Before the rumors start


Adeon Hawkwood

 

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Originally Posted by SpyralPegacyon View Post
I never understood qubbles over tankers and brutes at the caps. If you're capped out, then pretty much so is the rest of the team, and at that point individual performance is just another body left behind in your team's wake.

Well, OK, I kinda understand, but I doubt those thoughts would be taken kindly.
Because it's unfair that Brutes get to have Tanker HP caps, resist caps, etc. Yet, Tanks don't get to have Brute damage cap.


 

Posted

Brutes are sadly OP I can't justify making a scrapper or tanker because of them. I think Brutes should have their damage cap reduced from 800% and their resistance caps pushed down to scrapper level. This would definitely help tankers out.


Whining about everything since 2006.

Ammo switching for Dual Pistols was my idea:
http://boards.cityofheroes.com/showthread.php?t=135484

 

Posted

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Originally Posted by Hatred666 View Post
Because it's unfair that Brutes get to have Tanker HP caps, resist caps, etc. Yet, Tanks don't get to have Brute damage cap.
I agree.

That's why I've been advocating Brutes getting those caps lowered.

ATs have one set of caps for things that are not their specialty. This is across ALL ATs.

Scrappers have a 75% resistance cap. That is the same resistance cap that is shared by everything other than Tankers, Brutes, and the Epic ATs.

Tankers have the same damage cap as everything that is not a Scrapper, Stalker, Blaster, Corruptor, or Brute.

Scrappers, Stalkers, and Brutes have the same base values for all survivability affecting things other than hit points. It is not unreasonable to assume that if Defenders, Corruptors, Blasters, Controllers, Dominators, and Masterminds had access to Scrapper, Stalker, and Brute secondaries their base values would be the same.

Tankers have higher base values for all those things. It is significantly easier for a Tanker to reach a target number (like 45%) than it is for any of the other ATs. A Shield or SR tanker can reach the soft-cap with little or no IO slotting necessary. Scrappers, Stalkers, and Brutes cannot say the same.

I don't believe Tankers deserve Brute damage caps any more than I believe Brutes deserve Tanker resistance caps.

Brutes are the outlier that does not fit the template in ALL CATEGORIES. They have higher base and max HP than anything but a Tanker, higher resistance caps than anything but a Tanker, and a higher damage cap than anything. And all of their base values are AT LEAST as good as a Scrapper.

If you look at the numbers for base HP, max HP, damage caps, and resistance caps on Paragon Wiki, it becomes very clear that Brutes do not fit in the same templates as every other AT in the game. They are overperforming in every single category, with no real weaknesses to balance it. If they were not so overpowered, every other AT would balance out. The only reason an imbalance even exists is because Brutes aren't playing by the same rules as every other AT regarding their balance point.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

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Originally Posted by rangle m. Down View Post
i heard they were getting a lube, oil and filter change.

And a run through the wash. Definitely, a run through the wash.
lmao


Paragonian Knights
Justice Company

 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
I agree.

That's why I've been advocating Brutes getting those caps lowered.

ATs have one set of caps for things that are not their specialty. This is across ALL ATs.

Scrappers have a 75% resistance cap. That is the same resistance cap that is shared by everything other than Tankers, Brutes, and the Epic ATs.

Tankers have the same damage cap as everything that is not a Scrapper, Stalker, Blaster, Corruptor, or Brute.

Scrappers, Stalkers, and Brutes have the same base values for all survivability affecting things other than hit points. It is not unreasonable to assume that if Defenders, Corruptors, Blasters, Controllers, Dominators, and Masterminds had access to Scrapper, Stalker, and Brute secondaries their base values would be the same.

Tankers have higher base values for all those things. It is significantly easier for a Tanker to reach a target number (like 45%) than it is for any of the other ATs. A Shield or SR tanker can reach the soft-cap with little or no IO slotting necessary. Scrappers, Stalkers, and Brutes cannot say the same.

I don't believe Tankers deserve Brute damage caps any more than I believe Brutes deserve Tanker resistance caps.

Brutes are the outlier that does not fit the template in ALL CATEGORIES. They have higher base and max HP than anything but a Tanker, higher resistance caps than anything but a Tanker, and a higher damage cap than anything. And all of their base values are AT LEAST as good as a Scrapper.

If you look at the numbers for base HP, max HP, damage caps, and resistance caps on Paragon Wiki, it becomes very clear that Brutes do not fit in the same templates as every other AT in the game. They are overperforming in every single category, with no real weaknesses to balance it. If they were not so overpowered, every other AT would balance out. The only reason an imbalance even exists is because Brutes aren't playing by the same rules as every other AT regarding their balance point.
pffffftttt! nerf-herder!

I agree with you. I think that if Brutes were in their right place, that Tankers wouldn't even need to be looked at. I also think that the various ATs should have had some Defense hard-caps as well, but can't put that cat back into the bag now, either. I still just can't believe that Brute players raised such a fuss out of losing 5% from their resistance cap at one point, despite that most of them couldn't reach it by themselves anyways.


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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So if Brutes get nerfed and Tankers are left the same slow, plodding, redundant aggro monkey they are (because lets face it, Tankers in no way a threat to Scrapper superiority), Scrappers look all the better for it.

That's all I hear Claws saying when he argues for Brute nerfs instead of improving Tankers.



.


 

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Originally Posted by Johnny_Butane View Post
So if Brutes get nerfed and Tankers are left the same slow, plodding, redundant aggro monkey they are (because lets face it, Tankers in no way a threat to Scrapper superiority), Scrappers look all the better for it.

That's all I hear Claws saying when he argues for Brute nerfs instead of improving Tankers.
Johnny, not all of us feel that Tankers are slow, plodding, redundant aggro monkeys. Why can't you understand that? I have never felt much slower on my tankers, because my superior defenses earlier on have allowed me to increase my difficulty earlier, or to herd up two or three groups at once earlier, and take them down all at once.


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 New Dawn View Post
A Brute can Tank for a team but shouldn't be as good as a Tanker.
This might be a first but I agree with you.

People aren't complaining that a brute is able to tank, they are complaining that they can tank as well as a tanker WHILE also doing more damage. The brute should have one advantage, and the tanker should have another.

Quote:
Originally Posted by ClawsandEffect View Post
I agree.

That's why I've been advocating Brutes getting those caps lowered.

ATs have one set of caps for things that are not their specialty. This is across ALL ATs.

Scrappers have a 75% resistance cap. That is the same resistance cap that is shared by everything other than Tankers, Brutes, and the Epic ATs.

Tankers have the same damage cap as everything that is not a Scrapper, Stalker, Blaster, Corruptor, or Brute.

Scrappers, Stalkers, and Brutes have the same base values for all survivability affecting things other than hit points. It is not unreasonable to assume that if Defenders, Corruptors, Blasters, Controllers, Dominators, and Masterminds had access to Scrapper, Stalker, and Brute secondaries their base values would be the same.

Tankers have higher base values for all those things. It is significantly easier for a Tanker to reach a target number (like 45%) than it is for any of the other ATs. A Shield or SR tanker can reach the soft-cap with little or no IO slotting necessary. Scrappers, Stalkers, and Brutes cannot say the same.

I don't believe Tankers deserve Brute damage caps any more than I believe Brutes deserve Tanker resistance caps.

Brutes are the outlier that does not fit the template in ALL CATEGORIES. They have higher base and max HP than anything but a Tanker, higher resistance caps than anything but a Tanker, and a higher damage cap than anything. And all of their base values are AT LEAST as good as a Scrapper.

If you look at the numbers for base HP, max HP, damage caps, and resistance caps on Paragon Wiki, it becomes very clear that Brutes do not fit in the same templates as every other AT in the game. They are overperforming in every single category, with no real weaknesses to balance it. If they were not so overpowered, every other AT would balance out. The only reason an imbalance even exists is because Brutes aren't playing by the same rules as every other AT regarding their balance point.
I like this.

Quote:
Originally Posted by Johnny_Butane View Post
So if Brutes get nerfed and Tankers are left the same slow, plodding, redundant aggro monkey they are (because lets face it, Tankers in no way a threat to Scrapper superiority), Scrappers look all the better for it.

That's all I hear Claws saying when he argues for Brute nerfs instead of improving Tankers.
It doesn't have to be the only change. Bringing everything into line is a great start though.

Do you think that tankers should have the playstyle of a tank? If the game allowed it would that be what you want to do, or do you prefer not having to tank and want a tanker to be able to have some other role? Just curious, I don't follow you like some posters seem to.


Princess Darkstar - Proud Member of the Handprints of Union, the #1 ranked SG in Europe!
British by act of union, English by grace of God, Northern by pure good fortune!
Quote:
Originally Posted by Aggelakis View Post
PrincessDarkstar: "RAAAAAAAAARRRRRRRRRGHHHHHHHHHH SOMEONE IS *WRONG* ON THE INTERNET!"

 

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ok so lets see


nerf brutes.( i have 4 brutes so dont think i want them nerfed cause i dont play them.but when it needs to happen theres no going around it so stop complaining about it already)

all kb protection on ALL tanks.

up the max agggro limit.

while im at it. super strength needs a nerf too. sorry boys and girls but the tohit in rage needs to be backed off. infact i say remove the tohit all together from it.keep the damage and nerf the recharge a tad as well.


 

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Sorry if this isn't particularly helpful, because honestly I haven't played a tank past 20, so I really don't know a lot about what they need.
Still after reading Arcana's post I think the net benefit that the endurance reduction on defensive powers would come in slotting.. yes by 30 endurance issues are dealt with on the whole, but it is through slotting and power selection, if a tank has very little endurance costs then it frees up all those endurance management slots and power choices for tanks. Whether or not there is better things to take is something I haven't really looked at, but I don't think it would be a worthless change as it seems some people think it might be.

As for a niche style, a very inelegant one might simply be another version of the fury bar that is based on incoming damage (or directly on the life bar of the tank but I don't like that because it will encourage a more reckless play style of maximizing by always running at half health) which boosts recharge instead of damage. So the more damage the tank takes, the faster he moves, which in turn increases damage but also defensive click buffs. I am sure there are better ways of doing this, and I'm not sure just how much recharge would be needed to make this worthwhile, nor how much recharge would actually benefit tanks, but it seems to me if the upward numbers were high enough it could give tanks a significant boost. If the overall gain/decay rate for this were roughly equivalent to fury, and at 100% it gave 70% recharge, would that be enough? too much? (taking into account haste, recharge etc..)

Another idea that I don't really care for (because it is based on the tank failing at some level and could be grief material), but could be fun and I can see being thematically perfect for the tank AT is to give them an inherent vengence wrapped in gauntlet. Another reason I don't like this is because it really doesn't deal with one of the main complaints about tanks which is that they are slow and boring solo.


 

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Remove Gauntlet from Brutes... It's supposed to be the tank inherent why did they give it to brutes, never made sense to me.

Buff the tank damage at a base level in addition to raising the cap and maybe find a way to increase the agro cap tanks can hold, maybe by way of something with the agro aura powers and them being a primary instead of a secondary.


 

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Give tankers a Domination style click power that builds up over time as they successfully draw aggro. When the power is active all single target attacks will have their damage applied to any targets affected by Gauntlet. Design it in such a way that it can be made perma if you build for it. Group fighting FTW!


>


"I am a Tank. I am your first choice, I am your last hope." -- Rune Bull

"Durability is the quintessential super-power. " -- Sailboat

 

Posted

So fixing your favorite AT requires nerfing the daylights (or sufficiently enough anyway) out of the second most damage dealing AT in the melee sets so that one has to sacrifice most survivability to get any damage (3rd if you include stalkers since the changes)?

Look at pylon times...brutes are up there, but Night Widows and Stalkers and Scrappers still obliterate their times.

I like tanks...tanks do have an inherent advantage that some of you think is redundant...that is boosted defense and resist and HP base numbers...I have a Dark Armor tank with just shy of 2500 HP...I have a Dark Armor brute that barely breaks 2000 HP...both of those are with accolades but it is a very clear point.

I like brutes...far better than scrappers...though scrappers still deal more damage...Brutes feel like a good solid middle road between tanks and scrappers. More defensive ability than scrappers, but similar base values, just higher caps...(which are not easily leveraged...but are there.)

I also think nerfing SS is a bad idea...isn't that one of the best powersets for you guys too? Just curious...cause I sure see a boatload of SS or TW or Fire tanks...and I know they wouldn't have so many if you guys weren't looking at damage numbers. Personally I don't see that getting ported to scrappers anytime soon, and I don't see them touching it anytime soon...it would cause an uproar the likes of which would take a complete turnover in staff to extinguish the flames of revolt....

Brutes don't need a nerf...you guys need something that is truly yours, I agree with that...but the direction you're going will not get you traction if you think that the devs will completely nerf an entire AT while everything else gets adjustments upward...it doesn't make any sense with the trends that things are moving towards...


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

 

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Originally Posted by DJ_Onslaught View Post
Remove Gauntlet from Brutes... It's supposed to be the tank inherent why did they give it to brutes, never made sense to me.

Buff the tank damage at a base level in addition to raising the cap and maybe find a way to increase the agro cap tanks can hold, maybe by way of something with the agro aura powers and them being a primary instead of a secondary.
Brutes don't have the Gauntlet inherent. Their attacks have a taunt effect just like the Tanker counterpart. It's used to build fury.


 

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Originally Posted by Hatred666 View Post
Brutes don't have the Gauntlet inherent. Their attacks have a taunt effect just like the Tanker counterpart. It's used to build fury.
To be more precise, a tanker's built in taunt is an AoE. If they poke 1 critter, those around it will be taunted.

A Brute's built in taunt is strictly ST. If you want to taunt more than one critter off just attacks, you've got to -hit- more than one critter.


 

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Originally Posted by planet_J View Post
So fixing your favorite AT requires nerfing the daylights (or sufficiently enough anyway) out of the second most damage dealing AT in the melee sets so that one has to sacrifice most survivability to get any damage (3rd if you include stalkers since the changes)?

Look at pylon times...brutes are up there, but Night Widows and Stalkers and Scrappers still obliterate their times.

I like tanks...tanks do have an inherent advantage that some of you think is redundant...that is boosted defense and resist and HP base numbers...I have a Dark Armor tank with just shy of 2500 HP...I have a Dark Armor brute that barely breaks 2000 HP...both of those are with accolades but it is a very clear point.

I like brutes...far better than scrappers...though scrappers still deal more damage...Brutes feel like a good solid middle road between tanks and scrappers. More defensive ability than scrappers, but similar base values, just higher caps...(which are not easily leveraged...but are there.)

I also think nerfing SS is a bad idea...isn't that one of the best powersets for you guys too? Just curious...cause I sure see a boatload of SS or TW or Fire tanks...and I know they wouldn't have so many if you guys weren't looking at damage numbers. Personally I don't see that getting ported to scrappers anytime soon, and I don't see them touching it anytime soon...it would cause an uproar the likes of which would take a complete turnover in staff to extinguish the flames of revolt....

Brutes don't need a nerf...you guys need something that is truly yours, I agree with that...but the direction you're going will not get you traction if you think that the devs will completely nerf an entire AT while everything else gets adjustments upward...it doesn't make any sense with the trends that things are moving towards...
Long ago, wasn't the resist cap for Scrappers reduced from 90% to 75%? Maybe I'm wrong, but I was under the impression the reason for this was that because Tanks weren't capable of reaching Scrapper damage output, so therefore Scrappers shouldn't be allowed to reach Tanker survivability.

I don't see how the situation is any different between Tanks and Brutes. Brutes are capable of not only doing far more damage than Tanks, but they have the defensive caps to reach the survivability of a Tank as well. IMO, either Brutes defensive caps need to be lowered to a middle between Scrappers and Tanks, or the Tanker damage cap needs to be increased to Brutes damage cap.


 

Posted

I have played this game since 2005-2006...to my recollection Scrapper resist caps were never more than 75% since I started. Tanks don't need brutes adjusted down...they need a tune up and a new transmission.

You guys act like these caps are an enormous factor and brutes live it rolling at everything hardcapped...they don't.

If anything you guys do more of that than anybody...so get it bumped


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

 

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Originally Posted by ShadowHex View Post
As for a niche style, a very inelegant one might simply be another version of the fury bar that is based on incoming damage (or directly on the life bar of the tank but I don't like that because it will encourage a more reckless play style of maximizing by always running at half health) which boosts recharge instead of damage. So the more damage the tank takes, the faster he moves, which in turn increases damage but also defensive click buffs. I am sure there are better ways of doing this, and I'm not sure just how much recharge would be needed to make this worthwhile, nor how much recharge would actually benefit tanks, but it seems to me if the upward numbers were high enough it could give tanks a significant boost. If the overall gain/decay rate for this were roughly equivalent to fury, and at 100% it gave 70% recharge, would that be enough? too much? (taking into account haste, recharge etc..)
This sounds very similar to Defiance 1.0 IIRC, the reason the devs replaced Defiance 1.0 was because it was felt that encouraging a toon to take damage was not a good idea. Also, this sort of mechanic would reward low-defense builds like WP and FA moreso than high defense builds like SR and Inv.


"Everybody wants to change the world, but nobody wants to change themselves." -Tolstoy

 

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Quote:
Originally Posted by planet_J View Post
I have played this game since 2005-2006...to my recollection Scrapper resist caps were never more than 75% since I started. Tanks don't need brutes adjusted down...they need a tune up and a new transmission.

You guys act like these caps are an enormous factor and brutes live it rolling at everything hardcapped...they don't.

If anything you guys do more of that than anybody...so get it bumped
You say "you guys" as if people that play tanks....only play Tanks - they don't!! Personaly I play all alts and from reading the forums that's true of the majority of people discussing this topic.

The problem is - all alts should be gauged relative to others, this is quite easy for melee AT's as surviability and damage is based around the same mechanics.

The more survivability an AT has the less damage it should do, inversely the more damage it does the less survivable it should be.
Outside of Brutes IMO this pretty much holds true but when you have:

People playing Brutes (over Tanks) because they are nearly as survivable as Tanks but have alot more damage.

People rerolling Scrappers into Brutes (experienced players such as Werner) for the extra survivability and taunt aura (better ability to leverage damage) while doing similar damage then you have a problem.

IMO the Tank damage cap needs to be raised slightly - still some way below Brutes. Brutes resistance cap needs to be lowered to 5% above Scrappers; damage is after all their primary and defence their secondary. I also believe that their damage cap should be reduced slightly.

They are supposed to be Tank/Scrapper hybrids not as good as either at what they do but good performers at both surviving and damage - IMO at this point in time they are too good at both.


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

I think the issue stems from the fact it's very easy to tell the difference between things like Defender/Corruptor, Scrapper/Stalker, Controller/Dominator, as the playstyles cause a solid contrast between those ATs, while Tanker/Brute often it feels like the only real difference at 50 is Brutes have far superiour damage numbers.


 

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Originally Posted by Psiphon View Post
They are supposed to be Tank/Scrapper hybrids not as good as either at what they do but good performers at both surviving and damage - IMO at this point in time they are too good at both.
I have 18 toons on Justice server alone...of those 2 are levels lower than 20...of the rest...6 are 50's and everything else is between 20-45...and there are all kinds of toons on there...I understand your ideas somewhat...but I think you are not seeing objectively, but instead...subjectively. I think most ATs are really close to what they should be now...Brutes are just in a sweet spot for melee with enough survival and enough damage...blasters need some kind of buff...and if Tanks need MOAR DAMAGE NAO! Then I say pass out a little damage buff...however...keep this in mind.

If you want to go around talking about brutes being at the resistance cap and damage cap...you're losing your audience...The only way I could see a brute even getting close to capping any resists would be Energy on Elec, Fire on FA, and S/L on Stone (in Granite w/tough and 3% res unique)...Invuln won't even break 75-80% to S/L on a brute...and those already cap for tanks and scrappers too...

I play scrappers when I want to do pure damage, at the expense of survivability...

I play tanks when I want sheer survivability, at the expense of damage...

I play brutes when I want something in between, at the expense of higher base values that tanks get, and less burst damage than scrappers...(most of the time, as it were...)

You think they are too good at both because...? Why? The resistance caps are high? So what...they can't even get to them without significant buffs, and those only occur in high end game content anyway...that's an edge case example at best, and the devs will say as much.

They have too high a damage cap? Why? Because their base values are significantly lower than scrappers to start with? Maybe, because they have to build fury to do any comparable damage to a scrapper? The numbers look big, but you are multiplying a MUCH smaller number than with a scrapper, and fury does complicate things, but not that much and it plays into the cap anyway...remember the base damage modifier for brutes is 0.75 and for scrappers is 1.125...who looks so good on paper now? You need that high damage cap to get even close to the same numbers...and Scrappers get critical hits too...and your % there can be increased with ATO uniques, etc. buffing them even more...so the disparity becomes greater...

But the middle AT needs a Nerf when everything else gets buffed to the gills? Brutes are not so far ahead of anybody else...don't fool yourselves into thinking that...it would be a serious waste of your time...they are just about right...and scrappers are too. Tanks don't need to be Brutes...they need to be Tanks...so figure out what you need to do to make that work...right now all you can all seem to half way agree on...is that your AT can only be fixed by nerfing everything else to the ground...and that will get you nowhere.


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

I won't say I've read every word in this thread, but I think I've read every post.

I think Arcanaville hit on something quite good. The problem isn't "Not Tankers because Brutes," it's really more, "Not Tankers because Defenders." (And Hybrid, and Destiny, and IO Defense softcapping...)

Even Johnny_Butane has managed to mangle a good point out of this.

All that toughness that Tankers have isn't particularly necessary. Brutes can't build themselves to run around at their caps with anything resembling ease, but they can certainly be buffed to do so; a Tanker starts out much closer to their own caps, but going 40% overcap is not actually more impressive than only going 1 or 2% overcap.

I'm unfortunately not in a position to have a really good solution ready for this state of CoX; I've been gone for several Issues and am only just starting to get into Incarnate content. But I was wondering what people thought of these:

Damage Capping. That is, capping incoming damage to Tankers to a certain value. I don't know if this would be a flat % ("no attack does more than 49% of a tanker's health) or some kind of diminishing returns thing -- like, a 100-point attack does 100 points, a 1000 point attack does 200 points, a 10000 point attack does 300 points (in a very simple example. I would express this as a formula but I've apparently forgotten everything I know about logarithms this morning! Hooray!).

"Overcharge" mechanics. If a well-built, well-played tanker is going to be overhealed or pushed over their cap in certain areas, why not use this in their favor? An 'overcharged' tanker might deal more damage or recharge their powers faster.

Increased damage and secondary effects against low-health enemies. In the source material, tankers always seem to be good at getting the last word.

Incarnate-grade mez protection above a certain % of own health. Tankers -- and their team -- would be rewarded for keeping the tank at high health by having them be able to shrug off ordinarily non-resistible effects.

Bodyguarding. Arcana explained this one and I rather like it; it's got a sort of Colossus-and-Wolverine feel, which is pretty much the archetypical Tanker/Scrapper duo. I would prefer this handled as a damage and mez suppression field effect (possibly with some percentage of the suppressed effects affecting the Tanker). This would also make Tanker and Tanker combos that much better.


 

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Quote:
Originally Posted by Jack_NoMind View Post
Damage Capping. That is, capping incoming damage to Tankers to a certain value. I don't know if this would be a flat % ("no attack does more than 49% of a tanker's health) or some kind of diminishing returns thing -- like, a 100-point attack does 100 points, a 1000 point attack does 200 points, a 10000 point attack does 300 points (in a very simple example. I would express this as a formula but I've apparently forgotten everything I know about logarithms this morning! Hooray!).
What do you hope to accomplish with this? Tankers do not lack in survivability. Giving them more than they have now doesn't help them because what they have now is already often superfluous. Especially compared to Scrappers and Brutes who get along fine with less, still don't faceplant in the vast majority of the game's content, and aren't heavily penalized for damage and damage potental like Tankers are.


Quote:
"Overcharge" mechanics. If a well-built, well-played tanker is going to be overhealed or pushed over their cap in certain areas, why not use this in their favor? An 'overcharged' tanker might deal more damage or recharge their powers faster.
I suggested this, half as a joke and half seriously, in another thread. Give Tankers a click that takes any Absorb on them and dumps it into bonus damage a la Doublehit. With the upcoming Tanker +Absorb ATO and say, a new magical power pool that has a +Absorb click, this could be put to good use on a Tanker, as opposed to more superfluous survivability they don't need.


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Increased damage and secondary effects against low-health enemies. In the source material, tankers always seem to be good at getting the last word.
From the little bit of testing with the Control Hybrid in beta when it had a similar 'Scourge' like attack, I can say this idea doesn't seem to work well in practice on a Tanker. It didn't get a chance to work on lesser enemies like Minions, and didn't make enough of a noticeable effect on harder enemies like Bosses and EBs because it didn't DO anything until you already got their health down half way with your weak attacks.
IMO, the only reason it works for Corruptors is because they have a buff/debuff secondary (and usually more AoE) that synergies with it.

Quote:
Incarnate-grade mez protection above a certain % of own health. Tankers -- and their team -- would be rewarded for keeping the tank at high health by having them be able to shrug off ordinarily non-resistible effects.
I doubt this would happen. The devs want some mezzes to mez everyone.


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Bodyguarding. Arcana explained this one and I rather like it
No.
Tankers already protect the team by holding aggro. They already buff the damage of anyone attacking the same target as them with Bruising.
Tankers do enough for teams already and pull far more than their own weight. Teams should do more for Tankers, IMO.

Also, I wouldn't be surprised if the reason some people want Bodyguard is so they can farm with their Tanker and PL their dual boxed squishy and keep it alive and on follow with debuffs on cycle.


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it's got a sort of Colossus-and-Wolverine feel, which is pretty much the archetypical Tanker/Scrapper duo.
You bring up a Tanker/Scrapper duo. If a Tanker stands next to a Scrapper, the Scrapper is not only safer, but it does more damage. What does the Tanker get from standing next to a Scrapper? Nothing. Scrappers contribute the damage they do, but they don't make the Tanker's damage any better. Combined, the duo's damage goes up, but Tankers aren't any more damaging. That would be as if Tankers had their superior survivability but didn't pull aggro; sure the overall duo toughness goes up, but Scrappers wouldn't be safer.

In other words, usually Tankers do more for other than others do for them and contribute more to a team than Scrapper (or Brutes), yet are punished for it with crap damage.

Also, I need to point out that Colossus (the Tanker in your words) does way more damage than Wolverine, and usually tears him apart when they fight:



That's why comic book Tankers draw so much attention (aggro) from the enemies; because they're powerhouses and the serious threat. CoH Tankers aren't a serious threat, they're low damage rodeo clowns.



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Johnny, I actually DO agree with you on a point you keep making:

It is not fair or balanced that Brutes can approach Tanker survivability while dealing far more damage.

We're never going to agree on which AT is the problem, though.

I've made my counterpoint often enough that I'm not going to bother with it again. I just wanted to point out that I do agree with you on at least one point.

One thing I could support being done for Tankers is have the endurance cost lowered on some of their attacks, so at least their damage per endurance spent is comparable. Tankers deal roughly 75% of Scrapper damage, so reducing the end cost of their attacks accordingly would be fair I think.


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Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

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Originally Posted by ClawsandEffect View Post
Johnny, I actually DO agree with you on a point you keep making:

It is not fair or balanced that Brutes can approach Tanker survivability while dealing far more damage.

We're never going to agree on which AT is the problem, though.
Two ATs are the problem: Scrappers and Brutes. Remove both of them from the picture and Stalkers and Tankers get along beautifully.

As I pointed out in my previous post, Scrappers are more or less parasitic on teams at worst, off playing lone wolf and commensalistic at best.

Of course, if you did remove them, have plenty of ammo loaded in the Amnesia Ray for people who'd complain. And be sure to wipe your own memory when you're finished.


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One thing I could support being done for Tankers is have the endurance cost lowered on some of their attacks, so at least their damage per endurance spent is comparable. Tankers deal roughly 75% of Scrapper damage, so reducing the end cost of their attacks accordingly would be fair I think.
Tankers don't have endurance issues worse than anyone else. Even if they do, there's powers like Conserve Power, Performance Amps, Ageless Destiny and, you know, blue Inspirations, (because they don't need green, purple or orange). Even if you make it so no Tanker ever would need CP, that frees them up to take...what? More survivability powers they don't need? Damage boosting abilities that don't exist (or ones that aren't mutually exclusive to start with)?

It doesn't make Tankers any more fun, doesn't give them a unique play style. It doesn't give them any pizzazz or make them cooler. It wouldn't improve their popularity; to anyone who doesn't like playing Tankers now, they'd still be just slow Brutes without Fury.

IMO, the only reason Tanker Endurance Discount is on the table is because it doesn't offend Scrappers and Brutes; it isn't really something they'd want badly/be envious of and in no way endangers their position as Kings of the melee ATs. The suggestion is boring, bland and safe and keeps Tankers boring and bland (and keeps Scrapper and Brute egos safe).



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