Before the rumors start
Because to admit that I am right about something is to validate me and my insane crusade for Tankers and to some people that is unacceptable.
Additionally, even if you agree about the problem, there's a two equally valid ways to approach a solution. One is to nerf down Brutes, targeting either their damage or survivability potential. One is to bring Tankers up by allowing them damage potential comparable to Brutes. My opinion and aim is the latter. In general, most players are content with Brutes, and the devs have allowed them to be what they are and it hasn't torn the game apart. Nerfing them would only upset a large number of people, as Brutes are probably tied for most popular AT with Scrappers. However, there are some people adamantly against any change. There are also some people who just like to argue. I remember the fuss some made over the recent Stalker changes to bring them up and people love Stalkers now. I can only hope Tankers are so lucky. . |
Brutes have to have 10-15% Fury to do the same damage as tanks...
Brute base modifier 0.750
Tank base modifier 0.850
For grins and giggles one more time...
Scrappers base modifier 1.125
Stalkers base modifier 1.100 (this is what I could find off hand not 100% certain the number hasn't changed since i23)
That's the numbers behind it...so...ask for buffs all you want...but you have to maintain fury to do more damage than tanks on a brute...
To approach scrapper/stalker numbers...you have to seriously be knee deep in bodies and wailing away...and be taking damage...in order to get in that zipcode.
So, where's your argument now? You get to run around with all your defensive bonuses, AND do damage just like a brute at 10-15% fury...
Happy yet? I can imagine you're bitter that brutes don't do near the damage you had thought in your head actually...
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
So, where's your argument now? You get to run around with all your defensive bonuses, AND do damage just like a brute at 10-15% fury...
Happy yet? I can imagine you're bitter that brutes don't do near the damage you had thought in your head actually... |
In the interests of trying to keep this thread coherent, the general point some of us are making is not that Brutes and Tankers are unbalanced out of the box. If you're talking about SO-only builds, low-buff teams, the early game or playing solo, then the trade-off between the two ATs is, I believe, balanced (the only other issue I see there is that Tankers don't exactly feel too "comic-booky", but there's only a limited amount you can do with a MMO tanking AT to remedy that).
We're talking predominantly here about the fact that the two ATs become more unbalanced, the more buffs come into play. With the withdrawal of the blue/red barrier, we have two essentially thematically identical ATs, but in high-buff situations, one outperforms the other, as one benefits more from buffs due to higher caps.
While this issue might be largely restricted to high level content, I still believe it's an issue that needs to be looked at. There have been some good suggestions here though (on this and the issue of "comic book feel"), and I hope they get noticed by the devs, should they ever decide to look at Tankers (which I'm sceptical they ever will).
-Captain_Aegis aka @Captain Valiant EU
So then...go ahead and ask for a damage cap bump...because you want to do more damage than brutes as tanks that's an ok excuse I suppose...don't know how well it will fly...because Tanks are clearly more survivable...if they did MOAR damage than brutes that would be a bit OP don't you think? If the cap now is 300% I could see maybe 400%...but a 100% damage cap increase is ALOT.
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
In the interests of trying to keep this thread coherent, the general point some of us are making is not that Brutes and Tankers are unbalanced out of the box. If you're talking about SO-only builds, low-buff teams, the early game or playing solo, then the trade-off between the two ATs is, I believe, balanced.
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It's my assertion that medium survivability is 'enough' the vast majority of the time and because of that, I don't think it fair to punish someone with more than that with low damage and being slow and boring, offensively speaking.
However, that is a separate issue than the Brute/Tanker cap issue, which you put forth quite well below:
We're talking predominantly here about the fact that the two ATs become more unbalanced, the more buffs come into play. With the withdrawal of the blue/red barrier, we have two essentially thematically identical ATs, but in high-buff situations, one outperforms the other, as one benefits more from buffs due to higher caps. While this issue might be largely restricted to high level content, I still believe it's an issue that needs to be looked at. |
There is of course a third issue, that of Tankers lacking a "comic book feel", that I think ties more to the first issue than the second.
It's my belief that if you fix the second issue by bringing Tanker damage cap up, it will then allow for a mechanic that can attempt to address the first and third issues.
Alternatively, a mechanic that brings up Tanker offensive potential by bypassing the cap could take care of the second issue without adjusting the cap, and depending how flashy and cool it is, deal with issues 1 and 3 at the same time.
So then...go ahead and ask for a damage cap bump...because you want to do more damage than brutes as tanks
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I'm asking for the Tanker damage cap to be raised from 400% to 545%, which would, if my math is correct, put Tanker single target damage at the cap (after Bruising) to 90% of what a Brute can do at their cap. I think this is fair because Brutes get 90% of Tanker maximum HP at the cap, and are otherwise numerically identical.
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I'd rather see Tankers buffed than Brutes nerfed for the simple fact that already there is so very little reason to play a Brute over a Scrapper.
For all of Johnny's reasons. The extra survival of a Brute (like a Tanker) isn't needed for most of the game, so why NOT take the AT that never sees its damaged diminished by play style factors, buffs for damage better - self or party, and hits hardest out of the box. Once they get Superstrength any other melee AT will be a hard sell.
Then again, there are those saying that there's little reason to play a Scrapper with the new Stalker changes - high damage, on demand crits, similar durability.
So delete Tankers - Brutes are better. Delete Brutes - Scrappers are better. Delete Scrappers - Stalkers are better.
Stalkers have inherited the earth? How did we end up in Bizzaro-CoX?
Weight training: Because you'll never hear someone lament "If only I were weaker, I could have saved them."
The Cap for Defense is well over 100% you can't hit the cap...on SO's many armors cannot even get close to the softcap...like electric/fire for example that are 2 of the most popular ones...and basic IOs provide no set bonuses...
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In this scenario a brute would technically kill faster, but the tank would far and away have less survival worries...if you want to do more damage you have to give up survivability...play a brute if it's that important to you.
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Oh and I do play Brutes - currently levelling three.
They don't have the same levels of Defense...tanks have 20-25% more defense and resists...always...this example is flawed at best...Brutes DO NOT have the same survivability as tanks...never will.
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High end IOs the tanks still win...set bonuses help them be even more survivable...as they do brutes...and tanks have about 20% MORE hp/res/def...Brutes can survive well...but in some Itrials, even tanks die...
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The problem is here...you're complaining about a resist cap that brutes essentially CANNOT get to...so the only time the survivability is even close...a Tank would be similarly buffed to the gills and the results are the same...
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STOP SAYING BRUTES CAN SURVIVE LIKE TANKS...IT IS AN EMPIRICAL FACT THEY CANNOT. They may be able to survive well enough...but that doesn't make a tanker less sturdy than they were before. Under similar conditions...(i.e. apples to apples) THERE IS NEVER A TIME BRUTES ARE AS STURDY...even with both toons at resist caps, Tanks have more DEFENSE and more HP...2 pillars of survivability that are VASTLY more important than Resists in most people's eyes...
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How much resists do SR tanks have? None without Tough. Would they have made that set available to Tanks if it was not completely capable of tanking?? Nope. Now it does have a (very) minor reduced scaling resist built in when HP drops...but that was really more a QoL improvement over anything.
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If you want more survival...I would support Tank Res Caps being bumped to 95% so you can stop whining about a cap that is unreachable on brutes outside of extreme edge cases that are less than 1-2% of the total time that a character is played in it's lifetime.
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The cap is very reachable using orange insperation, external buffs and is par for the course on iTrials.
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
Johnny...you do realize that tanks base damage modifier is higher than brutes right?
Brutes have to have 10-15% Fury to do the same damage as tanks... Brute base modifier 0.750 Tank base modifier 0.850 For grins and giggles one more time... Scrappers base modifier 1.125 Stalkers base modifier 1.100 (this is what I could find off hand not 100% certain the number hasn't changed since i23) That's the numbers behind it...so...ask for buffs all you want...but you have to maintain fury to do more damage than tanks on a brute... To approach scrapper/stalker numbers...you have to seriously be knee deep in bodies and wailing away...and be taking damage...in order to get in that zipcode. So, where's your argument now? You get to run around with all your defensive bonuses, AND do damage just like a brute at 10-15% fury... Happy yet? I can imagine you're bitter that brutes don't do near the damage you had thought in your head actually... |
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
So then...go ahead and ask for a damage cap bump...because you want to do more damage than brutes as tanks that's an ok excuse I suppose...don't know how well it will fly...because Tanks are clearly more survivable...if they did MOAR damage than brutes that would be a bit OP don't you think? If the cap now is 300% I could see maybe 400%...but a 100% damage cap increase is ALOT.
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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
Nobody is asking for Tankers to do more damage than Brutes at the cap.
I'm asking for the Tanker damage cap to be raised from 400% to 545%, which would, if my math is correct, put Tanker single target damage at the cap (after Bruising) to 90% of what a Brute can do at their cap. I think this is fair because Brutes get 90% of Tanker maximum HP at the cap, and are otherwise numerically identical. . |
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
Seems OTT to me as it doesn't take into account the difference in base values.
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It's easier for a tanker to hit 300% damage bonus than for a brute to hit whatever it is these days, teamed or not, and at the same damage bonus a Tanker will outdamage a Brute due to the difference in base value.
Johnny already has tankers that hit their cap solo, and therefore has Tankers that outdamage every Brute who can't pass 300% natively (so, anyone not superstrength or with an infinite supply of red inspirations).
Weight training: Because you'll never hear someone lament "If only I were weaker, I could have saved them."
It's easier for a tanker to hit 300% damage bonus than for a brute to hit whatever it is these days.
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Johnny already has tankers that hit their cap solo, and therefore has Tankers that outdamage every Brute who can't pass 300% natively (so, anyone not superstrength or with an infinite supply of red inspirations). |
To elaborate, I have well built Brutes and well built Tankers.
All of the Tankers are at the point where more survivability is mostly useless to them 99% of the time. The game just doesn't call for it. Half of those Tankers are hitting their damage cap. They will never do any more damage. They have no way to improve offensively, and no real reason to improve defensively.
Set for set, all of the Brutes surpass the equivalent Tankers in damage. Some of the Brutes are getting to that point where more survivability doesn't matter too, but all of them still have plenty of room to grow offensively and defensively.
Every issue they get more powerful and will close in on the Tankers for survivability, but will always have a huge damage advantage. The Tankers are up against a brick wall and Brutes are not.
As more and more Incarnate powers, Amplifiers and whatever come out, my Brutes will just get more damaging and tougher. Half of my Tankers have no where to go to improve offensively, and defensively don't need it and are up against a brick wall.
Now, I'll tell you a secret: I'm well aware not everyone has characters built to this level and this isn't a problem they've encountered. But, as time goes on, as we're allowed to get more powerful, more and more people will encounter this. And when their Tankers are at the damage cap, and the Brute next to them rivals them for survivability but does a ton more damage, it'll be their problem and it'll be in everyone's faces. I can wait for then, because at this rate it's an inevitability that's not far off and I'm nothing if not patient.
When it becomes painfully obvious that there's no point in rolling a Tanker over a Brute, maybe then the devs will do something.
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Nobody is asking for Tankers to do more damage than Brutes at the cap.
I'm asking for the Tanker damage cap to be raised from 400% to 545%, which would, if my math is correct, put Tanker single target damage at the cap (after Bruising) to 90% of what a Brute can do at their cap. I think this is fair because Brutes get 90% of Tanker maximum HP at the cap, and are otherwise numerically identical. |
Do the math...Tanks have 125% the base values of Brutes...not 110%
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
I was talking about the softcap which is the same for all - 45% in normal play - non-incarnate. Brutes are as capable as Tanks of hitting this with the +def uniques.
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You've got mids...look at the BASE numbers for the sets...Take tank BASE values and divide by 1.25 and tell me what you get...please...?
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
I'm asking for the Tanker damage cap to be raised from 400% to 545%, which would, if my math is correct, put Tanker single target damage at the cap (after Bruising) to 90% of what a Brute can do at their cap. I think this is fair because Brutes get 90% of Tanker maximum HP at the cap, and are otherwise numerically identical.
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Brutes, at their cap, are basically dealing
.75 * 7.75 = 5.8125 damage mod
If you want 90% of that, that would be 5.23 damage mod.
With a Tanker's base damage mod of .8, that would be 654% damage, or 650% if you wanted a rounder number. As in, base damage + 95% enhancement + double Rage + 275% headroom. So your math is short by about 100%.
But, I don't think a 650% damage cap is a good idea, because I don't think the 10% difference in survivability you're citing is a valid mirror to the damage cap. Even putting aside my objections on the matter as a whole for a moment, getting massive damage buffs is so incredibly much more common than getting massive resist/hp buffs that it seems quite unfair (in the other direction) for Tankers to deal 90% as much damage as Brutes at their cap, which they can reach quite often, but the conditions that get a Brute to their defensive caps so they can be 90% as tough as a Tanker are almost vanishingly rare (especially the HP cap, for Brutes that aren't /Invuln, /Regen, or /Stone).
If the Tanker damage cap were to be raised, I'd say 500% was more reasonable, and also has the benefit of being a) a nice round number and b) on par with the other ATs that have higher-than-normal caps and aren't Brutes. I don't think raising the damage cap would really address the core complaints players have about Tankers, though - not even your own complaints, really - or at least, it wouldn't do much by itself. Along with some changes to other things, maybe, sure.
No, the gap is wider than that. Brutes have 75% the base values of Tankers, so if you flip it around as you stated, Tankers have 133.3% the base values of Brutes. (Granted, with IOs the gap becomes somewhat smaller, since set bonuses do not vary with AT modifiers.)
Did you factor in bruising into the equation?
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!
Originally Posted by PapaSlade
Rangle's right....this is fun.
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*facepalm*
derp. I didn't. Johnny's 545 number works if you count Bruising as a 20% increase.
It's a less crazy figure, but I still don't agree with the reasoning that led to it.
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.
The end result would be that this:
Survivability Stalker->Scrapper->Brute->Tanker Damage Tanker->Brute->Scrapper->Stalker |
If that happened, could we quit all this damn bickering about it? Because, to be honest, it's getting REALLY old.
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. |
Delving a little deeper and taking Criticals into account for Scrappers and Stalkers, the average damage over 20 attacks for each AT would be:
Scrapper: 590.6 (at a base Critical chance of 5%, one attack will crit)
Stalker: 550 (at a base Critical chance of 10%, two attacks will crit)
Brute: 525
Tanker: 486
But, since a Stalker player has a great deal more control over when they Critcal than a Scrapper player does, the average damage over 20 attacks will be much higher for a Stalker in actual gameplay. Probably in the 700-ish range, but I can't really average out something that is entirely dependent on an individual player's choice.
Given that, perhaps Brutes should be at 720% damage cap. That would make the difference between Scrapper and Brute 50.6 damage, and the difference between Brute and Tanker 54 damage.
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. |
Looking at the caps and scalars of all 4 melee ATs, here is what I would do:
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Scrappers and Brutes already do way too much damage for how often they don't faceplant. There is no way that Scrappers should be allowed higher resistance caps.
All three ATs can already be brought well above the immortality line for 90% of the content in the game, and you want to make it easier for Scrappers to? No way to that.
Voila. Everyone but Brutes win |
Brutes loose with a nerf in both directions.
Tankers get an unnecessary increase to base damage that still doesn't make them interesting and doesn't solve their first issue I outlined in an earlier post.
Allow me to elaborate on that last point:
The problem with the melee ATs isn't their survivability relative to each other. The problem is with with their survivability relative to the game environment. For a given situation, does it matter if a Tanker is 2x or 20x more survivable than a Scrapper if the Scrapper doesn't faceplant? And if the Scrapper doesn't faceplant, why is it fair to penalize the Tanker's damage greatly as if all of that 20x more survivability mattered?
That is the problem: both Scrappers and Brutes can get above the immortality line for too much of the content in the game. As far as I'm concerned, if a Scrapper, Brute and Tanker each individually clear missions without faceplanting, their survivability in practice, as in "for all practical purposes", is the same, regardless of what the base or cap numbers say.
Consider this currently theoretical, yet entirely possible, situation:
A Tanker, a Scrapper and a Brute, each with +8 level shifts. All of them will be functionally immortal in 98% of the content that's currently in the game. Yet the Brute and Scrapper will still be putting out way more damage than the Tanker. So how is that fair?
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Consider this currently theoretical, yet entirely possible, situation:
A Tanker, a Scrapper and a Brute, each with +8 level shifts. All of them will be functionally immortal in 98% of the content that's currently in the game. Yet the Brute and Scrapper will still be putting out way more damage than the Tanker. So how is that fair? |
Do you even realize how ridiculous it sounds when you justify changing something that affects the entire game because of a situation that you have to
A) Be a VIP
B) Have both Lore and Destiny unlocked
and
C) Be currently involved in a Magisterium Trial
....before the possibility of that circumstance happening even exists?
Yes, you would survive 98% of the game's content. But that circumstance only occurs during .01% of the game's content.
Look at the numbers I gave you. At 525 and 486 damage on the power given, a Tanker would be OVER 90% of the Brute's damage. Seriously, the math is simple. Subtract 52.5 from 525, the resulting number is 90% of Brute damage. That number is 472.
And a Tanker dealing more than 90% of Brute damage while the Brute's survivability has been reduced isn't good enough for you?!?
If you won't accept dealing more than 90% of Brute damage, while the brute is less than 90% as survivable, it is clear that you want nothing less than to be the most powerful thing in the game.
Why don't you just admit already that you want Tankers to be far and away the best AT in the game? It is clear that you aren't the slightest bit interested in balance.
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. |
Do you even realize how ridiculous it sounds when you justify changing something that affects the entire game because of a situation that you have to
A) Be a VIP B) Have both Lore and Destiny unlocked and C) Be currently involved in a Magisterium Trial ....before the possibility of that circumstance happening even exists? |
I shouldn't have to explain to you that it was an intentionally extreme scenario that was used to illustrate a point. That the value of survivability has sharply diminishing returns after the point where immortality for the given situation is achieved and that after that point, it becomes illogical and unfair to strictly balance damage against it. I can also point to the other end of the spectrum to demonstrate the same point if it helps: a standart PI +0x1 radio mission against the Council. In that situation, neither a Scrapper, Brute or Tanker are likely to faceplant. None of them are really in any danger, so why heavily penalize the Tanker's damage?
Nor should I have to point out that you don't even need 8 level shifts for Scrappers and Brutes to survive most of the game's content just fine. We were already seeing the situation I described happen with just IOs.
And a Tanker dealing more than 90% of Brute damage while the Brute's survivability has been reduced [i]isn't good enough for you?!? |
In addition to that, it noticeably also increases Tanker base damage, which is something I don't think need happen, and it doesn't even do it in a way that's interesting or adds some pizzazz to Tankers.
It may help if you stopped strawmaning me and listened to what I am actually asking for before you condemn me for rejecting your proposal for Tankers (which IMO ends up helping Scrappers more)
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Your proposal, which is an increase of the Tanker damage cap to 545% with no other changes, correct?
Have you even looked at the effect that is going to have on every OTHER AT? Not just melee ATs, the others as well.
Using a theoretical attack that deals 100 damage as a comparison point, and a Tanker cap of 550% to make the math easier:
Tanker Damage: 528 (With Bruising)
Brute Damage: 581.25
Scrapper Damage: 590.625 (average with Criticals)
Stalker Damage: 550 (average with Criticals, but control over when you crit puts the real number higher, more like 600-625)
The others:
Blasters: 562.5
Corruptors: 375
Defenders: 220
Controllers: 220
Dominators: 500
Epic ATs (all 4): 400
Mastermind: 220 (pets make the real number much higher)
Your new cap would put Tankers at around 90% of Scrapper damage, while Scrappers still only have 75% of Tanker survivability. Not fair in my opinion.
It puts them just about even with Brutes, at 10% away from each other in each category.
Now, look at the rest of the ATs. Your proposed Tanker cap would put Tanker damage higher than every one of them except Blasters. Do I really need to run the numbers to show a survivability gap there? The only squishy AT that even comes close is Dominators.
You keep talking about Scrappers and Brutes surviving too well for the damage they do? If you got your way, Tankers would be more broken than either of them in survivability to damage ratio. And INCREDIBLY broken compared to the other 10 ATs.
Tell me, do you REALLY think it would be fair for Tankers to out-damage all those other ATs, and survive so much better at the same time?
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. |
Using a theoretical attack that deals 100 damage as a comparison point, and a Tanker cap of 550% to make the math easier:
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Otherwise I want you to round the Scrapper's resistance cap up to 80% and the Brute damage cap up to 800% because it's "easier". Now I'll explain to you that's sarcasm: use accurate numbers, don't round just to make your point look better.
It puts them just about even with Brutes, at 10% away from each other in each category. |
Works for me. Brutes have been allowed have their current numbers for years and the game hasn't imploded. It would be hypocritical to deny Tankers the same, would it not?
Your new cap would put Tankers at around 90% of Scrapper damage, while Scrappers still only have 75% of Tanker survivability. Not fair in my opinion. |
So to modify your statement to be more accurate, it would put Tankers at 70% of Scrapper AoE, with Scrappers having 75% of Tanker survivability. Their ST damage would be closer, but take into account any time a Scrapper is around a Tanker or teamed with one, they get 20% more damage from a Tanker's Bruising for free, pushing Scrappers damage back out AND they get protected by the Tanker to boot, making a Scrapper's lower survivability a moot point.
So from where I stand, Scrappers would still have a pretty sweet deal; continuing to have better damage and way better AoE damage than Tankers solo, while being protected and buffed by them when teamed.
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Fine.
My hypothetical, exactly 100 damage attack would deal EXACTLY 523.2 damage on a Tanker if you count Bruising. What a huge difference it made.
You still have not explained how it is fair for a Tanker to deal more damage than all of these ATs:
Corruptors: 375
Defenders: 220
Controllers: 220
Dominators: 500
Epic ATs (all 4): 400
Mastermind: 220 (pets make the real number much higher)
.....while having much better survivability than all of them.
You're only 5% lower than BLASTER DAMAGE. I will let that sink in for a second. You are seriously proposing that the toughest thing in the game have a maximum damage potential that is only 5% lower than the squishiest.
Also, since this is using YOUR rules, as in "everyone is at their caps to everything all the time", you make Defender primaries, and Corruptor, Controller, and Mastermind secondaries completely useless. What good are buffs if everyone on the team is capped to everything already? What good are debuffs if nothing can hit you? The only debuff that would be worth anything is -resistance.
Look at the numbers for those ATs' damage output again. When everyone is capped and half of those characters' abilities are useless, all they have to bring to the table is that amount of damage.
And you think it is FAIR and BALANCED for a Tanker to out-damage the majority of them, while shrugging off damage that will one-shot all of them? Unbelievable.
Also, since Tanker base values are so much higher, they need less help than anyone else to reach their survivability peak.
All the above points are why I am in favor of Brute maximum potential being reduced.
And the most unbelievable thing is: You actually believe that is a perfectly sane and reasonable request.
There's already 1 broken AT in the game....why do you want there to be 2? Wouldn't it make more sense to fix the one that's broken instead of breaking another one? (Most reasonable people would answer "yes" here, but I know you're not going to)
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. |
Four melee AT's:
1. Solo
- Scrapper: High dmg, moderate durability
- Stalker: High dmg, moderate durability
- Brute: High dmg, moderate durability
- Tanker: Mediocre dmg, high durability
2. Balanced team (good mix of common buffs)
- Scapper: 2nd best dmg, above average durability
- Stalker: best damage, " "
- Brute: 3rd best damage, good durability
- Tanker: 4th best dmg, amazing durability
Maybe I'm just simple, but it just seems like something is not right here.
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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