upon the third stack, the next attack dealt by the Tanker deals a Pummeling Blow. It could be a minor crit (not double damage per se), or a proc of smashing damage with a short duration stun or a knock down.

Now Bruising would be useful for both single target and aoe situations, would aid in Tanker soloing and teaming. And would provide a noticeable effect while on teams that is somewhat unique to Tankers.


 

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Originally Posted by Tannim222 View Post
That's a rather subjective statement. I can roll up any AT that can't die while soloing. The thing is, every one of the main ATs has an inherent ability that aids them while both grouping and soloing.
I'm sorry, are you saying Tankers, an AT with effectively two inherents, can not make use of Gauntlet and Bruising both solo and teamed?


 

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How is +25% health, defence, resist, higher caps not an inherent that gives them no advantage while soloing? Or how about bruising for irresistable 20% resistance debuffs?

It's inherent.

It lets you solo x8 spawns without IOs.

That sounds like an advantage.

Sorry to respond to your wall of text with so little but I basically disagree entirely.


 

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It is pretty funny that there's one thread asking for advice on soloing 54/8 Arachnos and Longbow (not level 50, that's a given), and another about buffing Tankers.


 

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Originally Posted by BunnyAnomaly View Post
How is +25% health, defence, resist, higher caps not an inherent that gives them no advantage while soloing? Or how about bruising for irresistable 20% resistance debuffs?

It's inherent.

It lets you solo x8 spawns without IOs.

That sounds like an advantage.

Sorry to respond to your wall of text with so little but I basically disagree entirely.
First, allow me to address the issue of the "wall of text". Not a single post I've pretty much ever written has been done in a wall of text. I use appropriate paragraphs, and when necessary, seperate statements (because I can't stand to bullet point on boards).

Secondly, having higher resists, hps, etc.. is not an Inherent Ability, that's AT design. One may agrue that they are one in the same, as some ATs are built around their Inherent Ability. But having those stats where they are at is not an Inherent Ability.

I have Scrappers that can solo x8 spawns, without IOs. There are trollers that can, and the list goes on. I guess none of them would need a Inherent Ability that make them unique. Prior to the damage buff when solo, Defenders had no real problem soloing (some set combos moreso than others), but they received it.

Guantlet was the Tankers only inherent and it all it really did was to somewhat curb runners from fleeing melee and that wasn't always guaranteed. Now Tankers have Bruising, and it's great don't get me wrong. All I'm saying is that every AT has an Inherent Ability (some already have 2 like Controllers, Defenders, and now Tankers), some probably need two (Blasters, Stalkers).

All I've said was that if any changes were to be done for Tankers, what should be done at the very least is to increase the agro cap to 20 since they have the ability to taunt more targets at a given time than a Brute.

Not to mention that Brutes have Fury, and a single target version of Guantlet as well.

Outside of that, the only problem that I see stems from the fact that Tankers really don't have an ability that makes them stand out from other melee sets. Yes, the stats work in favor of Tankers standing out, and at certain levels, this shows. But the higher in levels you get, the less this difference is noticeable, even without IOs being taken into consideration.

Hence, if there were to be any other changes that Tankers were to need, it should be something that's unique as to distinguish them from the other melee ATs more and has a noticeable effect on how the AT performs on teams and solo.

Please note that I'm not seeking major buffs to the AT. I summarized the ideas from this thread in my previous post, and provided another idea of my own.

Lastly, please take note of my use of spaces throughout my post. Spaces break lines of text so as to not create a wall, thank you.


 

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I have a different perspective I would bet than most on the boards. I never play at 50 (I have one 50 that I literally never play), I level characters, delete them, and start over. I use common IO's and have a few frankenslotted powers (as in maybe 4 powers across 9 characters). So I do not care what level 50 IO'd set characters can do. These comments apply to tankers leveling, particularly up to 32.

1. Tankers are tougher than scrappers and brutes, noticeably so.
2. Tankers are easy to solo, easier than blasters, doms and other squishys - but slower.
3. Tankers are most useful in taking the alpha, they cannot hold aggro for an 8 person team, but someone has to take the aggro and that's where tankers shine.

The problem with tankers are:

1. Their defenses are patchy - a Vahz toxic attack wipes out many tanker sets who have no resistance to it. Or you have melee defense but not ranged, etc. The best solution imho would be to give tankers more HP to start, maybe have them scale differently so they don't top out at more HP than they have now, but make them tougher even if their powers have holes.

2. Lots of enemies are hard to get into melee, they stay at range. This makes it hard to hold aggro, but is a bigger issue for Invuln, Shield, WP which rely upon an aura on their foes for part of their protection. When I am playing I want this changed (think Striga ships), but in reality I don't. Managing the foes is a challenge, and there should be a challenge.

3. Tankers have very little to do. You have several defenses you toggle on. Then you have a few attacks. You can get a snack while your attacks recharge (mace I'm looking at you). I don't think tankers should have more attacks, the real problem is that their defenses are boring to play. I wish there were click defenses (I mean defenses generically, res, def, regen, etc) that you used to take an alpha but faded after 10 seconds. I wish inherent defenses were strong enough you could use those mostly (like soloing), and turn on the toggles for that extra boost when tanking for teams. I can understand having toggle on and forget sets, but it would be nice to have more active sets as well.

4. Tankers can hold aggro on a lot of mobs, and defends against a lot of mobs - but get their AoE late if much at all. I want to run my tanker at x2 from level 10ish and I want him to have AoE's (at least 1) to beat on a larger group. Thorny Assault with Fling Thorns at level 4 is a great example - although that might be level 8 for tankers.

I think really the biggest complaint I have leveling is playing the tough tanker slowly pounding one foe at a time. Give me AoE's. Limit them to hitting 5 foes, I'm okay with that. It's better than one at a time.


 

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Originally Posted by Tannim222 View Post
Hence, if there were to be any other changes that Tankers were to need, it should be something that's unique as to distinguish them from the other melee ATs more and has a noticeable effect on how the AT performs on teams and solo.
Well how about my idea? I kinda suggested it before but it was said it wouldn't really accomplish anything...but at least it'd be fun, huh?

Basically, take all the Tanker melee AoE powers and adjust them on a set-by-set basis. Improving their range and increasing their target cap over what other melees get...

Sets with few AoEs like Energy Melee or Martial Arts would get treatment to make their 1 AoE *really* nice (can you say current Footstomp for MA and EM?) with a 12-15 target cap and a 15ft radius.

Sets that have a variety of AoEs would just have the buff spread around moderately...so Elec Melee might have the range of Chain Induction's jumps increased, the AoE of Thunderstrike expanded, the target cap of Lightning Rod upped, and the range or degree of Jacob's Ladder increased.

The idea would be, if it's AoE, it's bigger for Tanker. Not necessarily more powerful, but if it's bigger (or affects more targets) it's at least uniquely more functional....

And I'd even specifically go into the taunt/dmg auras and add that too. If it's easier to catch 10 targets on your Invicibility to get that max buff or that damage aura covers even more of the battle field, you're technically getting better use out of those powers than what a Brute would ever accomplish. And hey! It's easier aggro too!


 

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Originally Posted by Zombie Man View Post
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.
...

I will say I agree here and the only time where I'd be fine with 2 Tankers would be in very specific cases....like doing a BAF trial and trying to get the Keep 'Em Separated badge.

In that case, it's helpful to have 2 Tankers (or 2 "tankers"), 1 to tank/taunt the AV and when he gets 2 rings; have the other "tanker" taunt the AV. Less chance of getting Sequestered and failing there.


But beyond that yeah...no real point in having 2 Tankers.


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I have to ask, what would the aim of buffing Tankers defensively or improving their aggro capabilities?

To make them more appealing to people who would not normally play them?
I sincerely doubt improving their survivability or aggro handling capabilities are going to help sell them to the masses. It's exactly that overspecialization that puts people off. To put it another way, the devs are trying to improve Stalkers; they're not doing it by making them more invisible than they are already.

To improve their soloing and teaming?
Again, more survivability and aggro control is that last thing Tankers need to solo better. They're not dieing to slow them down. And nobody on the team will seriously notice if a Tanker's aggro cap is 20 or 200. Tankers hold aggro and survive fine. IMO, arguably better than they should in both cases considering what the trade off has been.



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Originally Posted by Johnny_Butane View Post
To put it another way, the devs are trying to improve Stalkers; they're not doing it by making them more invisible than they are already.
No, but neither are they doing it by giving them back the powers they removed when porting their primaries and secondaries, which would make them more like the scrappers they're so often compared to. Instead, they're buffing Assassin Strike, making stalkers more competitive at single-target dps, which is their team niche already. If you want to extend that as a metaphor to tankers, it would be that tanks should be good enough at their niche (survivability and aggro management) to stand out for it, not that they should become more like brutes.


 

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Originally Posted by Hopeling View Post
No, but neither are they doing it by giving them back the powers they removed when porting their primaries and secondaries, which would make them more like the scrappers they're so often compared to. Instead, they're buffing Assassin Strike, making stalkers more competitive at single-target dps, which is their team niche already. If you want to extend that as a metaphor to tankers, it would be that tanks should be good enough at their niche (survivability and aggro management) to stand out for it, not that they should become more like brutes.

Well said.


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Originally Posted by Hopeling
If you want to extend that as a metaphor to tankers, it would be that tanks should be good enough at their niche (survivability and aggro management)
I'm not directing this at you, because I think you were just making a statement (that I agree with).

But really, they already are.

Tankers are heads and shoulders above any and all other ATs in the mitigation department.

Just because some situations can see that mitigation be less of an overall factor, doesn't suddenly mean that mitigation no longer exists.



Out of curiosity, does anyone actually have some Tanker ST DPS calculations they could lay down?


 

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Originally Posted by Deus_Otiosus View Post
Just so you understand, "Brutes" are an archetype in a game "Brutes" are not human beings who think a certain way.
Brutes and Tankers do not have to share roles. The role of the Brute can be the grey between Scrapper and Tanker. That is what I want, that is my opinion that will not change no matter how much you reply to me.

All that exists in this thread is in the hopes for a Developer to read and take on board. Why little inhouse debates has to happen I do not know as I trust the developers more than anybody else, to come up with something so that people can enjoy their game better.

When it comes to other Tankers in a team , something I do not promote anyway, they have as much right to the role of tanking as anyother tanker.

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Originally Posted by Deus_Otiosus View Post
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.
Thats a VERY POOR summary of what I am asking for, which to me makes this little debate, very wasteful of my time. You would need to be more precise about what I am asking for, I want Tankers to have greater threat potential than Brutes, not an auto win.

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Originally Posted by Deus_Otiosus View Post
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?
No, and your very question of this shows that you haven't grasped what it is I have suggested and the rest of your post is a protraction of what you feel I have suggested rather than what I have suggested.

Do me a favour and don't waste both our times. Whats in your head is in your head keep it there.


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.

 

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Originally Posted by TheBruteSquad View Post
What tankers need, more than anything else, is AT specific defense caps - of which theirs should be highest. If tankers are the only ones who can reach 45%+ defense then maybe, maybe, people would care if the AV runs amok.
That's something I'd like to see. But I think it would make Force Fields need a revamp even more.


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Originally Posted by Fiery-Enforcer View Post
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.
Your experience=! all experiences. I'll be more reasonable. People are in charge of their own characters. If they want to jump beside my Tanker and share in the AoE on it then so be it, but I like to offer them alternatives, this is why I mentioned about Brutes doing the equivalent of offering people a phonebox to fight from. If I pick a herd point there is range to attack from, if I have a mob around me their backs are too the team. This is my way. Everything that I can reasonably offer as enough for people to survive with. Other Brutes however may compromise all that through their actions, pulling an AV somewhere that offers no range, with the AV facing everyone giving little choice. It negates the point of a Tanker, when a Tanker can't take control of a dangerous situation and redirect damage and offer better chance of survivability.


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.

 

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Originally Posted by New Dawn View Post
Brutes and Tankers do not have to share roles. The role of the Brute can be the grey between Scrapper and Tanker. That is what I want, that is my opinion that will not change no matter how much you reply to me.
You might have to define what exactly you mean by "role" before this statement makes sense. If you're talking about the traditional MMO tank role, which is to hold aggro and survive, in a game that plays fast and loose with group role, I don't think it's reasonable to say that only one archetype in 14 should fill that role. So in that sense, Brutes and Tankers absolutely do and should share a role. If you mean something else, can you clarify?


 

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Originally Posted by Hopeling View Post
You might have to define what exactly you mean by "role" before this statement makes sense. If you're talking about the traditional MMO tank role, which is to hold aggro and survive, in a game that plays fast and loose with group role, I don't think it's reasonable to say that only one archetype in 14 should fill that role. So in that sense, Brutes and Tankers absolutely do and should share a role. If you mean something else, can you clarify?
I am aware, that different ATs can fill in for other ATs, I'll tank with anything at the end of the day. I just want Tankers to be the undisputed leaders at tanking.

Its alot like asking for peacebringers to be the undisputed leaders at peacebringing.

A Tanker should have greater potential when it comes to threat control.

Other people within this thread have had ideas I could oppose with good reasons but I trust a Developer to decide, I don't see the need for me to step so a Developer should know.

I see absolutely nothing wrong with Tankers having better threat control. Games like these come from table top games in a way, using templates and what not, so what if some tankers don't make as good a choice as what some brute might, I like to tank with my Brute but at the end of the day Tankers should have the potential to be the undisputed leaders at threat level versus all my Brutes.


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.

 

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Fair enough, I agree that tanks should have stronger threat control. To some extent, they already do, with Gauntlet. But a threat tug-of-war with a brute against an AV is a small subset of the overall problem of threat control, and in my own opinion, saving stupid players from the consequences of their stupid mistakes isn't and shouldn't be a core part of a tank's role. Not to mention, giving tanks directly stronger threat than brutes potentially causes problems elsewhere, for example with switching aggro on BAF.


 

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Oh god, so much stuff in this thread since I last checked it...

New Dawn, you are basing far too much of your argument on the assumption that Brutes are idiots and the only people that can tank properly are Tanks. First off Brutes aren't idiots, people are idiots, if people want to play like **** that is their decision, it has nothing to do with the archetype. While we're at it, most people play multiple ATs, so calling Brute's idiots and the cause of team wipes is rather silly since many people who play Brutes also play Tanks. There is nothing stopping a Brute from playing like a Tank or a Tank from playing like a Brute.


Next, Tanks don't need more damage. Now I am not saying Tank damage is good nor is it bad, but it certainly does not need, or should get a buff. If tank damage was buffed it would be stepping all over the toes of Brutes and Scrappers, who have less base survivability compared to tanks. Tanks make up their for their lesser damage with higher base mitigation. Even if that higher mitigation isn't as useful as higher damage (especially in a game like this) it can't be simply thrown out the window and disregarded when you cry for a damage buff, things need to be balanced, one AT can't have everything.

And while I'm on the subject of Tanks not needing more damage they don't need more survivability either, typically tanks have far more survivability than they would ever realistically need.


Another thing I am constantly hearing is that Tanks need stronger aggro control. But let's first look at what the point of aggro control is ie: not letting the less durable AT's get hit and keeping mobs from running all over the place. Now let's look at why people think Tank aggro control is weak ie: Tanks losing their aggro control to Brutes and/or Scrappers. The problem is it really DOES NOT matter whether the mobs are attacking a Brute or Scrapper or Tank as long as they aren't attacking "squishy" members of the team and that the mobs aren't running all over the place, then it is fine. All the time I see melee AT's having their little taunt wars in every single group, and as long as the mob is looking at them instead of that other melee AT with high resistance and softcapped defense that wouldn't really care if they were being attacked or not.... then they are winning. To keep mobs off "squishies" Tanks really have all the tools they need already (attacks with a high threat modifier, gauntlet in attacks, taunt auras, and the actual ability taunt), the only argument you could make for wanting better taunt capabilities is if you are complaining about Scrappers or Brutes stealing your thunder, which is pointless.

Now going forward with that is what happens when you reach the aggro cap and enemies start looking at squishies, this really is the only way a Tank (or Brute or Scrapper) can fail at (their already superior) aggro management. If anything tankers could make good use out of an increased aggro cap, as that would pertain to one of their 2 main purposes (survivability, aggro management). Tankers sacrifice damage in exchange for higher survivability, however they don't really have anything to leverage that higher survivability over Brutes/Scrappers who have less base durability. And no, I don't mean that Tankers should auto-win your petty taunt-wars against that Brute on your team, aggro control is part of the Brute AT as well, the point is to keep the "squishy" ATs in an encounter safe and to control all the aggro of an encounter, when many encounters involve more than 16 mobs. An increased aggro cap would give them a purpose to their higher survivability, though with that said I think that the aggro cap should only be increased slightly, lets say to 20 and at the absolute most 24, I think any more than that is pushing it. It should also be noted that a higher aggro cap will make the "1 tanker is fine on a team, but 2 tankers is bad/useless" issue worse, which someone else brought up.


Tankers are numerically balanced. The only problem with the tanker AT, as I said before, is that their higher survivability is completely unnecessary in a game like this. That doesn't mean they should get higher damage though, as that would throw off the balance, if you want more damage and less survivability play a Brute, concept has no bearing on numbers, if you think you should have both brute damage and tanker survivability you have entitlement issues.


 

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Originally Posted by Johnny_Butane View Post
I have to ask, what would the aim of buffing Tankers defensively or improving their aggro capabilities?

To make them more appealing to people who would not normally play them?
I sincerely doubt improving their survivability or aggro handling capabilities are going to help sell them to the masses. It's exactly that overspecialization that puts people off. To put it another way, the devs are trying to improve Stalkers; they're not doing it by making them more invisible than they are already.

To improve their soloing and teaming?
Again, more survivability and aggro control is that last thing Tankers need to solo better. They're not dieing to slow them down. And nobody on the team will seriously notice if a Tanker's aggro cap is 20 or 200. Tankers hold aggro and survive fine. IMO, arguably better than they should in both cases considering what the trade off has been.

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The aim of buffing Tankers defensively is to separate them from the other melee ATs. Raising the damage, which I'm fine with, doesn't do this.

Now that Freedom allows you to start on either side with any AT the best thing to do to widen the field is the most extreme:

Put those Stalker fixes in and delete Brutes and Scrappers as ATs.

That way you have an undisputed single target/less durable DPS class and an lower damage, aoe threat generating, high durability tank class.

Just like every other MMO on the planet.

Since that's not going to happen other avenues could be explored, though Tanker is my second favorite AT and Bruising was icing on the already delicious cake in my opinion.


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Originally Posted by DreadShinobi View Post
New Dawn, you are basing far too much of your argument on the assumption that Brutes are idiots and the only people that can tank properly are Tanks. First off Brutes aren't idiots, people are idiots, if people want to play like **** that is their decision, it has nothing to do with the archetype. While we're at it, most people play multiple ATs, so calling Brute's idiots and the cause of team wipes is rather silly since many people who play Brutes also play Tanks. There is nothing stopping a Brute from playing like a Tank or a Tank from playing like a Brute.
Read what I actually said.

I didnt not assume Brutes are idiots or I would of said "Brutes are idiots".

Idiots can be behind a Tanker AT.

I have already said that other ATs can do a Tankers job. Brutes sometimes as in "generally" either come with Scrapper mentality or Tanker mentality. A scrapper mentality is what they have when people die around them.

Honestly.

What I want is for a Tanker to be able to fulfill their role already within the flexibility of the AT regardless of what other sets are in team.
I don't have a problem with Brutes mob to mob. I do have a problem with them on an AV. Their damage and their gauntlet combined can help direct and position the AV in a way that can compromise the team. I don't like to tell people how to play, I just think a Tankers role shouldn't be negated by a Brute when taking down an AV. I see a Tankers role as directing damage away from team because that's actually what they're built to do. I might be unreasonable but I find WP aura a little bit "yellow" too.


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.

 

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Originally Posted by Rangle M. Down View Post
Yes indeed, and sadly, still no love in that thread for battle axe.

Why no love for the battle axe? (weeps)


More importantly, the dps numbers in there are revealing.


 

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Originally Posted by New Dawn View Post
Read what I actually said.

I didnt not assume Brutes are idiots or I would of said "Brutes are idiots".

Idiots can be behind a Tanker AT.

I have already said that other ATs can do a Tankers job.

Honestly.

What I want is for a Tanker to be able to fulfill their role already within the flexibility of the AT regardless of what other sets are in team.
I don't have a problem with Brutes mob to mob. I do have a problem with them on an AV. Their damage and their gauntlet combined can help direct and position the AV in a way that can compromise the team. I don't like to tell people how to play, I just think a Tankers role shouldn't be negated by a Brute when taking down an AV. I see a Tankers role as directing damage away from team because that's actually what they're built to do. I might be unreasonable but I find WP aura a little bit "yellow" too.
You know, if I am on a squishier AT I like to stay behind the AV. It isn't the tankers fault if People are not paying attention to where they are. Its okay if you want to take that on your shoulders, but you don't have too. It would be like blaming yourself for people dying on the team while you are playing an emp regardless of how obtuse your team mates are.

This also sounds a bit like an emp defender complaining that they are not as helpful to a team because emp controllers can heal just as well.

Tanks are not negated by brutes at any time. If I felt that way on a WP tank, I might consider the presence pool as well as taunt. If.

Now before the counter argument is made that tanks should never feel the need to dip into presence, bollocks. If it helps you fill whatever roll you set for yourself, grab it I say.


 

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For the above:

Quote:
Originally Posted by New Dawn View Post
People are in charge of their own characters.
And No Tankers should never need to dip into Presence. Brutes will only start doing it to annoy me

I dislike the idea of Tankers tanking for Tanks let alone Brutes tanking for tanks. Heresy.


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.