Tanker Changes Coming
That's funny.
You countered utter bullcrap with.......utter bullcrap. Defenders are still plenty useful. Most people who play Defenders understand that their primary role on a team is to buff and debuff things. A player who whines that Corruptors deal more damage than Defenders.....doesn't know how to play a Defender. I know this because probably 75% of the Corruptors I see ignore their secondary and act like a lower damage Blaster. I would say those players don't know how to play a Corruptor either. Then they play a Defender and the only thing they see is the lower damage. Hint: You don't invite a Defender when you want more damage. Unless you want the ENTIRE TEAM to deal more damage. Defenders get better values out of all their buffs and debuffs than any other AT. |
BrandX Future Staff Fighter
The BrandX Collection
Hmmm...some fun ideas for changes!
Brutes - Lower Max Resist to 85%, Lower Damage Cap to 750%, raise base resists 2% and defense 1% to all applicable powers (basically what Castle was going to do in GR, but also increase defense for the more defense oriented sets).
Scrappers - Raise Damage Cap +50%, Raise Resist Cap to 80%
Stalkers - Raise Damage Cap +50%
Tankers - Raise Damage Cap +50%, raise damage scale +.5, give even higher threat so they're not having aggro ripped from them by a shield scrapper or blaster.
Blasters - Raise Melee Damage Scale to 1.125, raise Damage Cap +50%
All other ATs - Raise Damage Cap +50%
Look at that, a round of buffs for everyone.
Brutes do get a small hit in max damage (which solo wise most wouldn't notice) and max resists (which only FA and ELA would notice solo wise against their respective element). But get higher resist/defense solo than Scrappers/Stalkers.
In team play max damage may be noticed, but it wouldn't be that big of a hit, while still being OMG INVINCIBLE with a team buffing them.
As for the raise in damage cap to all...eh...wouldn't most only notice on teams with +DMG anyways, and players love damage!
Then give all enemies a +10-25% HP increase!
BrandX Future Staff Fighter
The BrandX Collection
Im curious, is the aggro cap the same for brutes and tanks? If so, that seems like an obvious place to start for balance between the two. The tanks job is to keep aggro, the brutes job is...i gues to do damage and survive? Anyways, seems like a no brainer to me.
Reducing brute caps and what not would be alright with me but i don't think it would be a good idea. No point in pulling brutes down to make tanks happy. It should have been done in GR beta but thats in the past. |
Beyond that enemies stand around looking stupid. You can kind of stretch this by switching targets and causing new ones to go stupid, but in a team situation that's more causing different ones to switch targets....not something you want.
Tankers already aggro better than anything else. Their taunt is limited to five targets like everyone else's, sure, but their gauntlet is also an AoE with a limit of five targets. Meaning that while every punch from a brute is going to be aggroing one target, every punch from a tank can aggro as many as five. If you switch targets in addition to that, you can aggro quite a few enemies.
Were the aggro cap to be removed, and we returned to the bygone days of tanker vs zone, you'd be able to see that tankers can get larger hordes, faster than brutes. As it is, the aggro cap sits far below the max effective aggro ability of both brutes and tankers resulting in their abilities appearing to effectively be the same.
Though having played both brute and tanker, I have to say that the tanker of the same set still aggros faster and holds aggro better. As to survivability.
Looking at my SS/Will Brute Tender Bar and flipping her AT, I get the following.
Tender Bar (SS/Will Brute)
HP: 2018.9
Regen: 38.96 hp/sec (outside of a group), 61.52 hp/sec (one enemy), 102.16 hp/sec (10 enemies)
Defense: 10.15% Ranged, 12.03% Melee, 7.65% AoE, 19.43% Psi, 20.3% S/L, 23.03% F/C, 28.03% E/N
Resistance(Strength of Will): 65.98%(89.65%) Smashing, 53.48%(79.65%) Lethal, 8.81% (20.63%) Fire/Cold/Energy/Negative/Toxic, 32.86%(44.69%) Psionic
The total mitigations (not accounting for the -tohit in Rise to the Challenge, notes on that later) for this build:
vs enemies with 50% tohit rates (Strength of Will):
79.79%(93.85%) of smashing damage is avoided or blocked
72.37%(87.91%) of lethal damage is avoided or blocked
50.81%(57.19%) of fire/cold damage is avoided or blocked
59.93%(65.12%) of energy/negative damage is avoided or blocked
26.9%(36.41%) of toxic damage is avoided or blocked
58.95%(66.18%) of psionic damage is avoided or blocked
****************************************
Tender Bar (Will/SS Tanker)
HP: 3534(cap)
Regen: 68.2062 hp/sec (outside of a group), 107.787 hp/sec (1 enemy), 178.8204 hp/sec (10 enemies)
Defense: 12.72% Ranged, 14.59% Melee, 10.2% AoE, 25.91% Psi, 24.15% S/L, 30.7% F/C, 35.7% E/N
Resistance(Strength of Will): 83.96%(90%) Smashing, 73.96%(90%) Lethal, 11.75% (25.75%) Fire/Cold/Energy/Negative/Toxic, 43.83%(59.59%) Psionic
The total mitigations (not accounting for the -tohit in Rise to the Challenge, notes on that later) for this build:
vs enemies with 50% tohit rates (Strength of Will):
91.71%(94.83%) of smashing damage is avoided or blocked
86.54%(94.83%) of lethal damage is avoided or blocked
65.94%(72.02%) of fire/cold damage is avoided or blocked
74.76%(79.27%) of energy/negative damage is avoided or blocked
33.82%(45.64%) of toxic damage is avoided or blocked
72.93%(80.53%) of psionic damage is avoided or blocked
**************************************
Comparison
Max Hit Points: Tanker version has 75% more hit points
Regeneration: 75% more regeneration
14.94%(1.04%) more overall mitigation in Smashing
19.58%(7.87%) more overall mitigation in Lethal
29.78%(25.93%) more overall mitigation in Fire/Cold
24.75%(21.73%) more overall mitigation in Energy/Negative
25.72%(25.35%) more overall mitigation in Toxic
23.71%(21.68%) more overall mitigation in Psionic
Assuming team members that can buff you to the maximum levels of resistance and damage, the Tanker still has 75% more HP and 75% more regeneration
To make things simple, I'm assuming 100, 150 and 200 damage per second getting through defenses somehow:
200 damage per second
Brute max regen: 20.63 seconds
Brute single target regen: 14.58 seconds
Tanker max regen: 2 minutes 46.86 seconds
Tanker single target regen: 38.32 seconds
150 damage per second
Brute max regen: 42.2 seconds
Brute single target regen: 22.82 seconds
Tanker max regen: indefinite
Tanker single target regen: 1 minute 23.72 seconds
100 damage per second
Brute max regen: indefinite
Brute single target regen: 52.47 seconds
Tanker max regen: indefinite
Tanker single target regen: indefinite
All the above survival time numbers are regardless of defense and resistance and assume an amount of damage getting through those mitigations.
The tanker with the same build stays alive longer against a single opponent with minimum regeneration than the brute does with maximum regeneration against the same DPS.
Let's go a step further and say that someone has maxed out their regen and the brute has somehow hit their maximum HP as well from something like a Rebirth Destiny power or two. They both have the same 2500% regen cap.
So now we're looking at 3212.7 hp at 337.33 hp/sec and 3534 hp at 371.07 hp/sec.
We are now looking at maximum hp and maximum regen for both tanks. We're assuming max resist and defense, but it doesn't matter given we're working with assumed damage getting through. 200 enemy dps is no longer sufficient for either, look at 400, 500 and 600 dps.
At this point it doesn't even matter what power sets they have since they have been brought to max levels by external means.
400 enemy DPS gets through:
Maxed Brute: 51.26 seconds
Maxed Tanker: 2 minutes 2.16 seconds
500 enemy DPS
Maxed Brute: 19.75 seconds
Maxed Tanker: 27.41 seconds
600 enemy DPS
Maxed Brute: 12.23 seconds
Maxed Tanker: 15.44 seconds
I did not account for the fact that the brute Rise to the Challenge has a higher -tohit than the tanker (3.75% vs 3.5%) however, that is immaterial to the regen comparison since soft-capped defense is assumed and the enemies are already at their minimum 5%. I'll alter my spreadsheet later to take into account damage and tohit debuffs and recharge debuffs later.
But the look back again at the differences in single target survival time with the WP brute vs WP tanker.
What this means is that the WP Tanker is good against a single target dealing heavy damage for a significantly longer time than the same brute. More than twice as long, in fact.
I was going to compare my fire/fire tanker to a brute version of herself, but I think the point has been made.
Thrythlind's Deviant Art Page
"Notice at the end, there: Arcanaville did the math and KICKED IT INTO EXISTENCE." - Ironik on the power of Arcanaville's math
Were the aggro cap to be removed, and we returned to the bygone days of tanker vs zone, you'd be able to see that tankers can get larger hordes, faster than brutes. As it is, the aggro cap sits far below the max effective aggro ability of both brutes and tankers resulting in their abilities appearing to effectively be the same. |
Thrythlind's Deviant Art Page
"Notice at the end, there: Arcanaville did the math and KICKED IT INTO EXISTENCE." - Ironik on the power of Arcanaville's math
And your response to the parts of the post that did not contain obvious figurative hyperbole that also used the phrase "return to"?
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A tanker in todays version of COH would be unable to survive taunting an entire zone.
I have been tanking since issue 3. I remember herding Striga to get my wolf badge. I know how easy it was then. I know my limits now in todays COH (INV/SS), and while the aggro cap is not at the limit of what I can do, a whole zone is out of the question.
I should have phrased my response as such,
A tanker in todays version of COH would be unable to survive taunting an entire zone. I have been tanking since issue 3. I remember herding Striga to get my wolf badge. I know how easy it was then. I know my limits now in todays COH (INV/SS), and while the aggro cap is not at the limit of what I can do, a whole zone is out of the question. |
Thrythlind's Deviant Art Page
"Notice at the end, there: Arcanaville did the math and KICKED IT INTO EXISTENCE." - Ironik on the power of Arcanaville's math
BrandX Future Staff Fighter
The BrandX Collection
I disagree. I think Leo's point is correct, but your counter that aggro control/alpha absorption is less valuable than control, support, or damage is, IME, not correct. In some cases it is more valuable, in others it may be less, but in general it is as valuable. |
Virtue Server
Avatar art by Daggerpoint
Still not referring to the portion of the post which addresses the topic at hand, namely the survivability of a brute compared to a tanker.
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My response to your post is this.
One, Willpower is likely the powerset that emphasizes tanker advantages most.
Two, are you sure those brute HPs are correct? It seems unlikely a tanker hits the cap while a brute with the same build remains at a measly 2000 HPs.
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.
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. |
Virtue Server
Avatar art by Daggerpoint
Right, thats not the portion of the post I wished to address. What I wished to address was that a tank can not survive herding a whole zone now. I am in the camp also, that brutes are just as survivable as tanks in most situations ,although I have lead some brutes into, lets just say abnormal situations, to let them know they are not as survivable as I am on my tank. SO, labeling herding a zone as a "abnormal" situation, then a brute couldn't do it either.
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It should be noted that when he plays tanks he's probably the best I've seen in my eight years here and he takes Inv to unbelievable heights of survivability.
Said Fire brute apparently went off into a corner and pouted.
Thrythlind's Deviant Art Page
"Notice at the end, there: Arcanaville did the math and KICKED IT INTO EXISTENCE." - Ironik on the power of Arcanaville's math
A brute can do that just fine. Hell, a well-built scrapper can do it.
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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?
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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 am on the side that says tankers are more survivable than brutes in meaningful ways.
My response to your post is this. One, Willpower is likely the powerset that emphasizes tanker advantages most. Two, are you sure those brute HPs are correct? It seems unlikely a tanker hits the cap while a brute with the same build remains at a measly 2000 HPs. |
Thrythlind's Deviant Art Page
"Notice at the end, there: Arcanaville did the math and KICKED IT INTO EXISTENCE." - Ironik on the power of Arcanaville's math
I'm not. Try again?
A brute can do that just fine. Hell, a well-built scrapper can do it. |
Absorb alphas for sure, but actual aggro control? Not for most scrapper builds.
BrandX Future Staff Fighter
The BrandX Collection
Tanker base is 1874 to hit the cap requires x1.88 in mods.
Brutes base is 1499.
1499*1.88=2827
I am pretty sure nothing that modifies HPs is different between a brute and tanker, so something in your calcs is in error (unless I am missing something).
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.
That can't be enough times.
Tanker base is 1874 to hit the cap requires x1.88 in mods. Brutes base is 1499. 1499*1.88=2827 I am pretty sure nothing that modifies HPs is different between a brute and tanker, so something in your calcs is in error (unless I am missing something). |
High Pain Tolerance on a level 50 Brute adds 149 unenhanceable and another 149 enhanceable. On Tender she has 71.6% enhancement.
So she has +149 and +255.684 for a total of 404.684
She has +1.88%, +1.5%, +3% and +1.13% health bonuses from IO sets for a total of +7.51% health, basing off 1499 that's +112.5749
added to the High Pain Tolerance that's 517.2589 for a toal of 2016.2589 in calculations, and I think there are a handful of unlisted variables accounting for the last 2 hit points that show up on her stats.
For the tank version
1874
High Pain Tolerance increases 187 unenhanceable and 187 enhanceable
using Tender's 71.6% enhancement again, that's +187 and +320.892 for a total of +507.892
with the other health enhancements that's +648.6294....
huh....yep 2522....bleh wonder where I miss typed the first 3 times....yay embarrassing math error
In any case, the last segment of the matter pretty much remains the same for all powersets of tanker and brute. A brute at capped HP, capped regen, capped resistance and capped defense will still survive a significantly less time than a tanker at the same caps.
At that point it isn't about power set anymore. That's just the way it is.
Thrythlind's Deviant Art Page
"Notice at the end, there: Arcanaville did the math and KICKED IT INTO EXISTENCE." - Ironik on the power of Arcanaville's math
And the last run of posts only convince me more that it's more about aggro management than survivability.
I don't care what a Brute can or cannot survive vs a Tank. The fact that it's aggro management is the same is what makes them just as 'useful' and do more damage. It seems like everyone wants to nerf their resistance/defense caps, but that won't change that they can hold the same ammount of aggro, and as everyone keeps saying 'with the proper buffs' (whatever they are dependent on the Brute) a Brute can tank as well as a Tank. What it can resist is almost pointless in comparison. A well buffed anything does a better job than a non-buffed something.
Again, lower the Brute's Threat rating, making spawns more inclined to peel off them when others attack in teams, and normalize the Tank's Threat rating, and possibly increase how many they can retain aggro on, so they're desireable again for what they're supposed to be about. Even if they can't do the latter because it's a universal constant, they can affect the former, making Tanks the unequalled contender in aggro management again.
I really think that would be enough without effecting sweeping changes to Brute's survivability just to make Tanks feel special.
"I play characters. I have to have a very strong visual appearance, backstory, name, etc. to get involved with a character, otherwise I simply won't play it very long. I'm not an RPer by any stretch of the imagination, but character concept is very important for me."- Back Alley Brawler
I couldn't agree more.
And the last run of posts only convince me more that it's more about aggro management than survivability.
I don't care what a Brute can or cannot survive vs a Tank. The fact that it's aggro management is the same is what makes them just as 'useful' and do more damage. It seems like everyone wants to nerf their resistance/defense caps, but that won't change that they can hold the same ammount of aggro, and as everyone keeps saying 'with the proper buffs' (whatever they are dependent on the Brute) a Brute can tank as well as a Tank. What it can resist is almost pointless in comparison. A well buffed anything does a better job than a non-buffed something. Again, lower the Brute's Threat rating, making spawns more inclined to peel off them when others attack in teams, and normalize the Tank's Threat rating, and possibly increase how many they can retain aggro on, so they're desireable again for what they're supposed to be about. Even if they can't do the latter because it's a universal constant, they can affect the former, making Tanks the unequalled contender in aggro management again. I really think that would be enough without effecting sweeping changes to Brute's survivability just to make Tanks feel special. |
Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!
And the last run of posts only convince me more that it's more about aggro management than survivability.
I don't care what a Brute can or cannot survive vs a Tank. The fact that it's aggro management is the same is what makes them just as 'useful' and do more damage. It seems like everyone wants to nerf their resistance/defense caps, but that won't change that they can hold the same ammount of aggro, and as everyone keeps saying 'with the proper buffs' (whatever they are dependent on the Brute) a Brute can tank as well as a Tank. What it can resist is almost pointless in comparison. A well buffed anything does a better job than a non-buffed something. Again, lower the Brute's Threat rating, making spawns more inclined to peel off them when others attack in teams, and normalize the Tank's Threat rating, and possibly increase how many they can retain aggro on, so they're desireable again for what they're supposed to be about. Even if they can't do the latter because it's a universal constant, they can affect the former, making Tanks the unequalled contender in aggro management again. I really think that would be enough without effecting sweeping changes to Brute's survivability just to make Tanks feel special. |
Thrythlind's Deviant Art Page
"Notice at the end, there: Arcanaville did the math and KICKED IT INTO EXISTENCE." - Ironik on the power of Arcanaville's math
Tanks and Brutes do not have the same aggro. A Brute hits someone, they aggro THAT target, a Tank hits someone they aggro that target and as many as FOUR other targets around the original target. They have the same aggro cap and can somewhat appear to have the same aggro management, but things already peel off brutes that wouldn't peel off of a tank.
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BrandX Future Staff Fighter
The BrandX Collection
As long as it doesn't negatively effect situations where all you can get is a brute (namely a full villains side team or when there are no tanks available) for aggro management, I see no issue.
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Originally Posted by BrandX
This becomes a bit less of a factor with AOEs and Taunt Auras.
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Threat levels make a difference though. I've had no trouble maintaining aggro with my Dark/Dark Brute, for example, however my WP Tank has noticeably more difficulty with large mobs due to the lower threat level and maybe lack of a damage aura (not sure which reason is more prevalent in this regard).
"I play characters. I have to have a very strong visual appearance, backstory, name, etc. to get involved with a character, otherwise I simply won't play it very long. I'm not an RPer by any stretch of the imagination, but character concept is very important for me."- Back Alley Brawler
I couldn't agree more.
Threat levels make a difference though. I've had no trouble maintaining aggro with my Dark/Dark Brute, for example, however my WP Tank has noticeably more difficulty with large mobs due to the lower threat level and maybe lack of a damage aura (not sure which reason is more prevalent in this regard).
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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 know what it meant, and it was and is perfectly fair. You're looking at as "taking 50% more damage." But the flipside of that is also true, if the numbers are too high, some Brutes have twice as much survivability from Resistance as they should (mainly in farms, but you are the one claiming its a 50% survivability drop).
The numbers involved are exactly why it deserves the nerf. A cap of 85% is still second best in the game. But people want a nerf that's not really a nerf. Why should Brutes have many times the survivabillity cap of the Scrappers and Stalkers? When you word it in an incendiary way like you did above, Scrappers and Stalkers are less than half as surivivable as a Brute. All it's showing is that a Brute is overpowered.
Whether they actually nerf them or not I don't care, but as a mere credibility issue it bugs me personally that so many people will rag on the devs for not buffing sets X Y and Z but nerfs are just out of the question, even when they are richly deserved.