So I got a PM from Synapse about buffing Tankers
End game the game is not balanced around SO's. Also Stalkers do fine when compared to other ATs with SO's its with IO's they start to lose a ton....
And they are being buffed. The game being balanced around SO's is ancient history, we got a new developer team now. |
Are you going to be the one to tell the free and premium players that they don't get to have balanced characters unless they shell out money to be a VIP?
It is NOT a coincidence that the only part of the game in which you are expected to have some IOs slotted is ALSO the only part of the game that you can never play unless you are a VIP and automatically have access to IOs.
And it's still not balanced around everyone being IOed. You can do just fine on an Incarnate trial on SO builds. I've done it myself, and seen many other people do the same.
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. |
End game the game is not balanced around SO's. Also Stalkers do fine when compared to other ATs with SO's its with IO's they start to lose a ton....
And they are being buffed. The game being balanced around SO's is ancient history, we got a new developer team now. |
Edit: as for Stalkers, IOs only amplify the base problems with Stalkers. For example, it's hard to increase HPs on a percentage if the base being increased is low to begin with (5% of what?). Stalkers "do fine" with SOs because there aren't any stat bonuses that exaggerate something that wasn't there in the outset. Additionally, the proposed I22 changes would benefit all Stalkers - those with IOs and those without. It's a poor example to prove your point.
No, the appropriate reply is: "So then Scrappers and Brutes see a downside to their lower defenses when they're not teamed, right? They don't? They're the best soloing ATs in the entire game and the devs have said so repeatedly? Oh snap! Someone dun ****ed up thinking that one through."
They never see a downside when teamed and solo the best while Tankers hit like girls for the 'privilege' of protecting them on teams. That is not even remotely balanced or fair in my book. |
If protecting your team is a 'privilege' that you put in quote marks, why do you even want to play a tank?
Really, there can be a reasonable, defensible position that Tankers are getting the short end of the stick somewhere. You won't get everyone to agree with you, of course, because that's just the way opinions work. But instead you seem intent on occupying the position that "Tankers hit like girls" (combining falsehood with sexism, always a lovely combo) and that Scrappers and Brutes need to suffer for choosing an archetype that can steal thunder from the Tanker that so richly deserves it.
Think more along the lines of Colossus, or the Thing, or even Rogue if you want to find examples of tanks in comics. They're tough, but they are not the most damaging members of their respective teams.
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Wolverine, the patron Scrapper, was bad mouthing Colossus's fighting abilities so Colossus put his fist through him just to prove a point.
The Thing's catch phase is "It's clobberin' time!" not "It's time to distract th' bad guys so my team can clobber 'em!". Heck, the 1994 animated Fantastic Four theme song says it best: "Reed Richards is elastic, Sue can fade from sight, Johnny is a human torch, the Thing just loves to fight."
And Rogue isn't a Tanker. She hasn't had the Ms. Marvel flying brick powers for years now. She's whatever AT and power set she last touched.
Those characters take the hits for their less sturdy teammates, and they are decidedly NOT the ones doing the most damage in a given fight. |
(With apologies to any Superman fans out there, I'm not bashing your favorite character just to be bashing him, but you have to realize yourselves that he doesn't fit the definition of what a tank is) |
This ability really gets to the core of a comic book Tanker. He's extremely powerful - but at the start of a fight, he holds himself back some. As the battle progresses, he lets loose....I prefer this system to a power because this way it's inherent. It's simply the nature of the Archetype. |
http://www.youtube.com/watch?v=etPYl1OQoqk
That is how the developers chose to define what a Tanker was originally. Again, we're back to the devs saying exactly what Tankers are supposed to be about, indicating what characters they were thinking of.
But you don't want to hear it.
The fact that Statesman, the game's BLATANT Superman/Captain Marvel expy is the face of Tankers, the very one chosen to represent them on the Tank character creation screen, should tip you off.
But all of that is besides the point. I didn't ask for Tankers to do more damage than everyone else. People can feel free to keep strawmaning otherwise.
I asked for their damage cap upped to be more comparable to Brutes and Scrappers and I asked for more options via the Epic/Ancillary pools and Incarnate powers to increase Tanker damage should people choose to build offensively.
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The fact that Statesman, the game's BLATANT Superman/Captain Marvel expy is the face of Tankers, the very one chosen to represent them on the Tank character creation screen, should tip you off.
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With incarnates we all get to be the best and get the things you're asking for... so again, tanks don't need much touching at all
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
Ok then, go run an Underground Trial with an entire team using only SO's.
i personally feel that a tankers dmg is pitifully low, even when properly built a brute can run circles around them dmg wise with only a minor drop in survivability
basically i think the biggest problem they have is lack of dmg, the 1 tank i have at lvl 50 is awful to play because his dmg is pitiful, i can stay alive but it takes me so long to kill a target i start to run into end issues if there is a small mob (ice armor/stone melee)
So what happens after we turn Tankers into Brutes?
What's the point of that? We already have Brutes.
Why not be for changes that would make the Tankers more unique rather than less?
Incarnate abilities and content have nothing to do with base AT balancing.
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Level 1-50 content and TFs are all still balanced around SOs. Incarnate content is based around at least some IOs and having Incarnate abilities slotted. But that is not available to all. As such, the vast majority of the game that can be experienced by all players is based around SOs.
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
i personally feel that a tankers dmg is pitifully low, even when properly built a brute can run circles around them dmg wise with only a minor drop in survivability
basically i think the biggest problem they have is lack of dmg, the 1 tank i have at lvl 50 is awful to play because his dmg is pitiful, i can stay alive but it takes me so long to kill a target i start to run into end issues if there is a small mob (ice armor/stone melee) |
Honestly, I think it's a perception issue for most people. I bet if you were to take an objective look at the situation, and see how long it took for a Tanker and a Brute to kill the same spawn with the same sets, that you would find them to be not so far apart.
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
i personally feel that a tankers dmg is pitifully low, even when properly built a brute can run circles around them dmg wise with only a minor drop in survivability
basically i think the biggest problem they have is lack of dmg, the 1 tank i have at lvl 50 is awful to play because his dmg is pitiful, i can stay alive but it takes me so long to kill a target i start to run into end issues if there is a small mob (ice armor/stone melee) |
Bruising already gives a -res. Adding in -def and more -res into gauntlet or taunt would start to step on the true de-buffers toes.
Throwing darts at the board to see if something sticks.....
Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Originally Posted by PapaSlade
Rangle's right....this is fun.
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That may be a perception issue, and may be a build issue. Between Icicles and your AoE attacks, small spawns should melt pretty quickly. And Stone Melee should have no trouble with single-target damage.
Honestly, I think it's a perception issue for most people. I bet if you were to take an objective look at the situation, and see how long it took for a Tanker and a Brute to kill the same spawn with the same sets, that you would find them to be not so far apart. |
Hitting 40-60% harder isn't 'perception'.
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Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
Bruising already gives a -res. Adding in -def and more -res into gauntlet or taunt would start to step on the true de-buffers toes.
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Okay, are you going to actually test defeat times, like I asked, or just give me numbers? What is the difference in spawn defeat times of a similarly built Brute and Tanker? Is it 40-60%, or significantly less?
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It's not cut and dry, take to like sets, with like builds from Brutes and Tanks, and attack the same spawn. If that were the metric, Brutes would pretty much come out the "winner". It wouldn't matter by how much, even something as insignificant as 5 seconds could end up leading to something much larger if that were spanned throughout the entire leveling career of those to characters.
Look at it like this, Bruising was added to Tanks when there was an extreme minority asking for any Tanker improvements at the time. It's because there was a problem.
I believe there still is. I don't agree with JB much, and won't even say that Tankers need anything that increases damage like a damage cap increase (though I wouldn't shy away from it either ), or increasing base damage, or things of that sort.
What I do agree with is that adding Bruising to the first tier attack was probably the quick solution that may not have been the best solution. I have no way to know if by modifying the Bruising effect across multiple attacks (the value and duration thereof) caused other types of problems or not.
It could be that this solution may not have been ideal, but it was the only one really available to solve the few issues Tankers have: Lower damage creates a longer time to defeat, particularly at early levels, the use of more attacks forces the use of more endurance to defeat in a given particular amount of time.
This change really doesn't do much to help the AoE defeat times, and doesn't quite equate to a full "damange increase" as JB said. That may be by intent as well, by adding a 20% unresistable debuff to resistance on the lower tier attack equated to an appropriate amount of damage increase over all to single target damage to resolve whatever disparity the devs found.
If so, it'd be nice just to have an answer to that. And if not, how then can Bruising be changed in order to more adequately resolve these issues.
And finally, yes, Tankers need their agro cap increased. And that doesn't negate the need for multiple Tankers on a team map. Damage is damage, aggro control is aggro control If there are two tankers on a team and the team is good enough, the Tankers can take on even more mobs than just one Tanker could.
Why ever roll any of the three if you can play a Corrupter, have excellent damage and be a team/league multiplier and trivialize content with buffs/debuffs and also not die in Johnny_Butane's Fantasy (nightmare?) land of everyone perma buffed to THE CAPS and not dying.
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But yeah, if there's no reason to roll a tanker when scrappers and brutes do more damage, then there's no reason not to roll the highest damage scrapper or brute either. Why lump scrappers and brutes on one side, and all tankers on the other side, when some tankers outdamage some scrappers? Why not just say there's no reason to roll anything except Claws/Fire brutes (or whatever) and everything else is redundant?
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Tannim,
I agree that doing something like that would probably take datamining a large amount of samples. However, there are basically three outcomes from that kind of datamining:
1) Tankers defeat the spawn at a time so close to Brutes that it shows an imbalance towards tankers (basically, the Tanker is tougher, but offensively isn't far behind in the spawn-wiping).
2) Tankers defeat the spawn at an "adequate" rate compared to Brutes. Basically, based on the balance 'formula' that the Devs have, the spawn defeat rate between Tankers and Brutes is just right.
3) Tankers defeat the spawn significantly slower than the Brute.
In case 1, which I don't think would happen, it would actually indicate that Tankers do more damage than they should.
In case 2, Tankers are within the right range of offensive power, and no changes should be made to their offense.
In case 3, offensive changes to Tankers should be made.
I'm willing to bet that it ends up being case 2. If that is the case, then will the people calling for offensive changes to Tankers stop campaigning for those changes? Probably not. Basically, there is nothing that would stop these people from "feeling" that Tankers hit softer than they should, and that they need offensive adjustment. And we can't argue balance changes based on feelings.
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
This change really doesn't do much to help the AoE defeat times, and doesn't quite equate to a full "damange increase" as JB said. That may be by intent as well, by adding a 20% unresistable debuff to resistance on the lower tier attack equated to an appropriate amount of damage increase over all to single target damage to resolve whatever disparity the devs found.
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Bruising is a sticky wicket. It's not exactly like straight 20% damage. First, Bruising doesn't improve AoE damage, only ST. Second, you have to modify your attack chain to utilize your Tier 1 attack in order for Bruising to take effect. That actually has the effect of lowering your ST damage output compared to if Tankers just had a 20% increase in damage and didn't have to lead with their T1 and use it every 10 seconds. There's still a net gain from what they were before Bruising, but it's not a full 20% improvement to ST damage. But then, the flip side to both of those is how Bruising effects the team, increasing everyone's damage on a target 20%. It also means your Tanker's Lore/Patron pets do more damage and you get a greater gain from Interface bonus damage. Two major disadvantages Bruising has compared to being a straight 20% damage improvement, and two major advantages it has over it. So, in my mind, it's a wash. How much does it matter? About 20%. |
To clarify, in the post you're referring to, I'm not complaining that Bruising really isn't a 20% buff to ST damage. As you can see, I'm fully aware it has other advantages.
What I do take issue with is Bruising improving Brute and Scrapper damage (and improving it more than it does for the Tanker) in light of the current dynamic where Scrappers and Brutes benefit from the presence of a Tanker both to their personal survivability and their personal damage, and then get to go off and solo better to boot. Yet Tankers see no comparable reciprocation, they just get to see smaller damage numbers coming off the enemies they attack.
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What I do take issue with is Bruising improving Brute and Scrapper damage (and improving it more than it does for the Tanker)... . |
Leave dps meters out of this game!
If you're contributing to the team in ANY WAY, and your actions lead to the target dying faster, that's YOUR DAMAGE. YOURS.
Nobody can take that away from you! You added brass knuckles to those teammates, you get to take credit for some of the damage they're doing.
you could have it all
My empire of dirt
I will let you down
I will make you <3
Second, you have to modify your attack chain to utilize your Tier 1 attack in order for Bruising to take effect. That actually has the effect of lowering your ST damage output compared to if Tankers just had a 20% increase in damage and didn't have to lead with their T1 and use it every 10 seconds. There's still a net gain from what they were before Bruising, but it's not a full 20% improvement to ST damage. |
Throwing darts at the board to see if something sticks.....
Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Originally Posted by PapaSlade
Rangle's right....this is fun.
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You cannot adjust the base performance of an AT because of what another AT can do with extensive use of IOs and Incarnate powers. Base damage and damage caps are part of an AT's base performance.
The game is STILL balanced around SOs. And it's more important than ever before to keep it that way. A good number of new and returning players are playing through the game with no access to the things that Johnny is justifying a tanker buff with. On SOs alone, tankers survive better than anything else in the game, by a wide margin. They are the only AT that can reach the defense softcap by themselves, with no IO use at all. With no IOs, tanker's HP is much higher than brutes, because their base HP is 400 points higher. On SOs alone, there is really no comparison when you're talking about survival.
If you can prove that scrappers and brutes are reaching tanker levels of survivability on SOs alone, maybe your argument will hold some weight, but you can't justify an increase to tanker damage levels simply because a scrapper or brute can reach comparable levels of survivability when IOed up the wazoo and using Incarnate powers. You just can't.
Base it on how the ATs compare using nothing but SOs to see if a buff is justified, because SOs are the baseline performance iof the game, and are available to Free, Premium, and VIP players 100% equally.
Making changes based on performance differences using things that are not equally available to ALL players is just unfair.
There was a suggestion earlier in the thread about adding a damage debuf to Taunt or Gauntlet. I like this idea - the idea of Tanks and Brutes being something of antithesis of each other. With the minor exception of Brutes being able to PokeVoke (single target vs. a Tank's AoE effect), tanks should be defensive while Brutes should be offensive. Tanks can distract enemies and could debuf an enemy's damage (through Gauntlet) while a Brute increase his own damage by attacking as many enemies as possible (through Fury).
Regardless, if anything should be done to improve Tanks, let's not just glomp on damage output. If I wanted to do tons of melee damage, I'd roll a Brute or Scrapper. The main role of the Tank, IMPO, is melee control. Let's think about other things that can be done in that regard, such as debuffing enemies, instead of just playing the "increase damage" card.