I like building tank characters. In most other games, they are appreciated in team compositions and you get to feel effective while being more "rare." However, the game design totally favors damage dealers over tanks.
-Items have tons more offensive boosts (armor pen, bonus damage, ect).
-The world bosses only let you tank so far before they just kill you with ultimate, so Damage dealers get more bonuses.
-Half the attacks in game jump past front line, so you can hardly tank for your team...
-You can convert damage gems, but nothing in the defensive stats
So, tank is obviously a Knight class. But the tanky skill tree is so under-powered.
-Lvl 3 shield boost (lvl 42) only gives you 300 more damage absorption and one more turn which you never need against actual threats.
-The final (ultimate) ability in tree only gives you 20% dmg reduction for 2 turns.
-Your main damage source (Reverse Damage) is a set amount of dmg; so while it's good for a few levels, its lack of scaling makes it obsolete if you keep playing past lvl 60.
Is there anyone else who feels saddened by the difficulty of making a tank build
-Items have tons more offensive boosts (armor pen, bonus damage, ect).
-The world bosses only let you tank so far before they just kill you with ultimate, so Damage dealers get more bonuses.
-Half the attacks in game jump past front line, so you can hardly tank for your team...
-You can convert damage gems, but nothing in the defensive stats
So, tank is obviously a Knight class. But the tanky skill tree is so under-powered.
-Lvl 3 shield boost (lvl 42) only gives you 300 more damage absorption and one more turn which you never need against actual threats.
-The final (ultimate) ability in tree only gives you 20% dmg reduction for 2 turns.
-Your main damage source (Reverse Damage) is a set amount of dmg; so while it's good for a few levels, its lack of scaling makes it obsolete if you keep playing past lvl 60.
Is there anyone else who feels saddened by the difficulty of making a tank build
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