new tank inherent


Eldagore

 

Posted

So,

What if tanks got a new inherent mechanic derived from the peacebringer one? More dmg on the team? tanks get tougher,taunt is more effective. More tanks or brutes on the team? tanks do more dmg.

basically, the tanker AT becomes the Melee At that adapts the best to team dynamics and can "fill the hole" by design in the inherent.

The idea could not be a copy paste obviously, but i think this would be a start of a new mechanic to give tanks that unique play feel everyone seems to be griping about lately on the tank boards. it would need additional attributes as some would be removed, like the mez one. maybe some rech or recovery bonuses instead. Or regen.

Just a thought I had. Maybe this has been suggested before.


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Posted

Yeah something like that could work.

I was thinking the other day about some kind of backwards fury, the more damage the tanker takes, the tougher he gets. or the more targets agro'ed onto him (if the game can even measure that), the tougher he gets, ie, more resistance or Hp or something. The only thing I get dissapointed with is during some AV/GM fights, you can still be one shot, no matter what.

Seeing my beautifully crafted inv/axe tanker io'ed to be softcapped to all but psi, one shotted by Black Swan was so belittling. Yeah we have the 1 hit rule, but it doesn't mean squat, cause if you do get that fatal hit, you're either attacked again before you can think to pop a heal or a respite, or the hit contains 2 damage types or DoT.

Perhaps an inherent that would counter act that would be something I would more look forward too. Though i'm guessing that the issue is more down to game mechanics than AT design.


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Posted

Quote:
Originally Posted by kangaroo120y View Post

Perhaps an inherent that would counter act that would be something I would more look forward too. Though i'm guessing that the issue is more down to game mechanics than AT design.
That may be an idea...

A reverse fury bar that stops one-shotting (or specifically, quick death). Basically, you start a fight with this bar full and go jump into a spawn with no armor on and the spawn rips you apart. Once you reach 5% or below (including 0%), this bar basically counts down. During which time, any and all powers of yours that improve regen are suppressed but you'll still be alive and functional for a short time. At that point, you can either retreat or pop a heal (or a teammate heals you) or if the bar fully empties, you die. The full suppression of regen is so that the mechanic works when you reach 0%.

The bar starts to refill once you're above a % of HP (maybe 30%) and instantly refills at 100%. With that, it'd be extremely difficult to keep a tanker dead, especially ones with self rezzes as, even if the rez doesn't provide untouchability, the inherent will.


 

Posted

Quote:
Originally Posted by kangaroo120y View Post
The only thing I get dissapointed with is during some AV/GM fights, you can still be one shot, no matter what.
Not trying to be argumentative but you can't be one shotted anymore. May seem that way but it's true. Secondly the Devs give people the tools to do something fror themselves about trying to never be disappointed again. Firstly, team effort, combination of tools solve a problem, secondly, power choices, combination of powers available to work with other peoples tools. Player error, player inexperience, players bullheaded ways of trying to achieve everything is usually the cause, the root and the actual hole.

Tankers have a huge advantage over other sets, they can often take full advantage of other peoples skills. In doing that they're the ones that can often dictate the team dynamics. To know Tanking completely would be to know every power of every powerset, allies and enemies, then create opportunities. Using flexibilities and limiting.

Some people will fail at some hurdles and request a dev fix their problem for them. Some people will eventually fix their problems for themselves.

I have a hundred alts across all ATs, even 5 different VEATs, I'm experiencing many things but I mainly tank, I am completely at a loss to why there is this idea where Tankers need a major fix.

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Posted

Quote:
Originally Posted by New Dawn View Post
Not trying to be argumentative but you can't be one shotted anymore. May seem that way but it's true.
What about Marked for Death?


 

Posted

[QUOTE=New Dawn;4045962]Not trying to be argumentative but you can't be one shotted anymore. [QUOTE]

I know, I mentioned the one shot rule, but if you get hit with 2 damage types hard enough it doesn't seem to matter, so no matter what tools you might have, you can't use them quick enough.

Also, I agree, I don't think tanks really need to be looked at. Sure more damage would be nice but how much before we start stepping on brutes and scrappers toes


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Posted

[QUOTE=kangaroo120y;4046472][QUOTE=New Dawn;4045962]Not trying to be argumentative but you can't be one shotted anymore.

Quote:

I know, I mentioned the one shot rule, but if you get hit with 2 damage types hard enough it doesn't seem to matter, so no matter what tools you might have, you can't use them quick enough.

Also, I agree, I don't think tanks really need to be looked at. Sure more damage would be nice but how much before we start stepping on brutes and scrappers toes
Well, thats sort of the idea behind this. It really wouldnt be a big deal to step on brutes and scrapper toes so much on a team full of brutes, tanks, and maybe scrappers. The 3 AT that are in contention here have a little to big of a gray area when it comes to aggro ability. brutes and tanks are sufficiently close when it comes to team tanking now days that it has caused a good number of threads on the tank boards here about it.

With this new inherent mechanic, a team full of aggro managers would get more normalized in the dmg dept, where a team that really needs a tank to tank(team full of squishies) could have a single tank "buffed" through inherent to really fulfill the role of indestructable point man at the cost of dmg. If two tanks are present, they each would lose a bit of durability and gain a minor amount of dmg output as they could then share aggro control. if lots of tanks are present, aggro control is a non issue so durability is down considerably and dmg up substantially.

In this way, tanks get to tank for squishy teams, and on teams with a bunch of brutes or scrappers, who cares if brutes can "play tank" good enough for a team, the tank will have the dmg buffed some and can fill that role also.

Currently, multiple "tank" characters on a team gets to be superfluous; only one tank is really needed to aggro manage and currently we have at least 2 if not 3 AT's that can do it in normal play circumstances. new inherent mechanic: instead the multiple tanks all get their dmg buffed some so that while they are not needed for aggro managment they can be doing more dmg to aid the team that way rather then having taunt contests.

I do not have all the plus/minus bits of this mechanic worked out yet. I was hoping for some input on this part from numerous people to get some kind of consensus going on that. Likely the plus/minus doesnt have to be that substantial. IMO though, I do not see a reason that a single tank on a team of 7 blasters couldnt be buffed to be even more durable then the current tank standard, while on a team of 8 tankers they could all be doing 80 or so percent of brute dmg with scrapper lvl defenses. And then all the variations in between depending on team make up of course. Thats sort of how I see this working anyway.


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Posted

Quote:
Originally Posted by ketch View Post
What about Marked for Death?
I believe its considered two attacks.