Tanker Changes Coming
I've never known the aggro caps to be universal. To be fair though, only the melee ATs survive very long at the aggro cap, so Could be.
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In any event i don't see it as solving a problem or addressing a need. It's more of "because i want this AT to be more different in a way that most people will never even notice in actual practice" change for the sake of changing something for the sake of change in my opinion. Still, it's not really me you need to convince, it's the Devs, and that requires more than saying, "well a bunch of people on the forums think this would be a good idea for some reason, but i don't actually have any sort of proof or analysis demonstrating that it would improve AT balance in way that would be noticeable in general use without causing other problems."
Not referring to your suggestion, but i just wanted to mention that i find amusing the number of posters in this thread and similar who attempt to justify lobbying for general AT changes or a lack of need for the same using things like Incarnate powers/content and other edge cases that are limited to a small number of situations or powerset combinations. Just because they spend most of their time running the Dig Dug Dominatrix Trial (The Triple D Trial) on their Carp Armor/Carp Melee Tanker does not mean that it should be the primary metric for evaluating AT balance and performance.
Dr. Todt's theme.
i make stuff...
aggro ain't in comic books or that no existing media character fits Tankers. |
That's just how insane this situation is.
I shouldn't have to nag the developers of a MMO called 'Baseball Online' that their "Pitcher" kicks the ball, which isn't a ball but rather a pumpkin, and justify that yes, he should be allowed to stand on that mound. I really don't care you decided to call it the "Shortstop's mound".
And, if I'm truly a baseball fan, I'm REALLY not going to care that regardless (or even because) of punting pumpkins, the title has proven really popular with Facebook gamers who think Babe Ruth is a candy bar. Especially if the developers have the wontons to call the game "The Finest Baseball MMO in the World".
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I doubt there's a real-comic example of a Soldier of Arachnos or Kheldian either since, you know, they're unique to our game.
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Although it might be possible to formulate an algorithm that increases everyone's aggro cap to something like 24 or some number but have threat dramatically taper off at the 15-18 foe marker so that it's *hard* to aggro that many unless there just isn't many players around to attract it. Make it so it literally takes taunt to do it...but that comes with consequences. I'd say the character who could either attract the most attention (taunt/gauntlet) or can affect the most foes at a time (most likely (de)buffers, crowd control and pet classes) get the aggro. So yeah, that'd be an overall nerf for those types if they cannot survive the extra attention. |
That said, the reason I suggested altering Tanker AoEs is because it's been shown that *powers* can have their target cap raised...it's shown in Judgement powers who have varying target caps depending on which branch you take. So it's not directly increasing the Tanker aggro cap, but as foes go down, it's all about who's affecting more foes...and if those AoEs have mitigation tied in them like KD or debuffs, you're indirectly protecting teammates those foes might be shooting at. |
I shouldn't have to justify why a comic book super hero game should reflect the respect the conventions of the genre it claims to be in. Especially when the developers claim they're fans of said genre, but their design decisions demonstrate they don't really understand or care about it.
That's just how insane this situation is. I shouldn't have to nag the developers of a MMO called 'Baseball Online' that their "Pitcher" kicks the ball, which isn't a ball but rather a pumpkin, and justify that yes, he should be allowed to stand on that mound. I really don't care you decided to call it the "Shortstop's mound". And, if I'm truly a baseball fan, I'm REALLY not going to care that regardless (or even because) of punting pumpkins, the title has proven really popular with Facebook gamers who think Babe Ruth is a candy bar. Especially if the developers have the wontons to call the game "The Finest Baseball MMO in the World". . |
Dr. Todt's theme.
i make stuff...
The role of 'Tank' doesn't directly fit into the Superhero Genre short of a few instances. Ben Grimm fighting the Hulk to distract him so the authorities could get everyone evacuated safely is pure tanking (and a really old-school reference- great comic though... sigh, I feel old now) so there is precident for the role in some capacity. |
So in it's most direct form, a Tank is the melee aggro manager, taking the alpha and hits for the team, skillfully arranging the aggro so everyone else can fill their role to their fullest (mass control, AoE's, keeping everything close for buffs, debuffs, etc). Tanks can do this just fine. Thing is, as people keep pointing out, so can Brutes... just as well as Tanks. This has less to do with what they can survive, than it does with how well they can hold aggro. Sure, they need some to generate Fury, but they don't need to do it as well as a Tank. When the AoE's start flying, some of that stuff needs to peel off them and redirect their attack. |
I shouldn't have to justify why a comic book super hero game should reflect the respect the conventions of the genre it claims to be in. Especially when the developers claim they're fans of said genre, but their design decisions demonstrate they don't really understand or care about it.
That's just how insane this situation is. I shouldn't have to nag the developers of a MMO called 'Baseball Online' that their "Pitcher" kicks the ball, which isn't a ball but rather a pumpkin, and justify that yes, he should be allowed to stand on that mound. I really don't care you decided to call it the "Shortstop's mound". And, if I'm truly a baseball fan, I'm REALLY not going to care that regardless (or even because) of punting pumpkins, the title has proven really popular with Facebook gamers who think Babe Ruth is a candy bar. Especially if the developers have the wontons to call the game "The Finest Baseball MMO in the World". |
If you think Tanks aren't doing enough dmg, or should have a higher dmg cap, please prove it. Use facts, not inflammatory hyperbole to distract. I do agree with you; at the caps Brutes are too resilient compared to tanks. That's a brute problem, not a tank problem. Fix that problem.
Throwing darts at the board to see if something sticks.....
Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Originally Posted by PapaSlade
Rangle's right....this is fun.
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Not everyone agrees with this idea, so it's not 100%. I personally don't think it's "necessary", nor a "fix" to tanks.
I also believe that aggro caps are universal across all character, so if you raise the aggro caps for Tanks, you would essentially be raising brute, scrapper, blaster, etc aggro caps too. |
The Alt Alphabet ~ OPC: Other People's Characters ~ Terrific Screenshots of Cool ~ Superhero Fiction
I shouldn't have to justify why a comic book super hero game should reflect the respect the conventions of the genre it claims to be in. Especially when the developers claim they're fans of said genre, but their design decisions demonstrate they don't really understand or care about it.
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And "translated" is a key point here. Although CoH is inspired by superhero comics, it's an entirely different medium which has different demands on it. Books translated into movies aren't one-for-one matches, so there's no reason to expect a book translated into a game be identical.
Tanks are actually a pretty good compromise between the classic MMO brick and the "take a ton of punishment" characters listed above. Personally, I'd like for Tanks to have one really hard-hitting power, but then I've been arguing for that for every AT over the years.
The Alt Alphabet ~ OPC: Other People's Characters ~ Terrific Screenshots of Cool ~ Superhero Fiction
If you think Tanks aren't doing enough dmg, or should have a higher dmg cap, please prove it. Use facts, not inflammatory hyperbole to distract. I do agree with you; at the caps Brutes are too resilient compared to tanks. That's a brute problem, not a tank problem. Fix that problem.
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I also play Tanks (more than Brutes to be honest) and when I do, I can survive the aggro I generate, and can direct it pretty well. My WP Tank has some trouble, but that's where I got the inspriation. That's what should differentiate the Tanks from the Brutes. I don't care what my Brute can survive as long as I can generate Fury. My Tank doesn't care as much about damage as long as it can generate, and maintain all the aggro it needs to for whatever encounter, and survive. That's the difference.
That's the playstyle difference, and where they most stand out. When I play my Brute, I want to generate high Fury, and pancake the rest of the group if they can't keep up (maybe even losing some of that aggro would allow me to survive more). When I'm on my Tank, I'm always aware of my teammates and what's going on. I pride myself on being able to keep them safe, and gather mobs in ways they're most effective. To me, that should be the difference. While the villanous Brute and heroic Tank's motivations are obvious- just to emphasize; as a hero, my Brute's looking to steal the limelight and be the 'best' hero out of the bunch, as a villain, my Tank is biding their time as the distraction while my 'lackeys' (I mean... teammates) do what they're supposed to do.
That's just how I play them, and I think in some way that does define the difference from Tanks and Brutes. If Brutes get enough aggro to build Fury, they're not concerned with what peels off them after that, and the Tank's main goal is to manage the aggro for the most effective response (theirs or their team's). I think that needs to be played up to.
I also think it's the easiest way to make Tanks stand out without doing any real harm to Brutes. What does a Tank care about what the Brute can survive? It's the aggro management that counts. That's always been the Tanker's creed, and where it's getting stepped on. I easily solo my WP/Mace Tank at +1x8 (+more in DA, but granted he's probably one of my most expensive builds- and he's not even my 'main') but in teams all I want it to get all that aggro and keep my team doing what they do best!
I take out my enemies, I survive what they throw at me. I do the same on my Brutes and Scrappers (and frankly all the other AT's at varying speeds) solo. What more can I want?
What's in your Tank?
"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.
I shouldn't have to justify why a comic book super hero game should reflect the respect the conventions of the genre it claims to be in. Especially when the developers claim they're fans of said genre, but their design decisions demonstrate they don't really understand or care about it.
That's just how insane this situation is. I shouldn't have to nag the developers of a MMO called 'Baseball Online' that their "Pitcher" kicks the ball, which isn't a ball but rather a pumpkin, and justify that yes, he should be allowed to stand on that mound. I really don't care you decided to call it the "Shortstop's mound". And, if I'm truly a baseball fan, I'm REALLY not going to care that regardless (or even because) of punting pumpkins, the title has proven really popular with Facebook gamers who think Babe Ruth is a candy bar. Especially if the developers have the wontons to call the game "The Finest Baseball MMO in the World". . |
A Punch from Ben Grimm sends someone through a wall, a Punch from Superman sends people into space.
And "translated" is a key point here. Although CoH is inspired by superhero comics, it's an entirely different medium which has different demands on it. Books translated into movies aren't one-for-one matches, so there's no reason to expect a book translated into a game be identical.
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Originally Posted by Ryu_Planeswalker
The problem here is that Superman *is not* a tank, he is an Omega slotted incarnate, you are not looking at a fair representation of the AT when you look at him. If you want a good example of how an actual tank is supposed to be look at Ben Grimm, the Juggernaut, or Andre the Giant.
A Punch from Ben Grimm sends someone through a wall, a Punch from Superman sends people into space. |
This is the main point with Tanks and Brutes. In a 'comic book' world they could both be the same thing, or they could have Tank resistance/defense and Scrapper or Blaster damage. In a game world, that sucks. There's a certain level of balance and 'need' for any AT (or class) they bring into the world.
The merging of CoH and CoV AT's has blurred that a bit, but not completely. Not yet. That's why I think it's more a matter of 'fine tuning' than Nerf this, buff that.
While my suggestion is, effectually a nerf to Brutes, it doesn't effect their solo play, and I've given the caveat that if it affects Fury generation in teams then Fury needs to be tweaked a bit in response. Overall performance isn't an issue in my opinion; and the only place anyone is stepping on anyone's toes here is in aggro management in terms of AT recognition/role. With the proper adjustments, a Brute can hold more aggro than Scrappers in a team, while doing a little more damage than a Tank. That seems appropriate to me, and I play and love all three AT's.
"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.
One of the reasons I think Tanks should have one powerhouse attack (fairly early in the builds) is to more closely resemble actual tanks. Lots of armor, a powerful but slow-to-recharge gun.
I do agree that Tanks should be the primary -- if not only -- aggro magnets in the game. If a Brute and Blaster are playing alongside a Tank, most of the bad guys should go for the Tank. One of the coolest experiences I've had in the game was using my Inv/SS Tanker to go up against a pair of bosses after the rest of my team got wiped. I managed to stand toe-to-toe with them and whittle them down while the team cheered me on. Took a while, but it felt epic. In a similar situation, most of my Brutes tend to die. That's pretty much okay by me.
I know it's not perfect across all powersets, but I do think the general scaling of powers is pretty good. In terms of defense, it generally seems to go (low to high) Scrapper -> Brute -> Tanker, while damage output is reversed. In specific cases this isn't true, of course, but overall seems to be.
I guess I'm saying I don't see a need for sweeping changes, just minor tweaks.
Distracted by Hatfields & McCoys.
The Alt Alphabet ~ OPC: Other People's Characters ~ Terrific Screenshots of Cool ~ Superhero Fiction
Superman is certainly great at offense, but the role he serves in the team is often - by his own admission - the guy who takes the big hits because he knows he can take them better than his squishier comrades.
That, to me, is what makes Superman a Tanker. Not that he can't dish out the damage, because he can, but because he considers it his job to take the abuse that his teammates can't.
The thing is, though, in CoX, those teammates often can take the abuse (especially when those teammates are any of the other melee classes, or the EATs, but even "squishies" can softcap their defense with a little work), and that's even more the case when you're dealing with Incarnate powers. That wasn't how it originally was, but it's how the game stands now.
So the problem should be attacked from the point of view of "what is a Tanker's role in a game where almost everyone can take the big hits?" rather than oversimplifying it to "why don't Tankers do more damage?"
That's why I think the focus should be on better aggro management tools (and better endurance management to make sure their defenses stay up), not just more damage.
Superman is certainly great at offense, but the role he serves in the team is often - by his own admission - the guy who takes the big hits because he knows he can take them better than his squishier comrades.
That, to me, is what makes Superman a Tanker. Not that he can't dish out the damage, because he can, but because he considers it his job to take the abuse that his teammates can't. |
I also think that Superman is a terrible character because of the ridiculous amount of power creep he's accumulated over the decades. Even when they depower him every once in a while during a reboot, he still bounces right back p to tank-mage status instantly. That's why they eventually said that he's extremely vulnerable to magic, because even kryptonite can't really affect him unless you're standing beside him. With his abilities, *why* would he ever get close?
When you get right down to it, he makes every other character redundant 99 times out of 100. Properly written, the guy is almost literally unstoppable in any conventional confrontation. He doesn't even need to be close to you to take you out. He can toss a pebble at you from 10 miles away and sever your spine. That would render your kryptonite dagger/bullets/suit of armor useless. In fact, having all those more-vulnerable characters is actually a detriment for Superman. He rescues people in trouble, and that's the surest way to draw him in close.
Contrast to the Thing, who is very much a Tank in the CoH sense. He can hit you pretty hard, but he's not going to pulp you into a fine red mist when he does so. He's not particularly agile and he can soak up a lot of damage. Beyond that he's not much of an offensive weapon. He can tear up a piece of asphalt and chuck it at you (which Tanks can do) and he can make someone so mad that they focus solely on him (ditto).
The Alt Alphabet ~ OPC: Other People's Characters ~ Terrific Screenshots of Cool ~ Superhero Fiction
Superman is certainly great at offense, but the role he serves in the team is often - by his own admission - the guy who takes the big hits because he knows he can take them better than his squishier comrades.
That, to me, is what makes Superman a Tanker. Not that he can't dish out the damage, because he can, but because he considers it his job to take the abuse that his teammates can't. The thing is, though, in CoX, those teammates often can take the abuse (especially when those teammates are any of the other melee classes, or the EATs, but even "squishies" can softcap their defense with a little work), and that's even more the case when you're dealing with Incarnate powers. That wasn't how it originally was, but it's how the game stands now. So the problem should be attacked from the point of view of "what is a Tanker's role in a game where almost everyone can take the big hits?" rather than oversimplifying it to "why don't Tankers do more damage?" That's why I think the focus should be on better aggro management tools (and better endurance management to make sure their defenses stay up), not just more damage. |
I agree that Tanks should be the premiere purveyors of aggro management. As I said earlier, when a Tank is in the room, everyone should be focused on him. I've also been a longtime proponent of more endurance, because keeping their toggles up is vital. I think the classic motto of "First in, last out" is perfect for the Tank. When the mission goes south and everyone needs to catch their breath or visit the hospital, when they get back the Tank should still be standing there, trading blows with the bad guys, keeping them engaged.
It's just that this is the ideal and it's hard to get there given so many variables in so many different situations.
The Alt Alphabet ~ OPC: Other People's Characters ~ Terrific Screenshots of Cool ~ Superhero Fiction
I have to agree with this. I see no need to buff Tankers, or screw with Brute survivability just to make Tanks feel better. I play both, and enjoy each for different reasons.
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However, my suggestions to adjust Brute survivability had nothing to do with "making Tankers feel better". I play and enjoy both as well.
My concern was with the actual balance of it.
The balance point of Brutes has been stated to be intended to be between Tankers and Scrappers. In normal solo or small team gameplay, this is true.
But in heavy buff situations in leagues or large buff-heavy teams, Brutes can get very close to Tanker survivability while occasionally surpassing Scrapper damage output.
I don't want to screw with any Brute base values for anything, but I still feel their maximum potential should be dialed down a little bit. Not drastically, but enough so that their performance falls between Tankers and Scrappers across the full range, instead of equaling or surpassing them at the top end. The only real way to accomplish that is by reducing resistance and damage caps. Again, not drastically.
If damage and resistance caps were reduced, it would have little to no affect on solo and small team play, as I have never seen a Brute reach its respective caps on its own (other than through inspiration use, and that is limited in duration). But it would put Brutes closer to being between Tankers and Scrappers when heavily buffed, where they are allegedly supposed to be. (I say allegedly because I do not know where to find a dev quote that explicitly states it, but I do remember reading it coming from a dev)
(This is coming from someone who currently has 6 Brutes on the only server I play on, so AT bias has NOTHING to do with my reasoning. I state this because I've been accused being biased toward Scrappers in the past. It's not true.)
The only buff I would support to Tankers is a very slight damage scalar increase, from .8 to .85. It would help Tankers in a couple ways: 1) They would solo slightly better, and 2) They would hold agro better*. I'm not going to campaign for such a buff, but I support the notion of it.
I also concur with your suggestion of adjusting Threat levels so Tankers will hold agro better than they do now (which is already the best). It's debatable how much it would really accomplish in terms of a "fix", but it would reinforce the role of a Tanker as agro manager.
I also feel that it doesn't matter whether anyone agrees with how necessary a Tanker is on a team, because the game has never been about forcing people into one pre-determined playstyle. The role of tank is as necessary as the people playing them or forming teams feel it is, and not one bit more or less. I don't like Masterminds, but I will never say they are unnecessary or try to change the way they play so I will like them better. I just don't play them and let the people who enjoy playing that role do so without trying to force my preferences on them.
(*The bit about holding agro better is because damage dealt plays a role in how well agro is held by a given character. If it did not, it would be impossible for a Blaster to pull agro off a Tanker once it is established. And we've all seen Blasters pull agro before.)
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. |
There are plenty of Tanks in comics. Juggernaut, for example, or The Thing.
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You'd have to be pretty ignorant of the character to think Juggernaut is low damage. He's fought and beaten guys like Thor and Hulk. He's well over the 100 ton range of strength.
And Ben Grim's very catchphrase is "It's clobberin' time!"
Not "It's time for me to stand here and be a decoy while Reed does the fighting".
I've listed the characters who are the closest to how CoH Tankers are currently. They're all joke characters or obscure nobodies because melee fighters who are poor at fighting aren't something most people want to read about. And if the popularity of Tankers versus Brutes or Scrappers is any indication, most people don't want to play one either.
Even if you point to specific, brief examples of "tanking" in comic, the fact is, at times, almost every super hero takes a hit for another. I can point you to panel of the Human Torch taking a hit for Iceman. It does NOT mean that is their primary focus above all they spend an entire fight doing to the point they're nigh useless for anything else.
Stop trying force comic characters into a stupid nonsensical design as rodeo clowns. That is the mistake the devs made. If you're going to evoke the genre, do right by it. They should have been trying to design the game to serve the needs of the genre instead of what they did in many cases, including Tankers. They beat the genre with a hammer and then mashed the square peg into their round design hole just to suit their ridiculous trinity and outdated fantasy gaming mechanics.
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No. Both of those characters can deal substantial damage.
You'd have to be pretty ignorant of the character to think Juggernaut is low damage. He's fought and beaten guys like Thor and Hulk. He's well over the 100 ton range of strength. And Ben Grim's very catchphrase is "It's clobberin' time!" Not "It's time for me to stand here and be a decoy while Reed does the fighting". . |
And Ben Grim's very catchphrase is "It's clobberin' time!"
Not "It's time for me to stand here and be a decoy while Reed does the fighting". |
A Tankers main focus is protecting the team...but when they need to...they have the ability to do great damage.
Unfortunately it was widely dismissed.
This is why I was thinking my "Tanker Inherent: Determination" was a good idea.
A Tankers main focus is protecting the team...but when they need to...they have the ability to do great damage. Unfortunately it was widely dismissed. |
Regardless, unless the Tanker damage cap is raised in addition to it, it's largely pointless, which is why I'm fighting for the cap to be changed first and foremost.
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No, what I was arguing with Butane was his argument for his change. Comparing Tankers to Superman, how their role isn't actually 'comix' and how 'Brute terk err bffz'. None of that makes any difference to me. I don't care that Brutes kicked you in the nads and took your Fury or that aggro ain't in comic books or that no existing media character fits Tankers. I doubt there's a real-comic example of a Soldier of Arachnos or Kheldian either since, you know, they're unique to our game.
So yeah, don't care for trying to shoehorn Tankers to be comic book 'bricks' or what have you...just make them fun, unique, and remain focused on what they do. Keep em like they are, for all I care. I enjoy my Tankers *because* they're not offensive focused. What offense they're capable of (and they're capable of a decent amount) is just gravy to me.
Although it might be possible to formulate an algorithm that increases everyone's aggro cap to something like 24 or some number but have threat dramatically taper off at the 15-18 foe marker so that it's *hard* to aggro that many unless there just isn't many players around to attract it. Make it so it literally takes taunt to do it...but that comes with consequences. I'd say the character who could either attract the most attention (taunt/gauntlet) or can affect the most foes at a time (most likely (de)buffers, crowd control and pet classes) get the aggro. So yeah, that'd be an overall nerf for those types if they cannot survive the extra attention.
That said, the reason I suggested altering Tanker AoEs is because it's been shown that *powers* can have their target cap raised...it's shown in Judgement powers who have varying target caps depending on which branch you take. So it's not directly increasing the Tanker aggro cap, but as foes go down, it's all about who's affecting more foes...and if those AoEs have mitigation tied in them like KD or debuffs, you're indirectly protecting teammates those foes might be shooting at.