New Tanker Inherent: Anger -- Thoughts?
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First, I never, ever, ever said a Tanker should do MORE damage than the scrappers, brutes, or stalkers. I said and I quote, "A tanker should have the same damage capability as a brute without the influence of fury or toggled rage."
Tell me, then, if a Tanker should be doing more damage than scrappers, brutes, and stalkers, what is the incentive for using any of those ATs when the tank also has the survival edge?
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Second, there will always be an incentive for the scrapper, brute, and stalker simply because they can deliver far greater damage in a much quicker time than a tank. Tank has a certain role to fill. However, the brute now has bumped the tanker out of the role. Simply because a brute can do the exact same thing as a tanker with better performance in damage, aggro generation, and melee control. Or are you going to say that is not the case?
Obviously, you did not read exactly what I said. ThatÂ’s par for the course here on this message board. What part of that states to do more damage than the three you mention? It doesn't. You are manipulating what I am saying taking it completely out of context in an attempt to askew the discussion and discredit what I am saying. Kindly stop. It is clear to me that your position is untenable as it is a straw man argument.
There is no imbalance between the Tanker and the others when you increase their damage capability. There is an imbalance now between the Tanker and the rest regarding damage and taunting/threat levels. The brute and scrapper survivability can rival a tank with the properly slotted enhancements. I know, I've done it with my own Brute. Compared to the other melee specialists, the Tanker is a slow moving, slow attacking, and damage absorbing AT who cannot deliver enough damage to compete with the Scrapper, Brute, or Stalker for that matter in dropping critters in a resonable time.
Furthermore, you say it is not broke? Wrong. Its broken. If it wasn't we would not be having this type of discussion. If it wasn't broke, I'd not have said a word about it. Because I have a number of years of experience in game design and development, am I capable of identifying when something is wrong within a game's mechanics. Results speak volumes. Moreover, when you look at the numbers, then you see why results are what they are.
Two things need addressing, tanker's damage capability and threat/taunting aura. If not, you'll see more and more brutes running around than tankers simply because they can do more damage, better threat/taunting, and the ability to survive nearly as good as a tank.
Finally, you never answered my question of where is the incentive to run a tank when a Brute can outperform a tank in a team setting at every turn?
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.
Can you provide a quote in which someone said that tanks should do more damage that stalkers, scrappers or brutes?
"Everybody wants to change the world, but nobody wants to change themselves." -Tolstoy
God-awful idea is god-awful. Leave my tankers alone.
Read the thread and cut back on the "I demand proof" argument. No one else should be responsible for explaining things to you if you can't read between the lines.
My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."
Truthfully, I'm not to displeased with Tankers current inherent, and if they changed it, I'd ask, why not just increase the -resist given in Bruising, or make it stackable from multiple Tankers.
BrandX Future Staff Fighter
The BrandX Collection
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Uhm. How are Brutes "WAY more squishy" than tanks?
Sure why not? Some Brutes go in first regardless if there is a Tank there and they are WAY more squishy.
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I'm not a hardcore number cruncher like some of the folks in this thread, but:
Brutes share the same resistance cap as tanks - 90%
Brutes can soft cap defense like every other AT - 45%+
Yes, Tankers have a higher Max HP at 3534 with Brutes at 3212.7 Max HP, but wasn't 3212.7 Tanker's Max HP before they got an increase some issues back? And IIRC Tankers were still doing just fine prior to that.
Either way, I know this has nothing to do with the thread - I just think it's unfair to say that Brutes are -way- more squishy than Tankers.
BROOTPRIDE!
/2inf
[ @Zombie Fryer ][ @Zombie Smasher ]
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| Home Server: Virtue |
Twitter: @ZFLikesNachos Save City of Heroes (Titan Network) [Successful "The Really Hard Way" runs: 4] [Click ^]
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Brute and Scrappers start out with 75% of a Tanks defense and resistance. Between the two, the Brute will start out with a slightly higher HP which in of itself does translate into a type of additional pseudo resistance bonus.
Uhm. How are Brutes "WAY more squishy" than tanks?
I'm not a hardcore number cruncher like some of the folks in this thread, but: Brutes share the same resistance cap as tanks - 90% Brutes can soft cap defense like every other AT - 45%+ Yes, Tankers have a higher Max HP at 3534 with Brutes at 3212.7 Max HP, but wasn't 3212.7 Tanker's Max HP before they got an increase some issues back? And IIRC Tankers were still doing just fine prior to that. Either way, I know this has nothing to do with the thread - I just think it's unfair to say that Brutes are -way- more squishy than Tankers. BROOTPRIDE! /2inf |
Once you get a scrapper or a brute to the soft cap, the differences aren't as great between them and tanks. (although the RNG will point them out occasionally) It takes more work to get the equivalent Scrapper/Brute to the soft cap compared to a Tank. Not that some sets, like SR and SD make it all that hard. Once you start getting outside buffs, the Brute can become nearly as survivable as the equivalent Tank, especially the resistance sets. They can't get there on their own in most situations. At the caps the only difference in survivability is the difference in total Hit Points each can have.
Of the three, brutes have the widest range of survival and damage capabilities depending on build and outside buffs.
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!
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Originally Posted by PapaSlade
Rangle's right....this is fun.
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I think its fair to say that part of the appeal behind the design of Brutes is that they have the most potential. They can't really reach Tanker levels of survivability without serious investment and outside assistance, they can't maintain high levels of damage consistantly.
Tankers are a nice balance in that they're a support AT that also solos well.
tankers are not a support AT, they're a waste of space on 99.9% of teams. just like scrappers.
brutes at least have the insanely high damage cap, so they're an adequate receptacle for buffs and they actually do magnify damage... but there seriously is no reason to bring a tank to anything in this game, in lieu of a real support AT.
stop deluding yourself.
playing a tank in this game is like building a car in america.