Mighty
Uh....why do you want to turn something useful into a 'Kill yourself' button? Because that's exactly what you are suggesting here.
Tankers work. They are the number 1 Immovable Objects, and always will be.
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Uh....why do you want to turn something useful into a 'Kill yourself' button? Because that's exactly what you are suggesting here.
Tankers work. They are the number 1 Immovable Objects, and always will be. |
I think he means that all tank attack sets should have a similar buff as SS. notice I said similar
fire could have an inferno (like the DoT damage of burn), and could be health dependant.
I can't think of more ... getting ready to leave work, but you get the idea.
HMMM ... I didn't see a helpful alternative in there.
I think he means that all tank attack sets should have a similar buff as SS. notice I said similar fire could have an inferno (like the DoT damage of burn), and could be health dependant. I can't think of more ... getting ready to leave work, but you get the idea. |
Want some alternatives? See the Consolidated Tanker Suggestions thread in the Tanker forums.
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
The last improvement to Tankers boosted their base HP and gave them the bruising feature to their mandatory secondary melee power to debuff the resistance of their target in such a way that it bypasses the purple patch and any resistances to resist debuffs.
Tankers have base 0.8x damage modifiers, with the -20% resist debuff from bruising this make their damage equivalent to 1.0x. Sure it's not mega but the fact it passes through the target's status resistance and that the debuff can be taken advantage of by other allies, I think it works out quite well.
As for replacing Build Up for an 'All-or-Nothing' frenzy power, the massive survivability drop is not a good idea in this case. And the stacking damage mechanic is pretty much what a Brute does already, minus the ToHit buffs.
Home server: Victory
Characters on: Victory & Virtue
My first 50(0)! 18/11/11
@Oneirohero
Another "tankers need moar damagez" thread?
Tanks are fine. My favorite melee AT, as is... No changes please. My advice is go play a brute/scrapper if you want the phat r3dz numb3rz.
(Now, they could use some sets with some interesting and unique twists... but that is an entirely different discussion than a broad power/AT tweak.)
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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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
Yeah, the power the OP is suggesting would kill Tankers off. Right now, they trade nothing for using Build Up. This new power would mean that the guy taking most of the hits, in order to do more damage, would have to sacrifice half of his primary. There's no need for that.
Want some alternatives? See the Consolidated Tanker Suggestions thread in the Tanker forums. |
OP concept: I'm spending too much time on the defensive, I need to spend more energy attacking.
Maybe he can't post there.
Give the concept some thought.
Fire: [inherent]For every 5% health lost, fire attacks have one more DoT of fire damage.
Electric: [toggle] moderate endurance concumption, adds a building DoT damage with each attack.
Ice: does a building buising effect for each attack(including AoE and cones) (10%) builds up to 30% lasts up to 15seconds.
all natural attacks: [inherent] stackable minor damage buff per hit with an attack
Back to work ... will update more in a bit.
Years ago one of the Devs stated they felt they never quite got Tankers right. The archetype was meant to have a feel of being able to put on a burst of offense, not just be the team punching bag. They are that type of character from comic books who utters a suitable battle cry and then lands punishing hit after brutal hit after bone crunching hit. And I thought, thats so simple to achieve in game terms. But looking back over my notes, it seems I never submitted my suggestion, nor even wrote it down anywhere.
For Tanks (and possibly Brutes) with the Build-up power in their offensive set, get rid of it. Replace it with Charge/Berserk/Mighty/whatever you want to call it. This is a toggle power that lasts until you fail to hit or go 15 seconds without making an attack. While toggled, all self defensive, protective, resistive, recovery, recharge, and regen powers are debuffed 50%. For this, you gain accuracy and damage buffs to every attack you make. A simpler method might be that when toggled, this power debuffs max hit points and endurance by 50%, and when untoggled it will apply a 45% loss of total hit points before releasing the debuff.
This is exactly the sort of to-hell-with-defense-lay-it-all-on-the-line-right-now action depicted in the comics. You give up the D and claim the Offense till its done!
Just call me "The Pool Guy" - cause I believe that power pools are the ultimate in powerset proliferation. Fewer powers to develop and available to all.
"ADVERBS - we define action!"
"ADVERSE - we are action!"