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tankers versus scrappers

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Radiac
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tankers versus scrappers

Below are my personal thoughts and opinions on the subject of how different melee types should operate. Your mileage may vary.

To me, the tanker's role in CoX was to hold aggro (of like an entire mob, or two) and survive alpha strikes, and generally be impossible to take down in any kind of short time frame. They could solo, maybe not as fast as others, due to being more about resistance than offense, but they were expected to be able to stand toe to toe with AVs. That said they could batch-process an entire mob instead of trying to kite individuals around to divide and conquer.

Scrappers, on the other hand, relied on the "the best defense is a great offense" approach, got critical hits, and were all about dishing out as much damage as quickly as possible, one target at a time.

I think the Tanker equivalent in CoT should tend to get more short-ranged cone/arc/PBAoE melee attacks so as to be able to draw the aggro of a whole mob better and keep it once the fight starts, which is not to say the tanker shouldn't get some single-target punches too, just that the tanker melee sets should be geared more toward fighting groups and holding a mob's aggro. Tankers should also get some kind of ranger AoE taunt attack, though I would prefer not simply "Taunt" but something more flavorful, like a ranged attack that does really low damage, and maybe has knockdown or low chance to stun or something. Different versions of Taunt for different sets is what I'm getting at.

The scrappers, on the other hand, should get more single target attacks, do more melee damage, be stealthier in some general sense (whatever that means). The tanker needs to be visible and damage resistant, the scrapper no as visible and less damage resistant, but higher damage output. Scrappers should get some kind of extra damage mechanics like critical hits, damage bonuses for chaining comboes together, some kind of accumulating energy bar that allows you to unload for extra damage when it's full. Maybe it builds up a little every time you get hit, or every time you hit something, or just over time, or something, etc. The scrapper's job is to take down the biggest threats first, like AVs and bosses, so he or she should get rewarded for emphasizing individual target attacks, but should still have one or two multi-target attacks for use when soloing whole mobs. This could be one fairly high endo, slow recharge, high damage PBAoE that one-shots or redlines minions that it hits, etc.

The tanker's bread and butter attacks should deal damage to, and hold the aggro of, an entire mob that's huddled around him, and the tanker should be rewarded for using this type of stuff more often and slotting it up better, etc. Tanker's should still get a few single target attacks for use against bosses etc when soloing, but maybe make them slower to recharge, use more endo, have to get to higher level to use them, etc so the tanker isn't tempted to spam them a lot when they need to worry about the mob as a whole instead of one target.

I will be interested to see what kind of mechanical and aesthetic differences the two classes end up with in CoT.

R.S.O. of Phoenix Rising

notears
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Why do scrappers need to be

Why do scrappers need to be focused on single target and stealth?

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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doctor tyche
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Tomorrow *tm*

Tomorrow *tm*

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Radiac
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It's not that scrappers NEED

It's not that scrappers NEED stealth, just that tankers shouldn't be doing it nearly as much, if at all, because tankers are presumably TRYING to draw attention to themselves and away from the squishies. I mean, basically everyone had and used stealth effects in CoX to some extent anyway, but you didn't want your tanker to go stealthy in the middle of a fight, because it's against the intended purpose of having him or her there in the first place. They're supposed to draw attention to themselves, so they want to be seen.

I personally see one point of disambiguation between tankers and scrappers being the idea that tankers are trying to pull the crowd toward themselves and then batch-process a mob all at once, whereas if scrappers could do that, hold the aggro and not get killed, well, they'd be tankers then, and we wouldn't need two different classes, would we?

Thus the scrapper should be more focused on taking down the single toughest badguy in the mob (e.g. the boss) and therefore get mostly single target attacks that allow him to successfully do that, but make it more work for him to take out a bunch of minions because he has to attack them one at a time, for the most part. Again, I'm not saying "No AoE for scrappers" nor am I saying "No single target attacks for tankers" just that tankers should lean more toward melee AoE and scrappers should lean more toward single-target melee, as far as what they're doing most of the time, what their BEST attacks are like. This gives them them their own character and makes them more distinct.

To me, the ideal mob for the tanker to take out quickly, with the fewest powers clicked, and with the least amount of danger should be the "all minions" mob, like the throngs of Crey Riot cops that hung around in parts of Brickstown near the train station. Conversely the easiest fight for the scrapper should be a single boss standing there by himself or even a two-boss mob like the dueling Circle of Thorns wizards that used to inhabit parts of Peregrine Island. They both win those fights if built well enough, but the tanker maybe doesn't beat the 2-bosser as fast, because he doesn't deal as much damage to a single target with his attacks as a scrapper would, so it takes him a longer time to beat them, assuming he doesn't run out of endurance or something. The scrapper doesn't die to the horde of minions, assuming his defense or regen or whatever is good enough, but he has to punch each one of them individually, one after the other until he's defeated them all (in series) instead of AoEing them all at the same time (in parallel), like the tanker does, and this is less efficient for him and costs him more endo.

The tanker doesn't drop all the minions with one AoE, he uses several on them over time and eventually drops them all at about the same time, the scrapper drops one at a time, fairly easily, but takes some time doing it before he's finished. The tanker should be resorting to using melee AoE attacks even when he IS fighting a single target, because they're his best attacks in general, and because he has them slotted well because they're his standard attack chain.

I think there's a desire on the part of players for their toon to be good at everything. If you're a scrapper, you're only satisfied if your scrapper is resistant/defensive/self-healy enough to basically do a tanker's job. Otherwise you feel like "This toon sucks, he keeps getting defeated." Well, as a scrapper I feel you should have to run away and heal up sometimes, and the "whole mob alpha strike" should usually drop you. People playing tankers on the other hand should be able to assume they're invincible (barring catastrophic bad luck and or totally deficient power build) but most would like their damage output to be good enough so that the fights don't take forever, in other words, as good as a scrapper's. People playing tankers want more damage, because people playing ANY class want that class to be good at everything.

That's basic human nature, nobody likes having weaknesses or deficiencies. But in order to make different classes in a game PLAY differently, you have to give different ones different strengths and weaknesses, and therefore you have to give them weaknesses. Nobody should be able to solo an Archvillain and his entire mob at the end of a Task Force, except in the case of people with PERFECT power selection, slotting, set bonuses, etc. And even then, that should work ok for THAT AV, but not for the majority of other ones. I think a single toon SHOULD be able to solo an Archvillain or giant monster, but should have to respec his toon JUST for that, and should have to know the AV's stats and attacks, etc. It should be a real challenge at the build level to be able to do that, even assuming you have the money to get the gear (and the necessary respec to slot in that gear) to allow you to do it, if you don't screw it up in the execution of the fight itself.

R.S.O. of Phoenix Rising

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Well I can see where your

Well I can see where your going with stealth, not necessarily about either AT leaning to one side or the other on the ST/ AoE debacle because that shouldn't be the axis on which they should be based. That axis should be offense/defense. The difference between an AoE focused tanker and scrapper should be that the tanker focuses on keeping large amounts of enemies on him while the scrapper should deal with this by kicking down the door and murdering as many minions as he can, while with a ST focused tanker and scrapper, the tanker should focus on keeping the attention of the big guy so the others can safely deal with his minions with their AoE powers, while a ST focused scrapper would focus on going up to the big guy and trying to deal as much damage to him as he can. Also on the subject of stealth, stealth isn't going to be about just combat, it will also be about sneaking into places you shouldn't be, avoiding characters, so those aspects shouldn't be limited by what AT I'm playing as.

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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I agree that stealth is not

I agree that stealth is not just for during combat, and I have no problem with the tanker using it to bypass a room, or whatever. That said,a lot of Brutes, Scrappers, and Tankers in good old CoX just ran/jumped right by them, agging stuff in their wake, and laughing all the way, because they were practically unmezzable. So that's an option too.

But the use of stealth IN COMBAT, which is certainly a possible thing, would, one can argue, benefit every, because if they can't see you, they can't hit you. But the tanker;s job is not to hide and let the mobs attack the blaster behind him. So for tankers, in combat, stealth is undesirable. Now for the scrapper (or stalker for that matter) stealth is a valuable tool because with it you don't take as much damage form the lieutenants and minions while you're slicing and dicing the boss, presumably.

That the idea I was playing with there anyway. Your mileage will undoubtedly vary on a case by case basis from one class/toon/build/player/mob to another.

As for the AoE play style versus the single target play style, anyone who can drop an entire mob in one or two well-placed AoEs should probably be a Blaster. Since you generally want the tanker to hold the attention of the boss and the lts and the minions all at the same time, it makes sense that he's have attacks that would damage all of them at the same time, doesn't it? The idea is that the scrapper, being a non-tanker, is not as durable, and as such he should be trying to avoid all that alpha strike aggro, thus he want's to deal with badguys one at a time (or a very few at a time anyway) to limit the aggro he draws to the point that his less-effective-than-a-tanker damage mitigation powers can handle it. That's my take on trying to craft a play style the makes one class different from the other, anyway. I have no idea what they're actually going to do.

R.S.O. of Phoenix Rising

notears
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Why does the guy who kills a

Why does the guy who kills a mob with one or two well placed AoEs have to be a blaster? The point of a scrapper is to focus on melee combat the same way a blaster focuses on ranged combat. So why can a ranged dps type character be all about AoE if I so choose but an option like that for a melee DPS be harder even if by a little bit? What exactly does that accomplish?

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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Radiac
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I'd like the share something

I'd like to share something else I just dreamed up here too. It's possible to make the scrapper way more effective against a single, higher level and/or higher rank threat and the tanker more able to deal with large NUMBERS of badguys while taking on all comers and surviving.

Imagine if your attacks deal damage based not on how much damage output your power does, but rather as a percentage of the TARGET'S hit point total. So for comparison, let's say a standard attack I have does 100 points to damage to each target it hits (forget about resistances for the moment). That's a conventional attack, it hits, it does 100 damage to the target whether the target is a boss or a minion. Clearly, you'll be better against entire groups of minions if you're doing damge this way, especially AoE damage. Ok, now imagine that I have an attack that when it hits, it always takes away 20% of the target's maximum starting health. If the target only has 100 HP when it's fully healed, this power will do 20 points of damage every time it hits, but if the target has a 10,000 hit point maximum, you're doing 2000 damage in one shot. This amounts to MASSIVE damage in one hit against a boss or AV, but far less against a minion. Thus, if you're going to use this "percentage based attack" against a target, you want to save it for a boss or AV. Clearly this makes the guy who has it better against high quality targets in small numbers and worse against large numbers of lesser targets.

Of course the other option is to just give scrappers some kind of damage bonus that works better against bosses or something, like a "rage" factor that increases your damage based on how mad you are, and you get madder based on how often you take damage during the fight and how much damage, etc. Since bosses will likely be hitting you more often and/or for more damage, this would help more against them.

R.S.O. of Phoenix Rising

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Personally, I liked the way

Personally, I liked the way that CoX separated Tankers/Brutes/Scrappers/Stalkers.

It's like they had a scale ranging from Survivability <------------> Damage.

Tankers were the undisputed kings of survival. No other class could become so un-squishy so easily but they had to work really hard to do decent damage. Brutes were the other way around. Damage came (fairly) easily but they had to work a bit more for survival.

Scrappers got the damage that Brutes had to work for just handed to them but as a trade off needed a bit of effort to become survivable. Stalkers were the kings of burst damage but traded a lot of survivabilty for that. The devs took pitty on them and gave them stealth/placate to make up for it though (teasing).

I emphatically do NOT want to see Tankers given an AoE bias while Scrappers are given a single-target focus.

The main reason why I loved the Claws primary was because it had 3 AoEs (well, 1 PBAoE, 1 ranged cone and 1 melee cone) as well as 4 single target attacks (of which I usually skipped one). What made Claws (and Spines for that matter) great was the versatility they offered. I loved thinning out the crowds with my AoEs then switching to ST attacks to finish off the groups.

What I do want to see as a difference between Tankers and Scrappers is the same one we had in CoX: Aggro Management. Scrappers could not* hold and should not hold the aggro at least for very long.

Also, Tankers should be better at surviving than Scrappers just as Scrappers should be better at killing than Tankers. I saw a post on the CoX forums once that described Tankers like dogs and Scrappers like cats. I think this is a very apt analogy as Tankers by nature should be more "pack-focused" while Scrappers are more "independent".

*Except for those few weeks right after Hybrid powers were introduced and they were bugged and could stay on indefinitely. Which, while I fully understand why that had to be addressed, those few weeks were the most fun I ever had playing CoX (I remember telling my entire SuperGroup that since Scrapachu had been given a taunt aura all their Tankers had been rendered obsolete) >:D

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I feel like the Survivability

I feel like the Survivability<---------->Damage spectrum is definitely there, but I think that there's really only creative space for 2 types of characters in it. If you have four types the two on the left get lumped together and the two on the right get lumped together, or else the dividing line is more like "these three are more DPS, this one is more resistance" or whatever. In any event, the ones that can take are effectively tankers and the rest are different versions of the non-tanker with varying levels of damage output. Now, if you have exactly three types, the third type is presumably a "balanced" middle-of-the-road class that's intended to be a happy medium on both scores, right in the middle, and I think it generally ends up in one of two bad places:

1. It's a "jack of all trades, master of none" and is considered strictly worse than the tanker and scrapper, because it's not survivable enough to tank and not as damage-y as a scrapper, so why don't I just play a scrapper and get the extra damage? This "middle class" is literally just a less tough tanker or a less damage-y scrapper depending on how you want to look at it.

2. It's a "jack of all trades, master of BOTH" which makes it strictly BETTER than both the tanker and the scrapper, because it combines some "close enough for government work" facsimile of the tankers survivability and the scrapper's damage output, and thus gives you the best of both worlds.

To me, brutes and stalkers were just the villain analogs of tanks and scrappers and had an existence of their own only because they felt CoV as a separate entity needed them. Frankly the only really new-feeling class in CoV was the Mastermind in my opinion, as Dominators and Corruptors felt a lot like Blasters and Def/Cons to me. But anyway, from that point on the brutes and stalkers were a legacy that the game had to hold onto, which I felt were functionally equivalent to what the game already had in scrappers and tankers to a large extent, albeit with new "gimmicks" like Rage and uber stealth+placate,etc. Frankly, a lot of scrappers weren't THAT much less survivable than the least survivable tankers anyway. From one build to another it was a fuzzy grey continuum going from the tankiest to the scrappiest builds, and there was some class overlap. Admittedly, there weren't often a lot of tank builds that were as damage-y as even the worst scrappers, unless you want to count the fire tanks when they could herd and burn, but that was eliminated for good reason.

Functionally I think if they were trying to design four different melee classes from the beginning they'd realize that anything tough enough to tank is effectively a tanker in spirit if not in title and everything else might as well be a scrapper , or whatever class has the highest damage output of all the non-tankers.

As far as the AoE thing, hey it's just an idea, maybe I'm wrong. In fact, maybe the whole concept of trying to design a class to a particular play style is passe at this point. It's possible they're just going to make every class equally soloable and not worry about whether one particular type of specification plays very much the same as another. One could argue that the intricate details of the toon's build are what REALLY dictates it's play style in the first place and the resulting play style dictates what it's tole is going to be. As such these things often come about organically on their own anyway, if in fact they're ever going to be there at all. Lord knows there were people who made tankers in CoX who would play like "What, you want me to attack that WHOLE mob, are you crazy? I'll get slaughtered. No, I didn't take Taunt, that power sucks, and my resistance powers aren't fully slotted because it doesn't increase my DAMAGE." while there were scrappers who were like "I'LL tank the Archvillain, NO PROBLEM, I'm a REGEN Scrapper, I'M INVINCIBLE! INVINCI--OWW!!!"

R.S.O. of Phoenix Rising

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I enjoyed all of the melee

I enjoyed all of the melee classes from CoH and would like to see all of them come back in some form. However I feel that it might be possible to accomplish this with the various powersets rather than with different ATs.

A Stalker was a stealth-centric Scrapper with a single melee-snipe. So instead of making two ATs (and twice the work) why not make more powersets and let them make the difference? Have several Stealthy Secondaries as well as several more combative Scrapper-like Secondaries and then the player can choose what they want. Primaries would be the same way. That way if you really want to run a Stalker Primary (with the snipe) without the Stealth Secondary (for whatever reason) then you can. Maybe you plan on playing with another player and his favorite Illusion controller who will provide Stealth for you. Maybe you plan on only using the snipe on Mezzed opponents. Who knows?

Tanks and Brutes would be the same. Give them both a 'Taunt while in melee' inherent as well as a small 'damage building' thing. Then the player could choose to take a Tank Primary or a Brute Primary as they saw fit.

I remember when Star Wars was cool...a long, long time ago...

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Comicsluvr wrote:
Comicsluvr wrote:

I enjoyed all of the melee classes from CoH and would like to see all of them come back in some form. However I feel that it might be possible to accomplish this with the various powersets rather than with different ATs.
A Stalker was a stealth-centric Scrapper with a single melee-snipe. So instead of making two ATs (and twice the work) why not make more powersets and let them make the difference? Have several Stealthy Secondaries as well as several more combative Scrapper-like Secondaries and then the player can choose what they want. Primaries would be the same way. That way if you really want to run a Stalker Primary (with the snipe) without the Stealth Secondary (for whatever reason) then you can. Maybe you plan on playing with another player and his favorite Illusion controller who will provide Stealth for you. Maybe you plan on only using the snipe on Mezzed opponents. Who knows?
Tanks and Brutes would be the same. Give them both a 'Taunt while in melee' inherent as well as a small 'damage building' thing. Then the player could choose to take a Tank Primary or a Brute Primary as they saw fit.

We have already stated that we are making the differences between Brutes, Scrappers and Stalkers through our Mastery system, rather than have a dedicated AT to each.

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I am intrigued and would like

I am intrigued and would like to subscribe to your newsletter.

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Darth Fez wrote:
Darth Fez wrote:

I am intrigued and would like to subscribe to your newsletter.

*checks the clock*
A little bit to wait.

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(Hmm. I think I might have

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(Hmm. I think I might have made that pastis a little strong.)

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Doctor Tyche wrote:
Doctor Tyche wrote:

We have already stated that we are making the differences between Brutes, Scrappers and Stalkers through our Mastery system, rather than have a dedicated AT to each.

I am intrigued as to how this will play out. In CoX I had 5 level 50 Scrappers, 1 level 50 Stalker (which I slogged through just to unlock the Widow/Soldier) 1 level 50 Tanker (AE Farmer) and 1 Brute that I stopped playing at level 17 (it felt like a shadow of what my Scrappers were but hey, that's just my opinion). I absolutely loved how the Scrappers played and all of the subtle differences that set them apart from Tankers, Stalkers and Brutes.

I see the merit in designing a single class to fulfill the Scrapper/Brute/Stalker roles but at the same time I am concerned about whether all three ATs can truly be represented/fleshed-out adequately by the Mastery System.

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@Radiac

@Radiac

Most of my personal (firsthand) experience in CoX was with Scrappers. I leveled a Tanker to 50 but that one was mostly just my Fire Farmer so i would not claim to be an expert on Tankers by any stretch of the means. Many of my Supergroup-mates mained Tankers, and they were really good at Tanking so I definitely learned quite a bit about how to Tank but not necessarily how to "Tanker".

Anyway, I am not convinced that, from a "real world" perspective, Tankers were really more survivable than Scrappers. What I mean is, if my Scrapper could survive +4's at the aggro cap long enough for me to clear the whole group then isn't the "extra" defense of the Tanker wasted? I am not trying to turn this into a X class outperforms Y class argument, but rather I am trying to help define what made Scrappers and Tankers unique and thereby how to help MWM recreate the awesome experiences to be had by both.

The other point that I am trying to make is that Scrappers were not just about damage. I mean sure, they could dish it out in great amounts but they had just enough other tricks up their sleeves to handle practically anything the game could throw at them.

Then again, maybe I am just letting nostalgia color my memories....

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DaBeetus wrote:
DaBeetus wrote:

I am intrigued as to how this will play out. In CoX I had 5 level 50 Scrappers, 1 level 50 Stalker (which I slogged through just to unlock the Widow/Soldier) 1 level 50 Tanker (AE Farmer) and 1 Brute that I stopped playing at level 17 (it felt like a shadow of what my Scrappers were but hey, that's just my opinion). I absolutely loved how the Scrappers played and all of the subtle differences that set them apart from Tankers, Stalkers and Brutes.
I see the merit in designing a single class to fulfill the Scrapper/Brute/Stalker roles but at the same time I am concerned about whether all three ATs can truly be represented/fleshed-out adequately by the Mastery System.

You already saw the [url=http://cityoftitans.com/content/mastering-your-character-primer-masteries]new update here[/url]?

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DaBeetus wrote:
DaBeetus wrote:

Anyway, I am not convinced that, from a "real world" perspective, Tankers were really more survivable than Scrappers. What I mean is, if my Scrapper could survive +4's at the aggro cap long enough for me to clear the whole group then isn't the "extra" defense of the Tanker wasted?

When people make such statements I always wonder if this was the case with, or without, the benefit of IO sets. With the correct (not necessarily even über, in most cases, I think) IO sets it was not difficult to have your classic tank-mage par excellence. The element of skill and the power sets involved cannot not be disregarded, either.

To relate my own experience, I decided to try out tankers because a lot of people enjoyed them. Turns out I was not one of the people who saw the appeal of the tanker. For those short periods of time when I did try to play one (IIRC I managed to get a fire and stone tank to 20-something) I did not get the sense that the additional survivability made up for the lack of damage. In fact, I usually felt that the defenses failed to make up for the additional amount of time the enemies were beating on my character. I put it down to a matter of play styles and chose to leave well enough alone.

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Darth Fez wrote:
Darth Fez wrote:

To relate my own experience, I decided to try out tankers because a lot of people enjoyed them. Turns out I was not one of the people who saw the appeal of the tanker. For those short periods of time when I did try to play one (IIRC I managed to get a fire and stone tank to 20-something) I did not get the sense that the additional survivability made up for the lack of damage. In fact, I usually felt that the defenses failed to make up for the additional amount of time the enemies were beating on my character. I put it down to a matter of play styles and chose to leave well enough alone.

I have the same problem.... across all types of games. For CoX, the only one that I found that I could get behind was the Fire/Emp controller (although the Fire/Psi Dom was a similar enough play style for me to flick over to).

However, for other games, I find that I tend to gravitate towards the "rogue" style of character... which I am NOT aiming to play in Wildstar... I am playing the SpellSlinger (Range DPS/Healer setup) for the live environment.

Although I have also tried the engineer there (Not bad fun actually), Warrior (enjoyable, although possibly slow going), Medic (Nothing better than taking on challenges that you shouldn't be able to and Stalker (Stealthy stealthy DPS/Tank).

Guild Wars 2, the only class I have gotten behind was the Thief class (Ranged weaponry/Melee DPS). Which again was suitable for me.

I am one of those people who has to find a character setup *quickly* to click into or I am liable to drop the game.

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I've had 6 Scrappers, 4

I've had 6 Scrappers, 4 tankers, 3 stalkers, 4 brutes, got 95% of them to lvl 50, and I literally played them all differently. Some were AoE focused, single target focused, elusive, all out offensive, some characters I'd swap builds often, others I never changed the builds due to RPing. If one can't change with the tides of battle, then they aren't a very good warrior. I believe this is the spirit CoT is on track to capturing. Every aspect of an AT's role and powers should be adjustable for the player within the scope of that AT in order to mold their playing style. A person fighting with a sword in real life has the ability to hit multiple people within a given moment with one swing, or focus on one guy at a time, so should it be in CoT if you're adept at either one or both.

Through classification/specification/mastery, I extremely look forward to my main CoT scrapper being a near replica of my CoH scrapper with even more fine tuning. He would dish out serious damage, and last an entire arc being an effective team member; even stealing other's roles once in a while as they should over lap. I loved how I didn't have to wait for the tanker to initiate most battles before I could do anything. I can't get that if I'm predestined to have my AoE's limited, and resilience lowered just to rely on other players who may or may not fill their role properly. If a player works better with a majority of his points into a single target system, limiting his AoE and defense *cough Stalker cough*, but he slays that way and his death rate is low, then hell yeah, let him have it.

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Izzy wrote:
Izzy wrote:

DaBeetus wrote:
I am intrigued as to how this will play out. In CoX I had 5 level 50 Scrappers, 1 level 50 Stalker (which I slogged through just to unlock the Widow/Soldier) 1 level 50 Tanker (AE Farmer) and 1 Brute that I stopped playing at level 17 (it felt like a shadow of what my Scrappers were but hey, that's just my opinion). I absolutely loved how the Scrappers played and all of the subtle differences that set them apart from Tankers, Stalkers and Brutes.
I see the merit in designing a single class to fulfill the Scrapper/Brute/Stalker roles but at the same time I am concerned about whether all three ATs can truly be represented/fleshed-out adequately by the Mastery System.

You already saw the new update here?

Enforcer Masteries:

Rage: The more you fight, the stronger you get. (Brute-ish)
Surprise Strike: You gain bonuses for attacks against unsuspecting targets. (Stalker-ish)
Inspiration: Your allies are rallied with each foe it defeats. (I have no idea what this means)
Predation: You are the single-target master, gaining bonuses the longer you fight the same enemy. (Stalker-ish)
Reinforcement: You have a winning presence for your allies. (Another head scratch-er.)

I see 1 for Brutes, 2 for Stalkers and 2 that confuse the hell out of me.

Then again, I am not sure what a Scrapper-flavored mastery might be. Maybe my problem is that my favorite Scrappers were very balanced (AoE and ST, offense and defense) and I don't see quite how that will work yet. I know we are still a ways out and I have every confidence that MWM will be able to deliver a great experience -- I just haven't seen anything that makes me giddy yet.

;em shrug

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DaBeetus wrote:
DaBeetus wrote:

Inspiration: Your allies are rallied with each foe it defeats. (I have no idea what this means)
Reinforcement: You have a winning presence for your allies. (Another head scratch-er.)

These sound like something that amounts to the Leadership pool. Reinforcement could be along the lines of an accuracy / damage bonus while Inspiration is very reminiscent of [url=http://paragonwiki.com/wiki/Leadership#Victory_Rush]Victory Rush[/url].

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DaBeetus wrote:
DaBeetus wrote:

Izzy wrote:
DaBeetus wrote:
I am intrigued as to how this will play out. In CoX I had 5 level 50 Scrappers, 1 level 50 Stalker (which I slogged through just to unlock the Widow/Soldier) 1 level 50 Tanker (AE Farmer) and 1 Brute that I stopped playing at level 17 (it felt like a shadow of what my Scrappers were but hey, that's just my opinion). I absolutely loved how the Scrappers played and all of the subtle differences that set them apart from Tankers, Stalkers and Brutes.
I see the merit in designing a single class to fulfill the Scrapper/Brute/Stalker roles but at the same time I am concerned about whether all three ATs can truly be represented/fleshed-out adequately by the Mastery System.

You already saw the new update here?

Enforcer Masteries:
Rage: The more you fight, the stronger you get. (Brute-ish)
Surprise Strike: You gain bonuses for attacks against unsuspecting targets. (Stalker-ish)
Inspiration: Your allies are rallied with each foe it defeats. (I have no idea what this means)
Predation: You are the single-target master, gaining bonuses the longer you fight the same enemy. (Stalker-ish)
Reinforcement: You have a winning presence for your allies. (Another head scratch-er.)
I see 1 for Brutes, 2 for Stalkers and 2 that confuse the hell out of me.
Then again, I am not sure what a Scrapper-flavored mastery might be. Maybe my problem is that my favorite Scrappers were very balanced (AoE and ST, offense and defense) and I don't see quite how that will work yet. I know we are still a ways out and I have every confidence that MWM will be able to deliver a great experience -- I just haven't seen anything that makes me giddy yet.
;em shrug

The Scrapper's inherent was Critical Strike, which gave a chance for double damage against the opponent. The chance increased with the opponents rank (low for minions, highest for GM's). That is folded into Predation.

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Thanks for expanding on that

Thanks for expanding on that Doctor Tyche.

While most of the Scrapper primaries had a definite Single-Target focus, my favorites were the more balanced AoE/Single target sets (Claws, Spines, & Street Justice). Will Predation still provide a benefit to AoE attacks or is it more about how long you go without switching targets?

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@Darth Fez

@Darth Fez

I'm right there with you about the over-defense not worth the lack of damage. I enjoy a... faster playstyle. More high-risk, high-reward if you will.

IO sets were definitely part of making incredible toons. Player skill, awareness and playstyle are other components. Often overlooked, Inspirations could play a HUGE role in shoring up a toon's weaknesses as well. I had binds tied to my movement keys to combine all levels of Inspirations into whatever the toon I was currently playing needed most and another nearby bind to pop 'em so that I could do so quickly and I never had to organize my tray.

Incarnates could be used to fill any remaining holes but most of my toons did not need anything else by the time I considered Incarnates so I just went with more damage most of the time. I got the impression that Incarnates were supposed to be game-breaking though. Sort of a way to show off to the Free-to-Players. A set of "Hey, look what you are missing" powers.

Don't get me wrong, third tier Ion Judgement was worth $15 a month by itself in my opinion. >:o

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DaBeetus wrote:
DaBeetus wrote:

Will Predation still provide a benefit to AoE attacks or is it more about how long you go without switching targets?

To refine this question, I would eventually like to know if cone or arc attacks count towards Predation bonuses and how quickly does the bonus decay (e.g. if I change targets to another enemy and then switch back, briefly target another player, or work an AoE attack into my rotation). Also, will Predation and similar masteries work through a 'target of target' or 'assist target' system (always assuming these will be available)?

Presumably Predation applies to only one enemy at a time, so that it will not be possible to quickly switch between two targets and build up Predation on both.

In particular, I want this information to be available in-game 'cause, damn it, I'm dumb enough to have these kinds of questions!

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I predict that the only real

I predict that the only real answers to these specific question about the masteries, etc will only come after play testing. This is the level on which stuff get's tweaked by playtesting.

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I played a lot of Tanks and

I played a lot of Tanks and Brutes with only a small handful of Scrappers as I love me my Survivability :)
The problem was that with IO Sets/Accolades Brutes could become almost as tough as Tanks but with a heck more damage and for normal content (0/0) or slightly tougher there was never a problem that my Brutes couldn't deal with that my Tanks could. Now raising the bar to the +3/+4 level on a Maxed team of 8 could occasionally provide issues for my Brutes and I would need Insps or Buffs to do the tanking. Running my Inv Brute through the ITF at +4 as Main Tank was often painful with the occasional death, but my Inv Tank was impervious and just laughed, taunted and attacked.

The struggle will be to make Stalwarts and Enforcers so even with the advanced build options (such as IO Sets or whatever CoT will have) Class 1 cant cross the line into Class 2's territory.
Enforcers should be able to survive having a handful of low-mid level bad guys beating on them. The Stalwart should be able to have a handful of mid-high level or 3 handful of low-mid level bad guys.
The Enforcer should be able to survive a few ArchVillian strikes, with the Alpha almost taking them out (< 20% HP remaining). The Tank should be able to stand Toe to Toe with the AV and have the Alpha take them down to approx. 50% HP (numbers subject to change blah blah...).

IMHO the Brute was too strong by allowing them to reach the same Def/Res as Tanks. The Scrapper/Tank system worked well for the most part with Scrappers only able to hit 75% Res vs 95% Res, and the MaxHP being much lower on Scrappers for example.

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I don't know if the devs in

I don't know if the devs in CoX had plans to make all the ATs available on both sides of the line from the beginning of CoV.
I doubt we'll have the same issues of overlap in CoT since we will all be Titans and our actions/alignment will determine if we are heroes or villains.

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I think the only way to

I think the only way to ensure differences in play style between any two different classifications would be to impose different classification-specific hard caps on damage, defense, and resistance. Otherwise, we probably have to deal with a lot of cross-talk between the different melee builds available, which is not a big problem really. It's okay of a totally optimized scrapper with all the gear is SLIGHTLY more durable than a not-as-well-optimized tanker.

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My new understanding is that

My new understanding is that each Archetype Role (AR) will have its own caps on Def/Res/etc and the Stalwart will be much higher than any other AR to avoid such cross-over.

Yippee

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Tankers are contrlers who do

Tankers are controllers who do fist-based pew pews when not controlling.

Scrappers are real melee. Not trying to stomp headcannons, but once I realized that mathematical truth, I stopped feeling offended at the offensive wimpiness of my tanks.

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The very existence of the taunting tank irritates, for it requires idiotic AI that obeys the taunt.

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Gorgon wrote:
Gorgon wrote:

Tankers are controllers who do fist-based pew pews when not controlling.

This is a principal that I've concluded as well. To design a balanced character to be absurdly difficult to take down, while still being relevant to the fight other than as a semi-passive damage-sponge, you need to give your "tanker" significantly more CC than your "scrapper".

This isn't to say you should prevent the creation of the old-school fire/fire tanks that were just AoE dps beasts, but they also sacrificed significant ammounts of defense compared to the other builds, and really operated more like AoE Scrappers than traditional Tankers.

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This is certainly an

This is certainly an interesting viewpoint that might have made me more willing to stick with tankers. Placing taunts in the arena of a sort of mez also makes for a more compelling explanation than "necessary but generic mechanics thingamabob".

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I always preferred to think

I always preferred to think of Taunt as a sort of "specialized Confuse" that caused Foes to attack the Taunter, rather than each other (Confuse). So Taunt is definitely something that needs to be thought of as a "crowd control" sort of mez power.

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My desire is for a nearly-all

My desire is for a nearly-all-AOE Scrapper that can dish out the damage to crowds, with one super-strength ST attack that recharges decently.

Kill them quickly and move on. Let my tankish team-mate lock down the AV.

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I hope you have room for my

I hope you have room for my guardian consultant !!!! :-)

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My wife and I duo a lot, our

My wife and I duo a lot, our characters of choice back in CoH were her Stone/Energy Tanker, Golden Griffin, and my Claws/Super Reflexes Scrapper, Tiger. She put on granite armor, rooted, and mud Pots, then TPed into a group. After Total Focus and Energy Transfer the boss was toast and I had taken everything else out. We usually ran at +4 levels and as a team of 8. AV's took some time to wear down but we could do it without dieing. Although, we did try to avoid Carnies and Malta because the -End killed granite armor. If we had too I would stealth into a group and take out the Sappers or Dark Ring Mistresses first. Other than that, there was little we couldn't do other than run a Hamadon Raid by ourselves.

On the red side we ran as a Brute/Mastermind duo, but that is a discussion for another thread.

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Absolutely Mind-Freeze!

Absolutely Mind-Freeze! Looking forward to it. :)

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Consultant wrote:
Consultant wrote:

My desire is for a nearly-all-AOE Scrapper that can dish out the damage to crowds, with one super-strength ST attack that recharges decently.
Kill them quickly and move on. Let my tankish team-mate lock down the AV.

I made a spines/fire scrapper towards the end so I could have dual point-blank AOE damage toggle auras going on. They were not really viable at level 50 as a replacment for fire tankers as they couldn't pull big crowds and stand there.

I didn't purple them out nor get any Incarnate, so perhaps with work they could approach a real tank, but I had no desire to pursue that as it was just an experiment.

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The very existence of the taunting tank irritates, for it requires idiotic AI that obeys the taunt.