Sure I could, if I wanted something completely useless to the team that provides nothing of worth to the team and didn't want any aggro control at all.
I'm not interesting in your gut. I like facts.
Yup, even my corruptors can take down a pylon without fear of the incoming damage. Irrelevant. Pylon damage test are 100% only useful for determining ST damage output.
I get it. Your bias is strong.
Now compound that "useless" extra damage by 1000 missions as you level from 1 to 50 and pushing the diff up earlier so that each spawn DOES have enough enemies for it to matter.
This is a completely false statement when the tank can push diff higher and gain more XP/hr while leveling from 1 to 50.
Irrelevant.
Still true on a team of corruptors where I'd rather have a brute than a tank. And irrelevant to the discussion at hand.
And have more damage while outpacing their brute and scrapper counterparts on leveling from 1 to 50 because they can push the diff higher and get better XP/hr-min-whatever.
I'm not denying that scrappers and brutes can outdamage tanks. What I have issue with is the complete dismissal that tanks surviving when scrappers and brutes can't is something that is meaningless.
As you have done repeatedly with statements like this:
And in the places where no one is capable of dying, tanks get the win because they can slot for more damage where scraps/brutes have to slot for survivability.
Against what? And is against what relevant? Against max diff carnies? Council? Incarnate IDF? Show your clear all times against all of them. With or without incarnate powers in play. Does that matter? Yes, a brute is superior to a tanker in anything that the brute can survive against. Same is true for scrapper superiority. And tanks are superior everywhere else.
Impossible solo. It doesn't happen. Give me your absolute best brute build and a tank using the same slotting has superior mitigation. Brutes can ONLY achieve NEAR-tank mitigation on teams. Otherwise, they're scrappers with higher base HP.
This was only true on teams. Brutes can NOT build to to tank level survivability. What about soloing? How much time was lost when waiting for invites or teams to form for the teamers? How much xp/time was lost?
Ok, so do faceplants matter? When the brute at lvl 30 on SOs fails to complete a mission at +4/x8 where the tank succeeds, and the time to complete goes to the tank, does it matter?
Tankers are much more played and enjoyed because they've become the OP melee AT that so many that don't give a shit about balance hoped for. It's just a shame that so many care more about being OPAF than they do AT balance.
No thanks. I don't accept bad decisions. Doesn't mean I have a snowball's chance in hell of fixing them, but it doesn't mean I should just lay back and enjoy the offense. I'd rather bring the problem to light in the hopes of change.
Ok. When can the shield/nrg/soul tank push diff to +4/x8 with zero chance of death vs the brute pushing to the same level when both are using nothing but SOs?
Which one levels faster from 1 to 50?
And if the tank wins, why does it suddenly not matter? Or, rather, why does it not matter at all?
I have based on Claws and SR but was told my testing was invalid because of the way followup functions and it wasn't relevant to every attack set that didn't have a constant damage buff.
Easy to test. But again, I need exact parameters to test with. SOs only? Total time from 1 to 50? Insps on or off? Binds for combining insps allowed?
Or just a fa/rad tank vs a rad/fa brute in a fire farm?
What's the criteria?
They run out. Tanks can spam reds and combine to make more just like the brute and benefit more from them due to their higher base damage mod. Edit: while never needing them for survivability.