Tanker Changes Coming
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.
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Orc&Pie No.53230 There is an orc, and somehow, he got a pie. And you are hungry.
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Negaduck: I see you found the crumb. I knew you'd never notice the huge flag.
I for one am not jealous of Fury. Sure, Brutes are stronger out of the box, but being tethered to the momentum needed to keep it up does not always sync well with general Tanker behavior.
Raid Leader of Task Force Vendetta "Steel 70", who defeated the first nine Drop Ships in the Second Rikti War.
70 Heroes, 9 Drop Ships, 7 Minutes. The Aliens never knew what hit them.
Now soloing: GM-Class enemy Adamaster, with a Tanker!
Iirc correctly, before COV came out Jack cameo the tanker forums and asked us forumites what was wrong with tanks. There was a month long discourse from the forum about the state of tanks in the game. Suggestions were made on how to fix things and the concept that stuck with everybody was, "as the fight goes longer the the tanker starts to hit harder, to really let loose." From that fury was born and again, iirc, as it was being worked on, Jack came to the boards to give tanks updates about how development of it was going and literally promised Tanks were getting this mechanic. Then COV came out and brutes had it. Jack then came to the board amd told tanks it didn't feel right on a tank and he had something else for us which we would be getting soon, but that never materialized.
Also guys, I just read the last few posts and still see some people claiming jb wants to give more damage to tanks. That is not what he wants, he wants to RAISE THE DAMAGE CAP. that translates into gving tanks the potential for damage with buffers on the team. And correct me if I'm wrong jb, but the idea is to match potential with brutes, since they have the potentialto reach tanker like levels of survivability.
Honestly, I'd be happy if they adjusted Gauntlett to add to damage like it did with Defenders Vigilance in solo, 2 and 3 players. That would make them feel a lot more powerful solo and just as useful in teams. Maybe increase the aggro cap for them as well. Even as Johnny_Butane said, their survivability is good enough, I really do feel my 'weakest' when playing a Tank is solo, and when Elec/Shield Scrappers can steal my WP/Mace Tanks aggro...
While I'm thinking about it, fix the aggro auras on WP and SR for Tankers too. I can taunt all day, but damn, I still lose aggro to Fire blasters and such. TL;DR The best fix would be more cemented aggro all around; a higher aggro cap (maybe even nerfing the aggro cap for Scrappers and Brutes who get it because of damage but don't really care as much) and scaling damage attached to Gauntlett like Vigilance for Defenders. That's my two cents anyway. I love all the AT's (not the Controller or Dom as much but I keep trying) and really love the Tanker as a concept, and would play more if I could solo a little better with them, while being as valuable on teams as they used to be. Lyc~ the "more than one of my namesakes is a Tank on any given server by a majority" werewolf EDIT: While I had intended, I didn't mention that while I like them all for the most part, my favorite AT conceptually was Tankers. That is all. |
From the other Lyc~:
I did a aggro control survey of the tanks sets once, let me see if I can find the file.
Okay, here it is:
As I remember, the numbers were in thousands.
Dark Armor's three toggles produce .985, .221 and .221 threat per pulse. And had a click that produced 0.985 threat
Electricity's produces 1.97 threat per pulse and had a click that produced 0.016 threat.
Fiery Aura(with Fiery Embrace), 1.083(2.166) threat per pulse and three clicks at 1.97(3.94) threat, 0.054 threat per pulse and 0.912 threat.
Ice armor, two toggles with 0.221 and 0.985 threat per pulse and one click at 0.221 threat per pulse.
Invulnerability one toggle at 0.221 threat per pulse.
Stone Armor(granite armor) one toggle 1.773(1.241) threat per pulse. (Granite armor also reduces all related threat production by the same amount it reduces damage since the two are connected)
Willpower has one toggle that produces 0.167 threat per pulse.
But that's not the whole story since taunt duration multiplies existing aggro from what I remember, so in the absence of any pre-existing aggro, your pulses get the above. Otherwise, your pulses multiple existing aggro by the remaining duration of their taunt. The .221s are those that basically only apply debuffs to the enemies. Damage of any type results in rapid multiplications.
So look at the taunt durations of the various auras in the sets:
Death Shroud 13.6s taunt (multiplies existing aggro by 13 at first, dropping as taunt duration runs out)
Cloak of Fear 13.6s taunt (unsure if taunt stacks from multiple sources, but having multiple pulses means it runs out of duration slower at least)
Oppressive Gloom 13.6s taunt
Lightning Field 13.6s taunt
Blazing Aura 13.6s taunt
Chilling Embrace 13.6s taunt
Icicles 13.6s taunt
Invinciblity *****17s****** taunt
Against All Odds ******17s****** taunt
Mud Pots 13.6s taunt
And now...the two named power sets and their taunt auras' durations:
Willpower 1.25s taunt
Evasion 1s taunt
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Which means that Willpower and Evasion produce less than 10% of the aggro that other tanker defenses do.
I had thought Granite Armor giving me -30% damage and thus reducing my aggro by 30% (since damage dealt is included in the threat production formula) was bad. Then I did this survey.
And this was before Super Reflexes, which I'm now seeing is the absolute worst of the worst aggro management sets in addition to being defense based meaning that on any given moment the RNG can win the slot machine daily million on you.
The scary thing is that Invulnerability properly specced and played is still the most all around survivable set (not including Granite) while shield is very close and both have that 17s taunt duration pulse going on.
Thrythlind's Deviant Art Page
"Notice at the end, there: Arcanaville did the math and KICKED IT INTO EXISTENCE." - Ironik on the power of Arcanaville's math
Not sure if it was a promise or not, but the idea for Fury originated as an extension of the Tanker archetype before the City of Villains expansion.
I for one am not jealous of Fury. Sure, Brutes are stronger out of the box, but being tethered to the momentum needed to keep it up does not always sync well with general Tanker behavior. |
As I see it, Tanks are still the best at surviving. The fact that they have primary defenses means that those defenses start out stronger than with brutes, and they can cap themselves out fairly easy. They also have higher max HP resulting in higher regen. They start with higher base damages, though Brutes quickly catch up to and pass that. Also, while Brutes do have a sort of mini-gauntlet, it is single target and not as effective as the Tanker true gauntlet. In addition, Tankers' latest inherent, bruising, adds a 20% damage boost for everyone on the team.
Brutes are best at sustained, high damage. They can reach the highest damage caps and have high survivability. They are good for long haul fights and due to having mostly sets inherited from tanks, more AoE than scrappers or stalkers, meaning that they are excellent satellites/mob-sweepers.
Scrappers' critical hits mean that they have the highest single target damage potentials. This is because they can get to near the same levels of damage buff as a brute, but then critical hit doubles what they do. Scrappers have decent survivability, high damage and a healthy amount of AoE.
Stalkers sacrifice almost all AoE and some survivability in exchange for more reliable criticals and Assassin's Strike. They are tailor made for torpedo/boss-killer.
The different playstyles are equally manageable and effective, but different players won't respond the best to one or another.
As to buffs to get others to defensive caps. Capped tankers will always have more survivability given the fact that they will always have higher max hit points, which is fairly important. Granted there isn't much in the game that requires the level of survivability that some tanker sets have, but this game is largely easier than most other MMOs out there.
Thrythlind's Deviant Art Page
"Notice at the end, there: Arcanaville did the math and KICKED IT INTO EXISTENCE." - Ironik on the power of Arcanaville's math
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. |
This, definitely.
It would be nice, as a tank, to be basically be a PBAoE Buff Debuff for other players.
Leave our damage as it stands, hype up the support and control rolls
Aggro management is really a Control role anyway.
If it were possible, which I'm not sure it is, I'd mechanic out what you're talking about as a team buff +Def AoE and +Res AoE.
I'd rather such things be specific to the different sets though.
Bruising was the right direction, it gives the the tank something that makes his team more effective, same with Grant Cover.
Too bad they can't realistically go back and tweak all the tanks so that they all have team buff powers, such as Fire Tankers granting +Def(Ranged) by melting projectiles and stopping blasts in the air around them, +Res(Fire, Cold) would be a given
Thrythlind's Deviant Art Page
"Notice at the end, there: Arcanaville did the math and KICKED IT INTO EXISTENCE." - Ironik on the power of Arcanaville's math
Also guys, I just read the last few posts and still see some people claiming jb wants to give more damage to tanks. That is not what he wants, he wants to RAISE THE DAMAGE CAP. that translates into gving tanks the potential for damage with buffers on the team. And correct me if I'm wrong jb, but the idea is to match potential with brutes, since they have the potentialto reach tanker like levels of survivability.
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Then COV came out and brutes had it. Jack then came to the board amd told tanks it didn't feel right on a tank and he had something else for us which we would be getting soon, but that never materialized.
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That was right about the time Marvel left a message with his receptionist. ;]
But with Jacks love of, let's be nice and call it reductions, I think we can conclude that the 'something else' might've just ended up being a stick with instructions on where to put it.
Indeed. But I also acknowledge that some people have said that's not enough for them to differentiate Tankers from Brutes and that they wont notice a cap change alone if they're not SS, Shield or KM, so I'm open to hearing suggestions for a new Tanker mechanic in addition to fixing the cap.
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Mechanically, this is a nasty problem to solve. I mean, a reverse Bodyguard has merit, but it has the downside of making AoEs a lot more dangerous to a Tanker than a Brute, and we want Tankers to, in all situations, builds being similar, to survive significantly longer, and with more foes attacking them. That's the Tanker's schtick, after all. Now, something that reduces the radius of AoEs would be nice, but I am not sure the game can even do that. And, well, a change is much more likely to happen if it's not overly complicated.
So, yeah, it's tricky. I mean, the damage cap is for extreme cases of +Damage buffs, which is nice and all, but for Tankers to get their identity back, they kind of need something mundanely useful, too. Something that works with all powerset combinations and doesn't overpower the strong sets too much, yet gives the weaker sets a boost. Preferably something that boosts crowd control or team survivability, as most Tankers pretty much can take most of what the game throws at them. The trick is to extend the same to the rest of the team, simply by being a Tanker who knows his job well enough.
Tough guy in melee with a touch of Defender is what I'd go for. Let the Tankers become force multipliers, even if it's just a tertiary concern. The Brute is all about itself, the Tanker should be able to empower the team, too. Like how when Superman, Thor, Captain America, or similar arrive on the scene, you know the bad guys are in trouble. It's a morale boost to Team Good, and a shock to Team Evil. And then we're back to square one again. How to do that?
Aegis Rose, Forcefield/Energy Defender - Freedom
"Bubble up for safety!"
Well, if we go both with the cap increase and something else, I think the something else should look at any weaknesses the Tanker has when tanking for a team. As far as I can think of, the big team killing weaknesses a Tanker can have is enemy AoE damage when close to a softer target. This can be mitigated by playing carefully, of course, just get away from the squishies and preferably turn the enemies around so cones go the other way. However, it's still a little too easy to accidentally get someone killed against AoE happy foes.
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Or we could give them a Targeted AoE, that if teammates stand in it (but not the caster), they get Absorb for some damage? That way Tankers can direct where enemies face, and also direct where they want teammates to be standing (and reward the ones who move there).
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What is the bottom limit on -Range for enemies? IE, if we gave Tankers a PBAoE aura that could floor enemy Range when stacking from a couple Tankers, would that help?
Or we could give them a Targeted AoE, that if teammates stand in it (but not the caster), they get Absorb for some damage? That way Tankers can direct where enemies face, and also direct where they want teammates to be standing (and reward the ones who move there). . |
The dirty solution is to have an +AoE defense aura on the Tanker by default, or as part of some power. Just like Stalkers get way over capped AoE Defense when Hidden, a Tanker could provide modest AoE Defense in the 5-10 feet around him. The example, again, is Superman taking a missile to the chest, leaving Batman behind him unharmed. In CoH, Batman would have been blasted. If a Tanker could radiate, I don't know... 15% AoE Defense to everyone else, it might work. It'd also solve the question of why you want more Tankers. Because 30% or 45% AoE defense is nicer than 15%.
It's a dirty hack, and one that could throw balance out of... balance, potentially. It'd need to be thoroughly tested in a beta, I'd say. Try out different powers, an inherent power, an offensive power, a defensive power. See if it fits anywhere. Also, try out the numbers, 15% might be too much or too little. Probably not too little. We don't want Tankers to steal the work of dedicated buffers, after all. Also, Shield Defense would end up being better at this due to Grant Cover, which basically does this, but to all Defense but Psi. But that Shield is better at defending allies? I'm okay with that, seems thematic enough.
Aegis Rose, Forcefield/Energy Defender - Freedom
"Bubble up for safety!"
Indeed. But I also acknowledge that some people have said that's not enough for them to differentiate Tankers from Brutes and that they wont notice a cap change alone if they're not SS, Shield or KM, so I'm open to hearing suggestions for a new Tanker mechanic in addition to fixing the cap.
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StratoNexus had a very good quote in another thread that I think might apply here,
I have played with a few brutes that can do nearly as well as a tanker, but most can't save me from myself as well. |
At least I think it was Strato, I can't seem to find the post now. Gonna sig it anyway.
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Heck, if I eat the alpha with my blaster and live, that makes it easier for the tank to deal with what is left, right? Right??? I'm not crazy!
Here is the post you were seeking.
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.
New Mechanic called Density: works depending on attacking, similar to fury but built-up similar to domination. Range penalties as well as "warped" an area around the tank such that a -acc and -dam are granted to all baddies in a given radius. Density would be tied to a taunt auras, which would be tied to the defining power of each set with standardized taunt mags. The radius of effect (max 30ft with taunt) and bonuses to listed effects (range: -40%max; -acc: 20%max; -dam: 10%max) would increase with amount of density.
If you dont like the -acc and -dam ideas, one could modify the secondary effects of the primary and secondary powers. KD increased to KU, increased stun duration, increased -end, etc., but that would requre the tank to hit targets to really work, but would inspire less taunt-botting, too. Effects from the primary set buffed 10%max, and from secondary 20%max.
Much less likely (as if any of this will fly to begin with ) - Denisty could be discharged as a implosive pulse, pulling all effected targets in the 30ft-max-range toward the tank for moderate smashing damage.
Miss Arc #147491: Rise of Bedlam
AKA Iron Smoke @Champion Server
Not sure if it was a promise or not, but the idea for Fury originated as an extension of the Tanker archetype before the City of Villains expansion.
I for one am not jealous of Fury. Sure, Brutes are stronger out of the box, but being tethered to the momentum needed to keep it up does not always sync well with general Tanker behavior. |
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.
step 1: define the problem
1. brutes can get effectively the same if not exactly the same resistance as tankers.
solution - nerf brutes. The brute res cap is an outlier which is not required to make brutes as good as scrapers.
2. tankers cannot solo well
solution - bruising. Tankers are a team focused AT, much as defenders are. They are not intended to solo as well as brutes/scrappers. But they can solo well enough (x0/+1 being the definition of well enough).
3. tankers do not have a needed role in a team
solution - no AT has a needed role in a team. That's a primary point of CoX. There are 12 AT's, none can be required and teams have to expect that even with 8 characters they often will not have a tanker.
4. ???
What is the problem you are trying to solve. The vague "tankers need something" will never be fixed.
4. Tankers have, with IOs, lost the title as the most survivable thing in CoH by far. They can still outlive Brutes, but it's not as clear cut anymore. A small, but useful addition could give the Tanker its uniqueness back, or if that isn't possible, give it a new one.
Yeah, mechanically, Tankers are slightly behind, maybe, but nothing as bad as Stalkers were. But much like Defenders who were okay, but threatened on their turf by Corruptors, Tankers could go with a few changes like Defenders got Vigilance to increase solo damage, and save End on teams.
It's basically a problem of uniqueness and the fact that CoH has four melee archetypes that are perhaps a little too close to each other.
Aegis Rose, Forcefield/Energy Defender - Freedom
"Bubble up for safety!"
One thought. We have a new mechanic coming: absorb. This will presumably have a cap. There is no reason why the cap shouldn't be much higher for tankers than it is for brutes and scrappers. And no nerfs required.
Of course, given that the devs missed a trick with Hybrid, I don't have much hope that they will see the potential here.
I really should do something about this signature.
One thought. We have a new mechanic coming: absorb. This will presumably have a cap. There is no reason why the cap shouldn't be much higher for tankers than it is for brutes and scrappers. And no nerfs required.
Of course, given that the devs missed a trick with Hybrid, I don't have much hope that they will see the potential here. |
Therefore...a resistance and defense capped Tanker will always be more survivable than the same resistance and defense capped Brute.
The Tanker "needs something" issue came to light for me when I've had to literally teach several new players about guantlet, the aggro aura, and how Taunt works.
Taunt was easy as it's a familiar mechanic and has at least initially, a visible identifier that it's taken affect.
But guantlet and the taunt aura were much more subtler things for some of these people. They didn't realize that he was actually aggroing more than one mob due to his guantlet effect over the general aggro effect of entering combat, engaging one foe and which garners the attention of the nearby npcs.
By teaming with them in more of a support role, I was able to show them how they were controlling the aggro with these effects, thus protecting my more vulnerable character.
More recently I had to explain Bruising.
In short, they had no idea that they were actually taunting with their attacks and auras. It was an eye opener for them.
Play Scrappers on SOs only, and usually what a player may feel is this element of danger, but with a pay off of damage and criticals.
Building Fury is noticeable on Brutes, you see that meter build and notice more damage occuring.
Tankers, players may or may not notice that they're taunted mobs even when not using Taunt.
It could be that the "something needed" is a simple identifier for mobs affected by the taunt in guantlet and auras.
Even then, there may be an issue that some players just don't see how getting aggro that way is any different of generating threat unless they play a more vulnerable character teamed with a Tank to really understand it.
Playing a Tank should provide a unique experience compaired to the other melee archetypes.
Right now, with the AT cap in place Tankers only control the aggro of a few more mobs over Brutes, and are safer when doing so.
It may be safe to assume many players don't notice that few mob difference, but notice the damage on Brutes. Damage isn't the way to go as some people might think though, for reason's i've outlined earlier. And raising the cap is indeed a way to increase Tanker damage not just their potential. As it allows for those who double-stack rage that hit the cap now to use other damage buffs like AAO or FE to do more damage on a consistant basis. A few reds and those few characters are at JB's "balanced" cap. It'll cause more problems than it solves.
Adding additional debuff values won't work. The issue being that Tankers shouldn't end up relying so much on them that they end up working like melee-fenders.
At one time, before proliferation, Tankers had a large amount of soft controls in their melee attacks than compared to Scrappers. That's completely out the window now and there's no meaningful way of going back toward's that concept.
Which leaves us with Tankers need something, but a straight damage buff isn't it, increasing the cap isn't it, adding new / more debuffs effects isn't it, removing taunt making it inherent and adding new attacks isn't it (cottage rule, too much resources required to make it happen). That's the conundrum.
Working with the Bruising effect being stackable, and used by all attacks (the original value of the first attack bruising would have to change of course) is another possibility. It allows for Tanker attacks to end up hitting "harder" over time, without necessarily going too far as to cause balance issues.
But there may not be a very good sweet spot which is why they limited it to a tier one attack.
The absorption mechanic is interesting and once more is understood about it, there may be something to it that would work with Tankers in some way.
I'd still be okay with seeing all Tanker auras set at Mag 4 and all non-tank auras set down to Mag 2... maybe Mag 3. Or, to avoid "u changing my charakter" just bump all the Tank auras to Mag 5 (explosions may occur, the universe may end, etc).
@bpphantom
The Defenders of Paragon
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Deamus the Fallen - 50 DM/EA Brute - Lib
Dragos Bahtiam - 50 Fire/Ice Blaster - Lib
/facepalm - Apply Directly to the Forehead!
Formally Dragos_Bahtiam - Abbreviate to DSL - Warning, may contain sarcasm