Originally Posted by McNum
4. Tankers have, with IOs, lost the title as the most survivable thing in CoH by far. They can still outlive Brutes, but it's not as clear cut anymore. A small, but useful addition could give the Tanker its uniqueness back, or if that isn't possible, give it a new one.
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Tanker Changes Coming
I'd still be okay with seeing all Tanker auras set at Mag 4 and all non-tank auras set down to Mag 2... maybe Mag 3. Or, to avoid "u changing my charakter" just bump all the Tank auras to Mag 5 (explosions may occur, the universe may end, etc).
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Edit: Just realized that Tankers WP Taunt Aura is only Mag 3 as well.
So I'm definitely with you on making all Tankers Mag 4 and all Brutes Mag 3.
Maybe adding a symbol over the head of the enemies you've taunted would be enough, but something mundane, yet flavorful would be nice to get for Tankers, too.
It's a feel thing, not a mechanical thing. So, not #1.
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"Bubble up for safety!"
Some have the perception that Tanks have lost some of their own flavor, so I think all tanker sets should have something they don't share with Brutes, like new powerful impact animations unique to tankers only, and one pbaoe that knocks down everything within a 10ft radius including AVs, the specifics aren't important to this wishlist but stone melee's powerful smashing effects have always felt like how a Brick should hit, powerful with debris flying everywhere. Bruising should also stack to a % cap (think I sugjested 40% cap once), we couldn't get Castle to do it before he left but even thematically it makes sense, as the tank is smashing the foe it's quickly softening it's resistance and making it almost as easy to defeat by debuffs as the Brute would with max Fury, and in the process making easier defeats for teammates. |
Bruising is already there, now improve it by making it sort of the inverse of just plain damage by debuffing a target to the point where you can essentially defeat something as quickly by those means as a Brute could with just max damage.
And amen to some separate animations for tanks, though I'm sure you're as skeptical as I am that the expense would get a green light, but if they're to take advantage of their high survivability every tanker set should have a pound a group pbaoe to get into a mob and set the room on its rear.
With both of those ideas the Brute gets left alone as the pure damage option while the tanks theme as the heavy pounder and strength as being hard to defeat get accentuated.
I admit I've had a love/hate relationship with tankers since about a week after I started playing this game.
I started about 6 years ago - after ED, and before IO's. Tanks really were needed then. Usually, if the tank died, we all died. Tanks would typically tell you where to stand, so they could herd. You'd wait longer for the tank to bring stuff to you, than you'd spend actually defeating them. And those were the GOOD tanks, too! Bad tanks acted like scrappers, insisting that their ineffectual punches made taunt power unnecessary. Then they'd punch the same guy ineffectually through the entire combat. Which isn't why I had the /hate.
It was the arrogance.
They were often the team leaders, and enjoyed a godly status, and everyone else was subordinate, dutifully chirping "*I* follow the TANK!" as good little minions do. I remember getting tons of crap when I said that tanks were a support class. Well, no, they weren't damage, I was told (in loud, and shocked voices). They're...*sputter, sputter*... The Tank! Apparently, a tank was its own class. There was support, and damage, and... The Tank!
This is prime stuff for people to resent the hell out of you.
I know most people on the forums remember these days. When IO's came about, people only slowly figured out that they could make their support characters tough, too. The unquestioned supremacy of the tank slowly waned, as people realized they didn't "need" a tank any longer. Unlike empaths (who too often had their own brand of arrogance) who frequently got heaps of insults when they became unnecessary, I never saw any "anti-tank" backlash.
But was it there?
So here is my point (and yes, I do have one): How much of this concern over tankers is based on actual problems with tanks, and how much of it has to do with their lessened status?
Is there any "if I'm not better than everyone else, I must be a total pile of crap!" thinking?
Before figuring out what a tank needs to be "special" again (and I think all the AT's need their own "special" areas where they can really shine), do we need to look at what role tanks should be playing, now that they aren't the mandatory team staples they used to be?
So here is my point (and yes, I do have one): How much of this concern over tankers is based on actual problems with tanks, and how much of it has to do with their lessened status?
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To be honest "lessened status" is in the eye of the beholder, while it's true that two Corrupters can eliminate the need for a team on 95% or more of the game, Defenders and Controllers are still viable, fun options.
And while Brutes have a clear advantage in damage over Tanks not everyone enjoys the Fury mechanic and lower survivability unbuffed.
So Tanks are still plentiful in any zone search and even the ATs namesake event Tanker Tuesday keeps flourishing with fun every month on nearly every server for 92 consecutive months now, steaming on to 100, with milestone anniversary events interspersed that have each drawn hundreds upon hundreds of Tanks.
The crux of the issue is that killing speed is paramount to a majority of players so with the introduction of Brutes hero side Tanks did need an inventive adjustment to get closer parity between the two, which is why bruising was introduced, but that's a first step and shouldn't be the only one.
So yes, they could use some adjustment upwards.
But no, not as direly as you'll find some forum goers implying, a few of whom have never liked the AT to begin with.
Personally I love my stone/stone Brute (among other lvl50 varieties), with full Fury and speed boosted it's the finger of god, but I still have the most fun on my fire/mace/pyre Tank, purpled and tricked out to the max to be sure.
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I didnt look at all pages...but wanted to throw my hat in the ring for /ss getting nerfed.in pvp its horribly unbalanced.its the new fotm since energy got hammeredl the extra tohit is pure crap and renders tier9s useless
It will get fixed eventually. Anyone who says different shoule go talk to the guys who use to spam e.t and t.f....cause now all they spam is kob...and its annoying
Your "fact" amounts to your opinion, according to your playstyle and archetype preferences, and likely that of your companions.
Dismissing an entire class that's as ubiquitous as any melee option, if not more then some, is the equivalent of saying "I don't like X AT so no one else should." And to quote you from another thread: |
You can keep screaming that it's "opinion" all you want, it won't make it so. What does the Tanker bring to the table to compete with any of that? Two things: Jack and <feces>.
And I'm not trying to force a play style down anyone's throat. If someone wants to play a tanker, fine. I'm not going to refuse one on my team. However, accept the fact that they are severely sub-par compared to any other AT out there because their one trick is irrelevant.
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heal faster than anyone takes damage |
lock down entire groups of mobs with holds, confuses, etc |
and dish out enough DPS to mow down most sub-AV level mobs in seconds? |
You can keep screaming that it's "opinion" all you want, it won't make it so. |
What does the Tanker bring to the table to compete with any of that? Two things: Jack and <feces>. |
My corr absolutely loves having a tank gather up the mobs so I can cap Fulcrum Shift, or at the least having one he can drop unwanted aggro on.
Tanks are useful, and frankly they're as good as any other AT just the way they are. So I'll just leave this thread with this:
It's not opinion. The tank role is irrelevant except in only a couple spots where the devs designed the content specifically to force in a need for it. Other than that, the benefit they provide is easily outshone by other ATs abilities. Who needs a tank when your team can buff defense to the softcap, heal faster than anyone takes damage, lock down entire groups of mobs with holds, confuses, etc, and dish out enough DPS to mow down most sub-AV level mobs in seconds?
You can keep screaming that it's "opinion" all you want, it won't make it so. What does the Tanker bring to the table to compete with any of that? Two things: Jack and <feces>. And I'm not trying to force a play style down anyone's throat. If someone wants to play a tanker, fine. I'm not going to refuse one on my team. However, accept the fact that they are severely sub-par compared to any other AT out there because their one trick is irrelevant. |
-If everybody's healing and protected by buffs so foes are a non-threat, how useful are holds and confuse powers in that same situation? Hell, confuse will just take away your XP.
-If everything is locked down, just statues or beating on each other and pose no threat to your team, how useful will defense and heals and resistance buffs be or any defensive abilities? It's just a waste of END to debuff foes' ToHit or toggle on armor.
-If mobs are dying so damned fast, what point is there to have controls or support at all? Just click your buffs and BU and nuke. Lather, rinse, repeat.
The moral of the story is: anything can be worth 'Jack and ****' in a lot of circumstances. That doesn't mean that is all it amounts to.
Overkill is a messy messy way to play. If you have a problem with what it does, then stop doing it.
And on the inverse of that, who needs tons of buffs / debuffs or hard controlls when a the team is full of Tankers taking down everything in their path.
(Though I don't think there are any all Tanker leagues for i-content going on), but for the pre-incarnate stuff, it does happen.
My own opinion is that there is nothing wrong with Tanks.
I love having a good tank on the team. Mostly I love them for clumping things into nice, tidy packages so our AoE's do more damage, but it's been a long time since any controller with an immobilize has really let that happen, but that is another rant for another day.
Truth is, tanks haven't been "needed" for some time, and before brutes were blueside, too. We're all tougher now, and all the AT's have access to more ways in which to control the spawn.
That does not mean tanks aren't appreciated. I don't know ANYONE who doesn't appreciate having a decent tank on the team, and an actual good one is a treasure! But at this point of evolution in the game, there is no AT that's "needed". The all-tanker Tuesday teams even prove this. But just because something isn't needed, does not make it of no value.
Tanks ARE special.... just like everybody else (I personally think this bothers more than a couple of tanks out there, but maybe that's just me).
The fact that tanks and brutes now coexist in the same playing areas does, however, muddy the unique properties of the tank. There isn't anything they can do that someone else can do, too. That's sort of unfortunate, and it would be nice to see rectified. Tanks are still more survivable. And their taunt effects are stronger. That is valuable, and should not be underestimated. At the same time, it's hard to get excited about "we can do anything brutes can do - and occasionally, we do it better!"
But there still is nothing "wrong" here. It's just not great. "Wrong" would be defenders, who have the exact same powers as corruptors, but don't get to do damage. "But wait! On a whole ONE power, I do ... 20% more than the corruptor does!" These are the guys who have been rendered obsolete by the AT's merging. Not tankers. I know good players who are rolling up tanks now. I know a whole bunch of defender-lovers, and not one of them would consider rolling a defender at this point.
So, to me, it's hard to get worried about the tank issue. They haven't been made useless. Defenders have.
(DISCLAIMER: I enjoy playing tanks - mine are quite tough, more so than any brute I have. For a tough fight, or a team with lower level players, I'll always grab a tank first. My favorite AT to play is a debuffing controller. I pretty much loathe playing defenders, except my empath, whom I love playing for no reason I can quite understand.)
I admit it. I skipped pages 6-12. I read the first 5, though.
That said... I mostly agree with Claws. Brutes are the outlier, as far as the melee AT's (Scrapper, Tank, Brute, Stalker) go.
Bump down the damage and survivability potential of Brutes to put them where they are supposed to be (and yes, make a large portion of the playerbase angry {though, I would throw out a guess that many of those players are just angry that their SS/Fire/Mu farming will take them longer now}, but I would argue that as being a necessary evil), bump up the Tanker aggro cap/Taunt cap (5 targets? REALLY?!) and Taunt effectiveness (when I Taunt something, Scrappers and Brutes shouldn't be stealing my aggro).
BAM! Tankers are "fixed"!
Tankers can now utilize their "unnecessary" extra survivability by having more fire focused on them, thus requiring more survivability. This has the side benefit of artificially boosting performance of other AT's by reducing the number of "waste" powers (IE: How many times have you seen a Blaster go in to nuke only to have the mob already on the floor from the other Blaster?).
Brutes are no longer the "LOL, why would you roll anything ELSE?!" OPAT that they are currently. I think you will be hard-pressed to find anyone that would say Brutes are in the claimed performance bracket they are supposed to be in (between Scrappers and Tanks on damage/survivability). As it is now, they are just as survivable as most (not all) tanks, while (at the top end) doing MORE damage than Scrappers.
Every other AT in the game (except maybe Stalkers who have zero AoE) benefits from (some of) this change by artificially boosting their potential performance by giving them more potential targets. (Examples: More possible targets for FS if the Kin is slow on the draw and half the targets are already dead. More possible targets for the Blaster who came to the party late to find that the Defender already nuked half the mobs, etc, etc)
Brutes do not receive a significant change in their average performance. Only in their high-end IO/outside-buffed performance. Even then, it's not a huge change, and it's only putting them where they are supposed to be performance-wise.
I see no glaring issues with this suggestion.
If you think about it, and I mean *REALLY REALLY* think about what you just posted:
-If everybody's healing and protected by buffs so foes are a non-threat, how useful are holds and confuse powers in that same situation? Hell, confuse will just take away your XP. -If everything is locked down, just statues or beating on each other and pose no threat to your team, how useful will defense and heals and resistance buffs be or any defensive abilities? It's just a waste of END to debuff foes' ToHit or toggle on armor. -If mobs are dying so damned fast, what point is there to have controls or support at all? Just click your buffs and BU and nuke. Lather, rinse, repeat. The moral of the story is: anything can be worth 'Jack and ****' in a lot of circumstances. That doesn't mean that is all it amounts to. Overkill is a messy messy way to play. If you have a problem with what it does, then stop doing it. |
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I admit it. I skipped pages 6-12. I read the first 5, though.
That said... I mostly agree with Claws. Brutes are the outlier, as far as the melee AT's (Scrapper, Tank, Brute, Stalker) go. Bump down the damage and survivability potential of Brutes to put them where they are supposed to be (and yes, make a large portion of the playerbase angry {though, I would throw out a guess that many of those players are just angry that their SS/Fire/Mu farming will take them longer now}, but I would argue that as being a necessary evil), bump up the Tanker aggro cap/Taunt cap (5 targets? REALLY?!) and Taunt effectiveness (when I Taunt something, Scrappers and Brutes shouldn't be stealing my aggro). BAM! Tankers are "fixed"! |
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Part of your "fix" requires nerfing another AT? Not only no, but HELL EFFING NO! And who the hell are you to say where Brutes are "supposed to be"?
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Not to mention the devs at one point wanted to do it. GR Beta, they were going to lower the Brutes max resist.
Then there was lots of whining. I think mostly from hardcore, I only play Brutes, players.
On the plus side, with that nerf, they were going to raise the base resists of power sets (I believe by 2%)
I was for the lowering of max Resist myself, didn't think it needed the raising of anything, but, I did think I'd rather see an increase across the board of all the resists of all the sets with resists as being more useful in general game play than a 90% resist cap, that only a couple of sets could reach on their own to specific resistances (FA=Fire, ELA=Elec).
And really, in my experience playing Brutes/Tankers who can reach 90% Resist now, 85% would of been awesome, still likely had hardcore tanker only players going "Brutes are still better tanks" (Those Scrappers can reach Tanker levels of survival with a cap of 75 afterall!)
As for the damage cap on Brutes, I don't know yet. We know they're basically at Scrapper numbers (or exceeding), but if that's just with the use of Gloom for the most part, I'd leave it were it's at.
Besides hitting the damagecap for a Brute, is that even possible solo, without munching down a lot of reds? If so, the damage cap likely doesn't need to be lowered.
But there's those who will continue to argue "Kin on team!" which in my experience is not a common thing anymore.
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And who the hell are you to say where Brutes are "supposed to be"?
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But any one of them is far more valuable than what a tank can do.
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-If everybody's healing and protected by buffs so foes are a non-threat, how useful are holds and confuse powers in that same situation?
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-If everything is locked down, just statues or beating on each other and pose no threat to your team, how useful will defense and heals and resistance buffs be or any defensive abilities?
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This type of team loves a meatshield. Alpha abosrption and mob positioning to maximize those spawn melting AoEs.
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
I've done a bit of thinking about the idea of how to 'fix' Tankers. The trick is realizing that they aren't broken in the first place, just boringly good at their job. Nothing can hold aggro better than a Tanker, but it's just dull doing so. Compared to a Brute, who's not as good at tanking, but his killing power makes up for it and the end package is more fun.
I actually think the solution lies in Masterminds. Specifically, alter the Tanker inherent to resemble a reverse Bodyguard; If a character is within a certain range of a Tanker (I'm thinking about the range of a Leadership buff), then the Tanker takes a portion of their damage for them. I'm not sure how much, maybe a quarter to a third? Someone with more of a head for what kind of numbers that would entail can figure that one out.
Perhaps alternatively tie it to particular key powers in a Tanker's primary, like Rise to the Challenge or Granite Armor, so a somewhat lackluster Tanker (or someone on a team that just frankly is not worth the effort of keeping up) can leave it off and not take that damage. Maybe also tie a taunt of some level into it, so that say, the Defender taking a heavy beating from an ambush can hide near the Tanker, who subsequently passively taunts the enemies off the Defender and gives them a little breathing room.
In my mind it'd bring the Tanker up in practicality and enjoyability to match a Brute in a different way. It's very hard to solve the actual issue of a tank in any game just not being phenomenally fun, but this might possibly do the trick.
Part of your "fix" requires nerfing another AT? Not only no, but HELL EFFING NO! And who the hell are you to say where Brutes are "supposed to be"?
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Hysteria...
I think everyone can safely skip over your posts on this topic, since you clearly just don't care for the AT period, if I ventured a guess you're with few exceptions probably more of a ranged archetype player.
You've offered little more then buffs make a tanks role irrelevant, yes we all know that, they make anythings role superfluous.
During GR beta all of this was being debated ad nauseum between players and developers in as many as three huge threads, so I'm just assuming you didn't catch any of that, I had to dig for it but here's a couple direct copy paste quotes (bold red mine) from castle on the matter:
Asked why he dropped the Brute resistance cap,
I've wanted to do it for YEARS and I finally got approval to do it, albeit with a slight caveat. Reasoning, in a nutshell, is that they should not be as capable of withstanding damage as a Tanker. -Castle |
His summation of the final changes to Brutes for that issue,
Brutes basically performed as desired at normal levels of gameplay, but at the extremes, were too strong offensively compared to Scrappers, and too strong Defensively compared to Tanks. So, I buffed tanks defensively, and slightly tweaked brutes offense. -Castle |
And who the hell are you to say where Brutes are "supposed to be"?
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That place is "in between Scrappers and Tankers".
In most situations you'll encounter in the game, they actually are right about there. It's just when you get into heavy buff situations that the brokenness becomes apparent.
A Brute by itself isn't going to be hitting 90% resistance to everything, and it won't reach its damage cap by itself either. When you start adding buffs they pull ahead of both of the ATs they are supposedly meant to be between. Under heavy buffs a Brute will nearly equal a Tanker's survivability, and actually deals more damage than a Scrapper (like, 40 points more, but more is more)
I don't see what the issue is with lowering Brute resistance caps and damage caps. for 99% of the game it won't even be noticed. Only Electric Armor and Fiery Aura will really notice the resistance lowering, and it's nearly impossible for a Brute to stay at their damage cap for more than a few seconds at a time anyway. Most Brute players will barely notice a difference. I'd guess that a lot of casual players aren't even sure what the Brute damage cap IS. ("casual" in this case being players who don't frequent the forums and who don't have multi-billion influence builds on their characters)
If a balance problem is being caused by 1 AT being too strong compared to the other 3, doesn't it make more sense to adjust the problem AT than to continually tweak the other 3 in an attempt to balance it that way? Makes more sense to me at least.
It's not like I'm saying Brutes need to be gutted, just adjusted slightly downward on their maximum potential, since that maximum potential is what's causing the balance problem. The overwhelming majority of Brutes would remain virtually unchanged.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
I think an argument can be made that had he really gotten what he wanted with Brute reductions there wouldn't be much issue currently, from either scrappers or tanks.
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If Castle had been allowed to actually do what he wanted to do regarding Brutes, the vast majority of this thread we are currently in would not exist.
I would also venture a guess that if Castle had been allowed to reduce the maximum potential of Brutes as much as he wanted to, Johnny would not be quite so up in arms about how they perform better than Tankers.
Thanks for finding the actual quotes, I had no idea where to look for them.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
I've done a bit of thinking about the idea of how to 'fix' Tankers. The trick is realizing that they aren't broken in the first place, just boringly good at their job. Nothing can hold aggro better than a Tanker, but it's just dull doing so. Compared to a Brute, who's not as good at tanking, but his killing power makes up for it and the end package is more fun.
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I don't think x is fun, I prefer y. If you can't get y, I could see the complaints, but the game offers both x and y. Why change x to be y, when you can instead have both and different folks can enjoy their preference?
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
I don't want to call for a nerf to another AT. I Really don't because I remember how it felt when blasters got tankers nerfed after *spit*PVP*spit* entered this game.
Here is an idea, what if, the more fury brutes got, the less the gained from teammate buffs. Sort of a tunnel vision of rage if you will. That effectively lowers there values in the extreme, which is where buffs shoot them past tankers.
I don't really like that idea, it was just a thought to throw out there. I really don't want to see brutes nerfed.
On to the ideas I did like, forgot all the names so I'm just gonna mentino the ideas.
Making the attacks FEEL more awesome. I would be up for some super awesome animation rewrites to make the attacks like the Justice League Darkseid fight. I think that would go a long long way toward helping.
I like the idea of raising the aggro cap.
I like the idea of raising the damage cap (NOT ADDING DMG, JUST RAISING THE CAP)
Bruising on all attacks, stackable, good idea and gets people to keep hitting which benefits gauntlet.
Making taunt inherent like a PBs flight.
Adding debuffs/buffs to attack (KD, KU, Stuns etc as long as they fit the set thematically)
We can't do them all ofcourse, but these stand out in my mind as possible good tweaks.