Tanker Inherent: Determination


Aett_Thorn

 

Posted

Posted this in the Suggestions section...but figured it would be good to get some feedback from this section.

Quote:
Originally Posted by Vitality View Post
Determination would be a generating bar...that is a mix of Fury and Domination...in a way.

The Determination bar would be generated by attacking and being attacked.

The Determination bar would grant +damage and +threat...and +radius on gauntlet (if possible)

Max Determination would be around a 30% damage buff and a TBD threat buff.

Determination would also come with a "This Ends Now"...click power....that can be activated whenever Determination is over 80% or 85%.

This Ends Now grants +acc/+dam/+dam cap that lasts for a TBD amount of time.

However...when This Ends Now wears off (however long it lasts)...it will lock you out of Determination generation for a certain amount of time.
(Determination would continue generating as usual if you never click This Ends Now)


 

Posted

How would you go about increasing threat? I don't think that an inherent could change the AT Mod that tankers get incrementally. However, you could make it function like a global +TauntDuration enhancement value, which could work in theory. But in order for it to work as well as I think people would like, you'd probably need the top end value to be about +100%. Basically, turning all Tanker attacks from 13.5 second taunt at level 50 to 27 seconds, which would be a huge amount of threat generation.


Let's take a look at a theoretical attack shared by Tankers and Brutes. For ease of math, let's say the Tanker attack deals 100 damage (meaning that the Brute one does, at base, about 94 damage). We'll give the Brute +160% damage from Fury, and give them similar +96% damage from slotting. So, the Tanker does 196 damage, and the Brute does 240.96 damage.

So, we look at the threat formula, ignoring extraneous factors for this purpose (i.e., assuming the same enemy AI and both are melee attacks with no debuffs):

Current Tanker Final Threat = 196 * 4 * 13,500 = 10,584,000 Threat

Current Brute Final Threat = 240.96 * 4 * 13,500 = 13,011,840 Threat



Proposed Tanker Final Threat = 196 * 4 * 27,000 = 21,168,000 Threat


A decent jump for Tankers, but still not enough to pull aggro off the Brute if he got aggro first. Hmmm...


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

Is there any indication that Tanks need improvement in generating aggro? Keep in mind that Brutes want some too.

I don't really think Tanks need more damage either, but if the devs think they do, I don't think mini-Fury is the way to go. It's a pretty tired mechanic at this point, I'd prefer something new. Or just buff up certain attacks.


 

Posted

The developers don't necessarily think that tanks need more damage.

There was a statement that Tankers would get a look after Stalkers got their changes, but nothing further.


 

Posted

I generally don't tank for Brutes or Scrappers at all. They're meant to take on AVs. When it comes to mobs; if I watch a Brute or Scrapper rush into a room foolishly; knowing that the team could each aggro cap by doing the same; I'd be like I would be on an Empath; let idiots die.

My main issue is when Brutes are fighting an AV with their backs to the team. They're directing cone attacks toward the team.

My next issue is when a Brute is okay in melee, but everyone else in real close proximity has taken damage. A Brute could momentarily kite with taunt, till the rest of the team has regained their health back whilst keeping their better collective DPS up, rather than cause another AoE and potentially lead to a team wipe.

Then my next issue would be with any defeated on the floor under an AV, it's not clever to resurrect someone so they can instantly die again, a Brute with aggro will often just stand there and keep attacking rather than move the AV 25ft or so.

All these issues can be dealt with by telling Brutes (or other Tankers come to think of it) "How to Play", of which some take offense.

It's annoying to be on a Tanker that can change the situation for the better yet be totally and utterly impotent.


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 Vox Populi View Post
Is there any indication that Tanks need improvement in generating aggro? Keep in mind that Brutes want some too.

I don't really think Tanks need more damage either, but if the devs think they do, I don't think mini-Fury is the way to go. It's a pretty tired mechanic at this point, I'd prefer something new. Or just buff up certain attacks.
Brutes might want some, but Tankers are meant to be the kings of aggro in this game. And they're not.


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

I am moving this post to the consolidated Tanker improvement ideas thread.