Tackling Tanker Stacking and End Efficiency
Says who? That is exactly what it does -- it provides an upper bound on how fast you can solo. DPE for almost all attacks is equal, so your sustained damage output is limited by DPE times EPS.
|
I wouldn't cite protection paladins or protection warriors in WoW as a good example, since Blizzard has acknowledged that their mana/rage recovery mechanics are problematic (the classical example is tanking content that these specs outgear) and keeps tweaking them endlessly. |
Conversely, one thing that they explicitly have stated that they like are the retribution paladin mechanics, since they can perform their standard ability rotation indefinitely without running out of mana and only run into mana problems if they deviate from that or run into other problems (off-healing, spamming Consecration, mana-burning mobs, etc.). |
And no, you do not "have to do that". "Everybody else does is it" is a reason for lemmings, not for humans. In order for it to be good game design, you have to provide a reason why it makes the game better. |
Because giving costs and challenges make for a better skills based game. If you have everything you ever want handed to you for free and without some form of cost, it no longer becomes a strategic choice to use an ability, but merely an automatic one.
Endurance doesn't encourage you to watch your bar or to strategize between attacks and defense. If that is its purpose, it fails. Hard. There is no point in pacing your attacks: Almost always, the most effective approach is to burn through your endurance bar as fast as possible, then recover afterwards. |
DPE for almost all attacks is equal, so there is little point in picking one over the other, even. CoH has way too little relevant resource-related decision making for endurance constraints to be seriously called a resource management system. |
Else, why would we ever discuss Claws?
Note that I am not saying that you cannot have a resource management system. I am merely saying that CoH's is poorly designed, since it does not actually create interesting decisions about how to manage your resources. "Attack more slowly" is not an interesting decision (not to mention generally not the best choice). |
There's a lot more to the game than 'turn toggles on, spam attack chain, watch endurance go away'.
An interesting decision would be something like "use a slow-casting, mana-efficient heal, and risk that the target dies before it lands" or "use a fast-casting, mana-inefficient heal that is all but guaranteed to land in time but risk running out of mana" (a common trade-off for healers in fantasy MMORPGs). It's not "use a high damage attack that uses mana" vs. "use a low damage attack that recovers mana" vs. "trade health for mana, then recover health afterwards" (WoW warlocks). It's just "don't use more endurance than you have". That's a decision-making model that's perhaps interesting for a (patient) six-year old, not for a mature adult. |
And creating a dependency on teams is a principle of MMORPG design that went out of fashion with EQ. There's no reason why people should be punished for soloing. |
2 tanks if they're sufficiently tough add a lot to team speed, the first tank handles spawns 1,3,5,7, the second handles spawns 2,4,6,8 meaning every group is tightly bunched for AoEs and the team can really roll.
End is a joke at high level for most combinations, it just costs cash/merits. It is an issue at lower level. I can see good reasons for a diminishing end cost discount being applied from say levels 8-22 to make those more fun to play.
It's true. This game is NOT rocket surgery. - BillZBubba
That's not the -point- of it. It's supposed to be a constantly renewing resource you balance between attack and defense, something you have to manage in order to be effective.
|
Because giving costs and challenges make for a better skills based game. If you have everything you ever want handed to you for free and without some form of cost, it no longer becomes a strategic choice to use an ability, but merely an automatic one. |
About managing endurance:
Really? I thought the most effective approach was to find the things that give you the most XP for the least endurance, put your endurance into -that- endevour, and recover less than someone who simply throws his endurance away into the toilet. |
And yes, you can pick different enemies, but that does not alter DPE. That's simply a matter of picking easier enemies over harder ones.
DPE for all attacks, sure. But DPE for all attacks over activation time is not, nor is it over recharge time. Some attacks are simply more or less efficient than others. |
As to some attacks being more or less efficient than others, that's generally not true. There are exceptions, such as Energy Transfer, but it's not as though that even matters for, say, the first 34 levels, and after that, it's not like that's going to let you decide much: You simply fire off Energy Transfer whenever you can. Similarly, while Freezing Touch has poor DPE, that doesn't give you many options: Ice Melee doesn't have a lot of single target attacks, so you'll use it anyway when you can.
That, by the way, is all that different DPE for different attacks would do in general: Establish a static priority for attacks that can be determined beforehand. In practice, this currently only occurs for area attacks, which can get higher or lower priority depending on whether you have enough or too few targets, resulting in having one optimal attack chain for 1-2 targets, and another for 3+ targets.
If you want to introduce complexity in the attacking process, endurance management is generally not the way to go (unless you introduce a lot of additional endurance management mechanics). There are much better solutions for that (such as combo systems or procs that can alter your attack priority on the fly).
To summarize: It's not that endurance does not require ANY decisions (it obviously does). Those decisions, however, are not particularly meaningful or significantly affected by proficiency.
Else, why would we ever discuss Claws? |
Nor have I said it was. However 'Immob or not' -is-. 'Toggle on or not' -is-. 'Stun/Hold or not' -is-. 'Parry or not' -is-. 'Whirling Axe or not' -is-. There's a lot more to the game than 'turn toggles on, spam attack chain, watch endurance go away'. |
No, but people can't expect a game to hold their hands and kiss their booboos when they take a grouping powerset or build and try to solo with it. |
My point is that I want a better game that more players want to play and keep playing. The endurance mechanic does not make for a better game, it makes for a worse game. It causes frustration and forced periods of inactivity without creating sufficient countervailing benefits.
Obviously, I do realize that endurance is not going to go away. You simply can't upset the apple cart in such a big way in an established MMORPG. However, it would at least be possible to minimize the negative effects.
I tabled a suggestion in the Gauntlet 2.0 thread wherein an endurance drain/modification be added to Gauntlet that drains a small amount of endurance from the mobs to bolster tanker endurance. You would have to play with the numbers to make the endurance drain low enough that a single tanker cannot completely drain a mob and the +recovery from five mobs would be enough to be an effective endurance boost without being overpowered. Thematically it would simply be an indication of the mobs losing their nerve when they realize that they are outmatched and the tanker getting psyched up as he gains the advantage.
This should also make multiple tankers more attractive in teams as the effect stacks between tankers.
It causes frustration and forced periods of inactivity without creating sufficient countervailing benefits. |
>
"I am a Tank. I am your first choice, I am your last hope." -- Rune Bull
"Durability is the quintessential super-power. " -- Sailboat

And no, you do not "have to do that". "Everybody else does is it" is a reason for lemmings, not for humans. In order for it to be good game design, you have to provide a reason why it makes the game better.
Note that I am not saying that you cannot have a resource management system. I am merely saying that CoH's is poorly designed, since it does not actually create interesting decisions about how to manage your resources. "Attack more slowly" is not an interesting decision (not to mention generally not the best choice). An interesting decision would be something like "use a slow-casting, mana-efficient heal, and risk that the target dies before it lands" or "use a fast-casting, mana-inefficient heal that is all but guaranteed to land in time but risk running out of mana" (a common trade-off for healers in fantasy MMORPGs). It's not "use a high damage attack that uses mana" vs. "use a low damage attack that recovers mana" vs. "trade health for mana, then recover health afterwards" (WoW warlocks). It's just "don't use more endurance than you have". That's a decision-making model that's perhaps interesting for a (patient) six-year old, not for a mature adult.
And creating a dependency on teams is a principle of MMORPG design that went out of fashion with EQ. There's no reason why people should be punished for soloing.