Consolidated Tanker Improvement Ideas


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Posted

I'd like a review of the various status protections between powersets. For example, I am still confused why Shield was given fear protection, but Invul (either in Unyielding or Unstoppable) and Granite (you are a nearly indestructible rock) were not. Just one example...there may be others.


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Quote:
Originally Posted by gameboy1234 View Post
b) Reduce Tough/Weave for tankers to give more "room" for improvement to the base sets.
My concern with including this kind of a change: It would short change resistance sets that don't come with defense powers who use Tough/Weave to layer in more mitigation.


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Posted

Quote:
Originally Posted by Aramar View Post
I'd like a review of the various status protections between powersets. For example, I am still confused why Shield was given fear protection, but Invul (either in Unyielding or Unstoppable) and Granite (you are a nearly indestructible rock) were not. Just one example...there may be others.
There's a fairly simple reason for this, actually. The "legacy" armor sets: Fire, Invuln, Ice, Stone, Regen, SR, Dark. You'll notice that almost none of them has "comprehensive" status protection. That's because in the early game, almost no enemy mobs had any fear or confuse powers to use against us, and therefore we didn't need protection from them. When CoV came out, there were a handful of mobs that were given confuse/fear powers, so new sets were created with those in mind, but the older sets were never revamped.


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Posted

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Originally Posted by Aett_Thorn View Post
There's a fairly simple reason for this, actually. The "legacy" armor sets: Fire, Invuln, Ice, Stone, Regen, SR, Dark. You'll notice that almost none of them has "comprehensive" status protection. That's because in the early game, almost no enemy mobs had any fear or confuse powers to use against us, and therefore we didn't need protection from them. When CoV came out, there were a handful of mobs that were given confuse/fear powers, so new sets were created with those in mind, but the older sets were never revamped.
Hence why I would like it re-visited. If taunt duration designs are open to revisit, it would be nice for a at least a pass back through the original sets for strange things like this.

I don't expect all the old sets to be completely comprehensive, but some stuff was just silly even when it was launching (thinking back to some explanations BaBs offered of why Shield's protections were so complete).


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Posted

Quote:
Originally Posted by Rangle M. Down View Post
My concern with including this kind of a change: It would short change resistance sets that don't come with defense powers who use Tough/Weave to layer in more mitigation.
It's also hard to do mechanically, since the reason that Tough and Weave are as high as they are on Tankers is because Tankers have a higher Res and Def Mod in the spreadsheet. Tough and Weave have a base value that is multiplied by the Tanker Res and Def mods to give us those values. If they were to decrease the Res and Def mods, then any Def pool power that the Tanker took would be lowered by a similar percentage.

Then they'd need to raise the Tanker armor values independently of any other ATs that shared the armor set, since those are based on the mods as well.


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Posted

Quote:
Originally Posted by Aramar View Post
Hence why I would like it re-visited. If taunt duration designs are open to revisit, it would be nice for a at least a pass back through the original sets for strange things like this.

I don't expect all the old sets to be completely comprehensive, but some stuff was just silly even when it was launching (thinking back to some explanations BaBs offered of why Shield's protections were so complete).
Gotcha. I'll add it to the list!


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Posted

Keeping in mind that a Consolidated List does not necessarily mean "Do all these things!", but rather "Hey, here's a bunch of ideas to pick from"....

The things that stand out for me are;

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4) Increase Tanker defense powers such that taking Tough/Weave isn’t necessary to hit respective caps for like sets (i.e., resistance sets shouldn’t need Tough to get to the S/L resistance caps, and Defense sets shouldn’t need Weave to get to the Defense softcap).
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1) Increase the damage cap for Tankers from +300% to +400%.

4) Standardize Tanker Tier 1 attacks. Considering that Bruising is attached to this attack, all Tankers should be able to use it just as well.

6) Tanker sets with only one AoE attack should be fixed so that the single AoE is good.
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5) Allow Tankers to slot the Taunt set IOs in their auras again. A single broken IO should not mean we can’t slot any of these in our auras.

6) Make Taunt hit more targets for Tankers.

8) Standardize the aggro auras on Tankers. WP and SR have significantly reduced aggro abilities.
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1) While the current Tanker inherent of Gauntlet allows the tanker to do his job, there is no tangible reward for doing so. The Tanker needs something as a reward for doing his job, much like other ATs are rewarded by their inherents for doing theirs. For instance, Controllers do bonus damage to enemies that are being controlled, Blasters do more damage the more they do damage, etc.

3) Give Tankers the old Defiance…as they take damage, they do more damage.

4) Reduce Tanker armor/toggle endurance costs.

6) Stop Gauntlet from affecting the streakbreaker.

9) Tankers currently get very little benefit for doing less DPE with sets they share with Scrappers and Brutes.... Tankers share the same debuff mods with Scrappers and Brutes. This means that while they are doing less damage, they do not have stronger debuffs. Increase Tanker debuff Mods so that they have stronger secondary effects on their attacks.
Thanks for putting it all together, Aett.

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Originally Posted by Synapse View Post
The taunt auras in question were originally designed to be a weaker than others. That said, I think it might be a good time to reconsider this stance. Once again, great feedback guys. Feel free to PM me as this evolves. Tankers will be the next archetype I take a look at.
Glad to hear it's being looked at, and we have a well-structured means of contributing feedback.

I started a Willpower / Titan tanker the other day, and I have a concern about my ability to hold aggro going on into the future. WP's reduced aggro capability, combined with windows of inactivity due to the slow wind-up of titan swings, mean enemies could get bored waiting for me to impress them and wander off to kill the team's defender.

This is probably the worst case scenario for tankers, this particular combo, since it works against to the Tanker's two aggro generation mechanics -- taunt auras and gauntlet. If a solution can be found that makes this combo work, it should strengthen tankers overall.


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Originally Posted by Demon_Shell View Post
For survivability, I think I'd like to have some kind of inherent block power for that ability to resist unresistible damage/boost survivability. The problem other MMOs have with their blocking, is that you can just hold it down as long as you want. I think something more in line with a max ten second up/ten second down toggle that locks out your attacks (but not pbaoe toggles) with an unmodifiable recharge could help.

Just to throw numbers out, activating it could give you something like 20% resistance, 10-15% defense, and 33-50% defense buffing buff (that buff that some versions of Power Boost offer that makes your defense abilities stronger). I assume the lessened damage on unresistible attacks could function the same way it does for pets; just cut it in half. I would say make it unsuppressible, but I understand that would ruin the mechanics for some iTrials like the Anti-Matter fight.

This would let less survivable sets have a means of holding out for a heal, or in the case of Super Reflex/Shield/Ice throwing their defense through the roof and beyond the iTrial soft cap level. Meanwhile, more survivable sets like Stone can use it less often and continue fighting, raising their DPS to approach what the lighter, faster armors can do.

It would also help lower level Tankers survive what sometimes winds up as damage they just aren't yet prepared for.

As for damage, I think what was said about Gauntlet is absolutely right. There's no intensive for being a tank. I would say keep the damage cap where it is, but offer a damage boost for each target aggroed (or in the case of multiple Tankers, each target attempted to be aggroed).


I like this idea, and have often pondered a way to make tanks more versatile.

How about this expansion upon that thinking:

Tankers gain a new inherent called "Battle Mastery". The reasoning is, Tankers are undeniably the AT most comfortable in a fight, and that familiarity with conflict lets them alter how they fight to match the situation they find themselves in.

Battle Mastery gives them two click powers, (they could unlock at level 20-ish, maybe?). One of these is called Onslaught, the other called Guarded. These two powers are mutually exclusive and share a recharge interval. Uptime/downtime ratios to be decided, but I'd vote for 30 seconds up, 90 second recharge, unslottable but affected by Incarnate and global recharge.

Clicking Onslaught raises the damage cap by 100 percent, adds a 50 percent global damage enhancement boost, a 50 percent global recharge enhancement, and 50 percent global endurance enhancement reduction. It also lowers all defense and resist powers by a global 30 percent enhancement penalty. When required, the Tanker can attack with greatly improved strength by throwing caution to the winds. (Note, as global enhancement boosts, these are unaffected by ED.)

Clicking Guarded lowers the damage cap by 100 percent and lowers damage by a global 50 percent. It raises the Tankers Threat rating to 5, increases taunt durations by a global 100 percent, adds a global 50 percent enhancement to all defense and resist powers, doubles the Tankers aggro cap, and adds a mag 6 global status effect defense. When required, the Tanker can use their 'battle smarts' to overawe, out-maneuver, and confound the enemies advances.

Voila. Now Tankers have a unique play mechanic, are more active to play (if you choose to use the inherent), their damage is allowed to spike substantially when required, and they can readily 'mop up' a nasty team wipe in mid-event and hopefully save some people from defeat. If you don't like these notions, take the buttons off your tray and Tankers are unchanged from how they play right now. All design decisions and balance levels between sets are preserved: The psi hole, for example, will remain unaffected, so sets balanced around that vulnerability are not changed.

What do people thinks? Complicated, a bit, but it'd be a welcome addition to an AT that's a bit...stodgy.


 

Posted

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Originally Posted by Aramar View Post
Hence why I would like it re-visited. If taunt duration designs are open to revisit, it would be nice for a at least a pass back through the original sets for strange things like this.

I don't expect all the old sets to be completely comprehensive, but some stuff was just silly even when it was launching (thinking back to some explanations BaBs offered of why Shield's protections were so complete).
Why does SR and WP have a bad rap for their taunt aura? According to city of data, SR's taunt aura activates every 0.5 seconds and supplies a 1 second STACKABLE taunt. Effectively making it a mag 8 taunt aura. Sure if you jump away they won't follow but while you're standing in a mob you will only have the enemy's attention.

WP is similar. It has a paltry mag 3 taunt that lasts for 1.25 seconds and activates every 1 second. But it too is stackable. Put a couple of taunt IOs into it (or Resilient core alpha since WP doesn't have endurance issues, but has taunt issues, plus higher resistance boost). Your taunt aura would become a mag 6, making it stronger than any other set other than SR.

I don't think you need standardization. It just makes the game more vanilla. Use taunt for herding, then enjoy your higher mag taunt aura while you stand strong in the crowd.


 

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Originally Posted by boppaholic View Post
Why does SR and WP have a bad rap for their taunt aura? According to city of data, SR's taunt aura activates every 0.5 seconds and supplies a 1 second STACKABLE taunt. Effectively making it a mag 8 taunt aura. Sure if you jump away they won't follow but while you're standing in a mob you will only have the enemy's attention.

WP is similar. It has a paltry mag 3 taunt that lasts for 1.25 seconds and activates every 1 second. But it too is stackable. Put a couple of taunt IOs into it (or Resilient core alpha since WP doesn't have endurance issues, but has taunt issues, plus higher resistance boost). Your taunt aura would become a mag 6, making it stronger than any other set other than SR.

I don't think you need standardization. It just makes the game more vanilla. Use taunt for herding, then enjoy your higher mag taunt aura while you stand strong in the crowd.
Two reasons.

First, a Scrapper with AAO or Invincibility can pull aggro off of you because Taunt Magnitude actually isn't what is used to determine who has aggro (Magnitude just determines if it's taunted at all)-- it's Taunt Duration times damage times threat (that's a very crude representation, but we were never given the exact formula, just that) that determines that. Taunt enhancements will not increase the duration (they don't increase Magnitude, not that we need it) enough to surpass them, as Scrapper AAO and Invincibility have 17 second Taunt durations.

Second, if you are facing higher level foes, the duration is lowered, and WP and SR end up with short gaps in aggro where foes will attack other players. Yes, they can slot Taunt enhancements to increase their duration to make up for it, but no other set has to do that.


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Posted

Quote:
Originally Posted by Aramar View Post
I'd like a review of the various status protections between powersets. For example, I am still confused why Shield was given fear protection, but Invul (either in Unyielding or Unstoppable) and Granite (you are a nearly indestructible rock) were not. Just one example...there may be others.
Quote:
Originally Posted by Aett_Thorn View Post
Tanker Defensive Issues, a summary:

*snip*

8) Reexamine Tanker status protection. With the addition of more and more mobs that can cause status effects like confuse and fear, Armor sets have not been reexamined to handle them.

This! Very much this for me! The glaring Fear and Confuse hole for most sets is massively annoying. My main is Elec.Armor and it drives me to frustration at times.

The new "Awakened" mobs in First Ward are a very recent reminder of this.

Tweaking this would be first on my personal preference chart.


 

Posted

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Originally Posted by mauk2 View Post
I like this idea, and have often pondered a way to make tanks more versatile.

How about this expansion upon that thinking:

Tankers gain a new inherent called "Battle Mastery". The reasoning is, Tankers are undeniably the AT most comfortable in a fight, and that familiarity with conflict lets them alter how they fight to match the situation they find themselves in.

Battle Mastery gives them two click powers, (they could unlock at level 20-ish, maybe?). One of these is called Onslaught, the other called Guarded. These two powers are mutually exclusive and share a recharge interval. Uptime/downtime ratios to be decided, but I'd vote for 30 seconds up, 90 second recharge, unslottable but affected by Incarnate and global recharge.

Clicking Onslaught raises the damage cap by 100 percent, adds a 50 percent global damage enhancement boost, a 50 percent global recharge enhancement, and 50 percent global endurance enhancement reduction. It also lowers all defense and resist powers by a global 30 percent enhancement penalty. When required, the Tanker can attack with greatly improved strength by throwing caution to the winds. (Note, as global enhancement boosts, these are unaffected by ED.)

Clicking Guarded lowers the damage cap by 100 percent and lowers damage by a global 50 percent. It raises the Tankers Threat rating to 5, increases taunt durations by a global 100 percent, adds a global 50 percent enhancement to all defense and resist powers, doubles the Tankers aggro cap, and adds a mag 6 global status effect defense. When required, the Tanker can use their 'battle smarts' to overawe, out-maneuver, and confound the enemies advances.

Voila. Now Tankers have a unique play mechanic, are more active to play (if you choose to use the inherent), their damage is allowed to spike substantially when required, and they can readily 'mop up' a nasty team wipe in mid-event and hopefully save some people from defeat. If you don't like these notions, take the buttons off your tray and Tankers are unchanged from how they play right now. All design decisions and balance levels between sets are preserved: The psi hole, for example, will remain unaffected, so sets balanced around that vulnerability are not changed.

What do people thinks? Complicated, a bit, but it'd be a welcome addition to an AT that's a bit...stodgy.
Wouldn't clicky inherent powers just make tanks hate redraw more than they already do? I can understand it for dominators but I would prefer not cluttering up my attack trays more than I already have. Plus this suggestion feels a bit like accolade powers to me.

I like where the system stands now. I think bruising has made a good splash for dealing with single hard targets. I do believe a tank should have a higher mag taunt than a brute though. I also like the idea of a small increase to agro cap, 20 is good. To even out the damage output a bit, I would like to see a small increase to the cap (425-450%) or a very slight increase to their base damage modifier.


 

Posted

SR Tanks and Elude
=============
(SR tanks only; inapplicable to scrappers, brutes, and stalkers)

As the tier 9 power for SR tanks, Elude does not seem to be very useful. Tanks can already get past their defensive cap with just the toggles and passives. Additionally many builds just naturally add Combat Jumping, Maneuvers, Weave, and/or SteadfastProtection:Res/Def. Thus an SR tank might need a situational boost and not really have one.

While SR tanks were still unreleased from Beta, Arcanaville made a prediction -- within a year, SR tanks would get some form of healing. I hope she's right. Here's one idea for a new SR tier 9:

Eclipse
--------
1) Same "envelope" as Elude -- same recharge, duration, and endurance crash
2a) Within the envelope, acts as a slightly weaker Earth's Embrace (EE, Dull Pain with toxic resistance)
2b) 2/3 of values for EE's heal and HP boost, but its full toxic resistance
3) slottable with recharge, end reduction, healing, and resistance
4) 20% additional base recovery, not boostable with enhancements

If folk's want to keep Elude's run speed boost, I have no objection, but I'd be more than happy to trade it away for the extra recovery.


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Posted

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Originally Posted by Caulderone View Post
This! Very much this for me! The glaring Fear and Confuse hole for most sets is massively annoying. My main is Elec.Armor and it drives me to frustration at times.

The new "Awakened" mobs in First Ward are a very recent reminder of this.

Tweaking this would be first on my personal preference chart.
Pick up tactics. Is a pretty easy method for covering up your confuse/fear hole. Some sets have kb holes. They have to get acrobatics or special IOs. The fear and confuse holes should stay since it's easy enough to fix. Stuns or holds would be another story.


 

Posted

Here's a couple ideas that likely got lost in that other black hole, some of them I ran by Castle last year but he left before he got to reply.

Stack Bruising capped @ 50% for 5s (10s)-
Increases the usefulness of multiple tanks on a team - Rangle
brought this point up in this thread and I argued pointlessly for stacking during c/beta last year.
-if no to stacking:
Make it 20% unresistible damage resistance debuff for 15s (10s) and add minor resistible 10% -tohit debuff - Thematically the impact of the tank attack weakens shielding and unbalances an enemies ability to retaliate.
Stacking would increase the Tankers teams overall damage against AV's and hard targets, while also elevating their role.
Damage-
Throwing added damage at the chalkboard is to me a lazy accepted wisdom - which is (by itself) rarely a good way to make decisions
to possibly improve the unique role of any AT, and simply homogenizes each new melee character created down to multiple choices of
similar options.
Issue 4 Tanker Burn was aggressively toned down because the AT wasn't intended to make Blasters & every other teammate irrelevant, which if you weren't around it certainly did (besides of course Jacks love of pen&paper ATs & antipathy towards p/lvling), even so Tanks current damage potential lies within acceptable parameters.
That said:
Tier one attacks-
Raise the damage and reduce the recharge time by 1 second on powers above 2secs, reason, will help soloing speeds at lower levels, it also provides better functionality to an attack all Tanks must take.

The actual damage increase percentage would have to be determined during beta, but the desired result would be akin to Super Strengths Jab being reclassed from minor to moderate while War Maces Bash would go from moderate to high, and the adjustment to the end modifier would have to be fleshed out depending on the damage %.

To a lesser degree of importance (to me anyway):
Taunt-
Lower the animation cast time to 1.57s (1.67s) increase the base range to 75ft (70ft) and radius to 17ft (15ft).
Tanks are not meant to be 100% effective as an aggro magnet, just as a controller is not meant to be 100% effective as Crowd Control, though both come pretty close as is.
But Taunt potentially maximizes offensive and aggro management efficiency and slightly increasing the base range and radius would be a minor adjustment, also Castle had already spoken openly about making it's animation faster.

In that vein:
Raise the aggro cap for tanks to 22 (17)-
Minorly emphasizes differences between Tanks and the other three melee classes, especially solo and unbuffed it's resistance to defeat by multiple npcs is an attribute, and the cap being raised would highlight that albeit in a small way, though a cap needs to remain to avoid anti-Tank stacking.

.

I mentioned before tanks to me are within acceptable balance, and that based like many of you on having played ad nauseum every AT, certainly with all the means currently of boosting performance there have not been teams of any combination of other ATs that left me feeling my Tanker character was lacking, but like you I'm not against a small upgrade to something I like playing.






 

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Originally Posted by boppaholic View Post
Wouldn't clicky inherent powers just make tanks hate redraw more than they already do?
Easily addressed by giving the powers no animation, and requiring no animation time. Press button, you are now either Guarded in your fighting or in Onslaught mode.

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I can understand it for dominators but I would prefer not cluttering up my attack trays more than I already have. Plus this suggestion feels a bit like accolade powers to me.
Hmmm. No, not really. Incarnate powers never address the caps. I specifically used the global enhancement mechanic to avoid disturbing inter-set balance. I strongly suspect Incarnate powers were designed the same way, for the same reason. It's like convergent evolution.

Similar goals in a similar environment lead to similar solutions.

But this would allow Tankers, with effort, to considerably expand their performance envelopes.

If you want a full-time high damage tanker, you build for global recharge and get Battle Mastery permanent: You then gain considerably more damage potential at the expense of a button-click every thirty-ish seconds and a hefty mitigation hit. (VERY hefty for toons near the caps.) The demands attention, which the Dev's have used as a design balance point for years. This seems fair to me.

If you want a max-defense tanker, you again work to get Battle Mastery permanent. (That's why I'd argue for the 90 second recharge, it's still up a good portion of the time even on non-recharge-heavy builds like a Granited Stone.)

Now, you have the security of knowing that you can out-draw anybody with a click of the Taunt button, you can occupy twice as many foes as before, and you have a lot more security in doing so, knowing that the fears/confuses/placates, etc, are not going to do nearly as much to you.

Oh, I forgot one boost that Guarded should add: plus 500 feet perception radius.

Again, you pay for this added troller-osity with a button click and a hefty reduction in your damage output. Even better, this demands attention, which is a balance point the Dev's have used for years. Seems fair.

A real nice feature of this notion is when you 'play against your strengths.' A super-heavy tanker build (like my beloved Inv/Ax) can mash on the onslaught button like mad in situations where my toughness isn't needed and add a lot more damage output to the team. Not Brute levels by any stretch, but a lot better than a tough-specced Tanker usually gets, as long as I remember to keep activating the magic button.

A high-damage tank build (like my equally beloved Fire/Fire builds), can play against type by mashing the Guarded button like a wired-up lab rat when the team is expecting me to play waaaay over my head. Thus I can fulfill the expected role of Main Tank even if my build was really aimed at mass agriculture.

I think it's flexible and potent, but balanced in that it requires the player to actively sit up and MAKE it work for them. No freebies here. The performance envelope is expanded only in the directions of more damage and more aggro control/status soaking, which are probably the most innocuous ways to boost the AT's performance in ways that are pleasing to the most people.

And if you don't like it, the button mashing is purely optional.


 

Posted

I'd like to highlight the suggestions that make multiple Tankers on a team a benefit that doesn't leave players saying "we don't need a second (or more) Tanker." Since a second Tanker doesn't need to spam Taunt, it loses out using its inherent, thus, the suggestion that there be 'something' that makes up for it, like a team Def buff (a la Shields) or increased damage for the Tankers (a la Kheldian buffs for having certain ATs on their team).


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Posted

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Originally Posted by Liquid View Post
Two reasons.

First, a Scrapper with AAO or Invincibility can pull aggro off of you because Taunt Magnitude actually isn't what is used to determine who has aggro (Magnitude just determines if it's taunted at all)-- it's Taunt Duration times damage times threat (that's a very crude representation, but we were never given the exact formula, just that) that determines that. Taunt enhancements will not increase the duration (they don't increase Magnitude, not that we need it) enough to surpass them, as Scrapper AAO and Invincibility have 17 second Taunt durations.

Second, if you are facing higher level foes, the duration is lowered, and WP and SR end up with short gaps in aggro where foes will attack other players. Yes, they can slot Taunt enhancements to increase their duration to make up for it, but no other set has to do that.
Just a side note: when Castle posted about his aggro investigation with Ghost Widow, he mentioned that according to their investigation the double-hate rule was still valid. Specifically, in order for you to pull aggro away from someone else, you have to have twice the hate they do. My guess is that the original programmers put that in there because if all it took was to exceed hate by any amount, that would be exploitable (two attackers taking turns hitting a target would constantly flip aggro back and forth and confuse the AI).

I'm assuming that's still true, although when it comes to aggro I'm not 100% certain of anything.


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Posted

Quote:
Originally Posted by Liquid View Post
Two reasons.

First, a Scrapper with AAO or Invincibility can pull aggro off of you because Taunt Magnitude actually isn't what is used to determine who has aggro (Magnitude just determines if it's taunted at all)-- it's Taunt Duration times damage times threat (that's a very crude representation, but we were never given the exact formula, just that) that determines that. Taunt enhancements will not increase the duration (they don't increase Magnitude, not that we need it) enough to surpass them, as Scrapper AAO and Invincibility have 17 second Taunt durations.

Second, if you are facing higher level foes, the duration is lowered, and WP and SR end up with short gaps in aggro where foes will attack other players. Yes, they can slot Taunt enhancements to increase their duration to make up for it, but no other set has to do that.
Good point. I didn't know taunt duration applies in some overall taunt formula for determining who the enemy will attack. I thought it was just the magnitude applied by a player, who ever applies the most taunt magnitude gets the enemy's next attack. Damage playing a part too obviously as blasters would get more attention than defenders. Perhaps mag and damage should play the effect of determining who the enemy attacks, having the taunt effects stack (so longer taunt auras last longer for stacking but doesn't affect the magnitude of the taunts). I figure something like this:

Taunt = [.5*(1+taunt_mag)+.5*(1+damage/base_damage)]*(1+taunt_duration)

This is fundamentally the idea, not necessarily the correct weighting or approach. I just think a tank should get the most attention, so a higher magnitude taunt. And the magnitude of the taunt should play a multiplicative effect in determining who the enemy attacks.


 

Posted

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Originally Posted by Zombie Man View Post
I'd like to highlight the suggestions that make multiple Tankers on a team a benefit that doesn't leave players saying "we don't need a second (or more) Tanker." Since a second Tanker doesn't need to spam Taunt, it loses out using its inherent, thus, the suggestion that there be 'something' that makes up for it, like a team Def buff (a la Shields) or increased damage for the Tankers (a la Kheldian buffs for having certain ATs on their team).
Whilst second tankers shouldn't be needed it doesn't mean they can't be useful. Usefulness is down to how people play. Lack of usefulness is why some tankers would prefer a scrapper in that second tankers place. A second tanker could be useful but often isn't by their own in mission decisions.


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Posted

I read that last week and it struck as coming from someone who's gotten things changed in the game before.

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Originally Posted by Synapse View Post
Interesting thread. These are EXACTLY the kind of consolidated chunks of feedback we like to see. Great job! Definitely some things to chew on in here.

Synapse
The father of the mace and weapon buff push obviously knows what he's talking about, it occurs to me that if you like a specific archetype you want people like Aett Thorn, Tundora, [who got ice buffed way back when] Ace and others to advocate when a community feels like changes might be needed.

As far as my own input I want to give it some more thought because I'm pretty happy with my tanks as they play right now but I also don't want to miss an open door to make them all even better in some way.

Thanks again for everyone putting effort into this.


 

Posted

Quote:
Originally Posted by mauk2 View Post
Easily addressed by giving the powers no animation, and requiring no animation time. Press button, you are now either Guarded in your fighting or in Onslaught mode.



Hmmm. No, not really. Incarnate powers never address the caps. I specifically used the global enhancement mechanic to avoid disturbing inter-set balance. I strongly suspect Incarnate powers were designed the same way, for the same reason. It's like convergent evolution.

Similar goals in a similar environment lead to similar solutions.

But this would allow Tankers, with effort, to considerably expand their performance envelopes.

If you want a full-time high damage tanker, you build for global recharge and get Battle Mastery permanent: You then gain considerably more damage potential at the expense of a button-click every thirty-ish seconds and a hefty mitigation hit. (VERY hefty for toons near the caps.) The demands attention, which the Dev's have used as a design balance point for years. This seems fair to me.

If you want a max-defense tanker, you again work to get Battle Mastery permanent. (That's why I'd argue for the 90 second recharge, it's still up a good portion of the time even on non-recharge-heavy builds like a Granited Stone.)

Now, you have the security of knowing that you can out-draw anybody with a click of the Taunt button, you can occupy twice as many foes as before, and you have a lot more security in doing so, knowing that the fears/confuses/placates, etc, are not going to do nearly as much to you.

Oh, I forgot one boost that Guarded should add: plus 500 feet perception radius.

Again, you pay for this added troller-osity with a button click and a hefty reduction in your damage output. Even better, this demands attention, which is a balance point the Dev's have used for years. Seems fair.

A real nice feature of this notion is when you 'play against your strengths.' A super-heavy tanker build (like my beloved Inv/Ax) can mash on the onslaught button like mad in situations where my toughness isn't needed and add a lot more damage output to the team. Not Brute levels by any stretch, but a lot better than a tough-specced Tanker usually gets, as long as I remember to keep activating the magic button.

A high-damage tank build (like my equally beloved Fire/Fire builds), can play against type by mashing the Guarded button like a wired-up lab rat when the team is expecting me to play waaaay over my head. Thus I can fulfill the expected role of Main Tank even if my build was really aimed at mass agriculture.

I think it's flexible and potent, but balanced in that it requires the player to actively sit up and MAKE it work for them. No freebies here. The performance envelope is expanded only in the directions of more damage and more aggro control/status soaking, which are probably the most innocuous ways to boost the AT's performance in ways that are pleasing to the most people.

And if you don't like it, the button mashing is purely optional.



I think my biggest problem with this idea is that you're turning the tank into a god mode scrapper whenever you want. If you want to do scrapper damage, be a scrapper. If you want o be able to take a beating while afk, be a tank. This idea is too extreme and takes away from the simplicity of how we should view our heroes. Tanks are brick walls you can stand behind. Scrappers are offensive artists who can knock anyone out. Each have their flaws that you have to accept. Don't make an inherent power that allows you to toggle between different ATs whenever your flaws become an issue. You might as well make a kheldian and toggle between hover blaster and stone tank. :-P


 

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Quote:
Originally Posted by Arcanaville View Post
Just a side note: when Castle posted about his aggro investigation with Ghost Widow, he mentioned that according to their investigation the double-hate rule was still valid. Specifically, in order for you to pull aggro away from someone else, you have to have twice the hate they do. My guess is that the original programmers put that in there because if all it took was to exceed hate by any amount, that would be exploitable (two attackers taking turns hitting a target would constantly flip aggro back and forth and confuse the AI).

I'm assuming that's still true, although when it comes to aggro I'm not 100% certain of anything.
Thanks, I didn't remember that part.

If you're actively hitting them, Gauntlet is going to contribute more significantly anyway, making the aura's taunt duration irrelevant (as taunt durations from two sources don't stack, from what I remember). So the second issue is really only significant for characters with poor or no AoE, or in situations where you're trying to hold a spread out group by doing something like standing next to some of them, taunting others, and using a ranged attack on a third group.

It sounds rare, but it just depends on what you're fighting and when. I've encountered it when exemplared below Foot Stomp on my WP Brute, and on my SR/StJ Tanker on spread out groups like Praetorian Clockwork.

The first issue is still relevant because AAO and Invincibility provide far more than twice the hate.


Please try my custom mission arcs!
Legacy of a Rogue (ID 459586, Entry for Dr. Aeon's Third Challenge)
Death for Dollars! (ID 1050)
Dr. Duplicate's Dastardly Dare (ID 1218)
Win the Past, Own the Future (ID 1429)

 

Posted

Quote:
Originally Posted by boppaholic View Post
I think my biggest problem with this idea is that you're turning the tank into a god mode scrapper whenever you want.
Hmmm.....


A valid concern, sir! Let's examine some numbers to see if we can address this concern.

As we did in the prior thread, let us assume a Scrapper, Brute, and Tank are all using an attack that deals 100 damage. The tank's damage scalar of .8 will make that 80 damage, while the scrapper' scalar of 1.125 will make his damage 112.5, while the brutes damage scalar of .75 will make his damage 75.


At the old caps:
Tank: 80 x 400% = 320 damage that attack will do at the cap, 384 with Bruising.
Brute: 75 x 775% = 581 damage.
Scrapper: 112.5 x 500% = 563 damage that attack will do at the cap, 602 at a 7 percent crit rate.


At the proposed new caps:

Tank: 80 x 500% = 400 damage, 480 with bruising.
Brute: 581 damage.
Scrapper: 602 damage.


The Tanker is much MUCH better off, but is still not even in the same ballpark as either the brute or the scrapper. 80 percent of the damage output of a capped Scrapper is not bad performance at all. Yes, the Scrapper is less durable, but in order to achieve this level of damage, the Tanker has to heavily self-debuff their mitigation.

Seems fair.




Now, let's examine a 'middle of the road' case, not one against the edge of the envelope.


Assumptions: All attacks are slotted for 100 percent +damage, the brute sustains an average of 70 fury. (For a mature build, I find this to be readily achieveable.) The scrapper has an effective crit rate of 7 percent. The tanker can keep the proposed self-buff up permanently.

Tank: 80 damage +100% slotting +50% Onslaught self-buff = 250%, for 200 damage.
Brute: 75 damage +100% slotting +140% fury = 340% = 255 damage
Scrapper 112.5 damage +100% slotting = 200 percent = 225 damage * 1.07crit = 241 damage.

Yes, a perma-onslaught Tanker is quite a good damage dealer, although still well behind both a brute or a scrapper, and suffers a self-imposed mitigation debuff to attain that level of performance.

So....

Examining these numbers, this seems fair to me. No, I don't think this level of performance is equivalent to 'a God-mode Scrapper whenever you want'.

It's a healthy performance boost that, if a player wants to make a high-damage tanker and is willing to debuff themselves to achieve it, lets tankers do about 80 percent of Brute/Scrapper damage while adding a level of player interaction to that playstyle.

This seems about right to me.

The added flexibility of the 'Guarded' mode let's less-beastly Tanker builds (looking at damage-specced toons for example) also serve functionally well as 'Main Tanks'.

This addresses the 'redundant tanker' concerns as well, in two ways:

1) Damage, like buff/debuff, stacks linearly. more damage is always good damage.
2) Multiple Tanks can swap out between guarded and onslaught. This clearly allows multiple tanks to pick who is main tank and who is off tank.