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# 1 AT Tank suggestion
06-20-2012, 09:24 AM
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We have a lot of players running tanks in alerts. I have no problem with this except this: some of those players have chosen not to take Challenging Strikes or Crippling Challenge on any ability. On timed alerts, this is a huge setback to the team. The tank, doing minimal damage, has chosen a dps "role" even in a class where the true "role" was predetermined. This is going to lead to a dps having to block the entire time while the tank's pathetic dps causes the alert to fail since now 2 people are not doing what their roles were designed to do.

I propose this:

Add in the CC and CS on all AT tank powers that can have them automatically. For FREE, do not make them cost any actual advantage points for the tank, however, count against the 5 total adv points of the ability. For instance, Mighty Leap will have Crippling Challenge free of charge to the tank, but Mighty Leap will begin with 3/5 total points.


I realize I am setting myself up for a lot of,"I'm Glacier/Behemoth/Etc., and I dps and I'm good." Before that stuff starts rolling in, I need to set you straight...No, you are not a good dpser, the Easter Bunny is not real, Santa Claus is your parents, and robot unicorns became extinct with the dinosaurs.
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# 2
06-20-2012, 01:55 PM
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MORE FREE STUFF FOR SILVERS!??!?!?!??!


RAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAGE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!
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# 3
06-21-2012, 06:44 AM
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Quote:
Originally Posted by Brayv
We have a lot of players running tanks in alerts. I have no problem with this except this: some of those players have chosen not to take Challenging Strikes or Crippling Challenge on any ability. On timed alerts, this is a huge setback to the team. The tank, doing minimal damage, has chosen a dps "role" even in a class where the true "role" was predetermined. This is going to lead to a dps having to block the entire time while the tank's pathetic dps causes the alert to fail since now 2 people are not doing what their roles were designed to do.

I propose this:

Add in the CC and CS on all AT tank powers that can have them automatically. For FREE, do not make them cost any actual advantage points for the tank, however, count against the 5 total adv points of the ability. For instance, Mighty Leap will have Crippling Challenge free of charge to the tank, but Mighty Leap will begin with 3/5 total points.


I realize I am setting myself up for a lot of,"I'm Glacier/Behemoth/Etc., and I dps and I'm good." Before that stuff starts rolling in, I need to set you straight...No, you are not a good dpser, the Easter Bunny is not real, Santa Claus is your parents, and robot unicorns became extinct with the dinosaurs.
No not a good idea, as a silver occasional tank player I want to have the option of how I rank my powers, dont forget CC is on mighty leap which is a lvl 6 power, and usually a close the gap power, now in a solo situation their stats already give a + to threat gen, having CC auto added would be a death trap...so no not a good idea. Some tanks generally dont use CC, might be a small number but most people may not want that free addition. It may sound good at the time but then that would mean that AT tanks have 36 advantage points and not a single one would be wasted on CC and CS...meaning tanks would have an unfair power and ranking advantage...
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# 4
06-21-2012, 08:19 AM
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I fully intend on letting them have a rank advantage over other players.

Look at it this way...from an AT standpoint.

Dpsers can dps.
Supporters can support.
Tanks can't tank....*unless* the player takes CC and CS and even then, still requires some effort on the player's part.

How many tanks do you see in alerts not holding aggro? If they have the shield icon, and they don't hold aggro, what good are they?

The reasons they don't take CC and CS, from what I have deduced are these:

1. They actually don't want aggro and want people to carry them through alerts.
2. They just don't want to spend the 4 points on them.
3. They are ignorant and just don't know any better.

Now, I can handle 3...I don't particularly like it, but I can handle it.

What I suggested would solve 2. and partially solve 1...and mostly 3.

If I can hit 3 birds with 1 stone, I will accept AT tanks being granted 4 extra points...or more.

The ONLY thing I could see this actually affecting is low end hero games where a lot of toons wouldn't normally have CC...then again, who really cares about that
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# 5
06-21-2012, 08:33 AM
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Quote:
Originally Posted by RavenForce
No not a good idea, as a silver occasional tank player I want to have the option of how I rank my powers, dont forget CC is on mighty leap which is a lvl 6 power, and usually a close the gap power, now in a solo situation their stats already give a + to threat gen, having CC auto added would be a death trap...so no not a good idea. Some tanks generally dont use CC, might be a small number but most people may not want that free addition. It may sound good at the time but then that would mean that AT tanks have 36 advantage points and not a single one would be wasted on CC and CS...meaning tanks would have an unfair power and ranking advantage...
Before this discussion goes any further, let me say that I do not play ATs...so the free advantage points do not affect any of my toons or any toons of people I play with, at least to my knowledge.

I would, however, like to know more of this death trap. Tanks charging in and applying CC to mobs is a death trap? I thought that's what tanks were supposed to do.

A tank choosing not to take CC or CS is pretty selfish and makes them absolutely useless to every group they join. Why on Earth would you want to play a tank toon...if you don't want to tank? It's not for the spectacular dps, I assure you.
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# 6
06-21-2012, 08:51 AM
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They should just look into fixing aggro. They're trying, depending on what role you're playing you have more aggression, they just haven't got it quite right yet.
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# 7
06-21-2012, 08:55 AM
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Quote:
Originally Posted by Brayv
A tank choosing not to take CC or CS is pretty selfish and makes them absolutely useless to every group they join. Why on Earth would you want to play a tank toon...if you don't want to tank? It's not for the spectacular dps, I assure you.
Up until recently this was a pretty solo game, people only started caring about other players and the roles they are in when they jumped into pugs. And besides a few instances, DPS didn't matter because you just had to outlast whoever you were fighting. With the addition of the timer, roles have become much more important.
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# 8
06-21-2012, 08:55 AM
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Quote:
Originally Posted by Brayv
I fully intend on letting them have a rank advantage over other players.

Look at it this way...from an AT standpoint.

Dpsers can dps.
Supporters can support.
Tanks can't tank....*unless* the player takes CC and CS and even then, still requires some effort on the player's part.

How many tanks do you see in alerts not holding aggro? If they have the shield icon, and they don't hold aggro, what good are they?

The reasons they don't take CC and CS, from what I have deduced are these:

1. They actually don't want aggro and want people to carry them through alerts.
2. They just don't want to spend the 4 points on them.
3. They are ignorant and just don't know any better.

Now, I can handle 3...I don't particularly like it, but I can handle it.

What I suggested would solve 2. and partially solve 1...and mostly 3.

If I can hit 3 birds with 1 stone, I will accept AT tanks being granted 4 extra points...or more.

The ONLY thing I could see this actually affecting is low end hero games where a lot of toons wouldn't normally have CC...then again, who really cares about that
I only play from an AT's standpoint and I still think this is unfair. the stats system currently makes any stat that is super statted grant threat gen for ppl in tank role so adding CC and CS would be a waste of time.

Then again if tank role gave greater resistance to all damage/more damage mitigation as well as extra hp like it already does then this might not be too great an issue. Besides I guess looking at it from a healers point of view it is a good idea...

I think healing agro needs a major nerf, my Mind who has 320 + PRE still generates more threat when healing than several tanks, couple high healing agro with lowered innate hp = fail healer as I have to spend more time keeping myself alive as I now benefit LESS from my AoRP and I generate tons of healing agro...

So after thinking about it this might not be such a bad idea
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# 9
06-21-2012, 09:02 AM
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Quote:
Originally Posted by Polish Thunder
They should just look into fixing aggro. They're trying, depending on what role you're playing you have more aggression, they just haven't got it quite right yet.
I agree, I have died so much as my healer in teams due to the lack of agro grabbing tanks, and then they complain when I get killed because I was trying to keep them from being killed. Support Role should have a minus to threat generation which should scale with PRE. I am not really sure why healing generates SO much agro...I remember one instance when I was helping out a team of behemoths and ff tanks, it was like all the enemies in the room stopped looked at me and ran at me...totally ignoring the CC the tanks had and practically jumped me ¬.¬
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# 10
06-21-2012, 11:53 AM
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Quote:
Originally Posted by RavenForce
I agree, I have died so much as my healer in teams due to the lack of agro grabbing tanks, and then they complain when I get killed because I was trying to keep them from being killed. Support Role should have a minus to threat generation which should scale with PRE. I am not really sure why healing generates SO much agro...I remember one instance when I was helping out a team of behemoths and ff tanks, it was like all the enemies in the room stopped looked at me and ran at me...totally ignoring the CC the tanks had and practically jumped me ¬.¬
It's be nice if Compassion not only increased your healing, but made enemies ignore you also. Perhaps lulling them into a false sense of security.
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