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Quote:No, but neither are they doing it by giving them back the powers they removed when porting their primaries and secondaries, which would make them more like the scrappers they're so often compared to. Instead, they're buffing Assassin Strike, making stalkers more competitive at single-target dps, which is their team niche already. If you want to extend that as a metaphor to tankers, it would be that tanks should be good enough at their niche (survivability and aggro management) to stand out for it, not that they should become more like brutes.
Well said.
Quote:Originally Posted by HopelingIf you want to extend that as a metaphor to tankers, it would be that tanks should be good enough at their niche (survivability and aggro management)
But really, they already are.
Tankers are heads and shoulders above any and all other ATs in the mitigation department.
Just because some situations can see that mitigation be less of an overall factor, doesn't suddenly mean that mitigation no longer exists.
Out of curiosity, does anyone actually have some Tanker ST DPS calculations they could lay down? -
I'm sorry, are you saying Tankers, an AT with effectively two inherents, can not make use of Gauntlet and Bruising both solo and teamed?
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Quote:Just so you understand, "Brutes" are an archetype in a game "Brutes" are not human beings who think a certain way.Team wipe.
You've heard of cones and aoes yes? People queued up the same side as the Brute who doesn't think like a tank and turn the AVs backs to the bulk of a team
On any character that can hold aggro I always turn the AVs around, on any character (including my squishies) where I break the spawn and will have mob attention I do this as well.
This is nothing intrinsic to "Tankers".
Quote:nor does he think of giving people adequate range, a bit like forcing everyone into a phone box to attack Dreck.
What you are asking for is your Tanker to have the auto-win ability to fix this for other players who are clearly playing badly. I don't believe in auto-win powers or gaming where one AT can fix any and all situations to make everything safe.
That makes for a bad, boring game.
Not wiping is a team responsibility, no one AT should be a dedicated baby sitter.
Quote:I don't want stoopid broot killing off stoopid team. I would feel like its pointless even playing the tanker in such a situation.
I see 'stoopid' tankers all the time.
Should your Tanker have an ability to prevent them from being stupid as well?
Quote:You could play a tanker, and I could play a brute, we could have 1 defender and 5 blappers and go face an AV, I'd get the team wiped for ya and then ya can sort of tell me what the point of you playing the tanker was.
I also think your situation exists outside of reality, at least reality as I have experienced it for all of my time gaming in CoH.
I have never seen what you describe with the exception of the UGT - and that has a lot less to do with Tankers vs. Brutes than players simply not getting it.
And lastly, if i was the Tanker in that situation you would need to make a dedicated effort to literally use taunt repeatedly to get mob attention away from me, unless we had some taunt aura imbalance between us where you are an SD brute and I am a WP or SR Tanker.
Quote:It's not a faulty example, when you log into a tanker you are logging into a role.
The role that Tankers have is shared amongst several ATs. The devs have specifically labeled these ATs in the new character creation process.
People who are dedicated to Tankers, seem to have the notion that only the Tanker should capable of fulfilling that role in each and every situation where it presents itself.
The Tanker's specialty is mitigation, they also get extra tools for generating AoE aggro.
What you seem to want is Tankers alone being able to function in this capacity, which is a "holy trinity" gaming mindset.
Do you also believe in "healers" that you must have for your teams and TFs?
Quote:Different people will use various expected flexibilities which is what you are saying. There were flexibilities I enjoyed as a Tank before Brutes came along, I avoided teaming with other Tanks who could take those scotch the things that gave my role purpose but no more than one Tank is needed anyway. Now Brutes can too, doesn't matter what people say, they're not as durable, and depending on the player they can be counterproductive in places, sacrificing the survivability and damage of the entire team almost for their damage.
2) Trials have made a concerted effort to create space for multiple aggro holders, regardless of their AT.
3) If that's not enough for you, it really leads me to believe you are of the holy trinity gaming mindset. Being the sole, lead tanker is a primadonna mindset where your character only has purpose if you are able to fulfill your role without any interference of any kind from any other player - is this what you are asking for? -
Quote:Why would you expect anyone to listen to what you have to say after you say something like this?
I stopped reading there. Doubt it's my loss. Maybe if you want to chime in on what has so far been a mature, logical debate with a well-reasoned counterpoint, you should do so without stooping to sounding like a crybaby first?
Maybe you're right.
On the other hand, he never addresses that.
He didn't address it the other times I've brought it up, and I have brought it up. Others have brought it up, and he doesn't address it then either.
Even though those points are being specifically addressed at his argument.
He can't address it because it shows that Tankers really do have more going for them then he would like to admit, and that Brutes are not close to them in mitigation.
Just tired of the same poster posting the same thing repeatedly (everywhere, in other sub-forums, even on topics that have nothing to do with Tankers in the first place) while specifically ignoring other very important points, and they are being ignored and glossed over on purpose.
I'm not sure how you are supposed to have a reasoned debate with a person like that.
If he ever once acknowledged any of those things as important to this discussion, I would really be amazed.
He can't really, because his entire argument relies on people believing:
Quote:Originally Posted by Johnny_Butaneat the caps, the only real difference between a Tanker and a Brute is 10% max HP.
This statement is the one he makes repeatedly, it relies on a fictional scenario where everyone is always playing "at the caps".
It then ignores all of the other times you are playing not at the caps and also ignores that there are other secondaries for Brutes except for the 3 that can actually hit the HP cap.
His scenario ignores what is the likely scenario for the vast majority of this game, my opinion is that he ignores it on purpose. -
Quote:Some things you omitted on purpose, because you always omit them to make your case look better - which is basically just lying.-The Tanker's damage cap to reflect that, at the caps, the only real difference between a Tanker and a Brute is 10% max HP.
1) Only 3 Brute secondaries can even hit the Brute HP cap, and even that takes some work.
2) After that the nearest set is WP, of which most builds will be anywhere from 400 to 700 HP away from the cap.
3) HP buffing is so rare, it might as well not even exist.
Some other things you repeatedly omit.
1) Tankers also have 25% higher base HP.
2) Tankers also have 25% higher base DEF to build off of.
3) Tankers also have 25% higher base Resistance to increase their effective HP.
This is for other posters really, since you will just ignore these inconvenient truths or attempt to hand-wave them away.
What are you willing to take away from Tankers to give them such a massive offensive increase?
Also you're rant on ATIOs is off the mark. At best Brutes will get closer to their old fury limit (before the upper limit throttle nerf), with the practical teaming limit being around 70-80%.
Scrappers will be able to go beyond their current damage threshold with ATIOs, they probably make out the best.
I agree that some Tanker builds wont have a use for the +res proc although we don't know how much resistance it is yet.
Just like Brutes, not all Tankers are running around at their Resistance caps for all damage types either.
FWIF, I would have personally have like something that emphasized their ability to shield others from harm directly (for example something that let them absorb % of damage taken by team mate(s) to bring their higher mitigation into play, especially in scenarios where some AoE damage is all but unavoidable). -
Quote:I'm sorry but I have never seen this, outside of the Brute dying - what problem could there seriously be?I think Tankers should out gauntlet Brutes when attacking AVs. Brutes don't often think like Tankers and if they obtain higher threat can cause more problems than there should be
This gets back to Nihilii's comment.
Quote:The ported sets such as Dark Armour might do better with some tohit debuff resistance. Half of the set relies on hitting targets. Stick that with a secondary that relies on hitting targets and you could be in trouble time and time again.
Super Reflexes might do better with a greater scaleable res in the passives. They're good and all but a 50 compared to a Invuln 50 with IO sets just doesn't stand up as well by actually not a great amount but a noticeable amount.
Why should all of the tanker versions of sets get a bunch of special mechanics, just for Tankers?
Quote:A well built Brute will/can outshine a cheaply built tank, thats normal but it would otherwise take team buffs to make a Brute do and be preferential in many cases and thats normal too. I consider bruising to of been the answer to Tank versus Brute, but a greater threat level would be nice too. -
Quote:This.Biggest problem with tankers is, while no other AT in this game is needed, many tanker players have the unreasonable expectation tankers should be needed.
This, really.
Quote:I have to ask... for all the suggestions that would make a Tanker more Brute like.
Why not roll a Brute?
This is the cockroach topic that just will not die.
Especially from a particular poster.
What some people seem to want is higher damage for Tankers with no sacrifice in mitigation.
The inevitable Brute nerf calls always show up in these threads, even though Tanker base mitigation outclasses Brute mitigation utterly and completely.
25% higher base HP
25% higher base DEF
25% higher base resistances
Higher HP Cap
Brusing, unresistable -20% ST resistance buff
AoE Gauntlet
The AT has plenty going for it, what it has a lot of people don't want. They want to be damage dealers, but they want this ludicrous level of mitigation as well.
If you want to do more damage, hold aggro and give up a huge chunk of mitigation for it, there is already an AT that does this. -
Quote:Comic books don't have classes, they don't require any kind of internal balance so one type of character is preferred above all....we started wondering why "heavies" in comics and movies seem to always be the hardest hitters, yet in this game they can't be,
This is why a certain super guy can be on the same "team" as a guy who dresses like a bat.
Quote:The running suggestion at the time was to make the tanking AT not so much an "aggro magnet" as a direct, immediate threat to anything not paying attention to it. How could you, for instance, make it so enemies can't just walk around the very slow Granite tank and attack the Defender behind him? By making the Tanker deal enormous amounts of damage to enemies who aren't fighting him.
For starters, what happens when you have 2 or 3 tankers?
Now do the "off tankers" get to do tons of damage as if they were scrappers? Is this fair in a scenario like an AV fight in a trial that is filled with PBAoEs, adds, etc? (in essence, the mitigation continues to serve a purpose)
The Tankers get to keep their mitigation correct?
Alternatively you could have a "stance" where the Tanker drops their own guard to go on the offensive to gain the bonus as you described.
Now they are making a trade.
The problem with that is that this game already has a Hybrid (Brutes) that sort of exists in that role, and that Hybrid (as an AT) has no ability to switch a stance as well to increase its mitigation. -
Quote:This is coming from someone who isn't that concerned about RP reasons for using or not using X power.It means your guy is not going villianous because he now wants to kill kittens but because he's going undercover, pretending to be a bad guy for an ultimately good cause.
It would seem that its very hard to "pretend" you're a bad guy with the alignment system.
The Villain and even some of the Rogue tip missions generally require you to really get your hands dirty.
On top of that, you have to actually work for one of the patrons, and do all their dirty work for them.
And lastly, you are basically doing all of this to obtain what is effectively "power" - which is the least heroic thing you can really do.
It's a long stretch imo to write off all of that.
Even if you could write all of that off, your actual reasoning of doing all of that for ultimately a good cause is really what at best a vigilante would do. For someone who really wants to be a "pure" hero, even that is a step across a moral line.
While it doesn't help the OP, it seems to me that it would actually be easier (concept wise) to start out as a villain and be redeemed as opposed to a hero going villain and then turning around and going back to hero.
That's just a non-RPers opinion. I usually have a general concept for my characters and whether they will need to go villain or not will be worked out from the start as part of the concept. (and that's about as far as my concepts go) -
Quote:...I was looking to see if there were anything being sold that I'd want to get, like an 80% off Enhancement Tray.
Sadly, the extra Enhancement Tray's are not on sale.
However, I did notice the Luck of the Gambler Set was on sale. But what struck me as odd was it's normally a 25-50 Set, but on the market it's a 30-50.
Is that a typo on their part or does the store bought set limit itself to level 30?
I'm disappointed too. I was hoping for things like the exorbitantly priced Enhancement trays and other consumables like the enhancement boosters to go on sale.
Honestly, I thought more consumables across the board would go on sale.
Seems like a missed opportunity for the paragon store. -
Quote:I'd buy a year, maybe two, to get myself to the Tier I want to be at.I'd say they could double their sales if the reward token system was WAI.
That would be a big incentive for me, otherwise I'm not too confident of buying that much game time for this game considering other things going on right now. -
I would only take advantage of this if they would get the paragon rewards tokens up front thing "working".
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Quote:I actually like Spring Attack. It's damage isn't "bad". It's no Foot Stomp, but it's nice for grinding up herds of minions in ADDITION to Foot Stomp. I've gotten so that I'm entering tightly packed groups (like some of the mobs in those little dead-end foyers in office hallways) doing SA, FS, Judgement. After that I just mop up the remaining bosses and trot on down to the next group.
It's also a GREAT combat positioning tool. Ever gotten swamped in a lousy position (like back to the wall so the camera angle bites) by a group of enemies (like Knives of Artemis). And can't jump to reposition due to enemy power effects?
You've just described why SS/SD Brute is a great combo.
Scrapper superior Shield Charge be damned!!! -
Quote:I think you've missed the entire point of why one would want to slot Taunt Sets and not just Taunt Enhancements.Slots are too valuable to be wasted on this which is why I never really bugged the devs much after they did this change. Besides I have never been in a situation in this MMO where mobs dont stick to the tank/brute like flies do to poo. Other games on the other hand I wonder why they even have tanks since they suck so badly.
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Quote:That would definitely be helpful. CoH has changed hands a lot over the years and design philosophies change as designers change. A lot of the design decisions were made by those long before my time and quite possibly even before Castle's time as well. So, we have to dig through ancient dusty documents and when none are to be found we are left to make educated guesses.
My personal philosophy is to give you guys what you want provided the following is true:
1) We have time.
2) The request is reasonable.
3) There's good data to support the necessity of making such a change.
4) The change won't negatively impact game balance.
5) The change doesn't cause a bunch of other smaller problems.
Naturally there's a bunch of other factors, but those are the big ones.
Synapse
Love it.
Quote:For me, ideally I feel that Stalkers should be the single target burst damage kings. Some sets do this better than others and some sets offer some AoE. Your mileage may vary depending on which sets you pair together. However, I'd really like to see Stalkers being able to outperform Scrappers and Brutes in bursts, especially with single target damage. Their trade off as always is survivability.
This is how I see them as well. I can't wait to test out these changes, and I don't even play Stalkers.
Your suggested changes have me ready to play an AT that I have not yet been able to take to L50. (I usually get frustrated in the mid 20s to mid 30s).
Quote:I can see Beam Rifle generating 2570 damage (approximate boss health at level 50) at level 50 about as fast as that, but not massively faster. Certainly not enough to compensate for the fact that the stalker has the same health, personal damage mitigation, and mez protection.
Obviously this does nothing for the rest of the entire game, but in the endgame the devs have made a very concentrated effort to create situations that make being at range a decent advantage.
AoE area denial abilities, high damage or even (near) instant death PBAoEs/Patches, etc. (Actually, chasing down prisoners on a melee has me wanting to poke my eyes out more than any of these at this point)
It doesn't make being at range a cakewalk, and it doesn't mean I don't think Blasters don't deserve a balance pass (they do) - but being at range gets a little more attractive with each new trial. -
You did, post 216.
Quote:nobody has addressed the fact that popular sets would have to be rebalanced if you suddenly made them so much better at murdering thousands of minions to get purple inventions, thus making their time so much more productive than comparable sets.
SS/FA/MU, the ultimate farm build, does not need handclap in any shape or form to do what it does, this is because Handclap does not add damage.
It does not need handclap, becuase it has 4 AoE attacks that all deal damage.
High end builds will ignore a no damage power. High end builds have foot stomp on a 5-6s recharge before you even add the force feedback proc.
Low end builds are low end builds, I think they'd get use out of it - if they have to totally rebalance handclap for this, that would be better than it being an auto-skip.
Low end builds will not be more efficient at murdering thousands of minions by adding handclap - they will be safer, but not more efficient.
Also you're numbers for Handclap up thread were incorrect, it's a base 30s (not 20s) recharge with a Mag 2 stun (not Mag 3) and has Mag 5.19 KB.
You can continue to hold this position if you like, but on December 6th (most likely) Titan Weapons will be released and it will be tossing 3 x Mag 0.67 KB AoEs all over your argument.
Just in case you have missed it, it has a power easily on par with Foot Stomp (Same radius, similar damage, same target cap and I believe the same base rech) except unlike Foot Stomp it actually has a 1s cast time thanks to the restriction of needing momentum (I promise you, not an issue).
Then it will also have 2 x 120 Degree 9 foot range 5 target PBAoE Cones.
So not one, not two, make that 3 Powerhouse AoEs all with 0.67 KB.
With momentum, (I'm pretty sure) they all have cast times of 1.3s or lower (working from memory).
Quote:Say it with me, everyone: "I'm asking for a buff to super strength!"
Doesn't that sound reasonable?
The only one you might even remotely have something with is Shockwave. (because it actually has great DPA)
I personally don't see many claws users, and I stopped playing mine because I don't like Shockwaves KB, Eviscerate is meh at best - which left me with Spin and the option to incur redraw using epic/patron AoEs.
I'd love to have Shockwave be more usable in an "any time its recharged" capacity without requiring the "hop, skip and a KB" dance you do now to keep your targets from scattering.
If that REALLY means the power must be rebalanced so be it.
But to be perfectly honest, I really don't think Shockwave would need to be rebalanced, nor the Claws set overall. In light of Titan Weapons, I'm convinced of it. -
Received VIP 400 points on Sept 13th.
Received VIP 400 points on October 12th.
November 22nd, still no 400 VIP points received. -
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The base empowerment station is a great idea to look for for inspiration (no pun intended) for a wide variety of hour long boosts that could be sold as inexpensive consumables.
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Quote:Fearsome stare is amazing.Really? I thought it was terrible. Doesn't it have a long animation and low base duration?
-29% To Hit for a defender at ED cap and -23% for a corrupter.
No reason not to take it.
Oh yeah, it also fears everything in a truly massive cone allowing you to break spawns easier. -
I think the idea of 1 or 2 hour boosts is a good consumable.
1 or 2 hours lets the player do a solid TF or even a couple of TFs, or if they are a VIP incarnate trials.
In particular, boosts that can help bring an SO build (think free and premium players) and allow that SO build to attain some of the benefits of an IO build (better rech, damage bonuses, better defense, better recovery/endurance consumption). -
Quote:We see it as often as it makes sense for the story, and not constantly every single frame.That gives me an idea. Standard code rant applies to this but doesn't it to everything. How often in comics do we see thugs and other minions blasted backward by a Superbeing and knocked out or otherwise incapacitated by their landing? Pretty often right?
As EG already stated in that quote, Superheroes have multiple paths to achieve their goals in comics.
We usually only have one path in this game, the defeat of enemies. -
Quote:I agree with your assessment on the jury rig hot fix that null the gull provides, but that doesn't mean null needs to be permanently relegated to solely that kind of option.I am 100% ok on limitating what affects YOU, and only YOU.
I am 100% against on limitating what YOU affect.
All it means is that I, as well as a large portion of the player base, will continue to avoid playing any power-set or power with high Mag knock back.
Almost none of them are really that great to begin with, that I would be willing to put up with what is either "balance by annoyance" or simply one of the least group friendly mechanics in the game, depending on who you are talking to.
I'm OK with that, because I'm not hurting for options.
Its not like I would suddenly run and remake all of my Fire Blast Corrs into into Energy Blast Corrs.
Fire Blast would still be the better set, but at least at that point Energy Blast would be a better option (to me) than it is now (which is to say its a terrible option, that I will never play).
And contrary to one other poster's continued straw man and ad hominem attacks, I wouldn't suddenly try to squeeze Handclap into any of my SS builds either.
My SS builds already have Foot Stomp on a 5-6s rech on average, they have at least one other solid TAoE if not 2.
The last thing I need in my AoE attack chain is something that doesn't do any damage.
I don't need the mitigation from it now, because I've built my characters with enough mitigation already - and Hand Clap as it is now is as much mess as it is mitigation.
I won't need the mitigation if it ever gets changed, because using it would decrease my ability to deal death. It might at least be in the "nice to have" category.
If Hand Clap only did stun, or only did low mag KB (0.67), it would be useful for leveling builds and builds that couldn't or wouldn't build for Defense - but that's about it.
If I could turn off or slot an IO to reduce high mag KB, I might actually enjoy playing a Peace Bringer. As of right now, I will never touch that AT and have no reason to miss it. -
I just read an entire thread with a lot of people saying Dual Pistols is "not that bad", and not a single post detailing numerically where this set stands against other sets (not just Fire Blast) to actually prove that.
I feel like I have learned absolutely nothing from the experience.
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Quote:That being said, I want to stick with something in the theme of a gargoyle: makes him resilient without sacrificing too much speed or maneuverability. So I'm thinking of the following candidates for Secondary:
- Fiery Aura*
- Invulnerability
- Regen
- Super Reflexes*
- Willpower*
Of those choices, I would probably go Willpower.
TW will be an extremely demanding set when it comes to endurance usage.