Make Tanks Great Again!

Started 27 Apr 2019
by Duse
in Suggestions
Goal: To implement Scars of Battle(+10% HP) and Memories of War(+15% magic resistance) to all heavy tanks (Hero, Warrior, Armsman)
Note: I believe those 2 values should be switched, as 15% bonus magic resistance might be a bit excessive, but just my opinion.

Why?

The current state of Phoenix has tanks in the most detuned state I've ever seen, even the Armsmans Snapshot has been removed(why?). Their HP pool is barely higher than hybrids, defence mechanics are very poor, and heavy tanks have no real self defensive options available. High shield/parry spec + MoB/MoParry yields a very minor boost to defense(and obviously none vs magic). Having to spec Toughness 9 for 400 measly HP is not worth it either.

This change would not be game breaking, tanks wouldn't be running rampant with the implementation of Scars of Battle and Memories of War. I've seen a merc be the main tank for Sidi more than once, which while I applaud him, should always be a heavy tank. For those of us who enjoy taking a beating, and protecting our squishies, these minor changes would go a long way to improving morale for tanks.

Please let's get some visibility on this topic. If you love your tanks who peel for your healers, and tank those raids to get you all those feathers, then let's make the Devs look into it! They've done a ton of work balancing classes, and fine tuning the things that drive people away from certain classes. I'm not saying tanks are the bottom of the barrel, but they need a minor boost to set them apart from hybrids and light tanks, mainly in the soaking department.

Please Like, or comment and make this topic be SEEN!
Sun 28 Apr 2019 2:20 AM by Catholocate
I think this might work if percentages were halved. So 5% / 7.5%. I think if it was any higher there would be no purpose for light tanks.
Sun 28 Apr 2019 12:02 PM by Duse
No purpose for light tanks? Their purpose is DPS, which they are doing exceedingly well. That part will not change, all this change would do is make the heavies a little sturdier.
Sun 28 Apr 2019 12:14 PM by Jimmy0000
Duse wrote:
Sat 27 Apr 2019 4:01 PM
Goal: To implement Scars of Battle(+10% HP) and Memories of War(+15% magic resistance) to all heavy tanks (Hero, Warrior, Armsman)
Note: I believe those 2 values should be switched, as 15% bonus magic resistance might be a bit excessive, but just my opinion.

Why?

The current state of Phoenix has tanks in the most detuned state I've ever seen, even the Armsmans Snapshot has been removed(why?). Their HP pool is barely higher than hybrids, defence mechanics are very poor, and heavy tanks have no real self defensive options available. High shield/parry spec + MoB/MoParry yields a very minor boost to defense(and obviously none vs magic). Having to spec Toughness 9 for 400 measly HP is not worth it either.

This change would not be game breaking, tanks wouldn't be running rampant with the implementation of Scars of Battle and Memories of War. I've seen a merc be the main tank for Sidi more than once, which while I applaud him, should always be a heavy tank. For those of us who enjoy taking a beating, and protecting our squishies, these minor changes would go a long way to improving morale for tanks.

Please let's get some visibility on this topic. If you love your tanks who peel for your healers, and tank those raids to get you all those feathers, then let's make the Devs look into it! They've done a ton of work balancing classes, and fine tuning the things that drive people away from certain classes. I'm not saying tanks are the bottom of the barrel, but they need a minor boost to set them apart from hybrids and light tanks, mainly in the soaking department.

Please Like, or comment and make this topic be SEEN!

I wholeheartedy agree. i just said this same thing on another post. Tanks are garbage on here like no other private server, like no other patch era on live i have ever bared witness to; they were already the weakest archetype on live throughout it's history because of the fundamental ranged/caster/stealth bias DAOC has always had. On Phoenix they're so laughably pitiful, i just went back to pvping on a WoW private server, as well as Warhammer RoR. This server feels like a caricature of everything that was wrong with DAOC throughout it's history, wrapped up in a NF package, and thrown into the Old Frontiers... and i cannot begin to explain how i hate to say that.

Light tanks have it even worse than heavy tanks, though. They need a boost also. The ones with no shield spec, anyway. I stopped playing my savage on live because of that stupid 2007 patch that turned archers into stealth casters; it made my savage literally take 1000 percent more damage since he could no longer evade arrows, and arrows ignored ABS. Here, their damage has obviously been upped, even though it's the old archery system, and my savage, with his evasion buff going, only has a 18 percent chance to evade arrows, so it's basically like live in 2007 in that regard. So after leveling and templating a reaver, savage, and armsman, i just said... to hell with it. I might be back here just for gits and shiggles but i'm pretty much done for the most part. Why on earth would i want to play on a server, as a tank player, that has even less respect for that archetype than mythic, or broadsword did? lol?

The fix for tanks has always been one thing, but nobody has ever done it, which is.... make ignore pain a passive RA that only tanks have, and whatever value it gives, it gives that amount passively to your total hitpoints, so the highest level would give say 80 percent more hitpoints. In a game where tanks move like a snail, and have no gapclosers, and everyone is perma-sprinting that wouldn't be remotely overpowered

I hope the next Arthurian based game is taken up by someone more worthy of that theme than the anti-tank Mythic devs. Warriors/knights etc. is what an Arthurian based game should have always been about, and all the other classes should have been supplemental to them, instead it's the exact opposite. Here, tanks are the support classes, and casters/stealthers are the mainstay of the army. @#$% that. That's not remotely how it should have been.
Sun 28 Apr 2019 3:39 PM by jhaerik
Jimmy0000 wrote:
Sun 28 Apr 2019 12:14 PM
Duse wrote:
Sat 27 Apr 2019 4:01 PM
Goal: To implement Scars of Battle(+10% HP) and Memories of War(+15% magic resistance) to all heavy tanks (Hero, Warrior, Armsman)
Note: I believe those 2 values should be switched, as 15% bonus magic resistance might be a bit excessive, but just my opinion.

Why?

The current state of Phoenix has tanks in the most detuned state I've ever seen, even the Armsmans Snapshot has been removed(why?). Their HP pool is barely higher than hybrids, defence mechanics are very poor, and heavy tanks have no real self defensive options available. High shield/parry spec + MoB/MoParry yields a very minor boost to defense(and obviously none vs magic). Having to spec Toughness 9 for 400 measly HP is not worth it either.

This change would not be game breaking, tanks wouldn't be running rampant with the implementation of Scars of Battle and Memories of War. I've seen a merc be the main tank for Sidi more than once, which while I applaud him, should always be a heavy tank. For those of us who enjoy taking a beating, and protecting our squishies, these minor changes would go a long way to improving morale for tanks.

Please let's get some visibility on this topic. If you love your tanks who peel for your healers, and tank those raids to get you all those feathers, then let's make the Devs look into it! They've done a ton of work balancing classes, and fine tuning the things that drive people away from certain classes. I'm not saying tanks are the bottom of the barrel, but they need a minor boost to set them apart from hybrids and light tanks, mainly in the soaking department.

Please Like, or comment and make this topic be SEEN!

I wholeheartedy agree. i just said this same thing on another post. Tanks are garbage on here like no other private server, like no other patch era on live i have ever bared witness to; they were already the weakest archetype on live throughout it's history because of the fundamental ranged/caster/stealth bias DAOC has always had. On Phoenix they're so laughably pitiful, i just went back to pvping on a WoW private server, as well as Warhammer RoR. This server feels like a caricature of everything that was wrong with DAOC throughout it's history, wrapped up in a NF package, and thrown into the Old Frontiers... and i cannot begin to explain how i hate to say that.

Light tanks have it even worse than heavy tanks, though. They need a boost also. The ones with no shield spec, anyway. I stopped playing my savage on live because of that stupid 2007 patch that turned archers into stealth casters; it made my savage literally take 1000 percent more damage since he could no longer evade arrows, and arrows ignored ABS. Here, their damage has obviously been upped, even though it's the old archery system, and my savage, with his evasion buff going, only has a 18 percent chance to evade arrows, so it's basically like live in 2007 in that regard. So after leveling and templating a reaver, savage, and armsman, i just said... to hell with it. I might be back here just for gits and shiggles but i'm pretty much done for the most part. Why on earth would i want to play on a server, as a tank player, that has even less respect for that archetype than mythic, or broadsword did? lol?

The fix for tanks has always been one thing, but nobody has ever done it, which is.... make ignore pain a passive RA that only tanks have, and whatever value it gives, it gives that amount passively to your total hitpoints, so the highest level would give say 80 percent more hitpoints. In a game where tanks move like a snail, and have no gapclosers, and everyone is perma-sprinting that wouldn't be remotely overpowered

I hope the next Arthurian based game is taken up by someone more worthy of that theme than the anti-tank Mythic devs. Warriors/knights etc. is what an Arthurian based game should have always been about, and all the other classes should have been supplemental to them, instead it's the exact opposite. Here, tanks are the support classes, and casters/stealthers are the mainstay of the army. @#$% that. That's not remotely how it should have been.

You kind of sound like everyone that plays hybrids/tanks I know on this server. Including myself.

Playing on a chargeless patch, with ninja buffed spell casters and having jack all for hits just feels terrible. Yet the forums are absolutely filled with Albs whining about how OP light tanks are. I mean fuck if they are so OP maybe they should try running tank groups. Here is the truth about Pheonix tanks groups. One AoE Disease and you are toast. You'll never get everyone cleared before they get nuked to hell. It takes an assisting caster group all of 1-2 seconds to kill a full hits tempted light tank depending on crits. Considering as a fulling buffed save I have (without logging in to check) around 2.1k HP I've seen a lot of nukes connect for well over 500 non crit after the 50% debuff. This is due to debuff being broken on this server and taking us to negative resist.

I swear they started with something decent, and have killed it more and more with each little thing they changed. And NOW they updated zones, and broke crafting. Good job.
Sun 28 Apr 2019 9:05 PM by Jimmy0000
jhaerik wrote:
Sun 28 Apr 2019 3:39 PM
Jimmy0000 wrote:
Sun 28 Apr 2019 12:14 PM
Duse wrote:
Sat 27 Apr 2019 4:01 PM
Goal: To implement Scars of Battle(+10% HP) and Memories of War(+15% magic resistance) to all heavy tanks (Hero, Warrior, Armsman)
Note: I believe those 2 values should be switched, as 15% bonus magic resistance might be a bit excessive, but just my opinion.

Why?

The current state of Phoenix has tanks in the most detuned state I've ever seen, even the Armsmans Snapshot has been removed(why?). Their HP pool is barely higher than hybrids, defence mechanics are very poor, and heavy tanks have no real self defensive options available. High shield/parry spec + MoB/MoParry yields a very minor boost to defense(and obviously none vs magic). Having to spec Toughness 9 for 400 measly HP is not worth it either.

This change would not be game breaking, tanks wouldn't be running rampant with the implementation of Scars of Battle and Memories of War. I've seen a merc be the main tank for Sidi more than once, which while I applaud him, should always be a heavy tank. For those of us who enjoy taking a beating, and protecting our squishies, these minor changes would go a long way to improving morale for tanks.

Please let's get some visibility on this topic. If you love your tanks who peel for your healers, and tank those raids to get you all those feathers, then let's make the Devs look into it! They've done a ton of work balancing classes, and fine tuning the things that drive people away from certain classes. I'm not saying tanks are the bottom of the barrel, but they need a minor boost to set them apart from hybrids and light tanks, mainly in the soaking department.

Please Like, or comment and make this topic be SEEN!

I wholeheartedy agree. i just said this same thing on another post. Tanks are garbage on here like no other private server, like no other patch era on live i have ever bared witness to; they were already the weakest archetype on live throughout it's history because of the fundamental ranged/caster/stealth bias DAOC has always had. On Phoenix they're so laughably pitiful, i just went back to pvping on a WoW private server, as well as Warhammer RoR. This server feels like a caricature of everything that was wrong with DAOC throughout it's history, wrapped up in a NF package, and thrown into the Old Frontiers... and i cannot begin to explain how i hate to say that.

Light tanks have it even worse than heavy tanks, though. They need a boost also. The ones with no shield spec, anyway. I stopped playing my savage on live because of that stupid 2007 patch that turned archers into stealth casters; it made my savage literally take 1000 percent more damage since he could no longer evade arrows, and arrows ignored ABS. Here, their damage has obviously been upped, even though it's the old archery system, and my savage, with his evasion buff going, only has a 18 percent chance to evade arrows, so it's basically like live in 2007 in that regard. So after leveling and templating a reaver, savage, and armsman, i just said... to hell with it. I might be back here just for gits and shiggles but i'm pretty much done for the most part. Why on earth would i want to play on a server, as a tank player, that has even less respect for that archetype than mythic, or broadsword did? lol?

The fix for tanks has always been one thing, but nobody has ever done it, which is.... make ignore pain a passive RA that only tanks have, and whatever value it gives, it gives that amount passively to your total hitpoints, so the highest level would give say 80 percent more hitpoints. In a game where tanks move like a snail, and have no gapclosers, and everyone is perma-sprinting that wouldn't be remotely overpowered

I hope the next Arthurian based game is taken up by someone more worthy of that theme than the anti-tank Mythic devs. Warriors/knights etc. is what an Arthurian based game should have always been about, and all the other classes should have been supplemental to them, instead it's the exact opposite. Here, tanks are the support classes, and casters/stealthers are the mainstay of the army. @#$% that. That's not remotely how it should have been.

You kind of sound like everyone that plays hybrids/tanks I know on this server. Including myself.

Playing on a chargeless patch, with ninja buffed spell casters and having jack all for hits just feels terrible. Yet the forums are absolutely filled with Albs whining about how OP light tanks are. I mean fuck if they are so OP maybe they should try running tank groups. Here is the truth about Pheonix tanks groups. One AoE Disease and you are toast. You'll never get everyone cleared before they get nuked to hell. It takes an assisting caster group all of 1-2 seconds to kill a full hits tempted light tank depending on crits. Considering as a fulling buffed save I have (without logging in to check) around 2.1k HP I've seen a lot of nukes connect for well over 500 non crit after the 50% debuff. This is due to debuff being broken on this server and taking us to negative resist.

I swear they started with something decent, and have killed it more and more with each little thing they changed. And NOW they updated zones, and broke crafting. Good job.

"Playing on a chargeless patch"

You mean to tell me charge isn't on here, with ANY tank? Lord god...
Just when i thought i couldn't see anymore bias. Pretty much every single mmorpg except tank-hating daoc had an ability like that on a fairly short timer for pure melees, and they totally exclude it here? Wait i think charge worked differently on uthgard, you could still be CCd and it was a free ability if i remember correctly. The original charge was retarded, that's why it was changed. Tanks also died 10x less fast when original charge was a thing, so it wasn't as bad not having it.
I thought it was just savages that didn't have the NF style charge. Convenient how they put all kinds of newfangled late era stuff for all the non-tanks, yet conveniently exclude charge from savages (a fairly late update, but not too late in daoc's life), and excluding charge in general, if i'm hearing you correctly.

So far, playing mid and alb, i've only seen two warriors, and two mercs, and two BMs, and one hero, and one grey berserker, and 2 savages (including me, lol) 2 armsmen (including me, also) in an entire month of playing here in RVR. With all considered, no wonder! Logically, the first thing i would do on a private server if i ran one, given my knowledge of how certain classes simply overpopulated because they overperformed, is revert assassins back to the old 1.5 spec points the originally had. Then only true assassin players would actually play them. Here, they boosted it up to 2.5, so you see like 25 of them on each side every RVR session.

The next thing i'd do, is give light tanks, and heavy tanks both tireless, and long wind for free, and totally exclude it from other classes. Then what i would do, is put buff merchants in. Want to conserve end? Use certain styles/weaponsets that conserve it. I would go even further than that, and make casted spells consume end like they used to. Perma end was a huge balance issue that came later in DAOC's life. A private server should try to resolve it, not include the problem. What i would do after that is make shields level matter in context to block rate, and make shield quality also matter, I would set the block cap to something like 75 percent to begin with, I would also make no weaponset 'halve' any defense, and see how it goes. I would also put hard 2.0 second cast speeds in the game, like Uthgard 1.0 had. I would also make being attacked by low weaponskill opponents make your parry rate easily capped at 50, and your block rate easily capped at 75 if you had enough RAs.
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