Tanker Changes Coming


Abyssus

 

Posted

Quote:
Originally Posted by Granite Agent View Post
I think ppl are too hard on Butane. He generally has good points about Tankers. I think the Devs could come up with an interesting new mechanic for Tankers that addressed some of the damage issues -- I think Johnny even suggested a type of toggle that would let the tank trade off survivability for damage (like "Enraged" or something). Or they could do something similar to what they did for Defenders: buff damage when solo, ramp it down as team size grows. Raising the damage cap would be a nice touch too, to encourage teaming. *shrug*
To be fair, I'm not poking holes at his suggestion. A buff to caps or an adjustment to mods is all well and good but it'll only help those that it helps...and not help those that it won't...if you can get what I'm saying.

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.

Quote:
Originally Posted by Profit View Post
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.
Even pets are limited to the same aggro caps for AI enemies. The only way to buff Tanker's aggro cap is to give them pets that are targetable by enemies...or raise the aggro cap of everyone.

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.


 

Posted

Quote:
Originally Posted by Profit View Post
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.
They are universal and i'm not sure you could modify aggro caps to be different on a per character/AT basis without a lot of work recoding critter AI. Doing so could result in some "interesting" effects. (Past alterations to the critter AI code have occasionally been interesting.)

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...

 

Posted

Quote:
Originally Posted by Leo_G View Post
how their role isn't actually 'comix'
Quote:
aggro ain't in comic books or that no existing media character fits Tankers.
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".



.


 

Posted

Quote:
Originally Posted by Leo_G View Post
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.
Don't know enough about SoAs to speculate, but I think a good example of a Kheld Would be The Martian Manhunter.


Quote:
Originally Posted by Leo_G View Post



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.
Thats a very interesting idea. Along with raising threat levels would accomplish the goal handily I think.
Quote:
Originally Posted by Leo_G View Post

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.
Remember when gauntlet applied the power damage to everything it effected? Good times.


 

Posted

Quote:
Originally Posted by Johnny_Butane View Post
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".



.
i like this analogy for how well it illustrates your approach to analogies, as well as how much consideration and comprehension you have for anything outside of your own personal wants. On the negative side it does once again shatter that facade of compromise, rationality and a rudimentary understanding of game design and balance you'd worked so hard at building up the last couple of months. Ah well.


Dr. Todt's theme.
i make stuff...

 

Posted

Quote:
Originally Posted by Schismatrix View Post
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.
Carp Armor/Carp Melee is way to powerful.


 

Posted

Quote:
Originally Posted by dugfromthearth View Post
What tanker damage issue?

Tankers do not have a damage issue. They solo fine.
They do less damage than blasters, scrappers, stalkers, and brutes - as expected
This is a truthful statement.

I also completely agree, no out and out damage boost to tanks.


 

Posted

Quote:
Originally Posted by Lycantropus View Post

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.
Don't feel old, great issues are great issues

Quote:
Originally Posted by Lycantropus View Post

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.
True statement again and nice summary of the main problem.


 

Posted

Quote:
Originally Posted by Johnny_Butane View Post
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".
See, I see a properly built baseball game, not what you keep trying to describe. Everything you keep attempting to justify in a nutshell; " the pitchers should be hitting home runs every time they come up to bat " because "I" saw it in a book. Stop trying to describe the Field of Dreams as a Rodeo to justify your vision.

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!
Quote:
Originally Posted by PapaSlade
Rangle's right....this is fun.

 

Posted

Quote:
Originally Posted by Rangle M. Down View Post
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.
I don't think they are universal. I seem to recall these can be tweaked on an individual basis.


The Alt Alphabet ~ OPC: Other People's Characters ~ Terrific Screenshots of Cool ~ Superhero Fiction

 

Posted

Quote:
Originally Posted by Johnny_Butane View Post
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.
There are plenty of Tanks in comics. Juggernaut, for example, or The Thing. The Hulk would be more akin to a Brute. Godlike characters such as Superman, Wonder Woman, Thor, Powergirl, Omni-Man, Invincible, The Sentry and so on would be Tank-Mages when translated to MMO terms. Or specifically in CoH jargon, Tank-Blaster-Controllers. Iron Man would be a Tank-Blaster, who also has Stamina issues. So he's basically a Tank with ranged PPP. Apollo of the Authority also has Stamina issues like Tanks here.

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

 

Posted

Quote:
Originally Posted by Rangle M. Down View Post
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.
What's to fix? Why can't they be as resilient? When I play Brutes this is beneficial in large teams when I need that extra survivability to help the team. Brutes have a full taunt. They're not Scrappers and should be able to hold a bit of aggro, and then survive it. Where they match a Tank is in being able to control that aggro, and to me, that's the problem.

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.

 

Posted

Quote:
Originally Posted by Johnny_Butane View Post
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".



.
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.


 

Posted

Quote:
Originally Posted by Ironik View Post
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.
Quote:
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.
(these were posted while I deliberated on my response)

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.

 

Posted

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

 

Posted

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.


 

Posted

Quote:
Originally Posted by Thunder Knight View Post
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 don't think intent is all that important. Superman's only true limitation is that he can't be in two places at once. A Tanker in CoH can't emulate the offensive capabilities of Superman.

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

 

Posted

Quote:
Originally Posted by Thunder Knight View Post
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.
Hey, you added stuff!

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

 

Posted

Quote:
Originally Posted by Lycantropus View Post
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.
I also see no need to buff Tankers.

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.)


Quote:
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.

 

Posted

Quote:
Originally Posted by Ironik View Post
There are plenty of Tanks in comics. Juggernaut, for example, or The Thing.
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".

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.



.


 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
I also see no need to buff Tankers.
Of course not. You play Scrappers.



.


 

Posted

Quote:
Originally Posted by Johnny_Butane View Post
They're all joke characters or obscure nobodies
That applies to all non-Scrapper ATs.


@Golden Girl

City of Heroes comics and artwork

 

Posted

Quote:
Originally Posted by Johnny_Butane View Post
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".

.
However, how many times has Ben Grim(and the others) fought someone as a distraction while Reed worked on plot devices.


 

Posted

Quote:
Originally Posted by Johnny_Butane View Post
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".
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.


 

Posted

Quote:
Originally Posted by Vitality View Post
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.
How do you propose this as a game mechanic?

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.


.