In reply to (almost) everything, Statesman says
Sorry I haven't posted earlier...I was enjoying "Rivalry Day" in college football. My Buckeyes won...and then I read through the great responses to my previous thread.
A Tanker's role is to protect his teammates. That's what we'd like to optimize. At the moment, a Tanker is virtually undefeatable. In other words, a Tanker can take ENORMOUS amounts of damage. That's great for the Blasters, Defenders and Controllers who wouldn't otherwise be able to survive the encounter. So that's why we are considering tweaking a Tankers' Taunt ability.
We increased hit points of mobs in order to see what the effect would be live. Internally, its meant that those alpha strikes couldn't finish everyone off - leading to the necessity of Tankers and/or Controllers to lock down mobs before laying down a lot of AOE's. I want the Archetypes to complement each others' strengths & weaknesses.
The increase in hit points is only a test - and I'll be able to get more feedback on Monday. Same with the Epic Powers; some posts have already suggested that some are more "uber" than others. That obviously isn't good.
"Epic" powers aren't intended to be the most powerful - but rather powers that an Archetype has never been able to sample before.
Tankers are terrific at protecting their teammates (well, assuming they have Provoke, but that's why we're considering making that change). I'm extemely concerned that Tankers feel that Scrappers can abrogate their role. As good as a Scrapper is at Damage, a Tanker should be at Resistance. I don't have the stats in front of me tonight, but I promise Geko will crunch some numbers and we'll analyze the current status of the two Archetypes.
So keep posting - keep giving suggestions - I'll be reading throughout the weekend.
That post and thread can be found here.
