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Nevli

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  1. You did made me indirectly realize, that Target Caps... "Exist". In a sense of like, even if the DPS total is different between 10 vs 16, only so much damage on so much enemies is coming out at once. Which did made me realize that I... sure dunno what the practical difference between (Random numbers) 3k DPS Brute on 10, vs 2k DPS Tanker on 16 is like. In my mind i imagined scenarios of, high intensity being Tankers win scenario, and more "high value targets" scenarios being Brute's win scenario. Or massive "Kill All" scenarios where Tanker would win, vs more "Lax Team Scenarios" where its not as many mobs, Brute wins. However, i will retract my points now as I do not have enough math awareness or full contextual sense to know if maybe these damage numbers still end up with Tanker as the better one, even if on paper they do considerably less damage. But thank at least for making me notice that missing contextual note.
  2. I am definitely not as experienced as the entire community is, definitely still very new overall here. (But still wanting to give my opinions because hey, more viewpoints good, yes?) However, I feel it should be considered less binary... Obviously, the optimal and highest value, is AoE. And everyone will push for that, so a lot of the Meta picks and Performance will push that. But, it is where it is NOT The Optimal scenario... like, folks doing stuff that isn't 8/4+ or while leveling or such, that is where the differences equalize. For the high end, if Tanker DID had better performance, then Brute has no place, obviously. However... for anything that isn't that? Then that is where Brute is better. If Tanker 16 AoE breaks even or is better than Brute 10, then why bring Brute. But if you aren't actively pushing for 16 AoE scenarios, then Tanker doesn't shine as good as Brute. And of course, scenarios where the latter happens won't be often in the most pushed and challenging content... but that's not where Everyone is. There always will be a Meta and a Preferred Pick, and no matter what, one will be picked over the other. But by at least providing this contrast of "For Low End, Brute is Better. But for Optimized High end, Tanker is Best"... it does give a solid mix for the community to enjoy. This is the best one can hope for an equal balance.
  3. If the idea is for Tanker to be the "AoE Specialist", then they absolutely need to be in a position where at full target saturation, they should match AT LEAST what a Brute (What is technically the other Tank AT to compare) can do at their 10 target cap. I understand the sentiment and intent of the balancing going on, giving a Pro n Con. But with the community vibe, even if Brute doesn't hit as much targets... if Tanker doesn't match up that AoE Output, people will be discouraged to even try to be a Tanker for Mass AoE scenarios. Which, in my personal opinion... I not sure it would be "That bad" of a scenario if Tanker wins out on any content where its all about mass pulling. Sure, Brute would lose out in the most pushed set up where Mobs are a constant density... but Brute would win still on basically most other scenarios. I overall agree that something has to be tuned to allow Tanker give an edge, if even slight, for what SHOULD be their Specialty.
  4. With the information laid out by others, specially at the fact that the Baseline AoE changes would affect damage (New knowledge every day), I would personally also give an opinion that perhaps something should be done with the Overcap damage reduction. Tanker definitely at Live does far more AOE damage compared to Brute, even at low target counts, so it makes sense to reduce that as best one can. However, as the data shown, Tanker doing *Less* than a Brute at their target cap, also feels bizarre. Ideally, I feel that Tanker at their new target cap, like 16, should be really doing the same OR slightly more than a Brute does at theirs, like 10. Brute, with just the area factor math changes, alone already will be doing more damage per target than Tanker. With that, Tanker doing the same amount of overall damage, but on more targets, just seems to be a proper balancing point. Less targets, Brute wins out, but more Targets, Tanker is either more efficient or even slightly better... And as enemies die out or smaller groups are engaged, Brute starts to pick up wind. That be my two cents at least from the info I seen on the thread so far. :0 Reducing Overcap reductions or even removing it, all so Tanker has EQUAL damage to Brute on target cap AoE scenarios, even if the target caps are different.
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