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Posts
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Quote:It would, if Tankers still weren't keeping them for feeling much aggro in the first place, but it would go over with Scrapper and Brute players like an airship made of some kind of dense metal.Not one to herd nerfs, but then would it make sense to up the aggro cap on brutes and scrappers in order to negatively affect their survivability?
I suggested, semi facetiously, that Brutes and Scrappers should get Gauntlet that trumps Tanker Gauntlet and that Tankers would have to use Taunt to peel aggro of them.
Maybe it's time enemies got an IQ upgrade and went after the melee ATs that are the most actual threat to them, rather than one that can shrug off their attacks but hits like a foam bat.
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Quote:I know the scene.A little while back, when the Justice League comic was starting up again (this was before the New 52 reboot), there was a scene with Batman, Superman, and Wonder Woman going through the list of people they could invite to join the new League. They got to Hawkman's picture, and one of them said something like "yeah, we could use a tank". Probably not the exact phrasing, and I don't have it on hand right now to look up, but they definitely referred to him as a tank, and saw that as something which the team needed. Even though they already had Superman, right there in the same room. So apparently comics do have something called tanks, and Hawkman is one, but Superman isn't.
The comment was never explained or expanded upon that I know of, so I couldn't tell you just what they think a tank actually is.
I know this is digging back a couple pages into the thread, but I just remembered it and thought it was funny.
In that context, a tank is someone who is tough and packs a big punch and is anything but subtle. Like a military tank.
The three of them, likely view Superman and themselves in terms of filling leadership positions first, before whatever role in combat they may take.
Regardless, consider this: From the game's launch until a year and a half later, Tankers were the only Archetype (and until just last year the only blue side AT) that had super strength and invulnerability. In light of that, I don't know how can anyone can say they weren't intended to represent the popular comic characters who posses those abilities. Scrappers meanwhile, were given sets like Claws and Regeneration; no one disputes who they were intended to evoke:
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Quote:That doesn't matter. Shutting it down cancels the mitigation you get from the guys that are in range.Do you frequently find yourself with more than 17 enemies in range of your taunt aura? Which, by the way, target caps at 10 anyway?
And if you didn't notice, enemies who are aggro'ed tend to bring their friends along for the ride. So, if for example the aggro cap raised to allow for three full spawns of enemies, all it takes is a Lt. from each of those spawns to be one of the 10 enemies the aura hits to aggro the spawn onto you. Plus, who says it'll hit the same 10 guys each pulse?
And since you can't control what your aura hits, or what that Scrapper who chased an enemy into another spawn (despite the fact the team is dealing with two already) brings back with them, my point stands.
I can see training enemies onto Tankers do be the next big thing in griefing. Since their defensive sets have been balanced for the last long while with the 17 cap in mind, I'm in no hurry to see how the typical player fares. I'm confident the devs are too smart to touch the aggro cap, just like they're smart enough not to boost Tanker base damage 3X.
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Quote:Except, you know, your taunt aura. Like...Invincibility or RttC. So better shut that off too.And if you're fighting enemies where you don't want three spawns of aggro, well, nothing forces you to tab around the whole room as you throw your attacks and taunts.
Just what you want to do when surrounded by a bunch of enemies.
Oh, wait... no, that would be an incredibly stupid thing to do.
I'm still 100% against them upping the aggro cap. It affecting Tanker survivability is just another reason it shouldn't happen.
And before anyone suggests I (or anyone) could use the increased danger the tanker would be in to justify a damage increase, I just have to say again I don't want a blanket Tanker damage increase.
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Also, Tankers got a mention on the Coffee Talk today.
"We're looking into stuff."
I think I'm afraid of stuff.
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Quote:Oh, anyone who complains will just be told to L2P and drop some of their attacks to build more sturdily.There's also the issue that the average Tank player probably doesn't want the attention of more than 16 enemies, especially certain groups.
But you raise a point. Tankers, with a higher aggro cap, would be facing more potential damage than Brutes or Scrappers. All they could ever get is 17 guys attacking them, while Tankers could and would be attracting more.
When you think about it, upping the aggro cap is more or less akin to asking for a nerf to Tanker survivability.
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You can have both. Get both.
But Radial Rebirth is very good as a second heal and helps to 'stabilize' your HP bar.
Barrier is good for shrugging off an alpha strike (especially one like the Clockwork King in the LGTF) and keeping you upright during an Unstoppable crash, if you use that power.
Both are situational.
Again, you can have both, get both.
And get Ageless for when you want to pump a bit more damage. It'll also help your Dull Pain get back up faster.
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"There he goes. One of God's own prototypes. Some kind of high powered mutant never even considered for mass production. Too weird to live, and too rare to die."
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Quote:The developers said different.And I wish you would stop saying this, since its totally made up. You act like there is this thing called "tankers" that CoH tankers stole the name for, but totally messed up. There aren't. Really, there are just melee fighters: things that focus on melee offense and have personal damage mitigation.
Tankers are things that focus on personal damage mitigation and control aggro. They are an MMO invention.
Quote:The Tanker doesn't "feel" like a comic book Tanker should. And frankly, this one really, really bothered me. Because our game is a comic book MMP. Quote:This ability really gets to the core of a comic book Tanker. He's extremely powerful - but at the start of a fight, he holds himself back some. As the battle progresses, he lets loose....I prefer this system to a power because this way it's inherent. It's simply the nature of the Archetype.
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Quote:That would at least be a refreshing change of pace.Heh, what you want 16 mobs to dance meanacingly shaking a knife around you while one walks up to you at a time so you can smash his face in?
Quote:My fire tank is rarely at the damage cap and I don't have to bow my head to ANY scrapper.
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Quote:You're right, I hate the very concept of aggro and how it's used to feed the Trinity concept.You don't like being a tauntbot. You don't like really being in charge of aggro at all. You say that's because its not needed, but when it is needed you denigrate it.
One character standing in the middle of the fight, insulting everyone into attacking them while your teammates stand back and pick them off. And brother, do they ever line up to get picked off.
That's not how a fight works.
Not in comics. Not in a movie. Not in reality.
It's a stupid mechanic that centers around AI being non-existent and from what I can tell, was championed 40 years ago by someone who made a PnP game who likely never threw a punch in their life.
It's artificial, phoney and we can and have done better in modeling combat, superhero or otherwise, in realtime games.
Does it hold no similarities to anything found in something approaching a comic book, cinematic or 'realistic' battle? Of course not. There are plenty of moments of someone taking the heat for a teammate, and I only have to look at the Justice League Unlimited episode 'Question Authority' to find an instance of Superman 'tanking' for Huntress and the Question.
But as a core mechanic, the overused backbone of 99% of the combat in this game and the sole focus of Tankers? It's grossly simplified, idiotic and fake in my opinion.
[insert tongue into cheek]
Specifically, in Keyes, how ****ing stupid must Anti-Matter be to chase me for going "Unhh!" at him while people are messing with his reactors? Or follow anyone to the console when he knows that is exactly what we need to do to stop him?
And why WOULD Siege or Nightstar run to the tennis courts when they can stay under the protection of the guard towers and run out the clock to victory by refusing to move?
Do I hate helping my teammates by being a distraction? No. I hate that Tankers get screwed for doing that well, at the expense of better reflecting the Tankers in comics. And I hate that some ATs get more than they give back, take pride in running off on their own and being a-hats, solo better and don't hit a low ceiling when becoming an Incarnate.
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Quote:I just have to mention, I think I'm the only one who actually answered the questions the OP posed, in a succinct manner free of cruft too.That's a nice effort Aett, but if a real attempt was going to be made to get a dev to look at buff ideas a new thread should be started by someone non-controversial who can tack *reasonable* suggestions up to the original post, reediting it as new ideas are offered.
Castle among other devs love[d] that since they can pop to the 1st post and see what everyone is offering without sorting through 15 pages of morass.
I don't have the time to do something like that anymore, but another benefit to addressing suggestions that way is that once posters note that reasonable suggestions are being tacked on to the main post the tone in the thread tends to be more serious and respectful.
OP had good intentions but the thread has quickly turned into someone amusing themselves, and really offering any ideas in what's going to be 25+ pages of 'I want godmode' 'no tanks are only meatshields!' is inefficient.
I'd get Rangle, Aett or NuclearMedicine (someone with time to update it) to create a thread like "Feedback: Tanker Buff Suggestions" and I could get it stickied.
Long live Tanks.
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Quote:You mean the glory of being a tauntbot on Keyes?But the trials actually created things for tankers to do: on Keyes, on Underground, and even to some extent on BAF. And on Lambda, for the most part its all about personal survivability in the collection phase and then a big dogpile at the end.
Yeah, I feel like a real demigod superhero there. /sarcasm
When they send the Tanker to pull Nightstar (that is if a Brute doesn't just run in instead) somewhere Joe Esposito starts playing You're the Best, every time.
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Quote:In all fairness, Arguing with Johnny has been the de facto Tanker forum mini game for almost five years now. I don't expect that to change.This topic is as much about willfully ignoring the realities of gameplay mechanics and arguing with Johnny for the sake of it as anything else.
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Quote:I see what you're implying, but that has no bearing. My point stands. The caps are the same regardless of the power set. The more damage and defensive buffs that are added to the game, via the Incarnate system, temp powers or whatever, the easier it will be for *all* Tankers and Brutes to hit their caps. You don't think they're going to suddenly stop adding both kinds, do you?Johnny, what sets are these three Tankers of yours using that are routinely at the damage cap?
Of course the outlier sets for Tankers will get there first, but even they shouldn't be hitting the damage cap when comparable Brutes retain more head room before they get no benefit from improving offensively AND get nearly the same defensive potential, minus 10% max HP.
The second any Tanker hit the damage cap my point is justified.
They have no more room to grow offensively from straight damage. Brute damage will keep going way past that point, like 80% further IIRC. Meanwhile, both Tanker and have very similar maximum defensive potentials they can ever reach, only differing with 10% max HP.
So, tell me, what quality Tankers do you have that don't routinely hit the damage cap on Leagues or for that matter, when teamed? And, just to be clear, you do know that even if you monitor damage buffs with Combat Attributes, you're hitting the cap well before the numbers turn blue; it doesn't take Enhancements into consideration.
As it stands, Fulcrum Shift may as well not even exist for most of my Tanker stable. Meanwhile, my Brute on the same League does get the full benefit from two Kins. And he's NOT dieing, same as my Tanker, but is hitting much harder.
If I didn't care about Tankers, I'd just play the Brute. He wins. End of story.
But I do care about Tankers and I am capable of seeing there's a disparity and something inherently unfair about the situation with their potential compared to Brutes and Scrappers, so I'm trying to remedy it.
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Quote:I was using that as an example that even by the first Incarnate slot in, those tanks are already against the wall.I am genuinely curious as to why you would want to take musculature on a toon that is already mostly at the damage cap.
Quote:I know you are aware that you can close up some other gaps (end, recharge) with your alpha options, so I don't understand this complaint at all. Mostly because if anything, It gives you more room to grow. Just out in other branches.
Endurance is not an issue, already impressive recharge, no survivability needs that can't be met as the situation demands. There are no more branches worth pursuing.
And I'm against or getting near the damage cap and I didn't even build specifically for damage
This is two, nearing three of my Tankers I'm talking about.
So, riddle me this: if I'm such an idiot who knows nothing about how this game and its systems work, as many seem to act like I am, and I'm able to hit this point only half way through the Incarnate system, what are average, and even competent players going to do with their Tankers as we get deeper into it and they start running to these issues?
Oh, wait, maybe I answered my own question. Competent players aren't going to take their Tankers this far. They're going to work on their Brutes who have nearly the same defensive potential at caps (minus 10% max HP) but have way more damage potential than Tankers.
Silly, stupid me for taking a Tanker and not trying to build for more superfluous survivability and thinking they deserve to have the same potential to grow offensively and defensively as Brutes do.
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Quote:Forgive me if I am curt. I'm not trying to be rude but I'm trying to get this out before I go to sleep.Let me apologize in advance for the difficulty you may have reading this post. I have never been very good at placing quotes on these forums
I will attempt to answer each point in turn but I leave it up to the reader to match them with the quoted portion above.
Counter point one
I know all about Bruising. Read my posts on the subject, especially #173 in this thread.
Counter point two
The Incarnate system may have done OK by Tankers so far, but I have two, soon to be three, Tankers that are up against the damage cap or are so close to it they don't receive full benefit from their Musculature Alpha boost or any future damage boosting slots or abilities they may add. That doesn't give me a lot of room to grow.
Lore: I rolled a Tanker, not a Mastermind, so Lore pets don't get me off, effective as they are.
Judgement: is somewhere between a party favor and chore to me at this point. They made darn sure it wasn't as effective in the content it's intended for as it is for level 50 trash mobs. And to me, using it for that purpose is the equivalent of using a level 50 Foot Stomp on gray Hellions in Atlas park.
Interface: I can't complain.
Counter point 3
I don't want Tanker AoE anything improved. I've stated my reasons.
Counter point 4
See counter point 3
Counter point 5
I think Tankers already pull more than their weight on teams.
I don't agree that increasing the aggro cap holds any improvement to legitimate players or will improve redundancy issues and under no circumstances will I agree to it so no use in trying to convince me.
Counter point 6
Tankers get the shaft for being a 'team archetype' while Scrappers and Brutes can get on leagues and start their own teams just as easily and still solo better.
The holy trinity is a ridiculously outdated ideal and has no place being shoved into the comic book genre at the expense of that genre's own ideals, conventions and tropes.
My musing on your musings
A 36% damage buff will do little to improve the damage of a character already hitting the damage cap. Either all Tankers get a buff or none of them do.
Even if they raised the cap to make room for this, even I think 36% is excessive. 15% is pushing it. 0% is fine.
I stated on the first page and numerous times in the thread: I don't think Tankers need, (and I don't even want) a blanket damage increase for all Tankers. I want the damage cap raised and a few more options for better damage in the Tanker Ancillary/Epic pools and Incarnate boosts. Maybe one that temporarily trades off some mitigation for increased damage.
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Quote:I'm not suggesting anything now. I just want the damage cap to get looked at and some better options for Tankers to improve their damage by way of Epic/Ancillary pool powers and Incarnates if they choose to.So are you suggesting lower recharge even more, but to compensate, give the Tanker more power?
Course we have to ajust recharge according to powerset for those such as Dual Blades and Street Justice so they can still do combos.
But once upon a time I suggested a long-ish recharging bust of damage for Tankers similar to the old Domination inherent for Dominators. Times are different now.
If there was more room to change things without upsetting people, I'd suggest taking the hard hitting attack in each set, increasing the recharge and base damage for Tankers. That's how I'd run with the military tank analogy.
If I was given the power to go back in time and change things, there would be only two melee ATs:
One with great survivability and good aggro control, great ST damage but AoE revolving around low damage/soft crowd control.
The other with good survivability, good AoE damage, good ST damage, attacks that lower enemy damage resistance and low aggro control.
Solo, one is tougher, but has worse AoE damage. They end up breaking even for ST damage.
Teamed, the first improves the survivability of the second by tanking and the second improves the damage of the first by weakening enemy resistances.
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Quote:Yeah. A military tank gets a main cannon that isn't too fast to reload but obliterates what it's aimed at.Why thank-you. Though yes, when I play a tank, I want to be some near indestructable monster. However, unlike a military tank, I feel like I can barely hurt a fly...
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Quote:I was wondering if someone was going to correct me on this or not. I've never been 100% sure about calculating damage output and constructing attack chains.That's swell, but I tend to look at damage per animation when looking at attack chains.
If you're looking at one attack in a vacuum, the recharge of the power matters. When you're chaining multiple attacks, the damage the attack does versus the time it takes to cast it and fire the next attack seems more important to me. You put your best DPAn attacks at the front of the chain and then always use the best DPAn attack that's up. Of course, Bruising makes that more complex. You lead with your T1, then your best DPAn attacks until you need to refresh Bruising.
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Yes. Isn't that what a good Tanker does? Hang on for the long haul and keep going?
I haven't had much reward in doing so, also like a Tanker.
Quote:I have good news for you, you won, tanks got a bruising to and a hit point increase.
Then Incarnates came out and Scrappers and Brutes gained Barrier and Rebirth while my Tanker hits the brick wall of the damage cap without even needing Assault and now has little potential to improve or grow the way I want.
That's 'winning', Charlie Sheen style.
Quote:Tankers by increasing the aggro cap will allow them to gather more enemies to them. By being able to gather more enemies to themselves they will be able to maximize AOE effectiveness their by increasing overall damage to more enemies faster.
Furthermore, that gets into farming territory IMO, and I have an extremely negative view of that. Especially since, again IMO, Tankers are in the situation/balance point they are currently because over the years, some people have pushed them into a niche as a farming tool: Safe, reliable, slowly moving back and forth across a farm. No longer Tankers, but 'Tractors'. All at the expense of Tankers better reflecting their comic counterparts instead. I have have seen too many 'looking to make a farm tank' threads to be persuaded otherwise, so let's not bother debating it.
Quote:As far as your other points
Yes, one tanker can tank for a team of eight. This is a good thing. We agree.
Quote:Increasing the aggro cap for one tanker does not make additional tankers superfluous with proper tactics. I like to leapfrog with another tank. I grab a spawn's aggro and the other tank moves ahead to get the aggro of the next spawn and lead them back to group.
'With proper tactics' is the key phrase. You can't balance an AT around said tactics when most people really haven't been using them since the game began.
Quote:Since the purpose here is to improve tankers not nerf other AT's this statement is irrelevant.
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Quote:Wouldn't be be just as easy to eat a number of purple/orange inspirations in anticipation of the crash?Is the following possible?
Hit Unstoppable, then hit Burnout. Then, a few seconds before Unstoppable crashes, hit Unstoppable again.
Surely you can get/combine some in a shorter period of time than Burnout recharges?
Quote:Is it possible to hit Unstoppable for the second time before the effects of the first one wear off?
IIRC, Unstoppable remains grayed out as long as an Unstoppable is in effect, regardless of recharge on it.
Or something like that. The point is, it didn't work if I remember right.
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