Before the rumors start


Adeon Hawkwood

 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
You're right. That choice is made for them.

Unless you're trying to say that the larger base values Tankers get have nothing to do with their survivability advantage.

Brutes get the same base values as Scrappers and Stalkers. In the absence of outside help via teammates or Incarnate powers, they are only slightly tougher than Scrappers, due to having higher base HP.

You conveniently ignore the higher base values Tankers have for survivability-related powers every time this discussion comes up.

The devs cannot guarantee that a Brute or a Tanker will always have a teammate handy to buff them. They CAN guarantee that they will spend part of that time alone.

If you really want to compare Tanker and Brute performance, compare a Tanker and a Brute that are totally alone. No outside buffs from teammates, no Incarnate powers. The Tanker will outlive the Brute every single time.

I've said it before, and I'll say it again: Saying that Tankers need more damage because a Brute can reach the same survivability when buffed by a Thermal Radiation or Sonic Resonance teammate is absurd. What level of survivability can that Brute reach by himself?

I've compared the two side by side using the same sets. With no outside buffs, Tanker resistance is a full 20% higher than Brute resistance in the majority of cases. The only exceptions there are Electric Armor and Fiery Aura, where both ATs can reach 90% to one damage type. An Invulnerability Brute is capable of reaching 90% to S/L damage, but he has to devote the majority of his IO slotting toward that goal, which gimps quite a few other aspects of the build, and locks them into one particular Alpha slot. They can't do it at all until they get Alpha either.

Saying that Brutes give up nothing is a flat out lie. They don't get the base values Tankers get, and that makes them less survivable by default.

Honestly, I would really like to see some datamining that shows exactly how frequently any Brute reaches the survivability potential you keep saying is so unfair. I would be willing to bet it is less than 1% of that character's existence.

I would also like to see datamining that shows how frequently any Tanker is sitting at his damage cap. I would be equally willing to bet that the percentage of time spent is about the same. There is only 1 build I can think of that can do it by himself, and that would be the Shield/SS build you claimed you did it on (I'm not doubting your claim, but I didn't see it with my own eyes, and I don't report hearsay as fact. I believe it is possible though)

I would also be willing to bet the only reason you could reach the recharge necessary to pull that feat off is because a Shield Defense Tanker needs next to no IO help to reach the soft-cap. And you say Brutes give up nothing? Shield and SR Brutes don't get the ability to reach the soft-cap on SOs and power choices alone like Tankers do. My DA/Staff Tanker will hit 90% to 4 different damage types, all by his lonesome. The Staff/DA Brute that can make the same claim will never exist.

Brutes give up more than you're willing to admit.
These are not my words...read this from someone who has sense enough to see the forest for the trees.


Currently Playing:
Rage King - SS/Regen Brute (50+3)
Soulfire Darkness - Dark/Fire Tank (50+2)
Deaths Final Embrace - Kat/Dark Brute (50+3)
ULTIMATE REGEN GUIDE I22

 

Posted

Quote:
But yeah, in general I'd say Tankers are underrated on the forums. Their damage is better than (seemingly) most people think, and their survivability is insane. Perhaps a higher buff ceiling for Tankers is warranted for the sake of high-end-team play, but as self-contained entities Tankers really aren't bad even compared with Brutes.
Hear, hear.

If it wasn't for defense being such a predominant form of mitigation while also being functionally the same on every AT, I'm not sure I would ever play a brute over a tanker nowadays.

While the base damage difference is only 6%, being base it also affects damage buffs; and Bruising might be ST, but I find it to be almost equivalent to a straight 20% damage increase, simply because in a typical encounter (that is, for me personally), what is left alive after the dust settles down is the one or two bosses per group, not minions or lieutenants - at which point, more ST damage is exactly what the doctor ordered.

Then there's that fantastic survivability allowing for much smaller focus on building for that or active mitigation, translating to even more damage. I can agree scrappers and brutes tend to outdamage tankers at the high end, but while leveling I find my tankers crank it up to x8 as soon as DOs whereas my scrappers/brutes will want to wait for SOs or abuse insps to the point even I, self-proclaimed pill junkie, doesn't find it enjoyable anymore.

The one pet peeve I have is that tier1s are not created equal, and for certain sets being "forced" into a subpar attack is a bummer. If any tanker buff was on the table, I'd rather it'd be that every ST tanker attack applied Bruising. It wouldn't stack so it wouldn't change much save for allowing the tanker to use his attacks as he wishes rather than having to initiate with and include the tier1 every 10 seconds for optimal damage output.

Small performance buff, huge QoL improvement, and it would smooth the gap between Bill the minmaxer who understands the system and applies Bruising optimally and Joe the average guy who doesn't even know what Bruising is, uses his attacks as he feels like and perhaps even removed the tier1 out of his rotation once he got better moves, -res not being exactly something obvious to see unless you delve into the numbers.


 

Posted

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Originally Posted by ClawsandEffect View Post
Looking at the caps and scalars of all 4 melee ATs, here is what I would do:

1) Increase Scrapper and Stalker resistance cap to 80%. This would put Scrappers at somewhat less than 80% of Tanker survivability.

2) Increase Tanker damage scalar to .9, which would put them at exactly 80% of Scrapper damage, and would have nearly the same net result as Johnny's proposed 545% damage cap. It would also help Tankers who are not sitting at their damage cap consistently. Raising their damage cap to 450% from their current 400% would not be particularly unbalancing.

3)Adjust Brutes accordingly. I would start by reducing their resistance cap to 85%, and their damage cap to 700%.

Given the same attack with a base damage of 100, at those damage caps a Scrapper would deal 562.5 with that attack, a Brute 525, and a Tanker 486 (to a Bruised target). That's a 37.5 point difference between Scrapper and Brute, and a 39 point difference between Brute and Tanker. Stalkers would come in at 500 damage with that attack, but their ability to land a crit when they want to more than evens the score, and actually puts them on top (because a Stalker player will leverage things to deal 1000 damage with that attack)

With the Scrapper and Stalker resistance cap increase to 80%, and the Brute decrease to 85%, it would put their survivability in reverse order, by just about the same margin of difference between them. Stalkers don't really need much, but it wouldn't be fair to increase Scrapper resistance without giving them the same.

Voila. Everyone but Brutes win, and Brutes just don't get to be overpowered compared to their melee brethren anymore. I would call that balancing rather than nerfing. It would put Brutes exactly between Scrappers and Tankers, where they are allegedly supposed to be anyway.
And then after delving more deeply into it Claws later revised his thoughts to this.

Planet_J I'm still after an answer from you as to why you feel that a Brute should have the same damage caps as a Scrapper and the same resistance caps as a Tanker.

The balance between damage and survivability potential (caps) is like a slider of X length. If you slide it one way you gain resistance/health if you slide it the other you gain damage.

A Scrapper is balanced in that it does alot of damage but to gain that it gives up health and resistance.
A Tank has alot of resistance and health potential (cap) gives up alot of damage for that.

A Brute has the same resistance potential (cap) as the Tank and the same damage potential (cap) as the Scrapper. From the perspective of potential all it gives up to the Tank is the a small amount of health while gaining alot more damage.

All I'm talking about here are the caps not base values of each, that is a seperate issue.

Currently Brutes are broken because in regards to their caps they are too high either side - basically the slider they use is much wider than other AT's using the same mechanics.

They need the caps for both resistance and damage brought in line with other AT's.

Claws proposal is spot on!!


L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR

Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller

 

Posted

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Originally Posted by planet_J View Post
No, actually, I like my FA brute being able to shunt all but 10% damage from fire...Elec Armor would be even more gimped as Energy damage is extremely common these days.
Can you define what you mean by gimped? Because I'd still gladly take my SS/Elec brute into iTrials, even with only 85% resists.


@Rylas

Kill 'em all. Let XP sort 'em out.

 

Posted

Quote:
Originally Posted by planet_J View Post
No, actually, I like my FA brute being able to shunt all but 10% damage from fire...Elec Armor would be even more gimped as Energy damage is extremely common these days.
So you want the damage mitigation of a Fire Tank while dishing out twice as much damage - and that's not overpowered!!!!!!!!!


Well we can all see your true colours now!


L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR

Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller

 

Posted

Easy set of for testing the balance of Damage-to-Survival between two ATs:

Take one brute and one tank of a mirrored build. Exclude use of sets that don't match powers up completely (such as Fire Melee which has different attacks for different ATs). Take them to the test server.

Make an AE mission that has hard to kill mobs. Maybe Electric Armor bosses and Lts (exclude Lightning Field and Power Sink so they can't end drain anyone). Give them Fire Melee because it doesn't carry debuffs and can't change performance for either character. Give them the best attacks or all the attacks of that melee set. This mission should be somewhat lengthy.

If Electric Armor is what is chosen for the mobs, then I would suggest Electric Melee as the sets for the Tank and Brute. Thus increasing the difficulty of killing the mobs.

Now, on the test server the Paragon Market is free. So buy a crap ton of Acc/Dam Inspirations and a crap ton of Def/Res inspirations. And then buy a crap ton more on top of that. Step into the mission and max out your numbers for Acc/Dam/Res/Def and begin timing how long it takes to complete the mission.

If the claim that Tankers' and Brutes' max potentials are balanced with each other is true, times for completion should be very, very close.

Any buffing or debuffing of recharge should be greatly avoided.

[edit] Use of temp Rez powers might be okay, but should probably come with a penalty to the clock. But at maxed numbers, I doubt either person will need them.


@Rylas

Kill 'em all. Let XP sort 'em out.

 

Posted

Quote:
Originally Posted by Psiphon View Post
And then after delving more deeply into it Claws later revised his thoughts to this.

Planet_J I'm still after an answer from you as to why you feel that a Brute should have the same damage caps as a Scrapper and the same resistance caps as a Tanker.

The balance between damage and survivability potential (caps) is like a slider of X length. If you slide it one way you gain resistance/health if you slide it the other you gain damage.

A Scrapper is balanced in that it does alot of damage but to gain that it gives up health and resistance.
A Tank has alot of resistance and health potential (cap) gives up alot of damage for that.

A Brute has the same resistance potential (cap) as the Tank and the same damage potential (cap) as the Scrapper. From the perspective of potential all it gives up to the Tank is the a small amount of health while gaining alot more damage.

All I'm talking about here are the caps not base values of each, that is a seperate issue.

Currently Brutes are broken because in regards to their caps they are too high either side - basically the slider they use is much wider than other AT's using the same mechanics.

They need the caps for both resistance and damage brought in line with other AT's.

Claws proposal is spot on!!
Claws is off on that one, as Claws so clearly pointed out in my quote, tanks always win survival. Secondly, Scrapper damage caps and brutes damage caps are way different...scrappers have a 1.125 base damage modifier brutes have a 0.750 base damage modifier...

For comparison tanks are 0.800-0.850 (have to look at it later)...

So where's twice the damage? Your base modifier is higher, and I am not happy with EATs being on same footing...given their ability to cap resistances like a tank...


Currently Playing:
Rage King - SS/Regen Brute (50+3)
Soulfire Darkness - Dark/Fire Tank (50+2)
Deaths Final Embrace - Kat/Dark Brute (50+3)
ULTIMATE REGEN GUIDE I22

 

Posted

Quote:
Originally Posted by planet_J View Post
I am not happy with EATs being on same footing...given their ability to cap resistances like a tank...
why?


[Union Chat]Sebaddon: If you want to, we will, if you think it's weird, no, that's damz, not us.

[Union Chat]Damz: hey cyber, i am your naked pope for the evening, please confess to me my child

 

Posted

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Originally Posted by Rylas View Post
If the claim that Tankers' and Brutes' max potentials are balanced with each other is true, times for completion should be very, very close.
Nobody's making that claim as far as I can tell. They're making the claim that people don't run around at max potential -- especially Brutes, who can't ordinarily be capped even Fulcrum Shift. In fact, the claim is largely the opposite -- that Brutes have a higher maximum potential precisely because they have such low base ratios.


 

Posted

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Originally Posted by Jack_NoMind View Post
Nobody's making that claim as far as I can tell. They're making the claim that people don't run around at max potential -- especially Brutes, who can't ordinarily be capped even Fulcrum Shift. In fact, the claim is largely the opposite -- that Brutes have a higher maximum potential precisely because they have such low base ratios.
I'm telling you one Kin can put a Brute at the cap. It may take more then one appliance of FS, but on SOs, a Kin can keep them there. Now, I'll admit, it's been some time since I've done that, but this took place when the Brute cap was higher.

Brutes' low ratios are offset by Fury. And in non-extreme situations that's all equal and good. But what's being brought up as a point of contention is situations where lots of buffing is going on, like in iTrials. People want to see that more normalized, and I don't think they're out of order in requesting that. It deserves fair listening to, and while I don't really care if Tanks get a buff or not, I think we should be considering all fair requests.


@Rylas

Kill 'em all. Let XP sort 'em out.

 

Posted

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Originally Posted by planet_J View Post
Seriously...if you want to do more damage...then simply play a damage AT not a melee aggro control AT!
You should re-read my posts in this thread. I've never once said that Tanks should have a higher damage cap, nor a higher dmg Mod. I wouldn't turn it down if the Devs felt it was necessary to balance the sets, I just don't believe it's necessary. (Although Claws does make a compelling argument that Tank mods should go up.) So no, I'm not drinking anyone's Kool-aid.

I have, however, said that I think Tanks do need something and I think that leveraging the bruising mechanic is the way to do so. Something that benefits the entire team, not just the tank.

I've also said that if Brutes can be made as sturdy as a Tank, while out damaging them greatly, then Brutes aren't balanced. Brute survivability should be somewhere between Scrappers and Tanks, not on Tanks heels. Since that generally happens at the resistance caps, then maybe the caps should be brought down for Brutes.

As someone who plays all the ATs, I know what kind of performance I can get out of my Brutes, my Scrappers, and my Tanks (My stalker is too low to really count yet). So telling me to roll a damage AT is rather redundant. I already do that. I like what each AT brings to the table, but I'm not 100% sure that the Brutes are balanced compared to the other ATs at their caps. They're certainly closer after the last developer's pass, with their damage mods brought down and fury generation smoothed.


Throwing darts at the board to see if something sticks.....

Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Quote:
Originally Posted by PapaSlade
Rangle's right....this is fun.

 

Posted

Quote:
Originally Posted by Rylas View Post
I'm telling you one Kin can put a Brute at the cap. It may take more then one appliance of FS, but on SOs, a Kin can keep them there. Now, I'll admit, it's been some time since I've done that, but this took place when the Brute cap was higher.

Brutes' low ratios are offset by Fury. And in non-extreme situations that's all equal and good. But what's being brought up as a point of contention is situations where lots of buffing is going on, like in iTrials. People want to see that more normalized, and I don't think they're out of order in requesting that. It deserves fair listening to, and while I don't really care if Tanks get a buff or not, I think we should be considering all fair requests.
Not since ED I team with an elec/kin corruptor in my SG regularly...no damage cap for me..and I double stack rage.


Currently Playing:
Rage King - SS/Regen Brute (50+3)
Soulfire Darkness - Dark/Fire Tank (50+2)
Deaths Final Embrace - Kat/Dark Brute (50+3)
ULTIMATE REGEN GUIDE I22

 

Posted

Based on the conversation I just had brutes/scrappers/stalkers are WAI...tanks are as well and if anything is done to tanks it will be an adjustment to tanks. Modifying another melee AT is off the table for the foreseeable future...

(Paraphrasing)


Currently Playing:
Rage King - SS/Regen Brute (50+3)
Soulfire Darkness - Dark/Fire Tank (50+2)
Deaths Final Embrace - Kat/Dark Brute (50+3)
ULTIMATE REGEN GUIDE I22

 

Posted

Quote:
Originally Posted by planet_J View Post
Not since ED I team with an elec/kin corruptor in my SG regularly...no damage cap for me..and I double stack rage.
ED took place before CoV launched, so if I a Kin was able to get me to the cap, then it was possible after ED. Now, Kin buffs on Corrs we're tweaked down, so I'm sure that's greatly changed since then. As it stands, a Corr can get you to 400% percent for 15 seconds every 30 secs. So, half the time. You mentioned double-stacked rage, so that's another 160%. If you have Fury at 80%, which isn't hard to do, then that's another 160%. Bringing the total to 720%.

So yes, your brute you just mentioned can be kept at the damage cap half the time by a Kin Corr.


@Rylas

Kill 'em all. Let XP sort 'em out.

 

Posted

Quote:
Originally Posted by planet_J View Post
Based on the conversation I just had brutes/scrappers/stalkers are WAI...tanks are as well and if anything is done to tanks it will be an adjustment to tanks. Modifying another melee AT is off the table for the foreseeable future...

(Paraphrasing)
I like that: "Based on the conversation I just had.." It leaves things so open ended as to whom you were having that "Conversation" with. Lol.

Conversation with your wife?
With your Mother?
With your neighbor Bob?
With yourself in a Mirror?



You could have at least mentioned that it was with one of the Devs, should that have been the case.


Throwing darts at the board to see if something sticks.....

Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Quote:
Originally Posted by PapaSlade
Rangle's right....this is fun.

 

Posted

Quote:
Originally Posted by Rangle M. Down View Post
I like that: "Based on the conversation I just had.." It leaves things so open ended as to whom you were having that "Conversation" with. Lol.

Conversation with your wife?
With your Mother?
With your neighbor Bob?
With yourself in a Mirror?



You could have at least mentioned that it was with one of the Devs, should that have been the case.
Sorry...yes with a dev via email...should have clarified.


Currently Playing:
Rage King - SS/Regen Brute (50+3)
Soulfire Darkness - Dark/Fire Tank (50+2)
Deaths Final Embrace - Kat/Dark Brute (50+3)
ULTIMATE REGEN GUIDE I22

 

Posted

Quote:
Originally Posted by Nihilii View Post
Hear, hear.

If it wasn't for defense being such a predominant form of mitigation while also being functionally the same on every AT, I'm not sure I would ever play a brute over a tanker nowadays.

While the base damage difference is only 6%, being base it also affects damage buffs; and Bruising might be ST, but I find it to be almost equivalent to a straight 20% damage increase, simply because in a typical encounter (that is, for me personally), what is left alive after the dust settles down is the one or two bosses per group, not minions or lieutenants - at which point, more ST damage is exactly what the doctor ordered.

Then there's that fantastic survivability allowing for much smaller focus on building for that or active mitigation, translating to even more damage.
That sums it up for me, FWIW. I've been away for awhile, but before I left I spent countless hours and countless billions messing with my INV/SS Tanker build (a version of which is posted here), comparing every iteration to an analogous Brute build. My goal was to figure out whether it would be worthwhile to reroll, given the conventional wisdom that Brutes are simply better at the high end.

My conclusion? Not only would it have been a waste of time to reroll my Tanker as a Brute (which is a subjective statement, and therefore not terribly surprising or revealing); the Brute would have been unreservedly inferior for my purposes. The offensive dropoff on the Tanker, which was basically confined to AoE (thanks to Bruising), just wasn't a big deal.

And even after I spent significantly more resources on the Brute's defenses, the Tanker still won the survivability comparison rather handily. (Granted, some things may have changed since I made my comparison; perhaps the introduction of ATOs and Hybrid, combined with the nerf to Enzyme enhancements, changes the picture somewhat, but I doubt the broad strokes are any different.)

Now none of the above is to say that the conventional wisdom is unambiguously false; the Brute certainly wins in a high-end teaming scenario, and there are powerset combinations for which I'd probably prefer the Brute even solo. Not everyone shares my general build strategy, either; I'm more interested in using IOs and Incarnate powers to smooth a build's performance curve, to make each of my characters as capable as possible over the widest range of situations rather than to make them specialists in any one area.

And yeah, I agree that Bruising is a little clunky. It'd be nice if Tier 1 Tanker attacks were more attractive in general. It'd be nice if players could apply Bruising without losing DPS if they fail to time their attack chain in ten-second increments. It'd also be nice if Tankers had a higher ceiling in group content, on their damage if not on their survivability, which is already sky-high.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

Quote:
Originally Posted by Rylas View Post
ED took place before CoV launched, so if I a Kin was able to get me to the cap, then it was possible after ED. Now, Kin buffs on Corrs we're tweaked down, so I'm sure that's greatly changed since then. As it stands, a Corr can get you to 400% percent for 15 seconds every 30 secs. So, half the time. You mentioned double-stacked rage, so that's another 160%. If you have Fury at 80%, which isn't hard to do, then that's another 160%. Bringing the total to 720%.

So yes, your brute you just mentioned can be kept at the damage cap half the time by a Kin Corr.
Why are we assuming a Kin Corr will just happen to be there most of the time for either a tank or a brute?

What about the times when they are solo?


Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
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Posted

Quote:
Originally Posted by Aura_Familia View Post
Why are we assuming a Kin Corr will just happen to be there most of the time for either a tank or a brute?

What about the times when they are solo?
As has been said multiple times in this thread alone: solo, there isn't THAT much of a disparity between the two ATs. However, in a high-buff scenario, Brutes are a clear outlier in performance, meaning that they have more than enough survivability, and very good offensive potential as well. Basically, they have almost-Tanker survivability and more-than-Scrapper levels of offense. That is one of the problems. This is why when people talk about bringing Brutes back into balance, they talk about reducing caps that they would almost never hit solo. This wouldn't impact most solo Brutes (except those that famr specific enemies, but again, the Devs probably don't care that much about performance in those specific circumstances), but would have an impact where the problem exists.


Do Tankers have a survivability edge over Brutes at the caps? Yes. But it's not that big. Do Brutes have an offensive edge over Tankers at the caps? Yes, which they should. But the difference on Offense is much higher than the lower survivability gap is. Basically, the question becomes what percentage of survivability are Tankers over Brutes base and at the caps? What is the percentage difference of offensive potential between the ATs at base and caps?

Brutes are around 75% as survivable as Tankers at base, and if HP is the only difference at the caps, then maybe about 90% there. Offensively, we have to assume a reasonable level of Fury, because there's just too wide a difference there. But I'd say that a Brute doing 125% Tanker damage is lowballing Brutes, but we can use that. But at the caps, Brutes are doing WELL more than that when compared to Tankers.

So, the problem becomes that in high-buff scenarios, Brutes close the survivability gap on Tankers, and GAIN on offense. This is where people see the problem. Compare other ATs to the Tanker, and the relative values stay about the same, maybe a few percentage points here or there. But Brutes are a clear outlier at the caps.


And this isn't even taking into consideration the effect that offense has on your survivability. If you can take out enemies faster, they will do less damage to you.


The discussion is taking into account both potential scenarios: the solo character, and the character in the high-buff scenario. Solo, the two ATs are about right, thought Tankers may need a slight buff there as well, I'm still not entirely sold, but it's possible. But at the caps, Brutes are better than pretty much every other melee AT.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

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Originally Posted by Aett_Thorn View Post
As has been said multiple times in this thread alone: solo, there isn't THAT much of a disparity between the two ATs. However, in a high-buff scenario, Brutes are a clear outlier in performance, meaning that they have more than enough survivability, and very good offensive potential as well. Basically, they have almost-Tanker survivability and more-than-Scrapper levels of offense. That is one of the problems. This is why when people talk about bringing Brutes back into balance, they talk about reducing caps that they would almost never hit solo. This wouldn't impact most solo Brutes (except those that famr specific enemies, but again, the Devs probably don't care that much about performance in those specific circumstances), but would have an impact where the problem exists.


Do Tankers have a survivability edge over Brutes at the caps? Yes. But it's not that big. Do Brutes have an offensive edge over Tankers at the caps? Yes, which they should. But the difference on Offense is much higher than the lower survivability gap is. Basically, the question becomes what percentage of survivability are Tankers over Brutes base and at the caps? What is the percentage difference of offensive potential between the ATs at base and caps?

Brutes are around 75% as survivable as Tankers at base, and if HP is the only difference at the caps, then maybe about 90% there. Offensively, we have to assume a reasonable level of Fury, because there's just too wide a difference there. But I'd say that a Brute doing 125% Tanker damage is lowballing Brutes, but we can use that. But at the caps, Brutes are doing WELL more than that when compared to Tankers.

So, the problem becomes that in high-buff scenarios, Brutes close the survivability gap on Tankers, and GAIN on offense. This is where people see the problem. Compare other ATs to the Tanker, and the relative values stay about the same, maybe a few percentage points here or there. But Brutes are a clear outlier at the caps.


And this isn't even taking into consideration the effect that offense has on your survivability. If you can take out enemies faster, they will do less damage to you.


The discussion is taking into account both potential scenarios: the solo character, and the character in the high-buff scenario. Solo, the two ATs are about right, thought Tankers may need a slight buff there as well, I'm still not entirely sold, but it's possible. But at the caps, Brutes are better than pretty much every other melee AT.
I would say then that work should also be done on improving tanks.

A decrease of brutes alone wouldn't really solve the issues that some see with Tanks.

My issue is that there is a whole game before we get to heavy group content. Leveling tanks are still an issue for many. We shouldn't forget about that.


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!

 

Posted

Quote:
Originally Posted by Aura_Familia View Post
I would say then that work should also be done on improving tanks.

A decrease of brutes alone wouldn't really solve the issues that some see with Tanks.
I think the suggestions that we're discussing do just that. More particularly ClawsandEffect's Suggestion is pretty spot on to what you're saying. Though Planet_J insinuates people have asked all Melee's to be nerfed but tanks, the suggestion would actually buff normal gameplay for tanks and then only balance brutes in the outlier areas. And even that balancing wouldn't be that noticeable. Scrappers and Stalkers would be buffed in the outlier areas.


@Rylas

Kill 'em all. Let XP sort 'em out.

 

Posted

Quote:
Originally Posted by Aura_Familia View Post
I would say then that work should also be done on improving tanks.

A decrease of brutes alone wouldn't really solve the issues that some see with Tanks.

My issue is that there is a whole game before we get to heavy group content. Leveling tanks are still an issue for many. We shouldn't forget about that.
I don't believe that anyone here is talking about bringing Brutes back into balance at the top end is the ONLY part of the equation for buffing Tankers. I think the point is more that if three of the 4 melee ATs are in rough balance, and one is not, that bringing the out-of-whack AT back into balance is a good first step.

Tanker problems (at least for me) stem from several old decisions that weren't very good at the time, and problematic to fix now. So changing them might not be the best idea, so you have to shoe-horn in a fix for Tankers. Brutes and Scrappers getting Taunt durations that are as long as Tankers' is problem number one. Because of how the Threat formula works out, Tankers having lower damage, but similar TauntDurationRemaining is why Tankers can't always hold aggro versus these ATs, and why those ATs can hold aggro well enough that you don't need a Tanker (and no, I'm not advocating that any team should NEED any single AT, but it can be a valid concern at points).


But beyond just giving Tankers more damage, there is almost no consensus on what exactly Tankers need in terms of a buff. Do they need more aggro capture tools? Better aggro capture tools? More debuffs? More survival? The ability to resist unresistable damage? Is it just certain sets that need help, and not the AT as a whole? End Reduction on attacks and armors? Look at the Consolidated Tanker Improvements thread. We're all over the freakin' place.

Quite honestly, I'd want to see the Dev's numbers on things, but I know I won't get them, before I'd make any suggestions. I'd want to know exactly where the problems are, if there are any. Are Tankers dying 25% less than Brutes over the whole game? Then we might be fine on survivability. Is the damage fairly consistent across teaming levels, or do Brutes have a huge bonus there in actual gameplay?

Without knowing exactly where the problem is, it's really hard to suggest a solution. and since even the Tanker community doesn't find a common problem, no solution we provide will fix everyone's problem.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

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Originally Posted by Jabbrwock View Post
Who would it hurt to allow Tankers to deal the same damage as Brutes under the same circumstances that allow Brutes to survive the same damage as Tankers?
Depends how you go about to doing it. The reason Brutes can be nearly as survivable as tankers is that they can buff to relatively low resistance caps (relative to the resistance they get natively)

A single resist oriented defender/corruptor/mastermind/controller can achieve this.

Mind you, resistance is not all there is, the real reason Brutes can tank is not how high their caps are, a defense or healed Scrapper would be able to tank too, if he had the aggro management tools.

So the real problem is, with a single support AT behind him, the brute can tank very well. This means, to allow the tanker to do as much damage as brutes under the same conditions, it would mean the tanker would need to be buffed in damage by any support AT. Not all ATs can buff damage for one, unless you count Assault. For another, even if you only consider the few ATs that can directly buff damage, you would have to give so much base dmage to tankers for that to work, that suddenly they become as good or better than Scrappers and blasters at doing damage.

IF damage for tankers was buffed, it should never be in any way intending to match Brutes. A good question to ask may be: how much stronger is a Tanker than a brute at its caps? The answer is simple: compare their base HP. Brutes have 80% the HP of tankers, so in average perhaps tankers should be able to achieve 80% the damage of a brute.

Here things get complicated due to Fury, I'd say an average brute may be running about 60% average fury (with ups and downs all the time but this average) that interestingly makes them tie up with scrappers.

So, let's say we give tankers 80% brute damage... there is one thing to consider: by doing 80% of the damage, you are not killing at 80% the speed, you killing much lower than 80% that speed because enemies regenerate. It's not very visible in minions but with bosses and higher you will. By doing 20% you are giving enemies 20% more regeneration time, in turn meaning you must inflict more damage than the brute may have to inflict.

Things complicate a lot but my point is going to this: The maximum damage that should be allowed for tankers to achieve in average should be about 85% the damage of a brute at 60% fury.


 

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Originally Posted by planet_J View Post
Based on the conversation I just had brutes/scrappers/stalkers are WAI...tanks are as well and if anything is done to tanks it will be an adjustment to tanks. Modifying another melee AT is off the table for the foreseeable future...

(Paraphrasing)
I don't know who you had that conversation with, but those ae some wise words.

Anyone that thinks tankers have issues should focus on the tankers issues, not on how to adjust other ATs to make tankers look good.

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Originally Posted by planet_J View Post
Your base modifier is higher, and I am not happy with EATs being on same footing...given their ability to cap resistances like a tank...
For the record, Kheledian's Resist cap is 85%.


 

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Originally Posted by Aett_Thorn View Post
Because of how the Threat formula works out, Tankers having lower damage, but similar TauntDurationRemaining is why Tankers can't always hold aggro versus these ATs, and why those ATs can hold aggro well enough that you don't need a Tanker (and no, I'm not advocating that any team should NEED any single AT, but it can be a valid concern at points).
Imagine taunting for Tankers was made stronger, so you can steal aggro from a brute? What would that achieve?

It would make you proud, perhaps.
It would actually discourage brutes from teaming up with tankers, because it will be hard to keep any aggro to feed fury.

What else will it do? It's as useful as allowing you to out-taunt another tank. There is no win in changing this, but there may be some loss. The tanker should have an easier way to grab aggro, not stronger aggro.

Increase drastically the radius of gauntlet effects, extend the taunt auras range, at least for taunting effects (example: invinciblity extends to 20ft but still you get only defense buffs from the enemies standing within 8ft.)

Make Tanker Taunt, The Power, hit 10 foes.

But allow brutes to easily steal aggro from the tank. If you need to save a brute from over-aggroing, then use Taunt The Power to do that. If the Brute is stubborn enough to taunt himself, then he dies by his own hand.

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Is it just certain sets that need help, and not the AT as a whole?
Many sets have issues, specially the old guard of sets (excluding fire that got a lot of love over the years.)


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Look at the Consolidated Tanker Improvements thread. We're all over the freakin' place.
Reason I have not bothered much with the thread. Don't think this one will be much different but am a bit bored at the moment.

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Are Tankers dying 25% less than Brutes over the whole game? Then we might be fine on survivability. Is the damage fairly consistent across teaming levels, or do Brutes have a huge bonus there in actual gameplay?
Not a dev myself but these are issues I see:

1st Brutes can tank, not because superior survivability but simply because they have the tools to do so. On top of it, they get a lot more damage, making the pick of Tankers for teams a bit of a no-brainer.

2nd Secondary tankers are dead weight. Outside of special iTrials, they bring next to nothing to the team because for one tanking is a one-man job, and for another:

3rd Damage is low (at 66% the scrapper/brute average damage) meaning you kill so much slower that enemies. Who is going to pick a tanker for anything but as a filler? Perhaps some AoE heavy builds can help the team but those are specific builds, not the AT.


This means you must give tankers a compeling reason to be picked as tanks. As I noted above, it's not about making stronger taunts, but making it easier for the tanker to gather aggro that may be the key there.

Then give the tanker more damage, enough to be desirable but not high enough to be unbalanced. I been thinking 80% or 85% of a Brute at 60% fury would cut it, this would mean a base damage modifier between 0.97 and 1.03. That is too high for up-front damage, though. This makes me think that modifier bumping is not an option. Bruise helps in a single target fashion, but it's not enough either.

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Without knowing exactly where the problem is, it's really hard to suggest a solution. and since even the Tanker community doesn't find a common problem, no solution we provide will fix everyone's problem.
Propose things that:
Make tankers competitive for tanking for the tanking position.
Improve their damage without ecoming the first pick for DPS.