what AT's are in need of any help?
I think letting brutes cap resist at 85% like EATs would be a step in the right direction.
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This inspired me, what if Tanks were given a solo damage buff like Defenders, then as they team the damage buff is replaced by a Leadership-esque team buff?
Call it Mantle of Leadership like you said. The buff could be a combined Assault-Tactics that extended to the whole team/league and stacked as other Tankers are added. Even better, what if the buff adjusted based on the team makeup like Kheldian's cosmic balance works? On a high DPS team Mantle of Leadership swaps to +Def/+Res & Tactics, on a low DPS team, Mantle of Leadership swaps to +Dam & Tactics. It could even extend a tiny bit of mez protection for the squishies. |
And Tankers on their own will be easily hitting the cap with Hybrid Assault if it comes out as is. On teams or leagues, it just takes a single Kin to get them there. Lack of damage buffs isn't what's holding Tankers back damage-wise, it's their low damage cap.
I'm not sure if that's possible, but that would definitely make teams appreciate the Tank (and especially multiple tanks) more and when solo would give the Tank a bit more damage. |
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Seems to me you think they maybe should be "the leader AT!"
Furthermore, if you really want the Tanker to be the "Leader AT", then that's even more justification for their damage to not be crap. Superman, Optimus Prime, Cyclops, they're more powerful than their subordinates. They have the devastating power and it comes with the burden to use it wisely that teaches them responsibility, thus the mantle of leadership falls to them. CoH Tankers have the burden, but not the power. If you think they're intended to carry the team, they need to start being treated better than aggro monkeys. If they're going to be leaders, they need to be someone to follow, not low damage decoys.
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Seems to me you think they maybe should be "the leader AT!"
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Correct. You said "if you want" and then listed a bunch of things that you've lobbied for for years. Either you no longer want tankers to have buffed damage or you just admitted that you believe they should be the AT that leads teams.
Correct. You said "if you want" and then listed a bunch of things that you've lobbied for for years. Either you no longer want tankers to have buffed damage or you just admitted that you believe they should be the AT that leads teams.
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Person B: I want a pizza.
Both are made with dough and cheese, but they're not the same and a person wanting one does not necessarily mean they'd want the other.
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The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
If that was the case the changes wouldn't have increased the Stalker HP cap and they would have made them more dependent on Assassin Strike and less able at scrapping after the AS.
But doing that would have been stupid, like giving more survivability to Tankers. They're already the most survivable AT in the game and survivability is the last thing giving them problems. Their problem is being one trick ponies that sacrifice far too much for aggro control when we don't really need a supreme aggro control AT because we've got two other ATs, three if you count Masterminds, intended to share aggro and tanking duties. Pushing Tankers further into that niche wont help them. . |
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This, with Scrappers moved up to 80% (and Stalkers left at 75).
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I think the brute cap is essentially due to having the tanker role while on redside mostly, before Going Rogue and before side switching became trivial.
I think tanker damage caps can be raised, but their default damage should not - not their base mods anyway. I could see buffing individual powers, such as ice melee.
Scrappers are fine, really, that 5% is going to do very little.
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Sigh... this is a tough one for me.
I think the brute cap is essentially due to having the tanker role while on redside mostly, before Going Rogue and before side switching became trivial. I think tanker damage caps can be raised, but their default damage should not - not their base mods anyway. I could see buffing individual powers, such as ice melee. Scrappers are fine, really, that 5% is going to do very little. |
I'm going to say this, and I'd like people to keep an open mind. Don't focus on the messenger, but listen to the message.
Most people playing this game don't know there's an aggro cap, let alone what it is, let alone think that it's too low. I highly doubt that raising it is going to make Tankers any more appealing except to a relative few hard core players, as most players wouldn't even notice the difference. Furthermore, if you're trying to increase Tanker popularity with the masses, making the toughest AT even tougher isn't going to do it. If they're not playing Tankers now, it's because being tough isn't enough of a selling point to them, especially at the cost of so much damage. That is not going to improve Tanker's image of being slow, low damage and boring. If people wanted premium survivability at the cost of losing a ton of offensive capability, Stone Armor would be the most popular power set in the game. Pushing Tankers further towards the extreme, and pushing them further into a niche doesn't help them. |
In terms of popularity, its entirely possible that more people would rather be the one being protected than the one doing the protecting, but that's a problem that Defenders share. In fact, both the archetype statistics from 2008 and the seven year anniversary statistics showed that Tankers were more popular than Defenders. And more interestingly, there appears to have been a shift from 2008 to 2011 where for much of their career Tankers are apparently now more popular than Controllers, Controllers only overtaking them at or near level 50 (even more dramatically, they appear to overtake Blasters as well, coming second only to Scrappers).
It would be interesting to see what the archetype creation statistics are post Freedom, when you can now make anything on either side. You would think that Brutes would be more popular than they are, but that is almost certainly due to the lower popularity of playing on the red side with anything. Still, its noteworthy that Masterminds scored so high from 1-49: its possible that's because Masterminds present such a unique gameplay option relative to the five hero side archetypes that its the strongest reason to venture into the red side. That suggests that unique gameplay options as judged by the playerbase is possibly as compelling if not possibly more compelling reason to play an archetype than raw performance is, although performance must count for something.
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In fact, both the archetype statistics from 2008 and the seven year anniversary statistics showed that Tankers were more popular than Defenders. And more interestingly, there appears to have been a shift from 2008 to 2011 where for much of their career Tankers are apparently now more popular than Controllers, Controllers only overtaking them at or near level 50 (even more dramatically, they appear to overtake Blasters as well, coming second only to Scrappers).
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It doesn't say from what I can see, and if it's the totals since launch, that's not going to show us any useful information or trends.
And I agree, the numbers since the morality system and side switching came into effect would be very interesting. There's another infographic I recall seeing not long ago (perhaps around Freedom's launch). IIRC, it did have some stats about the morality system and side swapping, namely, what the most popular ATs for switching sides were, etc.
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I have to question what the anniversary numbers are counting. Are those the number of those ATs rolled/logged since launch, in the last year before the graphic was made, etc?
It doesn't say from what I can see, and if it's the totals since launch, that's not going to show us any useful information or trends. |
They may also steal attention from Defenders, which may explain why Tankers are more popular than Defenders: Defenders face more competition for attention. The numbers could be interpreted as saying the players perceive the overlap between Controllers and Defenders as being more serious than the overlap between Tankers and Scrappers. There's no way yet to compare Tankers to Brutes, because we don't have numbers from a period of time when they could be created without barriers between them.
Its also noteworthy that the seven year numbers correlate strongly to the trends expressed in the 2008 numbers. The numbers showed Controllers on the rise and Blasters steeply falling and that is a match for the 2011 numbers. If the 2011 numbers were totals from launch, it would suggests the trends seen in 2008 were more or less similar to the overall trend from launch. The only thing the 2008 numbers do not predict in the 2011 numbers is the switch between Brutes and Masterminds, which were fairly close to begin with.
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Perhaps not, but in combination with the 2008 numbers a trend does begin to suggest itself, at least on the hero side. There's a significant gap in popularity between the "offensive" archetypes of Blasters and Scrappers, and the "support" types of Defenders, Tankers, and Controllers. And interesting, alone among the three "support" types Controllers seem to gain ground over time - i.e. they become increasingly more popular with increasing level. That's highly suggestive to me that what might cause that is the fact that Controllers slowly cease to be support-focused types and become more offensive, at least in terms of playstyle if not in terms of raw numbers. When players realize that Controllers can go both ways, particularly by level 50, they become "stickier" - people play them more often, and that boosts their population numbers.
They may also steal attention from Defenders, which may explain why Tankers are more popular than Defenders: Defenders face more competition for attention. The numbers could be interpreted as saying the players perceive the overlap between Controllers and Defenders as being more serious than the overlap between Tankers and Scrappers. There's no way yet to compare Tankers to Brutes, because we don't have numbers from a period of time when they could be created without barriers between them. Its also noteworthy that the seven year numbers correlate strongly to the trends expressed in the 2008 numbers. The numbers showed Controllers on the rise and Blasters steeply falling and that is a match for the 2011 numbers. If the 2011 numbers were totals from launch, it would suggests the trends seen in 2008 were more or less similar to the overall trend from launch. The only thing the 2008 numbers do not predict in the 2011 numbers is the switch between Brutes and Masterminds, which were fairly close to begin with. |
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Speaking of which, I wonder if they will let us see newer numbers.
I haven't heard a thing about any 8th year anniversary events either. That graphic's viability was also called into question the day it came out, regarding the inf - there should have been many more billions out there.
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And there is an equal if not greater number of people who resent Tankers 'taking control', especially when the Tanker doesn't have the star and it's completely unsolicited. The Bossy Tank stereotype exists for a reason.
So, Tankers should be a crutch so bad players don't have to take responsibility for their own actions? Sorry, no. ONE Tanker should not be an aggro catch all. The situation above is why you take a second Tanker, or you kick the player being an idiot. Those are qualities that come from a player, not a class, regardless of the AT they are playing. The Tanker AT is NOT the defacto leader. Whoever forms the team is the leader, and they call the shots until you're told otherwise. You set your ego aside and work with the team. This isn't your show. It isn't all about the Tanker with the spotlight on you. Don't act like a control freak who needs to be the center of attention. Furthermore, if you really want the Tanker to be the "Leader AT", then that's even more justification for their damage to not be crap. Superman, Optimus Prime, Cyclops, they're more powerful than their subordinates. They have the devastating power and it comes with the burden to use it wisely that teaches them responsibility, thus the mantle of leadership falls to them. CoH Tankers have the burden, but not the power. If you think they're intended to carry the team, they need to start being treated better than aggro monkeys. If they're going to be leaders, they need to be someone to follow, not low damage decoys. . |
This game isn't Marvel. I just have to add on top of that fact that I don't see a problem with Tankers.
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And interesting, alone among the three "support" types Controllers seem to gain ground over time - i.e. they become increasingly more popular with increasing level. That's highly suggestive to me that what might cause that is the fact that Controllers slowly cease to be support-focused types and become more offensive, at least in terms of playstyle if not in terms of raw numbers. When players realize that Controllers can go both ways, particularly by level 50, they become "stickier" - people play them more often, and that boosts their population numbers.
They may also steal attention from Defenders, which may explain why Tankers are more popular than Defenders: Defenders face more competition for attention. The numbers could be interpreted as saying the players perceive the overlap between Controllers and Defenders as being more serious than the overlap between Tankers and Scrappers. |
2. And controllers do function as defenders on teams. Unless you have AoE at low levels damage your damage output does not really matter much. So a defender's damage over a controller just is not very important on teams. Whereas a controller's controls are very useful and noticeable. Defender buff/debuff numbers are invisible, so you don't really see that a defender's thermal shield is better than a controller's.
Hey, late to the thread but I just have to echo all the calls for buffs for controllers. Honestly it's shameful that the devs have allowed them to wallow in their mediocrity for so long. Have you seen their HP and damage modifiers? No wonder you never see controllers on trials: wise leaders spurn them. They need a lot of work but if I had to suggest just one improvement for controllers it would be inherent mag 15 protection against sleep, hold, disorient, stun, confuse, terrorize, and typed and untyped damage. I don't think that's much to ask for and if the devs finally took this reasonable suggestion we might start to see people playing controllers again.