What if all the Tanking At's were streamlined?


Aett_Thorn

 

Posted

The problem I think is the Tanker is too specialized, there is no content in the game that a Tanker can tank that a Brute or Kheldian cannot. (The game defines both Brutes and Kheldians as "Tanks)

Personally, I think all the Tank classes should be streamlined meaning that yes they should all get the same HP/Resist/Defense Caps. However, they should each bring something different to the table:

Brutes bring massive damage

Kheldians Bring tons of flexibility from pets, to heals, to shapeshifting with various attacks

Tankers just bring higher defensive mods and bruising.

I think the bruising is the right direction for Tankers and will get to this more in a second.

The Current Problem with Content and Tankers

The problem here is like I said above, a Kheldian and Brute can Tank whatever a Tank can. This leads to a few things:

1) Buff the content or nerf the other ATs to where only the Tanker can tank it. Personally, I think this goes in the wrong direction. As someone that played MMORPG's since Ultima Online and even Everquest where I was in a major raiding guild (I played with all the developers of World of Warcraft actually) one of the main problems in EQ was that there was only ONE main tank, the warrior class.

World of Warcraft also learned from this same mistake because the Warrior in that game for the first years of raiding content only they could tank stuff. In the current day and age WOW now has 4 tanks all equally viable in terms of tanking, the Paladin, Warrior, Death Knight, and the Druid. This makes it a lot less frustrating to form a group because you don't need *X* class. WOW also learned from this mistake by spreading out the various buffs to where various classes shared the same buffs. (IE Bloodlust, which made you attack much faster) used to be limited to one class. Now several classes have it so that a raid isn't pigeon-holed into needing that one class.

Since COH now has a type of raiding environment, and grouping environments, buffing Tanks to the point or nerfing other AT's or buffing content to where one class can do it would be a big frustration on players. A game needs flexibility to survive and to be fun.

2) As I stated above, I think the Tanking classes of this game should be streamlined and have the same caps and resistances. However, the flavor of each class should be different similar to World of Warcraft because that is what helps define that class and gives them more fun.

Bruising I think is a step in the right direction. It brings to the table a debuff that benefits the Tanker and the entire team.

Personally, I think Tankers should be given more debuffs in this fashion or possible buffs. IE, maybe knocking a foe back cripples their movement, or giving Tankers a shield ability to absorb damage from a teammate.

Maybe if Tankers had inherent buffs they could bring to the team (Similar to Warrior shouts in WOW) where you have access to 6-7 buffs but you can only have one up at a time. They could range from +Resistance, to +DMG, to +HP, to maybe things like -to hit.

A tanker could only use one at a time but multiple tankers could stack them.

3) So lets assume we streamlined the Tanking classes:

Brute = Damage in addition to Tanking

Warshade = Pets, Eclipse, various holds and debuffs, and of course the human/squid form

Peacebringer = Human/Squid form, heals, debuffs, etc

Tanker could = Buffs, Debuffs, utility, etc and a higher defense/resist mod.

Thoughts?


 

Posted

In the bottom part you've lost the Dwarf forms on the Khelds.

But despite that I have very little problem with the way things are now.

I am an attention ***** on a tank, so really the only problem I have is with Brutes getting all the attention vs an AV because "they can" rather than because "they're preventing the team from being compromised" and a Tanker not necessarily able to do a thing about it.

I do trust the Devs a hell of a lot and as a player of all ATs I currently see things as rather fair. Different ATs can assume different roles but just simply ain't as reliable at a role that is another ATs main role. Mileages will vary.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

Quote:
Originally Posted by New Dawn View Post
In the bottom part you've lost the Dwarf forms on the Khelds.

But despite that I have very little problem with the way things are now.

I am an attention ***** on a tank, so really the only problem I have is with Brutes getting all the attention vs an AV because "they can" rather than because "they're preventing the team from being compromised" and a Tanker not necessarily able to do a thing about it.

I do trust the Devs a hell of a lot and as a player of all ATs I currently see things as rather fair. Different ATs can assume different roles but just simply ain't as reliable at a role that is another ATs main role. Mileages will vary.
Well I am not sure exactly how the aggro system works but aggro should also be generated from healing and debuffs / buffs.

Given my proposal, if Tankers had more debuffs/buffs this could be a way to draw aggro. Think of it like the AV's attacks aren't damaging the team because the tanker is absorbing them somehow which then causes threat. Or the AV is being debuff and is taking more damage or other things are becoming more effective (like a powerboost but its a debuff)

Anyways, I assume you are referring to threat?


 

Posted

Quote:
Originally Posted by Talen Lee View Post
If you can prove the system is broken, you might start on fixing it. But I don't think you can.
It doesn't have to be broken to warrant improvement.


Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound

 

Posted

Quote:
Originally Posted by Tenzhi View Post
It doesn't have to be broken to warrant improvement.
Yes it does. "If it ain't broke, don't fix it" certainly applies in a world where development resources are limited. You must prove that the system is broken or that the improvement is a necessity (these are essentially the same thing).


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Posted

Quote:
Originally Posted by Dechs Kaison View Post
Yes it does. "If it ain't broke, don't fix it" certainly applies in a world where development resources are limited. You must prove that the system is broken or that the improvement is a necessity (these are essentially the same thing).
Essentially, but not necessarily, which is why it doesn't.


Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound

 

Posted

I can't find my old post on this, but I had at one point proposed a change to Tankers which gave them a power similar to Domination in terms of how it was used. Called something similar to "Battle Commands," it built off of a Tanker's inclination to lead the charge.

Basically, Tankers get a bar that fills up as they are attacked, like a combination of Fury and Domination. When in the 90-100% range, Tankers can click on a new power that was an minor AoE team buff, but affected the Tanker with a stronger buff. While the team may get a decent recharge, EndRed and +DMG buff, the Tanker got a much stronger one. In this way, it would help the Tanker out while solo, but would also help them out on teams. Having two Tankers on the team would mean that they could alternate this buff, or stack it.


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

 

Posted

Quote:
Originally Posted by Aett_Thorn View Post
I can't find my old post on this, but I had at one point proposed a change to Tankers which gave them a power similar to Domination in terms of how it was used. Called something similar to "Battle Commands," it built off of a Tanker's inclination to lead the charge.

Basically, Tankers get a bar that fills up as they are attacked, like a combination of Fury and Domination. When in the 90-100% range, Tankers can click on a new power that was an minor AoE team buff, but affected the Tanker with a stronger buff. While the team may get a decent recharge, EndRed and +DMG buff, the Tanker got a much stronger one. In this way, it would help the Tanker out while solo, but would also help them out on teams. Having two Tankers on the team would mean that they could alternate this buff, or stack it.


It's not a bad idea mechanically (kind of like Call to Justice), but please think of a different name and way to sell it.


The number of Tanker-is-the-defacto-leader players I run into while leveling is annoying enough without some in game mechanic giving confirmation to players who hold this utterly ridiculous belief.


 

Posted

I realize this is just a 'what if' thread, but...

I think people need to keep their eyes on the prize.

Any idea to improve Tankers has to be simple and easy to implement if you expect it to ever happen.

Streamlining all the tanking ATs, along with many suggestions in the consolidated sticky thread, is just not that feasible. Complex mechanics and multiple powers probably doom any idea from the get go. Anything that requires bringing in other departments (art, animation) is another sure killer.

I'm saying this here, rather than the consolidated thread, in order to keep the clutter out.


As an aside, there are currently three active (or at least semi-active) threads about improving Tankers, the most activity this forum has gotten in a long time aside from people schlepping builds. I'm happy to see some discussion happening again.


.


 

Posted

I had a different name originally, just couldn't remember it.


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

 

Posted

Quote:
Originally Posted by Deus_Otiosus View Post
The number of Tanker-is-the-defacto-leader players I run into while leveling is annoying enough without some in game mechanic giving confirmation to players who hold this utterly ridiculous belief.
Heh heh heh...which is even more crazy on Tanker Tuesdays when all the tankers charge in at once thinking they are leading the charge! lol


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.

 

Posted

Quote:
Originally Posted by Ultimus View Post
The problem I think is the Tanker is too specialized, there is no content in the game that a Tanker can tank that a Brute or Kheldian cannot. (The game defines both Brutes and Kheldians as "Tanks)

Personally, I think all the Tank classes should be streamlined meaning that yes they should all get the same HP/Resist/Defense Caps. However, they should each bring something different to the table:

Brutes bring massive damage

Kheldians Bring tons of flexibility from pets, to heals, to shapeshifting with various attacks

Tankers just bring higher defensive mods and bruising.

I think the bruising is the right direction for Tankers and will get to this more in a second.

The Current Problem with Content and Tankers

The problem here is like I said above, a Kheldian and Brute can Tank whatever a Tank can. This leads to a few things:

1) Buff the content or nerf the other ATs to where only the Tanker can tank it. Personally, I think this goes in the wrong direction. As someone that played MMORPG's since Ultima Online and even Everquest where I was in a major raiding guild (I played with all the developers of World of Warcraft actually) one of the main problems in EQ was that there was only ONE main tank, the warrior class.

World of Warcraft also learned from this same mistake because the Warrior in that game for the first years of raiding content only they could tank stuff. In the current day and age WOW now has 4 tanks all equally viable in terms of tanking, the Paladin, Warrior, Death Knight, and the Druid. This makes it a lot less frustrating to form a group because you don't need *X* class. WOW also learned from this mistake by spreading out the various buffs to where various classes shared the same buffs. (IE Bloodlust, which made you attack much faster) used to be limited to one class. Now several classes have it so that a raid isn't pigeon-holed into needing that one class.

Since COH now has a type of raiding environment, and grouping environments, buffing Tanks to the point or nerfing other AT's or buffing content to where one class can do it would be a big frustration on players. A game needs flexibility to survive and to be fun.

2) As I stated above, I think the Tanking classes of this game should be streamlined and have the same caps and resistances. However, the flavor of each class should be different similar to World of Warcraft because that is what helps define that class and gives them more fun.

Bruising I think is a step in the right direction. It brings to the table a debuff that benefits the Tanker and the entire team.

Personally, I think Tankers should be given more debuffs in this fashion or possible buffs. IE, maybe knocking a foe back cripples their movement, or giving Tankers a shield ability to absorb damage from a teammate.

Maybe if Tankers had inherent buffs they could bring to the team (Similar to Warrior shouts in WOW) where you have access to 6-7 buffs but you can only have one up at a time. They could range from +Resistance, to +DMG, to +HP, to maybe things like -to hit.

A tanker could only use one at a time but multiple tankers could stack them.

3) So lets assume we streamlined the Tanking classes:

Brute = Damage in addition to Tanking

Warshade = Pets, Eclipse, various holds and debuffs, and of course the human/squid form

Peacebringer = Human/Squid form, heals, debuffs, etc

Tanker could = Buffs, Debuffs, utility, etc and a higher defense/resist mod.

Thoughts?
I do like your suggestion. It would be a great idea for each tank class bringing something unique to the table. Tankers being the aggro/debuffer set would be a welcome change, imo.


Paragonian Knights
Justice Company

 

Posted

Debuffs won't add to the threat equation by much.

If a persons acquirable threat was assisted by their total hitpoints that might be good, but then Brutes might lose aggro to an autowin by Tankers.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

Quote:
Originally Posted by New Dawn View Post
Debuffs won't add to the threat equation by much.

If a persons acquirable threat was assisted by their total hitpoints that might be good, but then Brutes might lose aggro to an autowin by Tankers.
It depends on the debuff. For instance, a -Res debuff is actually 8 different debuffs, and each one adds to the threat formula. That is why -Res debuffs are such great aggro generators.


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

 

Posted

Another possibility is to increase the Taunt magnitude of tankers in some way.

Currently the magnitude of Taunt (the power and the Gauntlet effect) on tanker, peacebringer and brute attacks is 4. One way to give tankers a more important role in combat is to direct more aggro to tankers by increasing tanker Taunt and Gauntlet magnitude.

Originally brutes and tankers never teamed together, so giving them the same taunt magnitude made sense because they filled the same role for their respective alignments. Now that tankers and brutes are no longer limited to alignment, that may no longer be the case.

There are problems with this brute force method: brutes could be "starved" for aggro and their damage would decline. It might be impossible for tankers to yield aggro to a brute when needed (as in the BAF).

So another possibility would be to add a mechanism to allow the tanker to selectively turn on increased taunt magnitude for a limited duration. Tankers could have a clickable Gauntlet power that would increase the magnitude of their taunts by +1 or +2, whatever would make sense. Whether it would be a normal rechargeable power or something that builds like Fury or Domination is another question. I'd go for simple and predictable recharge myself.

This would allow tankers to forcibly take aggro from other ATs on demand. It would also help when multiple tankers are involved: one tanker could attract more aggro by firing off this command as needed. Being the main tank could actually mean something.

This builds on the original design of tankers and gives them another means of controlling the flow of combat, rather than introducing completely new mechanisms.


 

Posted

Quote:
Originally Posted by Aett_Thorn View Post
I can't find my old post on this, but I had at one point proposed a change to Tankers which gave them a power similar to Domination in terms of how it was used. Called something similar to "Battle Commands," it built off of a Tanker's inclination to lead the charge.

Basically, Tankers get a bar that fills up as they are attacked, like a combination of Fury and Domination. When in the 90-100% range, Tankers can click on a new power that was an minor AoE team buff, but affected the Tanker with a stronger buff. While the team may get a decent recharge, EndRed and +DMG buff, the Tanker got a much stronger one. In this way, it would help the Tanker out while solo, but would also help them out on teams. Having two Tankers on the team would mean that they could alternate this buff, or stack it.
Actually I had thought about this but was going to simplify it even further:

Give the Tankers a set of click buffs/debuffs with a fairly long duration and AOE that can do things like:

+Res, +Def, -Res, -Def, -T0-Hit, +To-hit, +MAX HP, etc.

Only one could be up at a time and here would be the mechanic behind it:

When the Tanker charges into battle his battle cry leaves foes shaken (-res, or -def) causing them to lose their defensive edge. Or when the Tanker charges into battle his battle cry inspires teammates and gives them a boost of confidence seeing the bravery displayed boosting their hp, def, res, etc.

Basically would be a click power that also played your battle shout (normally F10).

This was one idea to give a new inherent.

Another Idea

Another idea I had was to apply a series of buffs/debuffs to *ALL* Tanker melee powers similar to how the T1 is bruising.

However, this could be a little more complex to do and since every set is unique could lead to different things.

An easy way to do this could be a swap ammo type power that adds debuffs to Tanker attacks and you could chose what ones to use.

One more idea

And I also had imagined perhaps a reverse proc ability (If this is even mechanically possible).

The tanker hits an opponent that causes a debuff. This debuff then cause anyone that hits the opponent to cause a proc or gain a buff. An example would be, with this debuff every teammate that hits the afflicted enemy gains 2% hitpoints per attack. (Not max hp, restores hp)

Or another that gives 2% resistance per attack, etc.


 

Posted

Quote:
Originally Posted by Aett_Thorn View Post
It depends on the debuff. For instance, a -Res debuff is actually 8 different debuffs, and each one adds to the threat formula. That is why -Res debuffs are such great aggro generators.
So I should be pulling mobs off of a Brute with Jab then


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

Quote:
Originally Posted by Rodion View Post
Another possibility is to increase the Taunt magnitude of tankers in some way.

Currently the magnitude of Taunt (the power and the Gauntlet effect) on tanker, peacebringer and brute attacks is 4. One way to give tankers a more important role in combat is to direct more aggro to tankers by increasing tanker Taunt and Gauntlet magnitude.

Originally brutes and tankers never teamed together, so giving them the same taunt magnitude made sense because they filled the same role for their respective alignments. Now that tankers and brutes are no longer limited to alignment, that may no longer be the case.

There are problems with this brute force method: brutes could be "starved" for aggro and their damage would decline. It might be impossible for tankers to yield aggro to a brute when needed (as in the BAF).

So another possibility would be to add a mechanism to allow the tanker to selectively turn on increased taunt magnitude for a limited duration. Tankers could have a clickable Gauntlet power that would increase the magnitude of their taunts by +1 or +2, whatever would make sense. Whether it would be a normal rechargeable power or something that builds like Fury or Domination is another question. I'd go for simple and predictable recharge myself.

This would allow tankers to forcibly take aggro from other ATs on demand. It would also help when multiple tankers are involved: one tanker could attract more aggro by firing off this command as needed. Being the main tank could actually mean something.

This builds on the original design of tankers and gives them another means of controlling the flow of combat, rather than introducing completely new mechanisms.
Taunt magnitude does very little, actually. It only determines if the Taunt duration will be applied to the mob in question. And very few mobs have any real protection from Taunt Mag (Banished Pantheon masks are the only exceptions that I know of). The real Taunt to Threat determiner is the TauntDurationRemaining value. Meaning that it's the duration of the Taunt that has the most significant effect on aggro.


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

 

Posted

Quote:
Originally Posted by New Dawn View Post
So I should be pulling mobs off of a Brute with Jab then
Well, since the target is giving themselves the debuff, I'm not sure it'd work like that. But in general, if the debuff was like other debuffs associated with an attack, the answer would be yes.

I think this is one of the reasons we haven't seen a whole melee set with a -res secondary effect. You get an attack here or there, but a whole set with it would blow others out of the water in terms of aggro generation.


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

 

Posted

Ultimus,

One of the reasons I'm kind of against the idea of making Tankers into melee buff/debuffers is that it's one are where I think that the Devs can make a new AT. Basically, I've seen calls for a (de)Buff/Melee AT before. If we make this kind of change to Tankers, and then get a new AT that is a (de)Buff/Melee AT, then Tankers are back in their current situation.


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

 

Posted

Quote:
Originally Posted by Aett_Thorn View Post
Ultimus,

One of the reasons I'm kind of against the idea of making Tankers into melee buff/debuffers is that it's one are where I think that the Devs can make a new AT. Basically, I've seen calls for a (de)Buff/Melee AT before. If we make this kind of change to Tankers, and then get a new AT that is a (de)Buff/Melee AT, then Tankers are back in their current situation.
Lets not worry about the future but the now, so lets say thats never coming, how do you feel about the idea then?

Also think of it from a developer standpoint, is it easier to create an entire new AT with new powersets, etc, or to modify one class to give additional benefit?


 

Posted

I'm confused.

Is there some content that a defender can debuff that a corr cannot?
Or that a controller can control but dominator cannot?

There is "can" and there is "better"

I find that the boards are full of arguments about a small fraction of the player base and what is theoretically possible, and requests to change the game for everyone to cater that small group.

Any argument involving IO sets is invalid unless your solution is changing IO sets