So I got a PM from Synapse about buffing Tankers
If you can have the toughness of a Tanker and the damage of a Brute/Scrapper, why would you ever make a Brute or Scrapper?
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They're not at a loss for not having the 'toughness of a Tanker', because once you're above the immortality line (which is even easier now in a game with Destiny buffs, IOs, capped Defense and more mitigation improving accolades and temp powers that you can shake a stick at) more toughness isn't really needed. SO'd Scrappers and Brutes aren't exactly fragile, and that's where the whole balancing toughness versus damage thing falls apart.
What percentage of scenarios in the game can a Tanker survive that a comparable Brute or Scrapper can't?
5%? 20%?
Now, what percentage of scenarios does a Scrapper or Brute posses superior damage than a comparable Tanker?
100%
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Pretty much the only thing I can think of Tanks needing is more of a reason to have two (or more) tanks on a team. And really, it's helpful to have more than one Tank on a Trial with multiple teams and mobs going (I'm always thankful for more than one Tank when I'm on a trial with a non-Tank character). Still on a solo team, it's not always optimal to get another. It'd be nice if Bruising could stack or partially stack from more than one other character, which could help slightly with this. Even then, the biggest issue is players trying to min max far more than they need to.
About the only other thing I could think of that would be helpful for game balance is different defense caps for ATs, but Castle came out and said that this should have been done back in I7, but it was "too late now" (he said that a little over a year or so ago). The implication with that is the defense cap had been 45% for everyone for too long and the upset would probably be too much to remove that, or so I took it.
Castle may not be here anymore, but I highly doubt Synapse and co., would have a different opinion on this. I can see all the gnashing of teeth that would occur, even if the change was accompanied by new 50+ mobs not having higher accuracy than other mobs (and that's the other reason they really should have made the change... I don't think the higher accuracy would be around if it weren't for the def cap issue).
I suppose another thing would be for the devs to stop breaking out unresistable damage. It's okay for small, unique things like the "patch of doom" in the Apex TF, but most of the trials feature this too prominently. It'd be nice if the Trial design at least acknowledged that some ATs are meant to have some kind of resistance. Heck, even if it were part resistance, I'd be much more happy about those design mechanics. It's too much like mez in this game, where it either affects you or it doesn't. Rather than trying to get around the design of the rest of the game, it'd be nice if the devs let the players keep designing around what their powers can do. If we can resist or defend too much, that's more of an issue than doing this "unresistable/undodgeable" stuff.
*added*
Johnny, while I enjoy Brutes and Scrappers, they're not as survivable as Tankers. I have an Invuln Tanker and Scrapper, both at the def cap, and the Scrapper can get in over his head far more easily than the Tanker can. You're rather apt to make the disparity smaller than it is. Not to mention all the "you hardly see tanks" comments, which you have been writing for years and have never been true, anecdotally or statistically.
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All mezzes have target caps, just like Tanker AoEs and Taunt. Unlike Tanker AoEs and Taunt, most have incredibly long recharge times so they can't be spammed to catch whatever the first cast didn't hit. I personally think it's a little silly that Taunt has such a small target cap, but that doesn't stop bad Tankers from opening with it so I suppose its largely moot.
The second point also arguably holds for Controllers too. While you can hit a spawn with your AoE hold and then your AoE stun, they're still out of the fight. You've just wasted your AoE stun. That is an advantage to mezzing ATs like Dominators and Controllers, since they can control spawns over their aggro cap if they use their powers well. AoE hold first spawn, AoE stun+immob (or KD/sleep/confuse/whatever) another spawn. To that end, I think Tankers having a larger aggro cap wouldn't be amiss. |
On my Dominator, I can apply Volcanic Gasses to one group, Stalagmites to another, maybe resummon my Animated Stone and drop an Earthquake, and basically neutralise 30-40 enemies at once. Sure, each power has its own target cap, but I dont have a global cap for all my controls.
On my Tanker, I can get one spawn to concentrate on me, but if I engage the other one, half of Spawn A forget about me instantly.
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Why ever roll a Tanker when as a Scrapper or Brute you can solo fine and not die and team with so many layered buffs and mitigation and not die and have better damage?
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They're not at a loss for not having the 'toughness of a Tanker'
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SO'd Scrappers and Brutes aren't exactly fragile, and that's where the whole balancing toughness versus damage thing falls apart.
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That's a useless assessment. By what metric? By a Tanker's standards?
They're not even close to a Tanker's standards.
So answer the question you keep dodging.
You keep saying, in not so many words, that Tanker mitigation is basically useless.
So how much of a reduction do you propose to get more damage?
If you're not willing to give up anything, why should you have a higher offense potential?
People keep saying the additional mitigation tankers have is useless. Therefore what Deus is saying is you should be willing to give up that extra mitigation that people proclaim to be useless for more damage that people proclaim to be more important. However what people are wanting is more damage because the extra mitigation is useless... but not giving up the extra mitigation in compensation for getting more damage. They want it all, which may work for whatever concept you may have, but it doesn't work for balance in mmos.
It would technically be a buff to tankers if they gave up their extra mitigation for more damage, except that the result would be a Brute clone. Which doesn't work, if you want that then just play a Brute. Concept has no bearing on numbers.
People keep saying the additional mitigation tankers have is useless. |
People say that the mitigation levels other toons are enough to replace tanks in the tanker role. Yes, tankers are tougher. No, it is not a decision point of any concern in most content.
Therefore what Deus is saying is you should be willing to give up that extra mitigation that people proclaim to be useless for more damage that people proclaim to be more important. |
So, if this nerf call is heeded, how does this reduction in mitigation cascade through the other archetypes?
Or would you leave brutes, scrappers, and defender numbers (for starters) where they're at when you reduced tanker numbers? If so, how is that fair? If not, how much do you cut? Proportional to the tanker reductions?
Because honestly, that IS one way to fix this mess.
Be careful where you end up when you start calling for nerfs.
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I was thinking of the fairly common scenario of engaging two (or three) spawns at once. There's that kink in the office corridor, or the T-shaped Rikti cave, and so on, where this often happens.
On my Dominator, I can apply Volcanic Gasses to one group, Stalagmites to another, maybe resummon my Animated Stone and drop an Earthquake, and basically neutralise 30-40 enemies at once. Sure, each power has its own target cap, but I dont have a global cap for all my controls. On my Tanker, I can get one spawn to concentrate on me, but if I engage the other one, half of Spawn A forget about me instantly. |
Considering judgement powers can hit 'what is it?' 30 targets, I really don't see how allowing a tanker to aggro 30 enemies would unbalance things. Most of my tankers can handle the aggro of 16 targets without so much as a deep breath, and only when there is more than 16 aggro'd does the team run into trouble because I am beyond the aggro cap and cannot control them, which as you mentioned, many controllers can work around.
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No.... its not. If the Tank damage cap was increased to 400% then so should every other AT sporting a 300% damage cap, and all that would do is be unfair to ATs that actually deserve the 400% damage cap and indirectly be a buff to how good kinetics is. A buff to an AT balanced around every team having a Kinetics user on the team is silly.
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And frankly, if you look at my character list, of the melee ATs, it's usually what I roll.
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Regarding damage, an idea popped into my head that could make Tankers be different then the other melee ATs, have higher damage, and give some interesting mechanics.
I thought about when you build a Brute or a Scrapper defensively, you always try and take as many defensive (The actual defense, not resist) powers as possible (CJ, Hover, Maneuvers, etc). You also build your IO's around this method.
What if Tankers got an ability that really makes them out to be the "powerful" comic book heroes they are suppose to be? I mean their initial attack hits so hard it causes the target to bruise.
Here is how it would work:
Every attack power the Tanker uses invokes a cooldown to that specific power. When its not on cooldown, that power hits for (Tossing out a number, this could change) *TWICE* the *BASE* damage.
Upon hitting for that, that power gets a cooldown in addition to its normal cooldown time. If the power is used again, it hits for .8 (Tanker modifier) damage until the bonus damage is off of cooldown.
Since each individual power has its own cooldown, this encourages the Tanker to take lots of attacks and potentially slot them. Thus, on one hand, a tanker could come up with some interesting builds that could sacrifice some defensive abilities for damage by taking more attacks.
Here's some examples of how it could work (I am using numbers to illustrate the point but these aren't set in stone)
A Super Strength Tanker has 4 attacks:
Jab, Punch, Haymaker, KO Blow. -- For simplicity lets say they do, 25, 50, 75, and 100 damage unslotted.
The Tanker Jabs the target for 25+25 bonus damage, Jab has a 4 second cooldown lets say. The bonus damage goes on cooldown for 15 seconds.
He punches the target doing 50 + 50, it has a 8 second cooldown plus 20 second cooldown bonus damage.
He jabs the target again for 25 damage (No bonus) still 10 seconds left on bonus damage cooldown for this power.
He KO Blows the target, 100 + 100 bonus damage, 25 second cooldown, and a 35 second bonus damage.
The Tanker then gets 100% damage buff, and Haymakers a target for 75 + 75 Bonus damage + 150 from the damage buff, Haymaker goes on a 12 second cooldown with a 18 second bonus damage cooldown.
The bonus damage cooldowns are uneffected by recharge modifiers hence it encourages to take a lot of different attacks.
I think I might be inclined to reduce the cap on defence resistance for stalkers and scrappers, and possibly for brutes as well, while giving some ATs a default starting base level of it. Tankers, obviously, should get most.
This and the addition of a few mobs who exploit such things could make tankers a lot more relevant, at least in new content.
I'd also love to see those quartz emanators change such that instead of a massive tohitbuff to the DE, they mcaused a massive defence debuff... but that's me.
Might be fun to test anyway.
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Perhaps an increase in Tanker aggro cap, and number of targets affected by the tank's AoE damage, based on team size.
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when a /Traps Corruptor can have the same defense levels as my Shield/ Tanker and do more damage at a distance, I feel I'm REALLY not needed anymore. |
Faced with something like Quartz-buffed DE, your soft-capped Corruptor is going to eat floor just about instantly, while the Shield tank can get by on some resistance and 3000+ HP to get them through the fight, at least long enough to kill the Quartz.
I don't think tanks really need much help these days, to be honest.
If a damage cap increase were pushed through, it shouldn't get any higher than +400%, as opposed to the current +300%.
Living up to classic comic book tanks is just completely unfeasible when you have to balance a video game that thousands of people are all playing. Being unkillable AND dealing near top levels of damage is too much for any one AT to be given.
Oh, and to the person that said defense caps should be lowered for other ATs: Do you really want to tell those SR scrappers and stalkers that their ONE means of survival in difficult situations is being taken away from them so that they HAVE to rely on a tank to keep them alive? Way to enforce the trinity that this game is so good at avoiding.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
Every argument seems to always point to the tank doing more damage.. that simply is not going to happen.
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And how much resistance is that Corruptor packing?
Faced with something like Quartz-buffed DE, your soft-capped Corruptor is going to eat floor just about instantly, while the Shield tank can get by on some resistance and 3000+ HP to get them through the fight, at least long enough to kill the Quartz. I don't think tanks really need much help these days, to be honest. If a damage cap increase were pushed through, it shouldn't get any higher than +400%, as opposed to the current +300%. Living up to classic comic book tanks is just completely unfeasible when you have to balance a video game that thousands of people are all playing. Being unkillable AND dealing near top levels of damage is too much for any one AT to be given. Oh, and to the person that said defense caps should be lowered for other ATs: Do you really want to tell those SR scrappers and stalkers that their ONE means of survival in difficult situations is being taken away from them so that they HAVE to rely on a tank to keep them alive? Way to enforce the trinity that this game is so good at avoiding. |
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-
Living up to classic comic book tanks is just completely unfeasible when you have to balance a video game that thousands of people are all playing.
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Being unkillable AND dealing near top levels of damage is too much for any one AT to be given. |
If a damage cap increase were pushed through, it shouldn't get any higher than +400%, as opposed to the current +300%. |
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Right, but the characters people usually refer to as "classic comic book tanks" tend to be massively more powerful than other characters. Superman of course is the worst offender here. But that doesn't mean a faithful translation would make tanks more powerful; a faithful translation would just make Superman much higher level than the rest of the heroes. Comic books, after all, have no need for a level cap.
I've held off on posting in this thread because I'm honestly unsure if anything needs to happen to buff Tankers.
However, if there were going to be a buff to Tankers, I think that the discussion needs to start at the very base levels: what separates a Tanker from a Scrapper or a Brute, and what is the intended separation between a Tanker and a Scrapper or a Brute.
Without a full understanding of those two items, I think that any proposed changes are just shots in the dark, and have little chance of being implemented.
I also don't think that's it's necessarily a good idea to get buffs that a majority of Tankers won't notice. For instance, the damage cap increase: if you're not a /SS Tanker, or constantly on a team with a Kin, you're probably not bumping up against the current limit, and so an increase in the top amount won't affect you.
So what then, do we do? We want to understand what both the Devs and Players think that the role of Tankers should be, and how they differ in both current implementation and desired implementation by both of those group. Without that understanding, this will go the same way the last several dozen threads like this went.
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I really cant see additional damage happening either Aett, but I won't argue with it for its for a Dev to decide.
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The second point also arguably holds for Controllers too. While you can hit a spawn with your AoE hold and then your AoE stun, they're still out of the fight. You've just wasted your AoE stun. That is an advantage to mezzing ATs like Dominators and Controllers, since they can control spawns over their aggro cap if they use their powers well. AoE hold first spawn, AoE stun+immob (or KD/sleep/confuse/whatever) another spawn. To that end, I think Tankers having a larger aggro cap wouldn't be amiss.
If Tankers are going to get a buff, I think it should be towards making them somehow more Tanky. I know I rant and rave about Tankers being far too tough, but still. If you want to be pretty tough and deal damage, make a Brute. There's no need to make Tankers deal more damage. I see this thing about Tankers not being like their comicbook counterparts all the time and while nice, it can't work that way because MMOs need to be somewhat balanced.
If you can have the toughness of a Tanker and the damage of a Brute/Scrapper, why would you ever make a Brute or Scrapper? If you want to be utterly invulnerable as well as a god of death, go play a singleplayer RPG. I hear there's at least a couple.
Which goes back to some people just wanting Tankers to deal more damage while maintaining their toughness. Or are primadonnas and want the team to revolve around them and their part in the holy trinity.
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