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Quote:*shrug*Right I didn't quote what he said because its against the forum rules I believe. However, he did reply that he would have a meeting regarding them.
Even if they came to a (favorable) conclusion and put it on a normal priority track, it'll be a year or so before we seen anything of it, if it doesn't get vetoed for one reason or another in the meantime.
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Quote:You're confusing terminology.See, now you're changing your argument to suit yourself. You've always used ST DPS as part of your "reasoning" why bruising "doesn't count", now you're changing it to DPA
DPS in terms of damage output per second: A measure of damage output over time. Damage per minute is probably a better yardstick in this game in most cases.
DPS in Mids: The damage an attack does versus it's cycle time. Not the same thing.
You said: "So I just poked my nose into Mids and did a powerset comparison between all the tank secondaries, specifically looking at base DPS numbers. Did you know that, with the exception of Energy Melee, all the tier 1 attacks do the HIGHEST ST DPS in each set?" That may be true, but Mid's doesn't calculate its "DPS" in useful terms for attack chains.
DPAn in Mids: AKA Damage per Animation. Better for determining your true damage output over time, IMO.
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Quote:I don't care if your numbers are correct or not. 260% more theoretical survivability does not translate to "dies 260% more often".Just for the comparison, that is a 260% survivability advantage enjoyed by the tank, while the scrapper only has a 50% damage advantage
I asked this before:
Of all the scenarios in the game, and that includes everything from fighting green con enemies to +4x8, what percentage exists that a Tanker can survive that a comparable Scrapper or Brute can not? 5%? 20%?
My guess is the number is lower rather than higher since the devs have said Scrapper and Brutes solo better.
Once you are above the immortality line, more survivability than that doesn't matter. And Scrappers and Brutes are well above the immortality line in far more than 50% of the content of the game that Tankers can also survive.
If every one of those situations, even in the ones that aren't even going to remotely threaten a Scrapper, they retain their damage advantage while the Tanker doesn't get anything more from superfluous survivability.
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Quote:That's swell, but I tend to look at damage per animation when looking at attack chains.Did you know that, with the exception of Energy Melee, all the tier 1 attacks do the HIGHEST ST DPS in each set? This is before bruising is applied.
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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Quote:You should read my thoughts on Bruising here:This change really doesn't do much to help the AoE defeat times, and doesn't quite equate to a full "damange increase" as JB said. That may be by intent as well, by adding a 20% unresistable debuff to resistance on the lower tier attack equated to an appropriate amount of damage increase over all to single target damage to resolve whatever disparity the devs found.
Quote:Bruising is a sticky wicket. It's not exactly like straight 20% damage.
First, Bruising doesn't improve AoE damage, only ST.
Second, you have to modify your attack chain to utilize your Tier 1 attack in order for Bruising to take effect. That actually has the effect of lowering your ST damage output compared to if Tankers just had a 20% increase in damage and didn't have to lead with their T1 and use it every 10 seconds. There's still a net gain from what they were before Bruising, but it's not a full 20% improvement to ST damage.
But then, the flip side to both of those is how Bruising effects the team, increasing everyone's damage on a target 20%.
It also means your Tanker's Lore/Patron pets do more damage and you get a greater gain from Interface bonus damage.
Two major disadvantages Bruising has compared to being a straight 20% damage improvement, and two major advantages it has over it.
So, in my mind, it's a wash. How much does it matter? About 20%.
To clarify, in the post you're referring to, I'm not complaining that Bruising really isn't a 20% buff to ST damage. As you can see, I'm fully aware it has other advantages.
What I do take issue with is Bruising improving Brute and Scrapper damage (and improving it more than it does for the Tanker) in light of the current dynamic where Scrappers and Brutes benefit from the presence of a Tanker both to their personal survivability and their personal damage, and then get to go off and solo better to boot. Yet Tankers see no comparable reciprocation, they just get to see smaller damage numbers coming off the enemies they attack.
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Quote:Also I don't want to increase Brute and Scrapper damage any more than I do now. I'm already nullifying any penalty they'd feel for their 'lesser defenses' and buffing their damage 20% with Bruising. And I don't even get a full 20% improvement myself from Bruising because I have to modify my attack chain to lead with a weak attack and spam it every 10 seconds.Bruising already gives a -res. Adding in -def and more -res into gauntlet or taunt would start to step on the true de-buffers toes.
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Quote:Tremor hits for 86.72 on a Tanker and for 123-139.7 on a Brute rolling with 50-70% FuryThat may be a perception issue, and may be a build issue. Between Icicles and your AoE attacks, small spawns should melt pretty quickly. And Stone Melee should have no trouble with single-target damage.
Honestly, I think it's a perception issue for most people. I bet if you were to take an objective look at the situation, and see how long it took for a Tanker and a Brute to kill the same spawn with the same sets, that you would find them to be not so far apart.
Hitting 40-60% harder isn't 'perception'.
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Quote:Yes, they often are, melee-wise, but that's besides the point.Think more along the lines of Colossus, or the Thing, or even Rogue if you want to find examples of tanks in comics. They're tough, but they are not the most damaging members of their respective teams.
Wolverine, the patron Scrapper, was bad mouthing Colossus's fighting abilities so Colossus put his fist through him just to prove a point.
The Thing's catch phase is "It's clobberin' time!" not "It's time to distract th' bad guys so my team can clobber 'em!". Heck, the 1994 animated Fantastic Four theme song says it best: "Reed Richards is elastic, Sue can fade from sight, Johnny is a human torch, the Thing just loves to fight."
And Rogue isn't a Tanker. She hasn't had the Ms. Marvel flying brick powers for years now. She's whatever AT and power set she last touched.
Quote:Those characters take the hits for their less sturdy teammates, and they are decidedly NOT the ones doing the most damage in a given fight.
Quote:(With apologies to any Superman fans out there, I'm not bashing your favorite character just to be bashing him, but you have to realize yourselves that he doesn't fit the definition of what a tank is)
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.
http://www.youtube.com/watch?v=etPYl1OQoqk
That is how the developers chose to define what a Tanker was originally. Again, we're back to the devs saying exactly what Tankers are supposed to be about, indicating what characters they were thinking of.
But you don't want to hear it.
The fact that Statesman, the game's BLATANT Superman/Captain Marvel expy is the face of Tankers, the very one chosen to represent them on the Tank character creation screen, should tip you off.
But all of that is besides the point. I didn't ask for Tankers to do more damage than everyone else. People can feel free to keep strawmaning otherwise.
I asked for their damage cap upped to be more comparable to Brutes and Scrappers and I asked for more options via the Epic/Ancillary pools and Incarnate powers to increase Tanker damage should people choose to build offensively.
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Quote:Yeah, I disagree there. With or without IOs, Stalkers are in the same boat as Tankers, being overspecialized and hurting from Scrappers and Brutes existing while having Scrapper and Brute players telling them they're fine and don't deserve dev attention.End game the game is not balanced around SO's. Also Stalkers do fine when compared to other ATs with SO's
As you point out, Stalkers are getting looked at. Let's hope Tankers don't have to wait 10 issues between reviews like Stalkers did. Because I honestly have to wonder if we're going to see Issue 28.
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Quote:No, the appropriate reply is: "So then Scrappers and Brutes see a downside to their lower defenses when they're not teamed, right? They don't? They're the best soloing ATs in the entire game and the devs have said so repeatedly? Oh snap! Someone dun ****ed up thinking that one through."The point he was referring to was J_B's statement that with a Tanker on the team, Scrappers and Brutes have high damage, and since the Tanker is taking all of the hits, the Scrappers and Brutes don't need to worry about their lower defensive numbers.
To which the appropriate reply is: good, that's how it's supposed to work.
They never see a downside when teamed and solo the best while Tankers hit like girls for the 'privilege' of protecting them on teams. That is not even remotely balanced or fair in my book.
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Quote:That is true and I do not care.The ghostly effect is part of the story - they are from the Well if I'm not mistaken.
I want the option.
My story says that my Incarnate powers are so cool and Incarnate Charisma rolls so great that Longbow/Arachnos/Praetorians/Soldiers of Rularuu were impressed enough to follow me into battle.
Someone else's story may be that they broke into a Warworks warehouse, hacked their programming and hijacked some for themselves.
I'd rather powers give people the option to tell their own stories. More customization is always better than none.
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Quote:What about that in addition providing options and tools (by way of Tanker Epic/Ancillary pool powers and Incarnate abilities) for Tankers to improve their damage should they choose?I don't think it would break anything if a tanks damage cap was raised to by an extra 100%.
Scrappers and Brutes get the Fighting pool, Barrier and Rebirth, Wedding Band, numerous other temp powers, Accolades, three kinds of Inspirations (more now?).
Quote:I don't think it would break anything if a tanks aggro cap was raised either.
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There is absolutely NO reason to want to increase Tanker aggro caps.
-ONE Tanker can already successfully tank for a team of 8 in the vast, vast majority of situations.
-Increasing the aggro cap of one Tanker just makes additional tankers even more superfluous than they are now.
-It's bad enough that when teamed with a Tanker, Scrappers and Brutes feel no heat for their 'lesser defenses' yet continue to flout their damage. Making them even safer is something I will never sign off on.
If anything is to be done with aggro, Scrappers and Brutes should generate more aggro than Tankers with a mega Gauntlet-like effect that Tankers can only strip off with the use of Taunt. Tankers can still keep aggro of the squishy ATs just fine, but Brutes and Scrappers get to feel the heat and face a downside for once.
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Quote:Does it really matter what the devs think? They change their mind with every new person who gets rotated in and out of the drivers seat.So what then, do we do? We want to understand what both the Devs and Players think that the role of Tankers should be, and how they differ in both current implementation and desired implementation by both of those group.
They went from this position:
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. Quote:The Tanker doesn't "feel" like a comic book Tanker should.
Player opinions, at least they're somewhat consistent. I don't agree with many on their opinions where Tankers should be, but at least they don't often pull a 180.
You talk of the 'intent' of the AT and its role, The intent is clear from that very old post. Tankers are supposed to deal powerful damage and better reflect their comic counterparts. You find me a post or original development document that says otherwise.
But that's an inconvenient truth for the people who want to push the aggro agenda so they gloss over it. The fact of the matter is, they don't really care what the intent was for the AT at all.
In the end, the devs will either buckle to the majority, do whatever they feel like now or just not do anything. So it really doesn't matter what the intent was or wasn't.
And looking over the posts here, it seems a majority essentially want to return to a state closer to the days of herding maps into dumpsters and make Tankers better farm tools, aka Tractors. That's all increasing aggro caps will get us.
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Quote:Except if you're talking Wolverine. Then Scrappers fit just fine. Or the Hulk Brutes. Or Human Torch Blasters. Or Invisible Woman Controllers.Living up to classic comic book tanks is just completely unfeasible when you have to balance a video game that thousands of people are all playing.
Quote:Being unkillable AND dealing near top levels of damage is too much for any one AT to be given.
Quote:If a damage cap increase were pushed through, it shouldn't get any higher than +400%, as opposed to the current +300%.
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Quote:Why ever roll a Tanker when as a Scrapper or Brute you can solo fine and not die and team with so many layered buffs and mitigation and not die and have better damage?If you can have the toughness of a Tanker and the damage of a Brute/Scrapper, why would you ever make a Brute or Scrapper?
They're not at a loss for not having the 'toughness of a Tanker', because once you're above the immortality line (which is even easier now in a game with Destiny buffs, IOs, capped Defense and more mitigation improving accolades and temp powers that you can shake a stick at) more toughness isn't really needed. SO'd Scrappers and Brutes aren't exactly fragile, and that's where the whole balancing toughness versus damage thing falls apart.
What percentage of scenarios in the game can a Tanker survive that a comparable Brute or Scrapper can't?
5%? 20%?
Now, what percentage of scenarios does a Scrapper or Brute posses superior damage than a comparable Tanker?
100%
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Quote:I'm soooo happy that there are many more Lore powers to pick from, but some of the choices seem to be odd or cant imagine that they would ever get used.
If you could create a new Lore Powerset, what would you make?
Personally, I'd like to see the Cabal Witches from Croatoa as allies...
I would just like the option to turn off the ghostly transparency effects.
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Quote:Let the record show Ace brought this up first.The Brutes main damage mechanism was a Tanker idea we all pushed years ago which was fettered off to give cov an intriguing counterpart to this AT, just btw.
The fact they considered and designed a damage mechanism for Tankers at all is a strong indicator to me that, at least originally, Tankers weren't supposed to be all about aggro as they are now.
Should I dredge up the quote?
Sure I can. It's been a year or thereabouts since anyone has. Thanks for reminding me, Ace.
Quote:As promised, I've been looking into the issues facing Tankers; I thought I'd explain the direction we're going. As we analyed it, Tankers have three very valid concerns (aside from the issues with specific power sets):
1. Without Provoke, they are not a real Tanker. Those people who enjoy the MMP role of "meat shield" have trouble holding aggro properly.
2. The Tanker's defense stats can be matched by a properly slotted Scrapper - but the Tanker can not approach the Scrapper in damage.
3. 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.
So - here's the solution we're going to try internally. We went through a ton of possible solutions, and we weighed each one against how well they answered the three points above as well as how long it would take to get done.
1. Tankers will get a "provoke" like AOE effect on their melee attacks. The more a Tanker lands his blows, the more and more mobs he'll attract. The bonus here is that it's not exactly like Provoke (it's not ranged) - but it makes a lot of sense. Some huge monstrosity is bashing the heads of a villain group - they're going to get more and more concerned about taking him/her out....
2. As a Tanker lands more and more blows, he'll start doing more and more damage. The longer the fight, the more powerful the Tanker becomes. I can't say that the Tanker will do as much damage as a Scrapper - but it'll certainly be more than he does now. 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. And it also sets the Tanker apart from the Scrapper's criticals.
Of course, the thought in your minds must be....WHEN?...I'm afraid I don't know. First, we need some code for this. Then we've got to test it thoroughly. Finally, it'll go on the Test Server for awhile to gather data and impressions. This is going to take some time; but I thought you'd like to know at least where we're going, even though we don't know when we'll get there.
All that talk about Tankers reflecting their comic counterparts and being damagingly powerful must mean that Tankers weren't intended to be about offense at all.
Right...
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Quote:No, it isn't. If people are avoiding Tankers and playing Brutes and Scrappers, pushing Tankers further into a niche only a small handful of people enjoy isn't going to accomplish anything. Very few players get their rocks off taunting.Now that Freedom allows you to start on either side with any AT the best thing to do to widen the field is the most extreme
Simply making Tankers more distinct isn't an end goal in itself. Again, I ask, what do you hope to accomplish by doing that?
If the aim is to bring more people to Tankers, aggro control and survivability haven't been working as bait, so using more of it wont work.
If the aim is to improve the soloing and teaming of existing Tankers, you could flag Tankers as 100% unkillable, it won't speed up their soloing if they're already not faceplanting. And increasing their aggro capabilties just creates more problems in the team dynamic. More than one Tanker is already viewed as redundant, so how will it be better if one Tanker can now handle even more aggro on his own?
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I have to ask, what would the aim of buffing Tankers defensively or improving their aggro capabilities?
To make them more appealing to people who would not normally play them?
I sincerely doubt improving their survivability or aggro handling capabilities are going to help sell them to the masses. It's exactly that overspecialization that puts people off. To put it another way, the devs are trying to improve Stalkers; they're not doing it by making them more invisible than they are already.
To improve their soloing and teaming?
Again, more survivability and aggro control is that last thing Tankers need to solo better. They're not dieing to slow them down. And nobody on the team will seriously notice if a Tanker's aggro cap is 20 or 200. Tankers hold aggro and survive fine. IMO, arguably better than they should in both cases considering what the trade off has been.
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Quote:Bruising is a sticky wicket. It's not exactly like straight 20% damage.At the risk of throwing a wrench in those 30% calculations up above, how much should it matter that Bruising helps the whole team?
First, Bruising doesn't improve AoE damage, only ST.
Second, you have to modify your attack chain to utilize your Tier 1 attack in order for Bruising to take effect. That actually has the effect of lowering your ST damage output compared to if Tankers just had a 20% increase in damage and didn't have to lead with their T1 and use it every 10 seconds. There's still a net gain from what they were before Bruising, but it's not a full 20% improvement to ST damage.
But then, the flip side to both of those is how Bruising effects the team, increasing everyone's damage on a target 20%.
It also means your Tanker's Lore/Patron pets do more damage and you get a greater gain from Interface bonus damage.
Two major disadvantages Bruising has compared to being a straight 20% damage improvement, and two major advantages it has over it.
So, in my mind, it's a wash. How much does it matter? About 20%.
Which, in addition to the 10% better Max HP, is where 30% comes from.
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