Devs called I24 "Fix Everything" in Coffee Talk... Lets hope that doesn't include nerfs
Compared to trying to prove that Poison Ivy is a CoH controller its infinitesimal.
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But I think I'm using much less dramatic license calling that difference small, than your characterization that 0.8 is trivial while 1.125 is awesome. |
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Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound
So you attribute CoH's success to its slow and outdated combat? Or would you spin it as "purposeful and relaxed combat"?
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How about "role playing" versus "twitch?" And your description of CoX combat is pretty far off the mark anyway.
Regardless, those games are really weird things to reference if you're upset about CoX not modeling comic books. Game #2 is awful at it because Power Sets are treated as Classes. As I recall, at launch it didn't even HAVE a Invulnerability set (and I think it still doesn't). The game suggests building super strength characters using the Ice powerset! And it's so rigid that Electric and Plant characters are always healers, Fire and Ice are always tanks... wow that game was just terrible.
As I've explained numerous times, 0.8 is fine with me. I can even find thematic justification for it. It's the 400% that I take issue with. |
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Hopefully no one berates me over this but is it really so horrible if tanks got a higher damage cap? The tank still doesnt have fury and conceptually I dont see why they are in the lowest tier. If it was up to me I'd just give them the extra 100% potential. Not like they are always going to putting out that extra 100%. And if JB is still complaining even after that, well, we'll all just pretend he doesnt exist.
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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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Hopefully no one berates me over this but is it really so horrible if tanks got a higher damage cap? The tank still doesnt have fury and conceptually I dont see why they are in the lowest tier. If it was up to me I'd just give them the extra 100% potential. Not like they are always going to putting out that extra 100%. And if JB is still complaining even after that, well, we'll all just pretend he doesnt exist.
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I wouldn't oppose it, but a higher damage cap isn't going to lift Tankers up much higher than where they are. I think the issue most of us have is not with the Tanker damage caps per se and more with posters who characterize Tankers as abysmal and pathetic characters unable to fight their way out of a wet paper bag. The language used to describe Tankers doesn't match the nature of the buff request.
Hopefully no one berates me over this but is it really so horrible if tanks got a higher damage cap? The tank still doesnt have fury and conceptually I dont see why they are in the lowest tier. If it was up to me I'd just give them the extra 100% potential. Not like they are always going to putting out that extra 100%. And if JB is still complaining even after that, well, we'll all just pretend he doesnt exist.
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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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When the producers decide to allocate an issue to do all things not horrible, I would not oppose buffing the tanker damage cap as being one of them.
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As for everyone else commenting about my previous post, I just figured it would be a way to throw tankers a bone without giving them too much.
Hopefully no one berates me over this but is it really so horrible if tanks got a higher damage cap? The tank still doesnt have fury and conceptually I dont see why they are in the lowest tier. If it was up to me I'd just give them the extra 100% potential.
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I'm actuallyopposed to giving Tankers a straight damage increase by upping their damage scalar. It's not exactly balanced and frankly, boring and not as thematically suitable as something else.
But we're not even fighting about that, because some people, Arcana among them apparently, don't even nessisarily oppose what I'm asking for.
In other words, we're arguing the "why" more than the "what", and everyone always seems up for a good comic book argument, so I'm glad to oblige.
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Not sure if this is some when pigs fly snark or if your genuinely saying your ok with them having a higher cap.
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As for everyone else commenting about my previous post, I just figured it would be a way to throw tankers a bone without giving them too much. |
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I've been asking for a 145% increase. That and a new thematic combat mechanic (damage oriented or not) to give Tankers some "flash" and improve their thematic failings would reasonably fix Tankers as far as I'm concerned.
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*This generally requires usage of IO sets when comparing like powersets. If you feel that that means Tankers should be able to use IOs to increase damage as a sort of parity/counterbalance to other ATs gaining increased survivability from IOs then an increase in the damage cap and increased damage bonuses from sets would make sense. However, that would not be addressing a "thematic failing" since the Tanker's theme is that with great survivability comes reduced damage.
(i do not put a point specifically at the end of my posts, or if i do i make it a point that actually contains information.)
Dr. Todt's theme.
i make stuff...
I wouldn't oppose it, but a higher damage cap isn't going to lift Tankers up much higher than where they are. I think the issue most of us have is not with the Tanker damage caps per se and more with posters who characterize Tankers as abysmal and pathetic characters unable to fight their way out of a wet paper bag. The language used to describe Tankers doesn't match the nature of the buff request.
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That's irrelevant. I didn't say prove Poison Ivy uses a plant based power. I said to prove she was a City of Heroes controller.
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Honestly I think it's silly to try assigning AT roles to heroes when so many of our own signature characters break them.
While I understand your intent, your example of Jab still skews the comment. It's akin to using Blaine Gabbert, Jacksonville's Quarterback last year, as a median example of the 2011 NFL Quarterback performances. He ranked 34th out of 34 NFL starting Quarterbacks for last season. Because of that, he doesn't represent the median of NFL Quarterback performances for last year. Just like Jab doesn't represent the average tier 1 attack.
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Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound
From reading JB's other posts, +145% Damage Buff is likely around the area he tops out on his +DMG for his two tankers he mentioned that could reach the Tanker damage cap on their own already.
I could be wrong.
Not against a Tanker increase in a higher damage cap, however, as mentioned, it would only help out a couple of builds and not Tankers in general.
The FA/SS would be all "HELL YEAH!" while the FA/IM would be all "I thought we were buffed?"
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My reasoning behind the suggestion isnt to buff tankers solo through use of their own powers. It's to buff their potential thats gained through buffs from the team they are protecting or the red inspirations they are hoarding.
Tankers would be getting a boost. It may not be the best one but its still a considerable something to have.
Please show me a Scrapper that has never died in this game. Please. I'll wait.
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I don't recall which server is their home server but I would guess the Iron Eagles have a scrapper or two in their ranks.
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I do have the Unmitigated Gaul to try again, though. (He's another BS/Shield Scrap rising in the ranks at 29.)
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
My reasoning behind the suggestion isnt to buff tankers solo through use of their own powers. It's to buff their potential thats gained through buffs from the team they are protecting or the red inspirations they are hoarding.
Tankers would be getting a boost. It may not be the best one but its still a considerable something to have. |
The bigger problem is that the players really don't know if there is an issue at all, and if there is, what that problem is. We just don't have the data to back up the claims of where the problem is. So we can throw out ideas all day long. Maybe some of them are good, maybe some of them are bad. But until the problem is known, the ideas are just shots in the dark.
Johnny and others say that Brutes and Scrappers don't die enough to justify the difference in Tanker offense compared to them. But we really have no idea how much more often the average Brute or Scrapper dies compared to a Tanker. If Brutes and Scrappers are dying 25% more than Tankers, would the people saying that their isn't a noticeable survivability difference take that to heart? Would it mean anything at all, in reality? I don't know, really.
But basically, if the Devs did look at Tankers compared to the other melee ATs, and saw all of the numbers, and found that they are performing exactly where they should be, would it stop people asking for a buff for them? No, probably not. Even if the Devs came to us and said that over the course of the game, Tankers were outputting 75% of the damage of Scrappers in real terms, and dying 25% less (which is exactly what should be happening), I doubt it would stop the complaints.
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
Haven't gotten a hardcore Scrapper to 50 yet. I did get a Broadsword/Shield Scrapper, Zulu Time, to level 44 in the Iron Eagles before a trio of Master Illusionists defeated him. He didn't have significant IO defense bonuses, either (I mostly Frankenslotted his powers). That was some time back.
I do have the Unmitigated Gaul to try again, though. (He's another BS/Shield Scrap rising in the ranks at 29.) |
For those saying that as Heroes, we should be able to take down a minion in one or two swings, doesn't that mean that the LOWEST damage AT should be able to do that? So if the lowest damage AT should be able to take down a minion in potentially one hit, what then is the point of doing MORE damage than that? It would all be overkill at that point. So you'd be replacing a potential survivability insignificant difference with an offensive one.
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
Especially characters like Ivy who, if they were a character would have Plant Control, Thorn assault, Poison, AND Nature Affinity.
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Honestly I think it's silly to try assigning AT roles to heroes when so many of our own signature characters break them. |
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Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound
Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound