Tanker Changes Coming
I don't want to mess with AT mods because those are the base upon which everything else is calculated, and Brute base stats really aren't that offensive. What makes Brutes into Tankers and concerns actual Tankers is their full potential to reach Tanker level survivability by virtue of having Tanker caps for a lot of stuff. Messing with caps alters maximal performance and crimps what an AT has the potential to do without really impacting mid-range builds that aren't pushing against those caps.
I'm sure this sounds like a nerf, but I'm also sure Brutes weren't intended to play like Tankers with a lot more damage, so it sounds reasonable. |
I really should do something about this signature.
The problem most people are seeing is that there's no need for that role.
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Many times during my play sessions I see people requesting that a Tanker join their team because.........they see a need for that role.
I mentioned it already, but what is said on the forums bears almost no resemblance to what people actually think in the game.
Remember that only about 10% of the playerbase uses the forums, so the vast majority of the players do not have any clue that a "forum consensus" has determined that their characters fill an unnecessary role.
Any role is only as necessary as the people playing the game feel it is. Telling someone else their role is unnecessary because YOU think so is the height of arrogance.
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. |
The problem most people are seeing is that there's no need for that role.
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Personally I don't care for Stalkers, in fact most pug teams I've been on over the last two years have not had one on it and the couple of times they did I remember the Stalker underperforming relative to the rest of the team, but even with them people still play it and it can have a role on a team.
Logon and search right now on any server and you're going to find people playing a pretty even mix of the main archetypes, and plenty of what even forty forumites insist have no role in the game.
Many times during my play sessions I see people requesting that a Tanker join their team because.........they see a need for that role. I mentioned it already, but what is said on the forums bears almost no resemblance to what people actually think in the game. Remember that only about 10% of the playerbase uses the forums, so the vast majority of the players do not have any clue that a "forum consensus" has determined that their characters fill an unnecessary role. Any role is only as necessary as the people playing the game feel it is. Telling someone else their role is unnecessary because YOU think so is the height of arrogance. |
The problem most people are seeing is that there's no need for that role.
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The only role I have ever seen as truly unneeded was damage because everybody does damage.
Also, even in heavy buff/debuff environments I think the role of aggro management and positioning is useful. Not vital, but but still useful.
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.
Or, they could have just not messed up the design of Hybrid, and had it increase the damage of tankers to the same degree that incarnate abilites boost the survivability of other ATs.
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Sailed and crashed into a bunch of jagged rocks and then exploded in a fireball. Then the captain spat on what was left.
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The problem most people are seeing is that there's no need for that role.
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It's also not a role that has anything to do with superheroes. You're unlikely to find the world "aggro" in any issue of JLA, Avengers, X-Men or Spider-Man. The trinity, pulling, tank and spank, has absolutely nothing to to with this genre. Super hero fights do not generally work like that. There was NO dedicated low damage tank or healer in the big climax fight in the Avengers movie that everyone though was so cool. The conventions of the super hero genre should not be throw out because copying some silly and primitive model of combat from a dungeon crawler was the thing to do 8+ years ago.
Tankers are not knights so weighed down with their shiny attention grabbing plate armor that they can't swing their sword properly.
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It's also not a role that has anything to do with superheroes. You're unlikely to find the world "aggro" in any issue of JLA, Avengers, X-Men or Spider-Man. The trinity, pulling, tank and spank, has absolutely nothing to to with this genre. Super hero fights do not generally work like that. There was NO dedicated low damage tank or healer in the big climax fight in the Avengers movie that everyone though was so cool. The conventions of the super hero genre should not be throw out because copying some silly and primitive model of combat from a dungeon crawler was the thing to do 8+ years ago.
Tankers are not knights so weighed down with their shiny attention grabbing plate armor that they can't swing their sword properly. |
Comics use tanking all the time. Iron Man leads enemies to other Avengers (herding to other teammates (or into some other trap) is often seen in comics, Spiderman frequently herds people into a web as one example). Characters setup distractions. Big tough guys will hold off some enemy or large group of enemies while the plan comes together. That last one happens in comics all the time and is the essence of tanking. Tough guy can't beat the enemy alone, but can stand toe to toe with it for awhile giving allies time to enact the plan that will allow for victory.
Sure, for gameplay some of these scenarios are simplified, but to say they do not exist in comics is wrong.
It is true that most tough guys can deal out lots of damage. It is also true that often the tougher one is in comics, the more damage they can deal. That said, some of the most destructive people in comics are not the toughest. Gameplay at some point will conflict with story, and yet I do not often feel weak or ineffectual on any of my tankers (early game I can have some issues due to end problems).
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.
Not exactly.
It was about Tanker changes, and whether they are necessary at all. I feel they are not, and was elaborating on my reason for feeling that way. Specifically, I feel it is not the performance of Tankers themselves that make people feel like they need improvements, but rather the fact that a similar AT performs better. If that other AT were brought back in line with where they are allegedly supposed to be, a lot of the perception that Tankers underperform would disappear. At least that's my opinion on the matter. |
Let me put it this way. Had they reduced the abilities of all the other melee ATs right before the stalker changes, stalker players would STILL be asking for the buffs the eventually got. I think you put too much stock into how people view other ATs affect what they want for "their own" AT.
Ranged ATs getting slightly reduced would NOT stop all the calls for Blasters to be fixed somehow, or the calls for changes to snipes, or the calls to changes to blaster nukes.
I still also feel that IOs and Incarnate powers need to be tossed out the window when you start discussing AT balance. When balancing something in an MMO, any MMO, you need to balance it by the lowest common denominator. In this case, that would be SOs. Everyone who will ever play this game, whether VIP or totally free, has access to IOs. It is not fair to people who can't use IOs to balance AT performance based on what those ATs can do when you slot full IO builds.
Forcing people to pay money if they want their character to be balanced will probably not entice them into paying money, it is far more likely to make them find something else to play. As such, saying Tankers need more damage because Scrappers and Brutes can obtain survivability through IOs and Incarnate powers is foolish, because when you use the enhancements the game is balanced around (and should remain so), Tankers have a significant survival advantage. |
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!
Tanks are not some D&D concept in the sense that MMO tanks are. This is not some fantasy concept that does not translate into comics. I played table top RPGs for years and I had never heard the term tank or tanking until I started playing CoH. Tanking may have come into play with fantasy based computer role-playing games, but it is a computer role-playing game role, not an archetypical fantasy role.
Comics use tanking all the time. Iron Man leads enemies to other Avengers (herding to other teammates (or into some other trap) is often seen in comics, Spiderman frequently herds people into a web as one example). Characters setup distractions. Big tough guys will hold off some enemy or large group of enemies while the plan comes together. That last one happens in comics all the time and is the essence of tanking. Tough guy can't beat the enemy alone, but can stand toe to toe with it for awhile giving allies time to enact the plan that will allow for victory. Sure, for gameplay some of these scenarios are simplified, but to say they do not exist in comics is wrong. It is true that most tough guys can deal out lots of damage. It is also true that often the tougher one is in comics, the more damage they can deal. That said, some of the most destructive people in comics are not the toughest. Gameplay at some point will conflict with story, and yet I do not often feel weak or ineffectual on any of my tankers (early game I can have some issues due to end problems). |
hell the devs tried that with the first SSA arc and many players revolted saying things like "my character would NEVER have something like that happen" or "my heroes ARE NOT THAT DUMB!!!eleventy1111!!!!" etc.
You get my point I hope.
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!
Tanks are not some D&D concept in the sense that MMO tanks are. This is not some fantasy concept that does not translate into comics.
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I have to agree with Johnny Butane.
As one who liked and played tanks predominantly, I have now moved on to Brutes as I can create them in Paragon now, no need to transfer over from Red(Dead) side.
I see no real reason to employ a Tanker over a Brute for the most part.
My problem is not only does a Brute do more damage than a Tanker, but it shares the almost the same powersets and power animations as Tankers.
It's not a big enough role, or one compelling enough, for most people to have an entire AT dedicated to at the cost of all else. Especially since we have three other ATs besides Tankers that are intended, at least in theory, to share aggro and 'tanking' duties. It's also a role that gets less important with every single buff, temp power or whatever added to the game that makes every AT tougher.
It's also not a role that has anything to do with superheroes. You're unlikely to find the world "aggro" in any issue of JLA, Avengers, X-Men or Spider-Man. The trinity, pulling, tank and spank, has absolutely nothing to to with this genre. Super hero fights do not generally work like that. There was NO dedicated low damage tank or healer in the big climax fight in the Avengers movie that everyone though was so cool. The conventions of the super hero genre should not be throw out because copying some silly and primitive model of combat from a dungeon crawler was the thing to do 8+ years ago. Tankers are not knights so weighed down with their shiny attention grabbing plate armor that they can't swing their sword properly. . |
Increase their melee Damage or atleast give them more melee AOES so they can affect more mobs.
Increase their Aggro cap so 1 tanker is much better than 2 Brutes, maybe they will get some respect again.
Also SS Tankers able to pick up enviromental objects to attack their foes, Mailboxes, Shelves, Tables, Parked Cars etc...
There are alot of things that could be done to make them different and a better choice than Brutes, but it might take some work.
50's on Freedom--12+ Lone Eagle INV Tanker, Crey Avenger NRG Blaster,
Dnase EMP Defender, Paradox? GRAV KIN Troller,FireFox FIRE Blaster,
Irish Ember FIRE EMP Troller, Marble ST Tanker, Archangel FIRE Kintroller
Maybe what should happen is a total revamp of the Tanker Class.
What would happen if Tanker become the Rogue Class from D&D.
Then Tankers would still have max defense but with more secondary powerset options.
Kinda of like Champions Lite or Champions (the RPG).
Instead of being restricted to specific Melee secondaries (with damage buff plz).
Maybe they should have access to traditional Tanker secondaries or to a modified version of Defender Ranged secondaries.
Ranged Damage might need to be adjusted to maintain play balance but, that could be done in BETA.
If damage output was gauged correctly this would not become a tank-mage class, just something a bit different.
This would create a new dynamic and new character AT that would be worth exploring and playing.
This new character AT would be more like Thor, Iron Man, SpiderMan and many of the other comic superheroes.
Many comic book heroes seem to be a mix of Tanker and Blaster AT's.
This new hybrid Tanker AT would enable us to make heroes we could not before due to strict AT classes.
50's on Freedom--12+ Lone Eagle INV Tanker, Crey Avenger NRG Blaster,
Dnase EMP Defender, Paradox? GRAV KIN Troller,FireFox FIRE Blaster,
Irish Ember FIRE EMP Troller, Marble ST Tanker, Archangel FIRE Kintroller
Of all my 50's, my Tank is the only one I haven't Incarnated out, or even bothered respeccing to get inherent Fitness. Why bother? My Brute is nearly as tough (can tank for Incarnate Trials when needed) and can dish out much more damage.
Personally, I wouldn't mind if Brute Caps were reduced somewhat to stop them intruding into Tank Territory (say Resist capping at 85% like was planned once, perhaps reducing aggro managing a bit). It wouldn't change my personal play style at all, but lots of Brute lovers would still cry over it, I guess.
I think the Defender treatment would please most Tankers (Damage buff while soloing or on small teams, but reduced on Larger Teams)
I've said this before, and I guess I'll repeat it again.
I keep hearing this: Brutes are too much like Tanks, even more so at the caps. So instead of fixing Brutes, let's make Tanks more like Brutes.
If Brutes are "the problem", fix "the problem".
On SOs, Tanks have greater survivability compared to similar Scrappers and Brutes. Depending on power sets there is some overlap, but that's always been the case.
- You like more damage? Great! Go make a Brute or a Scrapper. (I hear stalkers are great for that too!)
- You want more survivability without going nuts on IOs? Great, go make a Tank.
- You want a touch of both? Find a power set between the three ATs that gives you that balance.
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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Yes it is, and the example I used, of the plodding knight in heavy plate, is EXACTLY the justification the majority of the games use for their 'tanks' having poor offense. That or they're stuck holding a shield.
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In a sci-fi game, you tend to have their "heavy" class with a powerful cannon or rocket launcher. In Team Fortress 2, nobody would call the Heavy Weapons Guy low damage with his chaingun.
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Military games with actual tanks don't replace their main cannon with a peashooter.
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It's primarily fantasy hack and slashers and their derivatives that you see the plodding and weak low damage decoys that CoH Tankers currently embody.
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Playing follow the leader and adapting comic conventions to a game can be the same thing. When choosing how to adapt comic book conventions into an MMO space, CoH invented a great deal on its own (purposely and accidentally) and borrowed a lot from what already existed. The latter is not the bad thing you paint it to be, but rather smart work (especially when you consider how long the game has lasted). They have also evolved a lot over the years, rather than just staying in what you call an outdated design (I am not convinced a game that lacks team roles is a good thing to aspire to be). Finally, how you perceive comics and its conventions is not necessarily the only viewpoint that exists.
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.
Yup the Heavy in those examples are not low on damage, they're low on mobility. The TF2 Heavy has to walk in order to fire whereas every other class except the sniper has ridiculous mobility. The Sniper is also the mortal enemy of the Heavy, able to pick off their support (the much needed Medic) and themselves at long distance where their Minigun does not excell.
With World of Tanks the Heavy tanks have the problem that they're really, REALLY slow, especially the heaviest hitter, the Maus, however it has an exploitable weakness (as do all the tanks) in that the treads can be busted or worse get behind them and completely take out their engine block, leaving them sitting ducks for Artillery barrages.
In this game, with travel powers out the wazoo, mobility really can't be used as balance.
Badge Earned: Wing Clipper
A real showstopper!
In this game, with travel powers out the wazoo, mobility really can't be used as balance.
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Oh, it can be. I'd rather it be used sparingly and not on all armor sets.
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.
Yes but even Granite and Rooted can be overcome with Teleport.
Badge Earned: Wing Clipper
A real showstopper!
I didn't read the whole thread, so please forgive me.
As I read the last few posts here, I see the comparison of Tanks(as an MMO role) to Fighters(as a RPG role).
Unfortunately, this is an unfair comparison as MMO's and RPG's are entirely different types of games.
An MMO is restricted to the fact that it is a combat simulator. Everything is defined by its role in combat situations. There are no computer/server/dev generated opportunities for non-combat activity. There is plenty of player based role play, but it is all based in mutual consent in the storytelling. Therefore, all AT's have to fit into the Survivability vs Melee Damage vs Ranged Damage vs Support vs Crowd Control scales in order to maintain balance.
In the aforementioned RPG's you could of course have a combat master with High damage, High defense (fighters and barbarians). You still had Low defense Nukers(magic users) and Support/Healer(cleric) who traded off some defense/damage for added utility. But the other "melee" class(theif/rogue) had Low Defense/Low Damage. That was because in the what he gave up in the combat arena, he made up for in other skills that were necessary for the STORY-based elements of the game, which are difficult to work into the MMO.
Need the map in the captain's pocket? Send in the thief to sneak up and pick his pocket. As the story unfolded, the fighter/mage/cleric didn't mind being left at the "door"/inn because the Players were being entertained by the storytelling skills of the GM and the thief player. (Try that here, and everyone gets bored standing around with no interaction to the events, while the stalker runs to the end of the map for the clickie.)
Heck, I've had entire evenings entertainment while the courtesan with NO combat skills what so ever, but charm/charisma/interrogation/fast-talking skills out the wazoo solved the "case" as the fighter was still strapping on his plate mail.
Anyway, the point being that in a COMBAT ONLY game like CoH, balance HAS to be achieved between the classes/AT's by trading off COMBAT attributes.
ETA: I agree that in the other mentioned combat simulations, mobility is a combat attribute which can be used to adjust balance, just not here, because we don't use mobility in combat.
Yes it is, and the example I used, of the plodding knight in heavy plate, is EXACTLY the justification the majority of the games use for their 'tanks' having poor offense.
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You honestly disappoint me by bring up this argument again. I like some of your other posts, but when you get on this track it's very hard for me to take your posts seriously. Whatever goals you have in mind for changes, to me at least it seems that this track has hurt you more than helped.
Anyway, let's try this again: Damage is not the same thing as strength. It is a measure of how hard and how well you hit something. That is the justification for powers like Backstab, Sneak Attack, Critical Hit, and all of the other various abilities that allow that extra damage. People can define the "how well" part as physical accuracy, the ability to punch through armor, divine luck, or any number of things. It really doesn't require a detailed explanation as to exactly why it works, because the claim is actually less ludicrous than that every single attack is a perfect ly solid hit or a complete miss, which is what you keep trying to claim by proxy of equating strength with damage.
I am in favor of buffing Tankers mainly because I don't feel they stack well with each other. Buffing their damage is IMO just continuing the game of musical chairs with Brutes and unlikely to solve anything. I personally feel the solution to the Brute/Tanker (and /Scrapper/Stalker) balance equation is to make them no longer directly comparable. IMO the issue is otherwise never going to be resolved, with as many different powersets as we have in this game.
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Tanks are not some D&D concept in the sense that MMO tanks are. This is not some fantasy concept that does not translate into comics. I played table top RPGs for years and I had never heard the term tank or tanking until I started playing CoH. Tanking may have come into play with fantasy based computer role-playing games, but it is a computer role-playing game role, not an archetypical fantasy role.
Comics use tanking all the time. Iron Man leads enemies to other Avengers (herding to other teammates (or into some other trap) is often seen in comics, Spiderman frequently herds people into a web as one example). Characters setup distractions. Big tough guys will hold off some enemy or large group of enemies while the plan comes together. That last one happens in comics all the time and is the essence of tanking. Tough guy can't beat the enemy alone, but can stand toe to toe with it for awhile giving allies time to enact the plan that will allow for victory. Sure, for gameplay some of these scenarios are simplified, but to say they do not exist in comics is wrong. |
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It's pretty rare anymore that I see it, and it's normally people still hung up on the "holy trinity" team build from other MMOs. The fact is that tanks are very easily rendered irrelevant. Like I say, they're a one-trick pony with a trick that's not really needed.
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Maybe what should happen is a total revamp of the Tanker Class.
Maybe they should have access to traditional Tanker secondaries or to a modified version of Defender Ranged secondaries. |
Tanks have been part of the game from the beginning so almost ten years now (2003 beta-), Brutes split off of Tanks not vice versa, which is why as someone mentioned they have been targeted when any adjustment down to melee has happened since proliferation, and if anything was going to get a "total revamp", which it wont, it would be the one that steps on two or more classes, Scrappers, Tanks etc.
Btw, the Fury mechanic wasn't new to Brutes, it was intended for Tankers first.
Chicken. Egg.
I've said this before, and I guess I'll repeat it again.
I keep hearing this: Brutes are too much like Tanks, even more so at the caps. So instead of fixing Brutes, let's make Tanks more like Brutes. If Brutes are "the problem", fix "the problem". On SOs, Tanks have greater survivability compared to similar Scrappers and Brutes. Depending on power sets there is some overlap, but that's always been the case. |
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