Tanks vs Brutes
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No one is saying that Tanks should outdamage Brutes, they shouldn't. What they should do though is have the same opportunity as Brutes. When needed a Brute can use inspirations to mitigate 90% of damage, a Tank can't use inspirations to pass beyond it's current cap which is proportionately lower than it should be relative to a Brute.
So, here's a question nobody can answer to my satisfaction...
Why should tanks do more damage? They are WAI, how are they broken? Why should scrappers have more survivability? They are WAI and do more sustained damage than anyone... |
Also a Scrapper or Stalker can't mitigate beyond 75% damage if needed, a Brute can yet the damage differential is minimal.
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
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What scapper wants to draw that type of attention?
True but is it worth:
+HP 15% resists Taunt aura that a scrapper would cut his arm off for? |
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A brute gains a hell of a lot for the supposed disadvantage of Fury which is now a different beast to what it was. |
My Stalker can pretty handily dispose of a spawn of yellow to orange cons by popping Build Up from a Hidden state, using Throw Spines, moving quickly to the center of the group and using Spine Burst, then taking a step back and using Ripper (with the benefit that now Assassin Strike is likely to crit and drop any target I choose).
My Brute spends considerable more attacks to get to the same end. To be fair, he can also deal with a larger or higher con group. However at that point you're seeking groups for your playstyle and not dealing with content as the game throws it at you.
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I do see the occassional pill poppers in my time playing the game, but most people I know aren't gobbling in the way I read the above to suggest.
No one is saying that Tanks should outdamage Brutes, they shouldn't. What they should do though is have the same opportunity as Brutes. When needed a Brute can use inspirations to mitigate 90% of damage, a Tank can't use inspirations to pass beyond it's current cap which is proportionately lower than it should be relative to a Brute.
Also a Scrapper or Stalker can't mitigate beyond 75% damage if needed, a Brute can yet the damage differential is minimal. |
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Your comparing Apples to Oranges - what a Stalker is the master of to what the Brute is weakest at.
Because my Brute can not walk into a group and guarantee his first hit will be a critical hit with a fairly good chance that if that first hit is an area attack it will hit critically. Moreover that first hit, even were it critical, would be of considerably smaller value than what my Stalker routinely puts outs. And on top of that, so long as I am willing to go three hits between usage, my Stalker's Assassin's Strike will most likely crit (and with recharge times being what they are, I am likely to be using two or three strikes between uses of the Assassin's Strike).
I have what I consider to be a pretty darned good built on my signature Brute (the one I give most attention to) and he does deal a nice load of damage. He rarely one-shots things whereas my Stalker routinely does. . .several times in any given fight. . .yellow and orange con, sometimes higher. |
If you like comparisons:
An SS/Fire Brute verses an ELM/ElA Stalker over a standard mission. ElM is probably the most AoE Stalker there is and would still finish the mission way after the Brute.
This is a more realistic comparison of in game play.
I haven't got an SS/Fire Brute but I've seen them in action and I've not got an At to match it for damage including an ElM Stalker.
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
The question was asked "if you consider" so I gave my opinion, that's all I can do.
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
I'm not calling for a nerf, I'm just asking for it to be looked at because in my opinion Brute's caps are too wide compared to other melee AT's - I'm simply after parity.
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
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You were the one to off the comparison and ask why it was fair. All I did was look at the packages in detail.
Your comparing Apples to Oranges - what a Stalker is the master of to what the Brute is weakest at.
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If you like comparisons: An SS/Fire Brute verses an ELM/ElA Stalker over a standard mission. ElM is probably the most AoE Stalker there is and would still finish the mission way after the Brute. |
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This is a more realistic comparison of in game play. |
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I haven't got an SS/Fire Brute but I've seen them in action and I've not got an At to match it for damage including an ElM Stalker. |
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Well Werner is rerolling his Kat/DA to a Brute for the taunt aura, judging by one of his posts.
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Your missing my point, I'm talking about the level of the Brute caps across the board.
If you're in a mission with your Stalker and the c*** hits the fan (an ambush or nearby spawn gets aggroed). You're up against it and start popping inspirations, even if you had five or six oranges you would hit the 75% resist cap. A Brute on the other hand would be able to mitigate an extra 15% damage - possibly the difference between survival and a trip to the hospital.
Even if it's just the odd spike damage or "oh crap" time it has options that Scrappers and Stalkers don't.
How often that happens is not the point, the option is there.
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My Stalker can pretty handily dispose of a spawn of yellow to orange cons by popping Build Up from a Hidden state, using Throw Spines, moving quickly to the center of the group and using Spine Burst, then taking a step back and using Ripper (with the benefit that now Assassin Strike is likely to crit and drop any target I choose).
My Brute spends considerable more attacks to get to the same end. To be fair, he can also deal with a larger or higher con group. However at that point you're seeking groups for your playstyle and not dealing with content as the game throws it at you. |
Your missing my point, I'm talking about the level of the Brute caps across the board.
If you're in a mission with your Stalker and the c*** hits the fan (an ambush or nearby spawn gets aggroed). You're up against it and start popping inspirations, even if you had five or six oranges you would hit the 75% resist cap. A Brute on the other hand would be able to mitigate an extra 15% damage - possibly the difference between survival and a trip to the hospital.
Even if it's just the odd spike damage or "oh crap" time it has options that Scrappers and Stalkers don't.
How often that happens is not the point, the option is there.
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
I fail to see how saying, "Brute's caps are twoo wide compared to other melee AT's," can be read as anything other than calling for a nerf.
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Well, there's your problem. 'When required' is not always 'when available'. As I've been trying to say, support and inspirations are not always there when you need them.
That's not the point - they have the option of hitting 90% resists when required, Scrappers and Stalkers do not even though their damage caps are similar.
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Brutes have extra health and an extra 15% resists, why? |
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My comments are based on the fact that Brutes in actual gameplay (in my experience) outdamage Scrappers and Stalkers in many circumstance. |
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Lets not say DM as it's ST focused.
You were the one to off the comparison and ask why it was fair. All I did was look at the packages in detail.
I have an ElM Stalker. ElM/Nin in fact. I would take my Spines/ElA Stalker over it. . .she's sturdier, recovers endurances as needed, is immune to energy attacks and endurance drains, and gets a boost which allows here to not too far from perma-Hasten on just SOs (depends on what you consider far I admit). She churns out AE damage consistently like nobody's business. Not saying I agree, but go on. . . . At best you might be arguing that SS or perhaps just SS/FA performs incredibly well. Were you really trying to make a comparison between the two ATs you would choose sets they have in common. . .say DM/ElA. |
Lets say Claws/ElA if you want to go that route...
But again even if a Claws/ElA Stalker were to outdamage a Claws/ELA over the course of a mission, which is very debatable and I've no doubt would be negligable in regards to time: what does the Stalker give up for that:
A mass of HP and 15% damage resistance if required.
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
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You didn't answer the question, you evaded it. I asked what SCRAPPER wanted the attention a taunt aura draws. Precious few in my experience because they are not designed to withstand it. Rerolling as a Brute means getting the taunt aura but also the tools to survive it presumably. However there are tradeoffs for this.
Well Werner is rerolling his Kat/DA to a Brute for the taunt aura, judging by one of his posts.
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Your missing my point, I'm talking about the level of the Brute caps across the board. If you're in a mission with your Stalker and the c*** hits the fan (an ambush or nearby spawn gets aggroed). You're up against it and start popping inspirations, even if you had five or six oranges you would hit the 75% resist cap. A Brute on the other hand would be able to mitigate an extra 15% damage - possibly the difference between survival and a trip to the hospital. |
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Even if it's just the odd spike damage or "oh crap" time it has options that Scrappers and Stalkers don't. How often that happens is not the point, the option is there. |
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Which you can ony compare by considering how often such is required.
Lets not say DM as it's ST focused.
Lets say Claws/ElA if you want to go that route... But again even if a Claws/ElA Stalker were to outdamage a Claws/ELA over the course of a mission, which is very debatable and I've no doubt would be negligable in regards to time: what does the Stalker give up for that: A mass of HP and 15% damage resistance if required. |
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Well, there's your problem. 'When required' is not always 'when available'. As I've been trying to say, support and inspirations are not always there when you need them.
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Well, there's your problem. 'When required' is not always 'when available'. As I've been trying to say, support and inspirations are not always there when you need them.
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Either caps are there to keep ATs within certain parameters or they are not!
You include inspirations and buffs or you don't!
If you include them then Brutes have an advantage and the caps need to be looked at!!
If you don't include them then bring other AT's in line and again look at the caps!!
Either way they need to be adjusted!!
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
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Would he scream "over powered". . .what's your basis for that claim?
Which again is my point, you say "support and inspirations are not always there when you need them", yet if I said raise the Tanker damage cap to that of Brutes you would scream "over powered". The same rule applies to both though!!
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Either caps are there to keep ATs within certain parameters or they are not! |
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I'm not disputing that Brutes should have a higher resistance cap in order to survive the additional incoming damage, it's how high the damage cap is, especially when it's claimed that it's OK to have it this high because it's never/rarely used.
You didn't answer the question, you evaded it. I asked what SCRAPPER wanted the attention a taunt aura draws. Precious few in my experience because they are not designed to withstand it. Rerolling as a Brute means getting the taunt aura but also the tools to survive it presumably. However there are tradeoffs for this.
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If there is an ambush in a mission then more likely than not my Stalker is Hidden and there you go. In any event my Stalker is immediately able to be laying out full damage without working Fury up. And yes, my reiestance cap is lower. That somewhat argues that go Defensive is a good idea since everyone caps in the same place. That aside (as my Stalker is Electrical), yes, I have lowers resistance caps because I have other benefits to my AT in terms of dealing out damage, not the least of which is a semi-ludicrous crit chance.
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I disagree - advantages are advantages and options are options, the Brute has more than other melee AT's for not apparent reason other than "that's how it is at the moment".
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
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Previous discussions on the forums around similar topics, if he won't then my apologies to him. But that is the general shout.
Would he scream "over powered". . .what's your basis for that claim?
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Agreed but it's the caps that are the main issue with melee AT's IMO in regards to performance.
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
That wasn't really a question. That was a statement essentially asserting that such a consideration was not meaningful.
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Fair enough, but I did respond to it by asserting that "I did indeed think that it was a balancing point".
That wasn't really a question. That was a statement essentially asserting that such a consideration was not meaningful.
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A simple confirmation of my stance on the discussion.
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
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If the cap were 100,000% not even a team of full of Kinetics could get a Brute there. Would it be meaningful to complain that some other AT had an equally inaccessible but lower cap of 90,000%?
I'm not disputing that Brutes should have a higher resistance cap in order to survive the additional incoming damage, it's how high the damage cap is, especially when it's claimed that it's OK to have it this high because it's never/rarely used.
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You evade answering questions like your Stalker evades damage. |
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I disagree - advantages are advantages and options are options, the Brute has more than other melee AT's for not apparent reason other than "that's how it is at the moment". |
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Historically, even if they agreed with you, the devs have preferred to change whether the offending farm IS in the game, rather than balance around it. Even the ones that have survived are, nevertheless, only a small part of the game's content.
Caps aren't irrelevant. But neither are they anywhere near AS relevant as these discussions tend to portray them. They are a balance point, but they are not the only balance point, and they are not even the most important balance point. Sure, Brutes can get more benefit from using a bunch of orange inspirations, but the inspiration tray is not so large that they can do this very regularly. But then, a Scrapper can get more benefit from using any number of red inspirations, whether they get to the cap or not. A Tanker can use inspirations to cap their resists too, and they can do it more often since they don't need as many oranges to get there.
The various caps are certainly something to be considered, but they do not tell the whole story. A decent argument can be made that Brutes step on Tanker toes too much (although my preferred fix would be for Tankers less like Brutes, not more), but the caps are only a small part of that discussion. If the Tanker damage cap went up to 500% and the Brute resist cap went down to 85%, Brutes would still be stepping on Tanker toes, because they'd still do more damage than Tankers and still be plenty tough for almost any plausible task.
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I think that your missing where I'm coming from though. If the high (relative to other melee ATs) caps are a balance point then caps for all melee ATs need to be looked at and brought into line. If caps are irrelevent then there is no reason for all melee AT caps not to be adjusted inline with Brutes - just because it's the current positon it doesn't make it right. |
The various caps are certainly something to be considered, but they do not tell the whole story. A decent argument can be made that Brutes step on Tanker toes too much (although my preferred fix would be for Tankers less like Brutes, not more), but the caps are only a small part of that discussion. If the Tanker damage cap went up to 500% and the Brute resist cap went down to 85%, Brutes would still be stepping on Tanker toes, because they'd still do more damage than Tankers and still be plenty tough for almost any plausible task.
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You're dodging the question...why should tanks do any more damage...they perform their role as they were designed by the game designers to do. The fact that you don't like the role they were intended to play speaks more to the fact that you are not a tank player, than it says anything about tanks being broken or needing a buff...or something else needing a buff/nerf for that matter.
No one is saying that Tanks should outdamage Brutes, they shouldn't. What they should do though is have the same opportunity as Brutes. When needed a Brute can use inspirations to mitigate 90% of damage, a Tank can't use inspirations to pass beyond it's current cap which is proportionately lower than it should be relative to a Brute.
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Brutes can theoretically run around capped to all resists, and theoretical physics can prove an elephant can hang off a cliff from a blade of grass...but that doesn't make it any more likely to happen. Nobody would bother trying, brutes are tough "enough", tanks are even tougher, you could argue superfluously so...but it doesn't change the role tanks were built specifically to serve and they serve it well. If you reduce brute resists caps, then an out of the box warshade with eclipse is now permanently tougher than any brute...period...at 85% resist cap, a warshade caps ALL RESISTS.
Brutes can theoretically do slightly more damage then scrappers...I've personally never had a brute that hit 100% Fury sustained and hit the damage cap...ever. Sustaining 100% Fury is nigh impossible and would likely be impossible with any less durability as you have to take a ton of damage to get there and dish a lot back. However, scrappers can do max damage from the first swing, and don't have to chase enemies and take damage to build up Fury. That's why they don't need a taunt aura, they can do max damage straight out of the box. Brutes have taunt auras because they have to chase Fury. They're designed differently...it is what it is. Scrappers need not be any tougher, they do just fine.
If you think brutes are so insane, then quit complaining and play them, if you don't like the playstyle...then stop complaining and leave it be. The devs have stated they are WAI, they are sitting where they are because the balance is in order. Trying to put a square peg in a round hole doesn't make you intelligent, or thinking outside of the box, or a balance wizard. Instead it makes you ignorant of the truths that this game was designed around by the people who designed it.
Those are:
(1) Tanks are most survivable and do the least damage
(2) Brutes are slightly less survivable and do more damage
(3) Scrappers do the most damage and survive well (with criticals and ATO procs it isn't a contest anymore)
(4) Stalkers are least survivable and have the most burst damage
Talking about toons running around hard capped out is a fools errand, and that argument will get you no more traction than any other fool who's tried to chase it over the last few years. Brutes are off the table, they are not up for a look, and this conversation is moot...beating a dead horse is getting old.
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Also a Scrapper or Stalker can't mitigate beyond 75% damage if needed, a Brute can yet the damage differential is minimal. |
Look at pylon times, the best barometer we have to compare...Stalkers and scrappers ROUTINELY have lower times than brutes...so do Night Widows and quite a few Doms...
Should we nerf all those ATs so brutes can be equal?? Of course not, the game wasn't designed for all ATs to be created equal. It was designed for all ATs to fill a role, and currently, all of them do that...you may not like the role some of them fill, but it makes it no less true.
Currently Playing:
Rage King - SS/Regen Brute (50+3)
Soulfire Darkness - Dark/Fire Tank (50+2)
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Yep. I rerolled as a Brute mostly for the taunt aura. I don't think I've played my Scrapper since rerolling. I think I'm 43 right now. The taunt aura is a huge quality of life issue for me, plus since I'm not chasing runners, I believe that I can get through most missions as fast or faster than the equivalent Scrapper despite doing less damage on paper.
It wasn't an evasion. It was an example. I would LOVE to have simply had a taunt aura on my Scrapper. If they gave it to me, I'd switch back. Believe me, my Scrapper can survive the attention, and I'm hardly the only one. I rerolled as a Brute primarily out of frustration with runners.
Many Scrappers solo. Many scrappers have the survivability to handle a lot of attention. Many scrappers hate runners with a passion. Lack of taunt aura is a very common Scrapper forum complaint.
What I do NOT hear on the Scrapper forum are complaints about getting too much attention on the secondaries that DO have a taunt aura. Oh, I'm sure people have complained before, but I just don't see it. Perhaps it's a more common complaint outside of the forum. I don't talk to people in game, so I don't know.
That said, at least Scrappers have some choice in whether or not they have a taunt aura. As a dev, I'd probably leave it alone, even if I'd personally much rather all the Scrapper secondaries taunt.
Of course not. On the other hand, who could argue against raising their cap if they can't hit it? Either caps matter or they don't. If they don't matter, who cares if we raise or lower them? If they DO matter, then it's a legitimate point for a balance discussion.
All that said, I'm far from convinced that Scrappers, Brutes or Tankers are out of balance. My personal hatred of runners is not an argument that Brutes are better in some objective sense that calls for rebalancing. I don't mind balance discussions; I just don't have a strong feeling on this one, and if anything is done, I think the devs should tread lightly.
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Well Werner is rerolling his Kat/DA to a Brute for the taunt aura, judging by one of his posts.
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You didn't answer the question, you evaded it. I asked what SCRAPPER wanted the attention a taunt aura draws. Precious few in my experience because they are not designed to withstand it. Rerolling as a Brute means getting the taunt aura but also the tools to survive it presumably. However there are tradeoffs for this.
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Many Scrappers solo. Many scrappers have the survivability to handle a lot of attention. Many scrappers hate runners with a passion. Lack of taunt aura is a very common Scrapper forum complaint.
What I do NOT hear on the Scrapper forum are complaints about getting too much attention on the secondaries that DO have a taunt aura. Oh, I'm sure people have complained before, but I just don't see it. Perhaps it's a more common complaint outside of the forum. I don't talk to people in game, so I don't know.
That said, at least Scrappers have some choice in whether or not they have a taunt aura. As a dev, I'd probably leave it alone, even if I'd personally much rather all the Scrapper secondaries taunt.
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If the cap were 100,000% not even a team of full of Kinetics could get a Brute there. Would it be meaningful to complain that some other AT had an equally inaccessible but lower cap of 90,000%?
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All that said, I'm far from convinced that Scrappers, Brutes or Tankers are out of balance. My personal hatred of runners is not an argument that Brutes are better in some objective sense that calls for rebalancing. I don't mind balance discussions; I just don't have a strong feeling on this one, and if anything is done, I think the devs should tread lightly.
"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
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