Tanker Changes Coming


Abyssus

 

Posted

I think a big problem, and one that cant be fixed this late into the game, is that all the melee's share the same basic frame. Offensive set/Armor set. Only difference is inherent and base values and those two things unfortunately dont make the classes different enough.

Also, as great as IO's are, they gave everyone else additional "armor" that only tanks had.

Honestly, rather than sharing all the same sets I wish AT's had their own versions of them. Yes, everyone could have "fire melee" but say a stalkers fire melee had different attacks than the tanks version. Something like say a hold power and another one of the powers is a guaranteed crit on a held target. Basically "tricks" and self sustained "combos" for stalkers. Single target stuff for scrappers and whatever else for tanks and brutes.

I suppose the same idea would be used for the armor sets as well. I mean they already do it with stalker armors.


It really is the perfect answer to the dilemma once you determine what role you want the brute and tank versions of the power sets to be. Too bad it would never happen since cottage rule and all that. COH2?


 

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Originally Posted by Tyger42 View Post
The thing is, you don't see any characters in comics where that's the only thing they can do well. Translating in-game, a scrapper or a blaster could "pull" and "herd", too. But, once that's done, he can continue to contribute in a meaningful way to the team.
You do see characters like CoH Tankers in comics. They're almost universally joke characters.

http://www.comicvine.com/butterball/29-54440/
http://www.comicvine.com/mr-immortal/29-2486/
http://www.comicvine.com/cf/29-40997/
http://www.comicvine.com/turtle/29-60027/
http://www.comicvine.com/blob/29-3182/

And I'm reminded of Colossus from the Ultimate universe. He got the whole "turn into living metal" thing as his mutant power, but not the super strength. Poor sap could barely lift his arms, let alone walk or be of any use in a fight. He ended up hooked on a dangerous drug to increase his power.



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Originally Posted by Johnny_Butane View Post
He ended up hooked on a dangerous drug to increase his power.
He was buying Offense Amplifier's huh


 

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Originally Posted by Oedipus_Tex View Post

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.
I gree with you about the musical chairs issue with simply adding damage, as well as any changes that might be needed for Tankers is to further seperate them from the their melee bretheren.

However, the reason JB equestes damage to strength isn't as to why you think it is.

JB honestly believes that CoH Tankers absolutely must equal his ideal of the "comic book brick". That is the guy that is hardest to hurt and hits the hardest.

Since Tankers are the "hardest to hurt" in this game, he sees other melee types getting higher orange numbers and therefore, Tankers aren't what they're suppossed to be.

Forget game balance, and MMO design. Forget that the devs designed Tankers not to be the perfect ideal of the "comic book brick" but with the intended role of melee aggro control.

JB doesn't like that part of Tankers at all. And believes that Tanker threat should be their mere physical presence and how hard they hit their foes (damage).

In the past he's literally insulted the devs over the division between how Tankers are designed to operate and the idea he has in his head. He's burned a lot of brigdes with them and many of the posting player base. He plods on because he honestly believes that he is right, everyone else is wrong, and that he will effect a change in Tankers that will suit his ideals.

Also, if anyone cares a whit about game balance and design, in particular with concerns regarding Tankers, note one thing.

JB's ideas would not affect how Tankers actually play throughout most of this game at all. At least as far as his one idea of increasing their damage cap is concerned. It would only truly affect how a very few select powerset combinations work anywhere from solo through large teams and most content. Unless game balance must include chugging red inspirations, which should never be the case.


 

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Originally Posted by Tyger42 View Post
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.
Your "fact" amounts to your opinion, according to your playstyle and archetype preferences, and likely that of your companions.

Dismissing an entire class that's as ubiquitous as any melee option, if not more then some, is the equivalent of saying "I don't like X AT so no one else should."

And to quote you from another thread:

Quote:
Originally Posted by Tyger42 View Post
No. Take your effort to force us to uphold your vision of how we should be playing the game and shove it someplace dark and smelly.


 

Posted

Quote:
Originally Posted by Oedipus_Tex View Post
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 don't care what you think damage is or isn't supposed to be modeling. I know what the Tanker having low damage means to me. It's translates to "you are inept at arresting and defeating bad guys".



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Originally Posted by RevolverMike View Post
He was buying Offense Amplifier's huh
I find all three flavors of Performance Amplifiers extremely "offensive".


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Originally Posted by Johnny_Butane View Post
Mr. Immortal is not a tanker. Not remotely.

Mr. Immortal's primary consists entirely of Revive. Mr. Immortal's secondary consists entirely of Revive. His pool power selections consist entirely of Revive.

That's his build. He has the inherent powers and Revive 24 times.

That's almost a character I'd be excited to play, but I'd rather have Rise of the Phoenix 24 times.


 

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Originally Posted by MajorDecoy View Post
Mr. Immortal is not a tanker. Not remotely.
OH YES, he is.

His fighting capabilities are nothing to write home about his offensive contribution to defeating whatever threat is at hand is negligible. He serves his team primarily as a distraction, to draw fire, and he is little more than a tackle dummy that gets back up. That is CoH Tankers, as they are currently.


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Posted

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Originally Posted by Tyger42 View Post
The thing is, you don't see any characters in comics where that's the only thing they can do well. Translating in-game, a scrapper or a blaster could "pull" and "herd", too. But, once that's done, he can continue to contribute in a meaningful way to the team.
Tankers just push taunt and that is all. I see. Interesting playstyle.

Look. It is one thing to say brutes do more damage. It is another to pretend tankers do none. Tankers I team with add meaningful damage and control (in the form of control and aggro generation). Just because the damage is less, does not make it meaningless. Tankers are not one trick ponies.


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What the hell? Let's buff defenders.
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Posted

Quote:
Originally Posted by Johnny_Butane View Post
I don't care what you think damage is or isn't supposed to be modeling. I know what the Tanker having low damage means to me. It's translates to "you are inept at arresting and defeating bad guys".
Maybe the problem is you're the only one playing tankers that is inept at arresting and defeating bad guys.


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Posted

Quote:
Originally Posted by Johnny_Butane View Post
I don't care what you think damage is or isn't supposed to be modeling. I know what the Tanker having low damage means to me. It's translates to "you are inept at arresting and defeating bad guys".



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Then you must also lose a lot of sleep over the fact that Archery can do as much damage as Assault Rifle.


 

Posted

Quote:
Originally Posted by Johnny_Butane View Post
His fighting capabilities are nothing to write home about his offensive contribution to defeating whatever threat is at hand is negligible. He serves his team primarily as a distraction, to draw fire, and he is little more than a tackle dummy that gets back up. That is CoH Tankers, as they are currently.
If he could take more than one hit, I might agree with you. That's not the case. Mr. Immortality does not have tanker hit points, he doesn't have tanker defenses either. All he has is Revive.

Would you call a Pet-less Trick Arrow Mastermind a tanker if he made sure to get into the middle of spawn before anyone else did? He serves his team primarily as a destraction (and vengeance anchor).


 

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Originally Posted by Johnny_Butane View Post
OH YES, he is.

His fighting capabilities are nothing to write home about his offensive contribution to defeating whatever threat is at hand is negligible. He serves his team primarily as a distraction, to draw fire, and he is little more than a tackle dummy that gets back up. That is CoH Tankers, as they are currently.


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Hyperbole much?


 

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Originally Posted by Tannim222 View Post
Hyperbole much?
Seriously. Most tankers have knockback protection.


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Posted

Quote:
Originally Posted by Arcanaville View Post
Seriously. Most tankers have knockback protection.
and skip the self-rez


 

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Originally Posted by Johnny_Butane View Post
I disagree with you that Tankers have to be written off. That they can't do justice to the classic superhero brick and heavy hitter. They don't currently. But they could, they can, and they should..
Except that Brutes with the right build are already functioning like the classic superhero brick and heavy hitter, so tweaking Tankers to be capable of this as well feels to me like an exercise in redundancy.


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Posted

Are there other ways to emulate 'strength' and 'power' besides just damage numbers in a game like CoX?


 

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Originally Posted by Leo_G View Post
Are there other ways to emulate 'strength' and 'power' besides just damage numbers in a game like CoX?
Knockback distance?


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Quote:
Originally Posted by Shubbie View Post
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Posted

Quote:
Originally Posted by Leo_G View Post
Are there other ways to emulate 'strength' and 'power' besides just damage numbers in a game like CoX?
Quote:
Originally Posted by DarkSideLeague
Knockback distance?
The 'not sure if serious' aside; This is a point I brought up waaaaaay long ago (before Paragon Studios was formed even) when a similar discussion came up, and it may not be as silly as you might think.

I see Tankers as kind of melee versions of Controllers, rather than straight fighter types, and I think that's what the Dev's back then had in mind too.

Not only do they have aggro attracting/managing powers, note that a lot of the first melee sets that were Tanker specific had secondary effects to deal with aggro in general. Mace has disorient and knockdown, as does Stone. Axe has lots of knockdown, Energy Melee had a lot of stuns, Ice has slows. These weren't as prevalent, if at all, in the Scrapper melee sets. Maybe one knockdown, one knockback, or similar, but nothing else really (this isn't discussing any buff/debuffs in powers). Taunt was added shortly afterward so they wouldn't have to take a Pool Power to get it (and removed the immovability of most of the mez protection powers too, so there has been a LOT of progress since then, needless to say).

Recently their base attack got "Bruising", a -Resist DeBuff. I think something like this is more where they should go, instead of direct damage. Highlight the Tank as a melee team control/DeBuff and maybe even Buffer (like Shield Defense has, for example) as well.

Tanks should shine best in teams, but be strong solo, just to keep them competitive. In addition to focusing on those original characteristics (stuns, knockdown, slows, etc) in the powersets, why not give Gauntlet something like Defenders have in Vigilance? A damage boost that slowly decreases until you get 3 or more members in a team. That'll even out some solo performance issues without making them too overpowered for team play.

Or instead of trying to rebalance entire powersets around better 'secondary' effect chances/effects thereof, maybe allow a stacking 'brusing' to each attack instead of just the initial? That would up their damage solo, and provide a really nice benefit to teams. Especially those that are fighting big bad things that really could use a Tank to hold aggro on...

I think if anything productive is going to sway Dev response/action on this, we need to think outside the box a bit and give them an intriguing reason to consider.


"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

I'm making this a second post to cut down on wall of text and because it's a seperate train of thought.

Now that all AT's are available, perhaps the aggro management powers of Brutes should be revisited as well, to reflect this.

One of the biggest things that make Brutes as 'good as' Tanks with better damage is their aggro management capacity. They did not have this in the beginning. The Aggro manager for CoV was supposed to be Masterminds according to the Dev's. It turned out not to work that way, and the Brutes got boosts to their aggro management ability because of it.

Now I'm not saying remove it entirely. The need for aggro to generate fury is the core of Bruting now. However now that Tanks can easily start as one side or the other (and Brutes can too) perhaps how much aggro they can generate should be reconsidered.

I can say with experience how frustrating it can be on a WP Tank to lose aggro so easily. I really hope they fix that with WP and SR at some point. Their aggro aura is weaker, and can lose aggro to the right Scrappers and Blasters pretty easy. Even with Taunt it can be a bit of a fight to keep all the aggro you may need to sometimes (especially when you're 'showing off' your Tanking skills). Fix that and maybe even up a Tank's specific aggro cap vs. any other AT's.

Now taking that example of WP and SR above, what if Brutes got that level of aura generation across the board on their aura powers (not numbers, intensity is what I'm getting at here)? Maybe even weaken the Taunt power's effect just a touch (don't touch the single-target taunt they get from attacks- that's what keeps the Big Bad they're on away from their squishy friends) and then let's see how well a buffed Brute can outshine a Tanker. Apply a similar DeBuff to Scrapper aggro auras as well for the same reason (and they need it even less than Brutes).

Still good, still generates plenty of fury for them (I know I've soloed with low numbers and still generate fury nicely- don't need anywhere near a mob built for 8 to do it either) and with decent control and damage from a team would present more of a challenge, but not be unmanageable for that team (Fates knows I've managed to keep most of the aggro on a +3 x8 on my WP Tank).

Just food for thought. Changes like these won't kill a Brute in any way (and I LOVE Brutes too- Brutes and Tanks are my favorite AT's) but it can be frustrating when a Electric Melee/Shield Scrapper can steal my Tanker's aggro from him without trying hard (then die from it- it's happened more than once ). I'm sure it'd be even effective with a Brute. Just sayin'.


"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

Something isn't sitting quite right in my head:

Why is it that tankers would be the ones that have high damage and high durability, instead of just having brutes fill that role? If the issue is that you want an AT to be like another AT, then shouldn't you just go with that other AT?



O.K., with that out of my system... I have been kicking around an idea for a bit. Something I noticed is that, when IOing out, there are really only very few things you can build for to get peak performance: Defense, Recharge, and healing/regen to stretch it. Sure there are other things like accuracy and status duration, but no one really builds towards those to achieve incredibly strong toons. The damage boosts given out in all of the IO sets themselves are pretty darn pathetic. Soulbound Allegiance, for example, gives a 4% damage bonus; the maximum that you can get out of any set bonus, and only 3 very unrelated sets give that 4% bonus. From there, all the bonuses are 1%, 2.5%, 2%, and so on. If you slot enough +damage into your build, you might hit around 25% damage boost, which is the equivalent of one small red inspiration.

Defenses and recharge can give so much more bang for their buck. Slotting for damage boosts seem insane, especially given that those boosts will most likely end up on top of the regular enhancement slotting (which will get you a little over 90% for a total of 190% damage) along with build up or aim, as well as Assault or any other boosts you may get from teammates. It just isn't worth it. But what if... it was worth it? What if the damage bonuses were large enough that slotting for bonuses would meaningfully contribute to how quickly you killed enemies?

I imagine that if we were to roughly triple or double the damage boosts that IO sets can give, then this would allow us to create a new stat that we can build for: damage. It'll allow us greater customization in our toons: instead of building just to be durable, you can build toons you think are tough enough to do more damage, thus putting them on par with other AT's in that respect. You could make a stalker or a blaster really have high output in sacrifice for making them a lot less durable or have low recharge so their attacks aren't on rapid fire. The most important part would be how you could take a tanker, then give them something like a permanent 45% damage boost, giving them greater offensive power.

The biggest issue I guess would be that damage bonuses could overlap with the others, letting you build up to a toon that has both a 45% defenses and damage boost. I haven't given this a masters level depth of research yet, but a quick ctrl+f search reveals that nearly all of the damage bonuses are alongside of some kind of defense bonus. That might be worked around, or it might be that there's a much more effective way to balance IO slotting than just making the damage boosts higher.






Something I've noticed while playing my tanker is that he is pretty darn indestructible. My other melee toons, IOed out and everything, don't even come close to what my tanker can pull off on a regular basis. As to what is necessary really depends on what my team is currently made up of, as well as the current difficulty level of the content. Though a lot of teams don't need a tank to hold aggro, through the sheer randomness of the game plenty of teams do need a tanker to hold aggro. There have been occasions where I will end up on a team that has a few blasters, a mastermind, and a stalker, and a defender. There have been cases where I would end up on a team where almost no on has a direct form of mezz protection. There are also cases where it is a long mission and the best way to beat it is to split up; a tactic which needs great aggro management since you now are working with only half the team. In these cases, it is great to have a tanker on board. I also think we are looking at end game a little too much. A lot of players will wait until the later levels to IO out their toons due to IO set choice limitations, higher bonuses, and availability of slots to put sets in. With SOs or basic IOs being prominent until endgame, the innate survivability of tankers is of great importance in lower level content. I will also frequently see brutes who are in a squishy phase where they are built mostly for damage and don't have IO defenses to save them.

Granted, I do think that tankers could do with some improvement. They are very durable, but they also lack the flair that other ATs have. They are also not the best at aggro management. I also think that brutes can do a little too much, having a higher damage output with similar caps to tankers. Though it makes more sense on a spreadsheet to nerf brutes a bit, the community backlash would be quite fierce over that. I would just like to think outside of the box and try to find a way to improve tankers in a manner that isn't just making them more like brutes.



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Posted

Quote:
Originally Posted by Redoptic View Post
Brutes split off of Tanks not vice versa
They were split off scrappers, actually.
Quote:
Originally Posted by Lycantropus View Post
I'm making this a second post to cut down on wall of text and because it's a seperate train of thought.

Now that all AT's are available, perhaps the aggro management powers of Brutes should be revisited as well, to reflect this.

One of the biggest things that make Brutes as 'good as' Tanks with better damage is their aggro management capacity. They did not have this in the beginning. The Aggro manager for CoV was supposed to be Masterminds according to the Dev's. It turned out not to work that way, and the Brutes got boosts to their aggro management ability because of it.

Now I'm not saying remove it entirely. The need for aggro to generate fury is the core of Bruting now. However now that Tanks can easily start as one side or the other (and Brutes can too) perhaps how much aggro they can generate should be reconsidered.
Most of the talk I recall about making brutes better at agro generation had to do with increasing fury, not tanking ability.


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Posted

Quote:
Originally Posted by Blood Red Arachnid View Post
Something isn't sitting quite right in my head:

Why is it that tankers would be the ones that have high damage and high durability, instead of just having brutes fill that role? If the issue is that you want an AT to be like another AT, then shouldn't you just go with that other AT?

I'll repeat something Redoptic said on the other page:

Quote:
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.

Tankers existed first.

They were the AT given powers like super strength and invulnerability before anyone else.

They were the only heroic AT there to represent those kinds of heroes from comics for most of the game's lifespan, from Day 1 until Going Rogue launched.

So why should Brutes represent those characters better and Tanker be denied it?

Especially since the core concept of Brutes, Fury, was swiped from something intended for Tankers?

And frankly, Tankers have paid their dues. They got to watch as Brutes came blue side and took over their territory and competed for aggro, But on the flipside, Brutes never had to fear Tankers edging them out of damage dealing.


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Posted

Quote:
Originally Posted by Blood Red Arachnid View Post
Why is it that tankers would be the ones that have high damage and high durability, instead of just having brutes fill that role?
The two ATs will have to coexist, the issue is that Brutes along with a few other Villain archetypes were moderately over powered from the beginning (Corrs vs Def's also for example), probably in part to entice players since you had to play the new red side "expansionalone" to level them.
Since proliferation, efforts have been made to both enhance standard blue side ATs and level off formally red side only alternates, but with Brutes they still have not gotten there.

Brutes basically perform as desired to the devs at normal levels of gameplay, but at the extremes, they're still nearly too strong offensively compared to Scrappers, and too strong Defensively compared to Tanks. So the last time this was addressed, they buffed tanks defensively, gave them a -res debuff and reduced brutes damage potential by reducing their cap to 650% and tinkering with fury, but that was less then some devs wanted and ended up not changing the melee dynamic since proliferation that much.


Quote:
Originally Posted by Blood Red Arachnid View Post
Granted, I do think that tankers could do with some improvement. They are very durable, but they also lack the flair that other ATs have. They are also not the best at aggro management. I also think that brutes can do a little too much, having a higher damage output with similar caps to tankers. Though it makes more sense on a spreadsheet to nerf brutes a bit, the community backlash would be quite fierce over that.
Brutes have had their max resistance and damage reduced slightly to not much blow back on the boards not that long ago, definitely not even in the same galaxy as the avalanche of anger to any negative changes made to Scrappers or Tanks in the last five years, which there haven't been many but nerfs to EM and SM come to mind.

At the end of the day at their max Brutes step on both Scrappers and Tankers, so do you increase all melee to the quickly uninteresting yawn level of Godmode some dribble about endlessly, nigh unkillable with oneshot nuclear napalm blasting from every orifice?
Likely, no.

So some slight adjustment likely to both Tanks and Brutes has to be made or nothing will be done.