Tanker Changes Coming


Abyssus

 

Posted

Quote:
Originally Posted by Johnny_Butane View Post
I am against strengthening Tanker AoE capabilities. I don't think that fits with them conceptually. Tankers are not bullies that choose to unleash their power on groups of peons and are inept at fighting tougher foes. If anything, they do the opposite in comics and other media: unleash their power on the hard targets and hold back against the mooks. Indeed, the fact that Tankers shrug off mook attacks so well and can often ignore them is the reason they would put their attention and power into putting down the big threats.
However, as you pointed out to me, and I concede as truth, Tanks aren't as 'definable' as they were when there were specific heroes and villains.

Plus, I think of this more as the 'blowback' from the fight with the big threats, making the 'lesser' targets take notice and want to try and help their 'boss'. Sure it could also make them run away, but that would go against the desire of the game mechanic vs. comic book logic.

Take some of the episodes of the JL/JLU (among many other sources). There were some fights with a big baddie where Superman would punch them and there was this concussive field that knocked things over and shattered pavement under their feet just from the force of the blow. To me, that's what that range would represent (that's kind of how I've always pictured Gauntlet in my mind anyway).

I mean HOW TANK IS THIS?!

One of my favorite scenes in this series, which is saying something, there's a lot of good scenes in it.


"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

Personally I don't think Tanks are broken,.. However, since this has turned into a wish list thread.. I'll provide my wish..

I want taunt as a power pick for Tanks to happen automatically at lvl 1. If we are ment to be aggro magnets then this should come in as an inhereted power (outside of gauntlet) like fly comes to PB's and TP comes to WS's.

This way we can get one power selection more than brutes can get. I do not think that Brutes and Scrappers should get this option since their primary focus isn't to hold aggro likes tanks are ment to.

*Just a suggestion to throw out there* this way you're not nerfing brutes, but giving something to Tanks to add more DPS.



Post Comic book Fan Films that ROCK!
Fight my brute

 

Posted

Quote:
Originally Posted by Johnny_Butane View Post
I am. I've suggested increasing a Tanker's damage cap to 545%. That would, if my math is correct, put their single target damage (after Bruising) at the cap around 90% of Brute damage at their cap. Tanker AoE damage would still lag behind, but shy of adding Bruising to all attacks, or removing it altogether, there's nothing that can fix that.

I think that this is fair, considering only 10% max HP separates a Brute from a Tanker defensively at the caps.


.
Just curious, is that 545% what your Shield and/or SS can accomplish on their own?

I'm not against a Damage Cap increase for Tankers, but I'd rather see changes that effected Tankers as a whole not changes that helped a couple powerset combos.

Next, in making the differences more, why not just go there. Nerf Brute max Resist. That way when teamed, the Tanker is for sure more survivable outside of more HP than the Brute.

Oh...there's that softcapped defenses that helps make them have enough survival...so what?

And if Brute damage is still to high (though I believe most of the time it's just higher than Scrapper dues to Gloom), lower their cap a bit.

I see a lot of people say, "Dont nerf!" but then those same people will say "Nerf that combo!" sooo, why not be afraid to just say "Nerf em!"

I'm not for a heavy round of nerfs, but a lot of people do seem to be afraid to just say "Nerf this AT a bit so the other AT is where it should be."

Mind you, again, not against the idea of buffing Tanker Damage Cap (or even their Damage modifier...why not put them at what, .9 instead of ,85?).

But I agree with StatoNexus, let's seperate the melee ATs a bit more. Make it so when you think damage it goes...

Stalker > Scrapper > Brute > Tanker

and when you think survival...

Tanker > Brute > Scrapper > Stalker.

This can be achieved!


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Quote:
Originally Posted by Lycantropus View Post
I mean http://www.youtube.com/watch?v=etPYl1OQoqk

One of my favorite scenes in this series, which is saying something, there's a lot of good scenes in it.
Quote:
HOW TANK IS THIS?!
Very. In fact, that is almost assuredly what they were thinking when they created Fury for Tankers.

But the problem with that is, in truth our Tankers don't have overwhelming power to ever "stop holding back". Supes gets to say that because he's got the goods to back it up. His dials go to 11.

Our dials don't go to "11". They go to ((0.8*X)*4)*1.2
Lower than anyone else in our "League".

And he doesn't 'cut loose' on nameless Parademons, or garden variety bank robbers. And he especially doesn't shrink away from the big guys who can take it.

I agree with you that link is what Tankers should be all about. But they're not, and that is why I'm not going to quit on them.



.


 

Posted

Quote:
Originally Posted by Chrome_Family View Post
Personally I don't think Tanks are broken,.. However, since this has turned into a wish list thread.. I'll provide my wish..

I want taunt as a power pick for Tanks to happen automatically at lvl 1. If we are ment to be aggro magnets then this should come in as an inhereted power (outside of gauntlet) like fly comes to PB's and TP comes to WS's.

This way we can get one power selection more than brutes can get. I do not think that Brutes and Scrappers should get this option since their primary focus isn't to hold aggro likes tanks are ment to.

*Just a suggestion to throw out there* this way you're not nerfing brutes, but giving something to Tanks to add more DPS.
That's... That's downright elegant.

That slot could become an extra attack to help with their damage output...

Or maybe a Power Boost style power to increase the effectiveness of (or chance of) their Stuns, Fears, Knockdown, etc. with a mild damage boost as well just for a little kick, maybe adding range as well to AoE's and Taunts. Something like this would have the benefit of not needing a new animation for it as well. As long as there's the option to have that 'fist to the air power up' animation as well as a regular build up style one.

For me, I don't think Tanks are 'broken' either, though I do think they can use something to make them stand out a little better compared to the other Melee 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

Quote:
Originally Posted by Chrome_Family View Post
Personally I don't think Tanks are broken,.. However, since this has turned into a wish list thread.. I'll provide my wish..

I want taunt as a power pick for Tanks to happen automatically at lvl 1. If we are ment to be aggro magnets then this should come in as an inhereted power (outside of gauntlet) like fly comes to PB's and TP comes to WS's.

This way we can get one power selection more than brutes can get. I do not think that Brutes and Scrappers should get this option since their primary focus isn't to hold aggro likes tanks are ment to.

*Just a suggestion to throw out there* this way you're not nerfing brutes, but giving something to Tanks to add more DPS.
Sure


When Stalkers get Staff Mastery, I'll get behind this.


Orc&Pie No.53230 There is an orc, and somehow, he got a pie. And you are hungry.
www.repeat-offenders.net

Negaduck: I see you found the crumb. I knew you'd never notice the huge flag.

 

Posted

Quote:
Originally Posted by BrandX View Post
Just curious, is that 545% what your Shield and/or SS can accomplish on their own?

I'm not against a Damage Cap increase for Tankers, but I'd rather see changes that effected Tankers as a whole not changes that helped a couple powerset combos.
Quote:
Originally Posted by BrandX View Post
And if Brute damage is still to high (though I believe most of the time it's just higher than Scrapper dues to Gloom), lower their cap a bit.
Tis Tis you can't have it both ways.. remember in the first quote you say a couple of power set combos.. but then in the second quote you throw Gloom as justification to nerf Brutes when not all Brutes take Gloom. (most of the time I know I don't)

Besides didn't Brutes already had there damage cap lowered a few issues back and the same time Tankers HP was raised?



Post Comic book Fan Films that ROCK!
Fight my brute

 

Posted

Quote:
Originally Posted by Chrome_Family View Post
Tis Tis you can't have it both ways.. remember in the first quote you say a couple of power set combos.. but then in the second quote you throw Gloom as justification to nerf Brutes when not all Brutes take Gloom.

Besides didn't Brutes already had there damage cap lowered a few issues back and the same time Tankers HP was raised?
Same time fury was adjusted. From 850% cap to 775% cap


Orc&Pie No.53230 There is an orc, and somehow, he got a pie. And you are hungry.
www.repeat-offenders.net

Negaduck: I see you found the crumb. I knew you'd never notice the huge flag.

 

Posted

Quote:
Originally Posted by BrandX View Post
I'm not for a heavy round of nerfs, but a lot of people do seem to be afraid to just say "Nerf this AT a bit so the other AT is where it should be."
I'm not afraid to call out for nerfs if I really felt they were needed. I just think there's only one category where that should be examined in this case though, and that would be in aggro management.

I think strategic lowering of aggro auras/modifiers/taunt effects of Scrappers, and particularly Brutes, and a mild boost to the same on Tanks can make a world of difference to the AT, without jeapordizing anything Scrappers or Brutes need to thrive. So what if enimies peel off and attack my allies as long as I can keep my fury bar high? Right?

Well your teammates will notice, and while they appreciate the damage you bring to the table, a Tank would come in awful handy to manage that aggro you can't.

That's all I'm thinking when it comes to that. Possibly tweak fury if it really effects their performance, though I don't think it would if done strategically. Wouldn't be the first time they've done it anyway.

Keep in mind, I love my Brutes too, but I don't need anywhere remotely near a x8 mob to keep my fury high.


"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 BrandX View Post
I'm not against a Damage Cap increase for Tankers, but I'd rather see changes that effected Tankers as a whole not changes that helped a couple powerset combos.
Almost any Tanker, pretty much regardless of build, currently hits the damage cap with a single Kin on their team.

Even if we ignore Kin, it's almost a given to happen on Leagues and it will only get easier when Hybrid and Amplifiers hit and ever easier still as time goes on.

As I said, I'm not 100% against a flavorful mechanic unique from Fury that helps non SS-Shield-KMs see the difference the cap change would make solo. But I insist that the damage cap needs to be fixed, and it should happen either first or in tandem with that.


.


 

Posted

Nerf Buff Nerf Buff Nerf Buff Nerf Buff..

I swear if I was a developer on this game I would be going crazy trying to make folks happy. Lets take a trip down memory lane..

Brutes had end issues prior to IOs .. and to some degree do.
So people cried and devs got redside toons the ablilty to have patron and hero epics and one of the epics can buff recovery! *AWESOME!!*

Brutes were still crying that Electric Armor and Energy Aura were weak.. and needed a heal instead of conserve power... they also cried for wanting more regen.. and more +def to be like Ice armor..
This was like this for YEARS

Until... Tanks/Scrappers got access to Electric and Energy shields. The hero kiddies started complaining about wanting a heal!! and +Def for energy aura if its meant to be like Ice for tanks!

So because of tanks we finally got a heal in the power set!! YAY!!! it made the power set even stronger!!!!! So thanks to TANKS it made this possible.

Fast forward... Brutes were never has resiliant as tanks (still aren't really the numbers are a lot lower) now we want nerfs to Brutes because Tanks are no longer getting love? Brutes had a nerf to Fury while Tanks got a buff to HP...

So if Tanks get BUFFED shouldn't these sets be nerfed then? I mean see the trend here? Buff buff buff NERF... so if Tanks do more damage than was originally intended then why do we need Firey Aura have faster recharge to healing flames? (which was another buff a few issues back) why do we need the heals to Energy Aura or Electric Armor?

Back when Brutes were suffering they never got this type of love by getting heals into power sets.. but now we have them thanks to Tanks. If we change tanks to semi- brutes.. then why do we keep these other buffs that were given on the pure principal of how tanks are made and work?

We can't have this both ways.. remember how we got these buffs in the first place. Becareful what you wish for... buff buff buff then HARD nerf.. seems to be the trend here..

I still say making taunt an inheret power at lvl 1 instead of a selected power would give me another power choice and add to my DPS which would make me happy (and others as well)..and more importantly.. this won't nerf ANYTHING as it makes sense to do so based on what the AT's key role is. Aggro management.



Post Comic book Fan Films that ROCK!
Fight my brute

 

Posted

Quote:
Originally Posted by Johnny_Butane View Post
Almost any Tanker, pretty much regardless of build, currently hits the damage cap with a single Kin on their team.

Even if we ignore Kin, it's almost a given to happen on Leagues and it will only get easier when Hybrid and Amplifiers hit and ever easier still as time goes on.

As I said, I'm not 100% against a flavorful mechanic unique from Fury that helps non SS-Shield-KMs see the difference the cap change would make solo. But I insist that the damage cap needs to be fixed, and it should happen either first or in tandem with that.


.
So my scrapper needs a damage buff because with one kin on the team, he can reach damage cap do to the most power damage buff in the game?


Orc&Pie No.53230 There is an orc, and somehow, he got a pie. And you are hungry.
www.repeat-offenders.net

Negaduck: I see you found the crumb. I knew you'd never notice the huge flag.

 

Posted

Quote:
Originally Posted by Rajani Isa View Post
So my scrapper needs a damage buff because with one kin on the team, he can reach damage cap do to the most power damage buff in the game?
Nerf Kinetics? <.<


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

 

Posted

Quote:
Originally Posted by Johnny_Butane View Post
Very. In fact, that is almost assuredly what they were thinking when they created Fury for Tankers.

But the problem with that is, in truth our Tankers don't have overwhelming power to ever "stop holding back". Supes gets to say that because he's got the goods to back it up. His dials go to 11.

Our dials don't go to "11". They go to ((0.8*X)*4)*1.2
Lower than anyone else in our "League".

And he doesn't 'cut loose' on nameless Parademons, or garden variety bank robbers. And he especially doesn't shrink away from the big guys who can take it.

I agree with you that link is what Tankers should be all about. But they're not, and that is why I'm not going to quit on them.



.
You say. But the funny thing is you also say "Brutes are as tough as Tankers" so, maybe Superman isn't a Tanker. Maybe Superman is a Brute, since he's as tough as a Tanker and has the damage to back it up.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Quote:
Originally Posted by Chrome_Family View Post
Tis Tis you can't have it both ways.. remember in the first quote you say a couple of power set combos.. but then in the second quote you throw Gloom as justification to nerf Brutes when not all Brutes take Gloom. (most of the time I know I don't)

Besides didn't Brutes already had there damage cap lowered a few issues back and the same time Tankers HP was raised?
No. No. I did not. I said if it's still higher than Scrappers, then lower the damage.

I then added, that I believe it is lower now, and only surpasses scrappers when Gloom is in place.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Quote:
Originally Posted by Johnny_Butane View Post
Almost any Tanker, pretty much regardless of build, currently hits the damage cap with a single Kin on their team.

Even if we ignore Kin, it's almost a given to happen on Leagues and it will only get easier when Hybrid and Amplifiers hit and ever easier still as time goes on.

As I said, I'm not 100% against a flavorful mechanic unique from Fury that helps non SS-Shield-KMs see the difference the cap change would make solo. But I insist that the damage cap needs to be fixed, and it should happen either first or in tandem with that.


.
Not worried about when a KIN is on the team. I'm thinking purely solo. Hell, I've done a lot of TF teaming, and I havent had a KIN on the team in forever.

I'm talking purely about reaching the damage cap solo. What team makeup is should have nothing to do with how the team performs.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Quote:
Originally Posted by BrandX View Post
But the funny thing is you also say "Brutes are as tough as Tankers" so, maybe Superman isn't a Tanker. Maybe Superman is a Brute, since he's as tough as a Tanker and has the damage to back it up.
Before Brutes existed, Tankers were the only AT with super strength and invulnerability. They were for years the only heroic AT that reflected those kinds of characters. The developers said, and I have the infamous quote and am not going to bother re-posting it, that Tankers were supposed to.

Not to mention, Statesman, our expy of the big blue boyscout, is a Tanker. Also a Tanker is Hero 1, and many of the other "bricky" pastiches in the game.


Beyond that, it's in the zeitgeist:

http://massively.joystiq.com/2011/02...se-of-tankers/

Brutes, on the other hand, have always been more closely associated with another character:

http://massively.joystiq.com/2011/01...ase-of-brutes/

And you must admit, Brutes fit him exceptionally well, like a pair of ripped purple pants. And Scrappers, for the sake of argument, fit very well with their patron and comic counterpart (their icon on the character creation screen even goes 'Snikt!'):

http://massively.joystiq.com/2010/12...-of-scrappers/

Tankers don't fit as well with their guy, but only for the fact they lack the punch and juice needed to "cut loose" ala the World of Cardboard speech. Turning it around, he certainly fits Tankers better than Scrappers or Brutes. Tankers get SS and always have, for one thing, unlike Scrappers. And he doesn't have have raging anger issues like Brutes. The attitude and the rest of the concept is already there in Tankers, the mechanics just needs to fall into place better. That can be remedied, and that's what I'm trying to see fixed.


To reiterate: the devs said Tankers were supposed to represent those powerful characters from comics. The devs even made their big good, flag waving flying brick a Tanker. And most players and even people only semi-familiar with the game, seem to associate Tankers with big blue too.

In practice, Tankers only fall short of this ideal because they got needlessly kneecapped for offense. Take care of the damage cap, and maybe give them something for flavor for the people who're asking for that, and as far as I'm concerned they'd be 'fixed' and as reasonably like their comic counterparts as Brutes and Scrappers are to theirs.


.


 

Posted

Quote:
Originally Posted by Chrome_Family View Post
We can't have this both ways.. remember how we got these buffs in the first place. Becareful what you wish for... buff buff buff then HARD nerf.. seems to be the trend here..
I really think we're past the point of that, and now the focus is on refining with little tweaks here and there. I agree, anything more and they'll have to go whammo. That's been the focus of my suggestions, at least.

Tanks will probably never get another damage buff. They're fine as is, maybe a little slow.

Brutes have already taken a hit to damage, and without buffing or heavy IO slotting aren't as durable as Tanks. Most of these arguments are based around high performance, which the Dev's don't cater to generally.

However, Compared to Brutes, and somewhat to Scrappers- Like Stalkers once did, Tanks tend to underperform a bit (Note: A BIT) and with Brutes and Tanks now mingling freely, they lack that 'something' that sets them apart like before.

Just minor tweaks to... something (I guess that's what we're really talking about here and trying to decide) to make them shine again would be my goal.

They've (the Dev's) have stated concern over it, but are probably at as much of a loss as we are as to what exactly to do that we would approve of without making them overpowered or broken (for good or ill).

Assuming a damage buff is off the table, and if only minor things can be done to adjust Tanks, and possibly other AT's (without damaging current performance on that AT's part personally) to make them shine again.

For example, I suggested possible changes to the aggro mechanics for each, because that wouldn't affect an AT's performance on a 'personal' level, but would affect the 'team' environment and desire/expectations of an AT.


"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

But one can look at it as that's what they said originally.

Since they said all that, the game has changed. And one doesn't have to look at Fury as Rage. Obviously, that's just a word for it.

You wanted Fury for Tankers before to increase their damage. If they gave Fury to Tankers, all of sudden it's because Tankers are ragey?

Why not instead look at it as game mechanics. Fury doesn't have to be Rage. Think of it as just building up steam, steam they don't need to release at first but then start upping the game.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Quote:
Originally Posted by Johnny_Butane View Post
I agree with you that link is what Tankers should be all about. But they're not, and that is why I'm not going to quit on them.



.
The thing is, for me at least, it wasn't about the damage. Darkseid didn't even look that hurt. I was referring more to the 'feeling' of power in the punches, the knockdowns (and knockback which looks great in comics and cartoons, but aren't as cool in game for Melee) the bursts of air and concussive force bubbles around the blows that, to me, represent Gauntlet.

If we can convey that sense of power (not necessarily damage) for Tanks, then we definitely hit a win.

Though I'll admit, in some ways, I'm style over substance. If it takes me 2-3 extra punches my Brute wouldn't have to take to defeat an opponent, I don't care as long as I look and feel powerful when I'm doing it.

Though I tend to play my Brutes as if I were on a feeding frenzy, and Tanks as undefeatable bastions of strength (which is why I like both so much- different gameplay for me) and most of the time they pull it off.

Unlike my Scrappers though, I don't like soloing bosses on either my Tanks or Brutes. The Tanks take too long, and the Brute's have trouble building fury against a single boss, and if I get enough aggro to build fury to fight the boss, I get overwhelmed.

Of course both of these problems fade with heavy IO sets and Incarnate powers, but again, that's the 'high performance' game the Dev's don't cater to.


"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

And a play-by-play to focus on each point and why I feel you're wrong.

Quote:
Originally Posted by Johnny_Butane View Post
I am against strengthening Tanker AoE capabilities. I don't think that fits with them conceptually.
It has been expressed over and over even by you that the concept of a 'Tanker' isn't defined and is hairy to pick particular examples from comics because comic characters do not translate to games very well...not MMOs or multiplayer ones, at least.

Quote:
Tankers are not bullies that choose to unleash their power on groups of peons and are inept at fighting tougher foes.
First of all, not being able to obliterate tougher foes doesn't mean you're inept at fighting them. No, characters that cannot fight them at all would be considered inept. Blasters are inept at fighting tougher foes because they literally have to kill them *faster* than they can kill crowds. If they cannot, they will be mezzed or killed because bosses do more damage and have special powers.

A Tanker isn't inept at fighting bosses unless a boss can outright kill a Tanker. Are you saying bosses kill Tankers easily?

Quote:
If anything, they do the opposite in comics and other media: unleash their power on the hard targets and hold back against the mooks.
Yes, and to emulate their *ease* of fighting mooks, their AoE prowess makes dealing with them simple. My suggestion isn't to add damage to Tanker AoEs, it's to make their AoEs a lot less tedious. There is a difference.
Quote:
Indeed, the fact that Tankers shrug off mook attacks so well and can often ignore them is the reason they would put their attention and power into putting down the big threats.
I'm beginning to wonder if you even read comics now. Characters that are 'Tank-like' don't sit around dealing with mooks. They have to focus their attention on the harder foes. That does not equal 'unleashing' on them, it just means they don't have to actively sit around punching each mook in the face. They pick up a big I-beam and hit everything. They pull a grenade and let it blow up in their hand, taking out everything around you and leaving you with some smoky hair. When it comes to the tough stuff, they *DO NOT* turn the fight into a curbstomp and end with a dead boss in a millisecond...Tanks are not assassins.

Quote:
I also don't like it because it only encourages farming, which is a big problem I see Tankers presently being abused for; players running them like Tractors, taking them back and forth across a farm, slow but steady and safe, usually to bankroll their Brute's IO build.
Meh, Brutes farm already. This change is to make Tanker's AoEs garner more attention easier and control/debuff more foes. The prospect of 'Big-Flashy-Showstopper' attack isn't to *kill* everything, it's to say *HOLY !$^$* That guy can knock down all of us with one hit! We'd better stop him!

Also, mechanically, it works in a scale:
Stalkers = High melee overall, less AoE, bigger ST burst
Scrappers = High melee overall, medium AoE, medium burst
Brutes = Medium-High melee overall, medium-high AoE, lower burst
Tankers (could be)= Medium melee overall, high AoE, low ST burst

In the middle, Scraps and Brutes generally can do everything decently with decent survival. On the ends of the scale, Stalkers do really high dmg but cost AoE and Tankers could do medium dmg with a heavier lean on AoE.

Again, the point is ideas to improve Tanker's 'strength' value without needing to plain buff their damage numbers. My idea is aimed to people that want to actually tank with their attacks, not compete in DPS races with the other 5 damage ATs. You do not need to give Blasters less of a reason to be on the team.


 

Posted

Quote:
Originally Posted by Lycantropus View Post
The thing is, for me at least, it wasn't about the damage. Darkseid didn't even look that hurt. I was referring more to the 'feeling' of power in the punches, the knockdowns (and knockback which looks great in comics and cartoons, but aren't as cool in game for Melee) the bursts of air and concussive force bubbles around the blows that, to me, represent Gauntlet.

If we can convey that sense of power (not necessarily damage) for Tanks, then we definitely hit a win.

If Supes was like CoH Tankers, forget about fighting Darkseid. He wouldn't even have enough damage to overcome Kalibak's regen.

To me, all that style is empty. If your earth shattering punch doesn't do anything, it's a joke to me. Like a massively buff guy losing at arm wrestling to four year old little girl.


.


 

Posted

Quote:
Originally Posted by BrandX View Post
But one can look at it as that's what they said originally.

Since they said all that, the game has changed.
I don't care if you say the devs woke up tomorrow decided that Tankers are supposed to be Herbie Popnecker.


Quote:
You wanted Fury for Tankers before to increase their damage.
No, I think Fury is a good fit for Brutes. It works better as a frenzy for Brutes than for Tankers holding back and then unloading their power. I just resent the fact they promised the mechanic for Tankers and then gave it to someone else to sell boxes of CoV. I think given the opportunity, if they cared to, they could come up with a damage mechanic that suits Tankers even better.

Of course I'm not holding my breath on that happening because ignoring Tankers is easier from the looks of it.



.


 

Posted

Uhm... Darkseid won that fight. Sure, Superman was all bravado and power, but Darkseid got up and hit Superman with a rather nasty Hold right after that video ended. Superman needs to watch his End use, you really don't want Unyielding to detoggle during an AV fight... (Also, Superman's line should have been "...show you just how super I really am!")

As for Tankers in this game, I wouldn't be opposed to letting each set have a super attack. KO Blow sets the standard. The attack that looks powerful, hits really hard, but isn't available that often. It can be flashy, or it can be subdued, but basically an attack that with okay slotting removes a lieutenant from the fight just like that.

Mechanically, I'd rather play up the crowd control parts of Tankers, though. Longer control duration, bigger debuff values, basically making Tankers a little more Defender like. Force multipliers, more or less. Shield Defense shows that having powers also benefit others is okay for a defense set with Grant Cover. Maybe graft something similar into the other sets?

Basically, I want Tankers to be the absolute kings of aggro control and defending others. There's plenty of damage flying around in the game, and the melee classes are bunched together enough as is. Like Stalkers got to step a bit out of the spectrum with the new Assassin's Strikes and other buffs, let Tankers step the other way, and just become that much better at not dying and keeping the enemies away from everyone else. If I could add a completely new mechanic to Tankers, it'd be that AoEs and cones targeting the Tanker would have a smaller arc or radius on the AoE blast. Like Superman taking a missile to the face right in front of Batman, and all that happens to Batman is his cape fluttering in the blast. That'd be unique and useful to teams.


Aegis Rose, Forcefield/Energy Defender - Freedom
"Bubble up for safety!"

 

Posted

Other people have pointed out how J_B's reasons don't quite make sense. It's like, you want to play a toon that looks like a brute and behaves like a brute but it can't be a brute... Anyway:

Quote:
Originally Posted by Redoptic View Post
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.
I have bad memory, but are there any examples of red ATs being "leveld off"? I honestly can't think of any other than the changes to brutes awhile ago and the more recent stalker changes.


Quote:
Originally Posted by Redoptic View Post
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.
I could've sworn that the changes to maximum resistance affected Tanks, too. There was a period in time when their resistance cap was 99%, wasn't there? Anyway, if more nerfs to brutes can be given I'm all for it. I'm not a fan of the idea of just making all melee ATs the same, so ideally with Tankers being both redside and blueside the auto-taunt power of Brutes should be ousted, since brutes are no longer necessary to hold aggro for redside content. If anything we should make brutes less like tanks instead of making tanks more like brutes. By reducing their aggro drawing abilities, this reduces the rate that fury can be gained and also gives an miniature DPS reduction.

Combine this with many of the other suggestions for tankers and we could have something to work with.



TPN trial guide video / MoM trial guide video / DD trial guide video / BAF trial guide video
/ Lambda trial guide video / Keyes trial guide video / Magisterium trial guide video / Underground trial guide