Consolidated Tanker Improvement Ideas
I'd like to see.
1 Raising the damage cap so that Tanks can benefit from team buffs
2 On the basis that the game engine allows for this, a "Bonus to Defence". As we all know minions have x value to hit depending on the defence of the target, with Lieutenants and Bosses having a higher chance to hit. Tanks could have all mobs having the same flat rate to hit as a minion, irrespective of whether they're boss etc. This would benefit Tanks of all levels and would allow them to have a defence advantage over other AT's even at the cap.
L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR
Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller
2 On the basis that the game engine allows for this, a "Bonus to Defence". As we all know minions have x value to hit depending on the defence of the target, with Lieutenants and Bosses having a higher chance to hit. Tanks could have all mobs having the same flat rate to hit as a minion, irrespective of whether they're boss etc. This would benefit Tanks of all levels and would allow them to have a defence advantage over other AT's even at the cap.
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Here's a random idea that probably won't have much impact on improving tankers solo or small team performance, but which might make them more usefully "stackable" on large teams.
Have gauntlet apply a -special or low grade general debuff effect on all affected foes. Less def, less -def, less -tohit, a little bit of - regen, whatever. Make the effect small but stackable, such that 2-3 tanks could impose a fairly meaningful level of debuff on one, or a few enemies and protect the entire team, possibly making a significant dent on the survivability of a handfull or less particularly irritating mobs... Not so much of a debuff that you'd meaningfully kill off large numbers of foes faster, or make tanks solo much better than they do now. Going further: Not interesting enough? fine. Make gauntlet a slottable power. Give it equal measure of enhanceable debuff and unenhanceable -debuff of many types, and let tanks slot the debuff type they'd like to particularly specialize in. WP/DM tanks might choose tohitdebuff, you could slot damage, for -damage and SD/KM tanks could potentially stack a fair bit of this. slot resistance for -res, heal for -regen, def debuff... more -range... all applied in small amounts to those caught in gauntlet. Not enough to make THAT much difference with one tank, but again, let it stack. For added entertainment, let the alpha slot modify this. Possibly consider adding in an increase in the aggro limit and you'd be more than fine. These changes shouldn't make tanks much better solo. They'd never eclipse defenders for debuff, scrappers for damage or any such thing, But you wouldn't feel that three tanks on a TF were a waste. |
On the other hand I'm not really sure slotting Gauntlet would be all that effective and we all know just how precious slots are. Still, if it's done well it could be interesting. Of course then all the other AT's would want to be able to slot THEIR inherent so it might open up a nasty can of worms.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
I had a request from Profit who's unable to post atm to add a suggestion he has for Invul, "resist physical dmg needs to be switched with tough hide".
So I had this idea pop into my head today... would be REALLY interesting.
What if Tankers had inverse fury?
Call it:
ANGER
Power Description: The Tanker LOVES to be the center of attention, when he is not he is mad, so mad that his attacks will hit MUCH harder until he regains that aggro.
The Tanker has a bar that is just like Fury, only its filled up. When its filled up it gives a huge damage boost. NOTE: For this to work the Tanker damage cap would have to be raised an additional 200%.
At full bar, the buff gives 200% more damage.
*HOWEVER* as the Tanker is attacked the bar begins to deplete, very fast the more attacks made against the Tanker. Even if the Tanker is tanking a single opponent the bar will begin decreasing, if the Tanker aggros a group he will only have the damage bonus for the first few attacks and after that the bar will be nearly depleted.
If the Tanker is not being attacked the bar begins to refill at a steady rate.
What does this accomplish?
This gives the Tanker:
- Burst Damage: For initial Attacks the Tanker will deal huge burst damage
- Increase Sustained DPS when not being attacked. This allows multiple Tankers that aren't tanking to deal much more damage.
- Keep Tanker DPS at the same level when being attacked. Thus, a Tanker even being attacked by one opponent will see the bar begin to deplete.
- Increase Threat Generated. If the Tanker wants to grab the attention of an enemy, his attacks will deal tremendous damage and pull threat.
- The mechanics will also prevent the Tanker from being some sort of Uber Farmer because once he has aggro the bar depletes.
I think something like this has been discussed before. The problems are that first, conceptually, it makes little sense. It would make a Tanker effectively weaker against multiple foes. Or put it this way, the longer a Tanker fights, the weaker he becomes against a single target. Might as call it Winded.
Second, if Taunt is used prior to attacking, the first volley of fire at the high end of the game could practically wipe out the damage output.
It's kind of like penalyzing a Tanker for fulfilling its design purpose.
I remembered another old, old idea I used to like: Charge!
Tankers get a click power called "Charge", which gives a very short period of invincibility and increased movement. It has a very long recharge solo, which shortens based on team size.
I'm actually kind of on the fence about it today. I like to keep the non-attack clicking down to a minimum, so adding another one doesn't sound fun. But I thought I'd throw it out there anyway.
I had a request from Profit who's unable to post atm to add a suggestion he has for Invul, "resist physical dmg needs to be switched with tough hide".
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Edit-> Also, front posts should be updated. as of 12/20/11: 8:22 am EST.
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
How about a power called, for arguments sake "Resolute"
This has similar mechanics to Fury, but it builds as foes attack the Tank not when the Tank attacks.
As foes attack, the Tanker gains:
A damage buff (obviously not as much as Fury on a Brute)
Each mob attacking has a -to hit applied to it (whether this is solely when attacking the tank or also other team members?)
This would have the benefits of adding a damage boost, both solo and in teams
Increase the survivability of the Tank both solo and in teams
Applying a debuff would increase threat and as such ability to hold aggro.
L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR
Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller
I haven't seen any train of thought better than this one. (Though I admit skipping most of the details of this thread, and gave up on the "PM tanker changes" one too.)
I'm not sure if this has been mentioned or not, but here's a thought that recently struck me. Mind you it's probably too gimmicky, or stepping on other ATs a touch, but here goes. Once again, I don't think it's needed, but I'll throw it out here anyway.
What if tanks had a "Inspiration" bar. Give tanks an subtle AoE team buff that provides a miniscule mez resistance. No Mez protection, just resistance. The more a tank gets attacked and lives the more the mez resistance improves for the team. Nothing over powering. Nothing that steps on defenders or other true buffers. This would also keep it from becoming overpowering on Leagues with multiple tanks. Have it use a mechanic similar to fury, but with a quicker decay. The tank dies, the "inspiration" is gone.
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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Tanks need to be better at Tanking. By that I mean they should be allowed to agro cap higher. They should have a better chance to grab agro back from Blasters, Brutes, and other agro stealers. Raising the # affected by taunt and the threat modifier would be a good start. Now that you got that agro what do you do with it? Tanks need to be (slightly) more survivable in levels 1-49. They need to have more debuff resistance for their armors. They need to be able to shrug off getting whammied by Super Stunners, Carnies, and those pesky dudes with the Blue rifles in Malta. And other gimmicky mobs. They need to be able to partially resist the "nstant Death" patches being implimented in the Incarnate Trials. And other cant miss/auto hit/ late game incarnate trial meta-game changing mechanics that are becoming "everyday". Well, if game changing "you're dead" is becoming everyday, than Tankers need to be buffed against them, cause the only thing a Tanker has is high survivability and a ton of attitude. Yes, i am saying in 50 to 50+ game Tanks need to be a lot more survivable. A 50 Tank should be able to go into a Lambda and not get walked on like weak uncle Willy. Sure, they may not be able to hit much, or affect much, but they should at least be able to make it to the mission objectives (or down one hall...) without constant faceplanting. They are supposed to be tough, right? And the BAF? Auto hold for grabbing agro, screwing the team? Who designed that? What is Tank supposed to do, not hit or taunt? I guess grab adds. But do not attack the AVs. Hear, sit there and hold a lolli, we'll let you know when we need them moved again. Just stay away from me you ring generating freak.
2 On the basis that the game engine allows for this, a "Bonus to Defence". As we all know minions have x value to hit depending on the defence of the target, with Lieutenants and Bosses having a higher chance to hit. Tanks could have all mobs having the same flat rate to hit as a minion, irrespective of whether they're boss etc. This would benefit Tanks of all levels and would allow them to have a defence advantage over other AT's even at the cap. |
There have been no comments on whether this is a good idea or not, I assume from that, it's not.
Just wondering why, is it simply lackluster or not suitable for some reason? Just wondering.
L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR
Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller
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
How about a power called, for arguments sake "Resolute"
This has similar mechanics to Fury, but it builds as foes attack the Tank not when the Tank attacks. As foes attack, the Tanker gains: A damage buff (obviously not as much as Fury on a Brute) Each mob attacking has a -to hit applied to it (whether this is solely when attacking the tank or also other team members?) This would have the benefits of adding a damage boost, both solo and in teams Increase the survivability of the Tank both solo and in teams Applying a debuff would increase threat and as such ability to hold aggro. |
L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR
Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller
Also, I don't feel like making Tankers "Brute-lites" is the way to go.
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, thank you.
L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR
Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller
This is my only problem with Tankers. That a scrapper and a brute do as much damage over and above what a tank can do is simply puzzling.
This weekend (Saturday & Sunday) I had my TW/Stone (23) tank in a mission with another Brute (24) (TW/Reg) and a Scrapper (24) (Claws/Reg) and my tank could hardly put down any foes in the numbers and/or time my teammates were doing. |
The Tank also has performance issues related to it's design not growing with a growing game. The ability to alter mob size and the steamroll technique have made the agro cap for a Tank a huge shackle. Now everything being added to the game either 1) autohits (bye defenses) 2) Autokills (bye large health pool) 3) Drains all your endurance inless than 5 seconds (bye toggles, armor/def, hello floor 4) does massive Psi damage (wait, what do you mean you don't have Psi protections?) 5) Hey, lets raise the softcap everywhere! 6) What new torture awaits? Everything mentioned here hits Tanks disproportionately, because everything the Tank player gives up the other archtypes get to keep (more damage, special tricks) yet we are all equal in that no one can resist a 10000% effect. But hey big guy, yes you do have 2x the (fill in the blank) compared to me, so that will console you on your trip to the hospital.
The Tank has 2 problems, and they have nothing to do with it's performance. The first is this guy. No offense intended, sincerely. I was this guy almost 5 years ago. KnightofKhonsu is just a perfect sample of what I was, and what we have in reality. People who have not had exposure to a class who's specialty is agro magnet, but looks like a melee character. It threw me into a spin, and it does others as well. The second is the very experienced gamer who knows exactly what a Tanker is, and wants to use it as a base to build a character that abuses the crap outta the game. I am also that guy. seriously, if there was a way through I/O sets (name your price!) that i could turn a Tank into an effective Tank Blaster I would have one. Many many of us would.
The Tank also has performance issues related to it's design not growing with a growing game. The ability to alter mob size and the steamroll technique have made the agro cap for a Tank a huge shackle. Now everything being added to the game either 1) autohits (bye defenses) 2) Autokills (bye large health pool) 3) Drains all your endurance inless than 5 seconds (bye toggles, armor/def, hello floor 4) does massive Psi damage (wait, what do you mean you don't have Psi protections?) 5) Hey, lets raise the softcap everywhere! 6) What new torture awaits? Everything mentioned here hits Tanks disproportionately, because everything the Tank player gives up the other archtypes get to keep (more damage, special tricks) yet we are all equal in that no one can resist a 10000% effect. But hey big guy, yes you do have 2x the (fill in the blank) compared to me, so that will console you on your trip to the hospital. |
While I may have 1.5 years less than you in playing this game, I have more years of gaming experience than I care to think about, which affords me the experience to identify problems. The fact of the matter is, had I been some noob, more than likely I would not even had noticed what was happening in the first place. The fact that I did see the aggro problem in not keeping enemies in front of me, instead they ran passed, towards another teammate, or away from me, means I am not some noob playing an AT for the very first time. When a Defender can draw a mob of 5 targets from me, while in the heat of battle, then something is seriously wrong with the build, not that I do not know what, when, where, or how to use the AT.
Current active characters: Dragon Maiden (50+3 Brute SS/WP/PM), Black Widow Maiden (50+1 Night Widow), Catayclasmic Ariel (50 lvl Defender - Kin/DP), Quantumshock (50 lvl Elect/Energy/Energy), American's Defender (38 lvl Tanker - SD/Mace), Spider-Maiden (15 lvl Corruptor - RB/PD) & Siren Shrike (15 lvl Defender - Sonic/Sonic). My entire stable.
First, I have played this game for over 3.5 years. Second, this is not my first tank it is more like my eighth or ninth.
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My apologies Knight of Khonsu. I looked at your number of posts, not your join date. It was wrong of me to use you as an example, and I apologize.
However, the type of person I was referring to does exist (I was one) and is a problem for Tankers. In console games (which is mostly what I played before City of X) you will not find any "Agro Magnet" archtype. I have learned that if you come over from some other MMORPGs you might have seen the archtype and tactic before. But I had never seen it, and assumed since the Tankers were the heaviest dude around they would have at least one good teeth rattling attack. I found that in my SS/Invul Brutes (one of which I have with a stupid expensive build right now :-0 ) But Tankers confused me for months, and I believe that effect may still exist for other players new to MMORPGs.
Now that I understand Tankers better I play them differently, expect different performance, and enjoy the experience much better.
Wow 11 pages of posts.
Mind if I just jump to the end and add in my 5c that may have been raised already?
As a way to make Tanks more resilient remove the ED values for their Primary powers only so Def/Res SO/IO's are more effective.
So instead of the current ED we remove the ED cap.
Current ED Numbers.
Def Enh ED%
+40% 10%
+50% 30%
+60% 85%
Example:
Deflection (Shield Defence)
Base 15% Def.
Slot it with +70% Def. No ED = 25.5%
Current ED = ~23.55 (ish close enough )
This only affects Primary powers, not CJ/Tough/Weave/Maneuvers/etc.
This gives a slight boost to Def/Res making it easier to S/C and get closer to Incarnate S/C.
If this is not enough have this affect all the Tanks +Def/Res powers including Power Pools.
Wow 11 pages of posts.
Mind if I just jump to the end and add in my 5c that may have been raised already? As a way to make Tanks more resilient remove the ED values for their Primary powers only so Def/Res SO/IO's are more effective. So instead of the current ED we remove the highest ED cap (+60%). Current ED Numbers. Def Enh ED% +40% 10% +50% 30% +60% 85% Example: Deflection (Shield Defence) Base 15% Def. Slot it with +70% Def. No ED = 25.5% Current ED = ~23.55 (ish close enough ) This only affects Primary powers, not CJ/Tough/Weave/Maneuvers/etc. This gives a slight boost to Def/Res making it easier to S/C and get closer to Incarnate S/C. If this is not enough have this affect all the Tanks +Def/Res powers including Power Pools. |
This could seriously break things like damage auras (no ED cap) Fiery Embrace (6 slot recharge), Burn, etc.
Thanks Ultimus.
The idea (IF it is possible - if not oh well) is that only Defence and Resistance would be exlcuded from ED.
Dont know if this is possible or how much of a pain it would be to do and not break at some point in the future.
On a side note - Arcanaville responding to one of MY posts - ohhhh its almost like a FPARN. How about a ARTMP (Arcanaville Responded To My Post)?
Just wanted to let you all know that I'll be leaving for holiday vacation in about an hour, and probably won't be looking at this thread until next Thursday. At that point, I will go through any posts that appear in the meantime, and add them to the front posts.
Happy Holidays, 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
This weekend (Saturday & Sunday) I had my TW/Stone (23) tank in a mission with another Brute (24) (TW/Reg) and a Scrapper (24) (Claws/Reg) and my tank could hardly put down any foes in the numbers and/or time my teammates were doing. Fact is, I had to keep hitting taunt to keep them fighting me, or they would turn on the brute and scrapper. The more important thing is all of us were using standard IOs, no specially crafted IOs sets. Compared to the other two, my damage was incredibly low. This really disappointed me.
Based on my experience from this weekend alone, there is a huge disparity between a tanker, brute, and scrapper in damage delivered on targets. Additionally, my tank's ability to hold aggro with the brute and scrapper was bad too. That should not have been the case. As far as I know, stone armored tanks are supposed to have the best ability in keeping aggro. That did not happen. I would not have said a thing about it if it just happened one or two times. This happened all day long on both Saturday and Sunday.
Therefore, I can appreciate Mauk's feelings about the real problems the tanker AT are facing when talking about damage, keeping aggro, and their overall performance.
Current active characters: Dragon Maiden (50+3 Brute SS/WP/PM), Black Widow Maiden (50+1 Night Widow), Catayclasmic Ariel (50 lvl Defender - Kin/DP), Quantumshock (50 lvl Elect/Energy/Energy), American's Defender (38 lvl Tanker - SD/Mace), Spider-Maiden (15 lvl Corruptor - RB/PD) & Siren Shrike (15 lvl Defender - Sonic/Sonic). My entire stable.