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Tolkenmoon
Vulkan Innovations Hegemonous Pandorum
12
|
Posted - 2013.01.27 17:51:00 -
[1] - Quote
So i have just been on sis and noticed that active hardeners no longer have the passive resist element to them, Is this a good or bad thing? personaly i think it is a bad idea. What i want to know is why after all these years of being ok ccp feel the need to change so many things. |

Kahega Amielden
Rifterlings Damu'Khonde
617
|
Posted - 2013.01.27 19:40:00 -
[2] - Quote
Tolkenmoon wrote:So i have just been on sis and noticed that active hardeners no longer have the passive resist element to them, Is this a good or bad thing? personaly i think it is a bad idea. What i want to know is why after all these years of being ok ccp feel the need to change so many things.
...Wasn't the passive bonus on these hardeners on the order of 1%? I'm not seeing this mattering. Ever. |

Illest Insurrectionist
The Scope Gallente Federation
62
|
Posted - 2013.01.27 19:57:00 -
[3] - Quote
Kahega Amielden wrote:Tolkenmoon wrote:So i have just been on sis and noticed that active hardeners no longer have the passive resist element to them, Is this a good or bad thing? personaly i think it is a bad idea. What i want to know is why after all these years of being ok ccp feel the need to change so many things. ...Wasn't the passive bonus on these hardeners on the order of 1%? I'm not seeing this mattering. Ever.
It is 15% at max skills. So a invuln when not on gives 15% to each. That is half effect with no cap. Far from usless imo. |

Dultas
Angels Of Death EVE Black Thorne Alliance
3
|
Posted - 2013.01.27 20:41:00 -
[4] - Quote
My sisi isn't up to date so I can confirm this but I would think the compensation skill would effect it with or without the base 1% so you would still get the 15% from the compensations skills. |

Illest Insurrectionist
The Scope Gallente Federation
62
|
Posted - 2013.01.27 20:50:00 -
[5] - Quote
I'm on sisi right now and the bonus when off is definitely gone. |

Liang Nuren
Heretic Army
2849
|
Posted - 2013.01.27 21:07:00 -
[6] - Quote
That was actually one of the cool effects that nobody knew about. Shame.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
|

Illest Insurrectionist
The Scope Gallente Federation
62
|
Posted - 2013.01.27 21:12:00 -
[7] - Quote
It would be interesting to know if this makes the cap warfare folks even less likely to use shield fleet or what not. |

Freyya
Omni Galactic Resource Excavation Inc. Tri-Star Galactic Industries
51
|
Posted - 2013.01.27 22:41:00 -
[8] - Quote
Well whooptiedoo, just a small bonus using active hards is missing. WHO wouldve guessed. Capped out on your active tank? Dont count on that small but helpfull passive bonus to make you last just that little bit longer.... |

Kahega Amielden
Rifterlings Damu'Khonde
617
|
Posted - 2013.01.28 00:55:00 -
[9] - Quote
Illest Insurrectionist wrote:Kahega Amielden wrote:Tolkenmoon wrote:So i have just been on sis and noticed that active hardeners no longer have the passive resist element to them, Is this a good or bad thing? personaly i think it is a bad idea. What i want to know is why after all these years of being ok ccp feel the need to change so many things. ...Wasn't the passive bonus on these hardeners on the order of 1%? I'm not seeing this mattering. Ever. It is 15% at max skills. So a invuln when not on gives 15% to each. That is half effect with no cap. Far from usless imo.
Wasn't aware of that.
Then yeah, this should probably be put back. |

ITTigerClawIK
Galactic Rangers R O G U E
188
|
Posted - 2013.01.28 10:20:00 -
[10] - Quote
passive bonus has been there for a good few years, no changes nessesary i belive. |
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Vilnius Zar
Ordo Ardish
684
|
Posted - 2013.01.28 11:31:00 -
[11] - Quote
If the reasoning is "armor doesn't have active omni so why is shaving having a passive one?" I can understand it. Invul field is VERY good and one of the reasons why shield is more used than armor. So if their logic is "you wanted an active omni? sure but you'll lose its passive bonus" then yeah, makes sense.
But per usual it's probably just a sisi bug. Amat victoria curam. Excellence in everything.
Some guides that may be useful to you: http://www.youtube.com/user/OrdoArdish |
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CCP Greyscale
C C P C C P Alliance
1758

|
Posted - 2013.01.28 13:23:00 -
[12] - Quote
tl;dr yes, this has been removed, because we felt that for a number of reasons it wasn't a function we wanted on active hardeners
This bonus came to the top of our work due to a defect, which prompted us to discuss whether we even wanted this feature in the first place. After fairly extensive discussion, we decided we would prefer to just remove it outright, for the following reasons:
- We're not, in general and with exceptions, fans of multi-function modules. EVE fitting is about trade-offs, not about having your cake and eating it. In this particular case, it was making the decision to take an active hardener over a passive one easier than it otherwise would be, which isn't a particularly good thing.
- The UX of this feature as implemented is pretty bad - there's two sets of resist attributes on the hardeners with very little explanation, the skill descriptions need to be unusually complicated to explain exactly what's going on, and it's not at all obvious from the modules that this feature even exists (see Liang's comment above).
|
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Jonas Sukarala
Deep Core Mining Inc. Caldari State
6
|
Posted - 2013.01.28 13:49:00 -
[13] - Quote
so will there be any passive omni shield resis mods being introduced? |

Sentient Blade
Walk It Off
740
|
Posted - 2013.01.28 14:06:00 -
[14] - Quote
Not a huge fan of this.
* Proper skills + 2x Adaptive Invulns at least gave a little bit of a resistance buffer when neuted out, somewhere on par with the lowest resistances on armour tanked ships. Vs armour which are almost always passive and have greater EHP to boot.
* It does make the Shield Compensation skills pretty much useless outside a small handful of roles.
* There is no shield equivalent to the EANM. Even if there was, at a lower resistance %, they would likely still fail pretty bad EHP wise compared to the armour fits. |

Markku Laaksonen
EVE University Ivy League
27
|
Posted - 2013.01.28 14:40:00 -
[15] - Quote
[Type] Shield Compensation
To active shield hardeners: 3% bonus per skill level to Shield [Type] resistance when the modules are not active To passive shield hardeners: 5% bonus per skill level to Shield [Type] resistance
Contrary to Liang's statement, I thought it was an obvious trait of active hardeners. The reason I thought that is because I can (and do) read.
I assume the first half of this skill will be removed. The first half of the skill is the entire reason I trained it. Removing the inactive resistances of active hardeners removes the entire reason I trained the skills. Therefore, will there be a full SP reimbursement? If players still want to use these skills for the passive bonus, they can put the reimbursed SP right back into the modified skills.
Also, this skill will now give less of a bonus than it had previously. Will this skill set's training time multiplier be reduced? Failing a full SP reimbursement, will there be a partial SP reimbursement if the training time multiplier is reduced?
I understand that CCP generally doesn't reimburse SP when making changes like this. I'm also aware that as a newer player, my character skills will never catch up to those of veterans because of the skill training system. To compete, I have to specialize. To specialize, I have to control where my SP goes. At the time, this was a useful skill to train. When the change takes place it will not be useful, and how ever much time spent specializing my skill set will be wasted. |

Vilnius Zar
Ordo Ardish
684
|
Posted - 2013.01.28 14:41:00 -
[16] - Quote
Sentient Blade wrote:Not a huge fan of this.
* Proper skills + 2x Adaptive Invulns at least gave a little bit of a resistance buffer when neuted out, somewhere on par with the lowest resistances on armour tanked ships. Vs armour which are almost always passive and have greater EHP to boot.
* It does make the Shield Compensation skills pretty much useless outside a small handful of roles.
* There is no shield equivalent to the EANM. Even if there was, at a lower resistance %, they would likely still fail pretty bad EHP wise compared to the armour fits.
I have a good idea, we'll swap. You get passive only omni for shield and armor gets an active omni instead. Yes? No?
If your answer is no then your whole post is silly nonsense, what you're whining about is having your cake and eat it. Same goes for the above poster. Amat victoria curam. Excellence in everything.
Some guides that may be useful to you: http://www.youtube.com/user/OrdoArdish |

Pinky Denmark
The Cursed Navy
318
|
Posted - 2013.01.28 15:03:00 -
[17] - Quote
This is a huge buff to energy neutralizing and a huge nerf to active shield tanking. I hope lots of thoughts have been put into this... |

Hannott Thanos
Notorious Legion
308
|
Posted - 2013.01.28 15:09:00 -
[18] - Quote
Pinky Denmark wrote:This is a huge buff to energy neutralizing and a huge nerf to active shield tanking. I hope lots of thoughts have been put into this... If only you had some insanely OP shield boosting module that didn't run on cap. Hmmm |

Sentient Blade
Walk It Off
740
|
Posted - 2013.01.28 15:10:00 -
[19] - Quote
Hannott Thanos wrote:Pinky Denmark wrote:This is a huge buff to energy neutralizing and a huge nerf to active shield tanking. I hope lots of thoughts have been put into this... If only you had some insanely OP shield boosting module that didn't run on cap. Hmmm
Doesn't count for much when you end up with a 0% resistance hole. |

Eternal Error
Immortalis Inc. Shadow Cartel
336
|
Posted - 2013.01.28 15:11:00 -
[20] - Quote
CCP Greyscale wrote:tl;dr yes, this has been removed, because we felt that for a number of reasons it wasn't a function we wanted on active hardeners This bonus came to the top of our work due to a defect, which prompted us to discuss whether we even wanted this feature in the first place. After fairly extensive discussion, we decided we would prefer to just remove it outright, for the following reasons:
- We're not, in general and with exceptions, fans of multi-function modules. EVE fitting is about trade-offs, not about having your cake and eating it. In this particular case, it was making the decision to take an active hardener over a passive one easier than it otherwise would be, which isn't a particularly good thing.
- The UX of this feature as implemented is pretty bad - there's two sets of resist attributes on the hardeners with very little explanation, the skill descriptions need to be unusually complicated to explain exactly what's going on, and it's not at all obvious from the modules that this feature even exists (see Liang's comment above).
WHEN YOU MAKE CHANGES LIKE THIS, ANNOUNCE THEM. This is WAY to big to be a stealth nerf.
Also, this change sucks. If you want to lessen the passive resist amount of active hardeners, fine, but this basically makes the shield compensation skills even less worthwhile. |
|

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
516
|
Posted - 2013.01.28 15:18:00 -
[21] - Quote
Pinky Denmark wrote:This is a huge buff to energy neutralizing and a huge nerf to active shield tanking. I hope lots of thoughts have been put into this...
It's not a nerf, it's a hidden buff to passive mods. 
Gò¡Gê¬Gò«n+ên+¦n++n+¦n+ëGò¡Gê¬Gò«-á don't haten++ |

Hannott Thanos
Notorious Legion
308
|
Posted - 2013.01.28 15:20:00 -
[22] - Quote
Sentient Blade wrote:Hannott Thanos wrote:Pinky Denmark wrote:This is a huge buff to energy neutralizing and a huge nerf to active shield tanking. I hope lots of thoughts have been put into this... If only you had some insanely OP shield boosting module that didn't run on cap. Hmmm Doesn't count for much when you end up with a 0% resistance hole. Plug it with a passive mod or rig? Oh wait, that's making decisions, and we cant have that now can we? |

ITTigerClawIK
Galactic Rangers R O G U E
189
|
Posted - 2013.01.28 15:21:00 -
[23] - Quote
CCP Greyscale wrote:tl;dr yes, this has been removed, because we felt that for a number of reasons it wasn't a function we wanted on active hardeners This bonus came to the top of our work due to a defect, which prompted us to discuss whether we even wanted this feature in the first place. After fairly extensive discussion, we decided we would prefer to just remove it outright, for the following reasons:
- We're not, in general and with exceptions, fans of multi-function modules. EVE fitting is about trade-offs, not about having your cake and eating it. In this particular case, it was making the decision to take an active hardener over a passive one easier than it otherwise would be, which isn't a particularly good thing.
- The UX of this feature as implemented is pretty bad - there's two sets of resist attributes on the hardeners with very little explanation, the skill descriptions need to be unusually complicated to explain exactly what's going on, and it's not at all obvious from the modules that this feature even exists (see Liang's comment above).
dam, this sucks, do we get a little extra bonus to the active resits bonus from the compensation skills we have trained? |

Malcanis
Vanishing Point. The Initiative.
7422
|
Posted - 2013.01.28 15:35:00 -
[24] - Quote
Vilnius Zar wrote:Sentient Blade wrote:Not a huge fan of this.
* Proper skills + 2x Adaptive Invulns at least gave a little bit of a resistance buffer when neuted out, somewhere on par with the lowest resistances on armour tanked ships. Vs armour which are almost always passive and have greater EHP to boot.
* It does make the Shield Compensation skills pretty much useless outside a small handful of roles.
* There is no shield equivalent to the EANM. Even if there was, at a lower resistance %, they would likely still fail pretty bad EHP wise compared to the armour fits. I have a good idea, we'll swap. You get passive only omni for shield and armor gets an active omni instead. Yes? No? If your answer is no then your whole post is silly nonsense, what you're whining about is having your cake and eat it. Same goes for the above poster.
If we're swapping fitting costs as well, then I'd make that trade. Vote for Malcanis for CSM8 https://forums.eveonline.com/default.aspx?g=posts&t=192717&find=unread |

CynoNet Two
GoonWaffe Goonswarm Federation
590
|
Posted - 2013.01.28 15:35:00 -
[25] - Quote
CCP Greyscale wrote:tl;dr yes, this has been removed, because we felt that for a number of reasons it wasn't a function we wanted on active hardeners This bonus came to the top of our work due to a defect, which prompted us to discuss whether we even wanted this feature in the first place. After fairly extensive discussion, we decided we would prefer to just remove it outright, for the following reasons:
- We're not, in general and with exceptions, fans of multi-function modules. EVE fitting is about trade-offs, not about having your cake and eating it. In this particular case, it was making the decision to take an active hardener over a passive one easier than it otherwise would be, which isn't a particularly good thing.
- The UX of this feature as implemented is pretty bad - there's two sets of resist attributes on the hardeners with very little explanation, the skill descriptions need to be unusually complicated to explain exactly what's going on, and it's not at all obvious from the modules that this feature even exists (see Liang's comment above).
So basically you pushed through a buff that caused people to train up a bunch of skills, then not long after you pull the buff and instead make those skills have zero effect?
Ladies and gentlemen - CCP Greyscale. |

Ong
Born-2-Kill 0utNumbered
47
|
Posted - 2013.01.28 16:46:00 -
[26] - Quote
Oh good really glad I just finished training all the shield comps to 5 after putting it off for 5 years, just for those 'incase of getting neuted out' moments 
If your going to make this happen you really are going to have to introduce a passive shield mod similar to the EANM, no one uses the passive shield mods unless their trying for some permarun pve fit.
Why your changing it is beyond me though, I have literally never heard anyone ever complain about the mechanic in 6 years of playing this game, seems like a classic example of bored people being locked in a room looking for issues where non lie. |

Nash MacAllister
The Kairos Syndicate Transmission Lost
38
|
Posted - 2013.01.28 16:53:00 -
[27] - Quote
I concur that if this change is coming to TQ, which certainly sounds to be true, then shield guys need a shield EANM. GIve me a passive module with across the board resistance buffs. I have no issue making choices, but right now there isn't one. The enemy of my enemy is... -ájust another guy that needs killin' |

Zhilia Mann
Tide Way Out Productions
964
|
Posted - 2013.01.28 16:58:00 -
[28] - Quote
CCP Greyscale wrote:tl;dr yes, this has been removed, because we felt that for a number of reasons it wasn't a function we wanted on active hardeners This bonus came to the top of our work due to a defect, which prompted us to discuss whether we even wanted this feature in the first place. After fairly extensive discussion, we decided we would prefer to just remove it outright, for the following reasons:
- We're not, in general and with exceptions, fans of multi-function modules. EVE fitting is about trade-offs, not about having your cake and eating it. In this particular case, it was making the decision to take an active hardener over a passive one easier than it otherwise would be, which isn't a particularly good thing.
- The UX of this feature as implemented is pretty bad - there's two sets of resist attributes on the hardeners with very little explanation, the skill descriptions need to be unusually complicated to explain exactly what's going on, and it's not at all obvious from the modules that this feature even exists (see Liang's comment above).
Eh. This is annoying. Yes, I understand that fitting tradeoffs can and should exist. But so should training tradeoffs, and you've just changed that calculus significantly. That's 16 ranks of skills that no longer offer a benefit that lots of us valued. Eight of those ranks were extraordinarily niche to start with, but we chose to train them anyway -- largely because we'd still get some benefit from inactive invulns. Without that benefit I'm sure many people wouldn't have made that choice.
But now you've pushed it through. That's the second point for annoyance. In general, CCP is doing much better communicating with its player constituents about changes. Where exactly was the notice on this though? No discussion, no questions, nothing in CSM minutes even. It just pops up on SiSi one day as if it were the most natural thing in the world. Well, it's not. It's actually a significant change.
Anyhow. I've seen enough of these things to know that the odds of reverting this change now that it's hit SiSi are slim to none. I'd still like to see it, but I won't pretend I'll ragequit over it. Wrong direction though, folks. Poorly played. |

Ong
Born-2-Kill 0utNumbered
47
|
Posted - 2013.01.28 17:03:00 -
[29] - Quote
Zhilia Mann wrote: Eh. This is annoying. Yes, I understand that fitting tradeoffs can and should exist. But so should training tradeoffs, and you've just changed that calculus significantly. That's 16 ranks of skills that no longer offer a benefit that lots of us valued. Eight of those ranks were extraordinarily niche to start with, but we chose to train them anyway -- largely because we'd still get some benefit from inactive invulns. Without that benefit I'm sure many people wouldn't have made that choice.
But now you've pushed it through. That's the second point for annoyance. In general, CCP is doing much better communicating with its player constituents about changes. Where exactly was the notice on this though? No discussion, no questions, nothing in CSM minutes even. It just pops up on SiSi one day as if it were the most natural thing in the world. Well, it's not. It's actually a significant change.
Anyhow. I've seen enough of these things to know that the odds of reverting this change now that it's hit SiSi are slim to none. I'd still like to see it, but I won't pretend I'll ragequit over it. Wrong direction though, folks. Poorly played.
Very true, reminds me of the 'links not effecting remote rep mods' they sneaked in, while this is not as massive a change as that its still a pretty big and skill intensive change to not mention it at all.
|

Alice Katsuko
Terra Incognita Unclaimed.
173
|
Posted - 2013.01.28 17:14:00 -
[30] - Quote
(1) Unless you're completely illiterate, there is nothing confusing about the phrasing of the bonuses. The module provides a small resist bonus when inactive, and a big bonus when active; the skill boosts passive mods, and active mods while they're inactive. And if you do feel that the wording is bad, then change the wording. Your logic makes as much sense as burning a book because you don't understand all the words.
(2) The passive resist bonus is not a primary effect. No-one fits active hardeners because of the passive bonus. The passive bonus makes the module useful under neut pressure and under high-lag conditions (hint: look at that big supercap battle last night, and see how many ships couldn't get their hardeners to turn on due to lag).
In all, your reasoning makes no sense. Then again, I remember you saying that nerfing individual pilot income would lead to more fights, so maybe that's not unexpected. |
|

Name Family Name
Imperial Academy Amarr Empire
121
|
Posted - 2013.01.28 17:32:00 -
[31] - Quote
Zhilia Mann wrote:
Without that benefit I'm sure many people wouldn't have made that choice.
Wholeheartedly agree.
I would never have trained these skills without that functionality. However that also shows another flaw: Passive shield mods are obvoulsy too weak - they're just not worth a slot - maybe on an AFK Trit-Hauling Badger or something - IDK - never ever even considered using one, but I still wouldn't consider now.
Now adding an EANM like module just for shields would take away too much flavour from armor and shield tanking respectively, but a group of modules nobody ever uses certainly needs to be looked at.
Well - sucks to be us I guess - more SP ballast on my character, but it could be worse - I could be a Supercarrier pilot with millions of wasted drone skills... |

Helothane
Ascendent. Test Alliance Please Ignore
26
|
Posted - 2013.01.28 19:30:00 -
[32] - Quote
The only time I have consistently used shield resistance amplifiers has been when ratting Blood Raiders, due to their use of neuts and EM/Therm damage, which shields other than Minmatar T2/T3 have a weakness against.
The place this will really have an impact (as previously stated) is for shield capitals. There the resists provided are substantial, given the amount of shield you are talking about. |

Illest Insurrectionist
The Scope Gallente Federation
64
|
Posted - 2013.01.28 19:32:00 -
[33] - Quote
CCP Greyscale wrote:tl;dr yes, this has been removed, because we felt that for a number of reasons it wasn't a function we wanted on active hardeners This bonus came to the top of our work due to a defect, which prompted us to discuss whether we even wanted this feature in the first place. After fairly extensive discussion, we decided we would prefer to just remove it outright, for the following reasons:
- We're not, in general and with exceptions, fans of multi-function modules. EVE fitting is about trade-offs, not about having your cake and eating it. In this particular case, it was making the decision to take an active hardener over a passive one easier than it otherwise would be, which isn't a particularly good thing.
- The UX of this feature as implemented is pretty bad - there's two sets of resist attributes on the hardeners with very little explanation, the skill descriptions need to be unusually complicated to explain exactly what's going on, and it's not at all obvious from the modules that this feature even exists (see Liang's comment above).
So you were hoping not to get caught then claim it always worked that way as usual? |

Funky Koval
Bad Artists
4
|
Posted - 2013.01.28 21:00:00 -
[34] - Quote
Yeah I have to chip in here too. It looks like a knee-jerk change that was not properly thought through.
Did you (CCP guys) even run a query to check how many people have shield compensation trained and will possibly be affected by this?
Or do you intend to give a SP refund, like someone asked?
Also, the application of the skill to active hardeners is not obscure at all, apart from skill description itself you can actually see the passive bonuses when mousing over an active hardener installed on your ship.
|

Scorpyn
The Providers Rebel Alliance of New Eden
9
|
Posted - 2013.01.28 21:23:00 -
[35] - Quote
So active shield hardeners will revert to the way they used to work?
Even though the game has obviously changed since then, I don't see how this can be considered to be a major problem. |

Lynkon Lawg
Second Six Corporation
5
|
Posted - 2013.01.28 21:53:00 -
[36] - Quote
Ong wrote:Very true, reminds me of the 'links not effecting remote rep mods' they sneaked in, while this is not as massive a change as that its still a pretty big and skill intensive change to not mention it at all.
Not to jack the thread but what do you mean by this? Are you saying siege and armor ganglinks do NOT affect remote shield boosters and remote armor reppers? When did this happen? I can find anything in the forums that indicate this?
To get back on track, I am completely against the removal of the passive boost of active shield mods. I also trained the compensation skills for this reason. |

Name Family Name
Imperial Academy Amarr Empire
121
|
Posted - 2013.01.28 22:12:00 -
[37] - Quote
Scorpyn wrote:So active shield hardeners will revert to the way they used to work?
Even though the game has obviously changed since then, I don't see how this can be considered to be a major problem.
I - and I don't think anyone else - have too much of a problem with the change as such except for the fact that people only trained the skills for the specific benefit that was just removed.
So my training time investment has been devalued on two characters whilst I'm still stuck with the SP which in turn now unnecessarily bloat my clone costs.
But yeah - CCP have done worse things to their customers, so I won't hold my breath on an SP refund or at least the option to delete the skills. |

IIshira
School of Applied Knowledge Caldari State
94
|
Posted - 2013.01.28 22:20:00 -
[38] - Quote
Eternal Error wrote:CCP Greyscale wrote:tl;dr yes, this has been removed, because we felt that for a number of reasons it wasn't a function we wanted on active hardeners This bonus came to the top of our work due to a defect, which prompted us to discuss whether we even wanted this feature in the first place. After fairly extensive discussion, we decided we would prefer to just remove it outright, for the following reasons:
- We're not, in general and with exceptions, fans of multi-function modules. EVE fitting is about trade-offs, not about having your cake and eating it. In this particular case, it was making the decision to take an active hardener over a passive one easier than it otherwise would be, which isn't a particularly good thing.
- The UX of this feature as implemented is pretty bad - there's two sets of resist attributes on the hardeners with very little explanation, the skill descriptions need to be unusually complicated to explain exactly what's going on, and it's not at all obvious from the modules that this feature even exists (see Liang's comment above).
WHEN YOU MAKE CHANGES LIKE THIS, ANNOUNCE THEM. This is far too important to be a stealth nerf. Also, this change sucks. This basically makes the shield compensation skills even less worthwhile. Maybe remove the passive effects from the invulns, but leave it on the specific hardeners? Or just reduce the passive resist boost amount? It's a useful, albeit uncommonly used trait to have on the hardeners that adds a bit of flavor based on your compensation skills. I honestly see no reason why you'd change it.
CCP actually tell it's players what they're planning.... What madness do you speak of!?... LOL
On a serious note I'm sure it would have been included in patch notes.
This has helped me decide if I was going to spend 30 days taking the passive shield skills to 5. It was always a good safety net if active hardeners failed you would have at lest some resists. Now that it just effects passive hardeners it's not worth it for me.
|

Verity Sovereign
Pator Tech School Minmatar Republic
366
|
Posted - 2013.01.28 22:21:00 -
[39] - Quote
I was about to train EM ad TH to lvl 5, and bring kin and Exp to lvl 4
I now see this would be useless if CCP goes through with the planned changes
I'd vote against this, and I'm holding off training those unless CCP makes it clear this is not going through. |

Scorpyn
The Providers Rebel Alliance of New Eden
9
|
Posted - 2013.01.28 22:37:00 -
[40] - Quote
Name Family Name wrote:Scorpyn wrote:So active shield hardeners will revert to the way they used to work?
Even though the game has obviously changed since then, I don't see how this can be considered to be a major problem. I - and I don't think anyone else - have too much of a problem with the change as such except for the fact that people only trained the skills for the specific benefit that was just removed. So my training time investment has been devalued on two characters whilst I'm still stuck with the SP which in turn now unnecessarily bloat my clone costs. But yeah - CCP have done worse things to their customers, so I won't hold my breath on an SP refund or at least the option to delete the skills. I can agree with that, it was the major (but not only) reason for me to train those skills as I rarely use a purely passive tank.
If given the option I'd probably not move the sp to other skills though. |
|

Maggeridon Thoraz
Reconfiguration Nation Transmission Lost
45
|
Posted - 2013.01.28 22:44:00 -
[41] - Quote
somehow i get the feeling ccp is changing so many fundamental things at all that they should give all players a totall reset of the skillpoints and let the users decide where to redistribute them :-) |

Kasutra
Tailor Company Hashashin Cartel
131
|
Posted - 2013.01.28 22:57:00 -
[42] - Quote
Am I seriously looking at a bunch of people crying for an SP refund and shield-EANMs over this?
Seriously? A skill was nerfed. It happens. |

Leetha Layne
63
|
Posted - 2013.01.28 23:07:00 -
[43] - Quote
Zhilia Mann wrote:CCP Greyscale wrote:tl;dr yes, this has been removed, because we felt that for a number of reasons it wasn't a function we wanted on active hardeners This bonus came to the top of our work due to a defect, which prompted us to discuss whether we even wanted this feature in the first place. After fairly extensive discussion, we decided we would prefer to just remove it outright, for the following reasons:
- We're not, in general and with exceptions, fans of multi-function modules. EVE fitting is about trade-offs, not about having your cake and eating it. In this particular case, it was making the decision to take an active hardener over a passive one easier than it otherwise would be, which isn't a particularly good thing.
- The UX of this feature as implemented is pretty bad - there's two sets of resist attributes on the hardeners with very little explanation, the skill descriptions need to be unusually complicated to explain exactly what's going on, and it's not at all obvious from the modules that this feature even exists (see Liang's comment above).
Eh. This is annoying. Yes, I understand that fitting tradeoffs can and should exist. But so should training tradeoffs, and you've just changed that calculus significantly. That's 16 ranks of skills that no longer offer a benefit that lots of us valued. Eight of those ranks were extraordinarily niche to start with, but we chose to train them anyway -- largely because we'd still get some benefit from inactive invulns. Without that benefit I'm sure many people wouldn't have made that choice. But now you've pushed it through. That's the second point for annoyance. In general, CCP is doing much better communicating with its player constituents about changes. Where exactly was the notice on this though? No discussion, no questions, nothing in CSM minutes even. It just pops up on SiSi one day as if it were the most natural thing in the world. Well, it's not. It's actually a significant change. Anyhow. I've seen enough of these things to know that the odds of reverting this change now that it's hit SiSi are slim to none. I'd still like to see it, but I won't pretend I'll ragequit over it. Wrong direction though, folks. Poorly played.
QFT |

Leetha Layne
63
|
Posted - 2013.01.28 23:07:00 -
[44] - Quote
Maggeridon Thoraz wrote:somehow i get the feeling ccp is changing so many fundamental things at all that they should give all players a totall reset of the skillpoints and let the users decide where to redistribute them :-)
Nice try..
|

Ong
Born-2-Kill 0utNumbered
48
|
Posted - 2013.01.28 23:41:00 -
[45] - Quote
Lynkon Lawg wrote:Ong wrote:Very true, reminds me of the 'links not effecting remote rep mods' they sneaked in, while this is not as massive a change as that its still a pretty big and skill intensive change to not mention it at all.
Not to jack the thread but what do you mean by this? Are you saying siege and armor ganglinks do NOT affect remote shield boosters and remote armor reppers? When did this happen? I can find anything in the forums that indicate this? With retribution 1.0 they removed links effecting capital armour remote and local rep with not a word in the patch notes, it was following some bad figures and they rolled it back when realised they ****** up, Still they introduced a massive change with zero patch noted or community communication.
|

Maggeridon Thoraz
Reconfiguration Nation Transmission Lost
45
|
Posted - 2013.01.29 00:02:00 -
[46] - Quote
Kasutra wrote:Am I seriously looking at a bunch of people crying for an SP refund and shield-EANMs over this?
Seriously? A skill was nerfed. It happens.
yes i mean it serouis. ccp is touching atm so many different mechanics and changing them imho fundamently that i am asking myself if i shoudl skill toward something or not. t2 ships are atm not really worth fling , the t1 are allmost good as the t2. boosting will be changed. so skilling it or not , and so on... |

Crash Lander
Imperial Academy Amarr Empire
33
|
Posted - 2013.01.29 00:03:00 -
[47] - Quote
The biggest effect this will have, will be on ganking people in highsec that forget to turn their mods on when jumping/undocking; and and that's not an insignificant change.  |

Funky Koval
Bad Artists
5
|
Posted - 2013.01.29 01:28:00 -
[48] - Quote
scratch that ;) |

Certo Morte
Dreddit Test Alliance Please Ignore
2
|
Posted - 2013.01.29 01:35:00 -
[49] - Quote
Wow, nice. Now for all of us flying shield ships that are already vulnerable to neuting, you made it even worse off than before.
I want my comp skills refunded for shields |

RavenPaine
RaVeN Alliance
328
|
Posted - 2013.01.29 01:51:00 -
[50] - Quote
CCP Greyscale wrote:tl;dr yes, this has been removed, because we felt that for a number of reasons it wasn't a function we wanted on active hardeners
This bonus came to the top of our work due to a defect, which prompted us to discuss whether we even wanted this feature in the first place. After fairly extensive discussion, we decided we would prefer to just remove it outright, for the following reasons:
So what your saying is: You couldn't correct a problem you caused yourselves, So you decided to screw over 50% of you cash paying customer base.
And you figured if you told the customer base they were stupid, That would make it sound official? |
|

Adeena Torcfist
UBER1337
47
|
Posted - 2013.01.29 05:50:00 -
[51] - Quote
well, ill tell you what. make ur reisistive skills effect rigs then.
since thats passive too, to your ship. & start adding invul/adaptive rigs  |

Bane Nucleus
The Kairos Syndicate Transmission Lost
336
|
Posted - 2013.01.29 05:50:00 -
[52] - Quote
RavenPaine wrote:
So what your saying is: You couldn't correct a problem you caused yourselves, So you decided to screw over 50% of you cash paying customer base.
And you figured if you told the customer base they were stupid, That would make it sound official?
Glad to see someone is taking this super serious....Relax man lol Alliance CEO, Diplomat, Recruiter |

Verity Sovereign
Pator Tech School Minmatar Republic
366
|
Posted - 2013.01.29 07:33:00 -
[53] - Quote
Adeena Torcfist wrote:well, ill tell you what. make ur reisistive skills effect rigs then. since thats passive too, to your ship. & start adding invul/adaptive rigs 
If they made the comp skills affect rigs, then I'd think its a fiar tradeoff to remove passive boosts on hardeners....
but right now... its just a stealth nerf with no justification, other than "we're lazy, and don't like it" If its bad for gameplay, you'd think some armor guy would have been complaining about it... or even some shield guy would have been complaining about it..... you know, like the poorly conceived ASBs. But they double down on that and are adding AARs, and then doubling down on the bad active rep bonuses by lowering the incursus repping bonus to 7.5% - so that it is plainly inferior to a resist bonus
And its going to be another 2 years according to CCP's schedule of major rebalance changes.... leaving newer players to just wander aimlessly through skill trees, not knowing if the skill will even be useable.
Poorly done CCP |

culo duro
Federal Enslavement
3
|
Posted - 2013.01.29 09:18:00 -
[54] - Quote
Sentient Blade wrote:Not a huge fan of this.
* Proper skills + 2x Adaptive Invulns at least gave a little bit of a resistance buffer when neuted out, somewhere on par with the lowest resistances on armour tanked ships. Vs armour which are almost always passive and have greater EHP to boot.
* It does make the Shield Compensation skills pretty much useless outside a small handful of roles.
* There is no shield equivalent to the EANM. Even if there was, at a lower resistance %, they would likely still fail pretty bad EHP wise compared to the armour fits.
There is no armor Equivalent to AIFs |

Malcanis
Vanishing Point. The Initiative.
7429
|
Posted - 2013.01.29 09:26:00 -
[55] - Quote
culo duro wrote:Sentient Blade wrote:Not a huge fan of this.
* Proper skills + 2x Adaptive Invulns at least gave a little bit of a resistance buffer when neuted out, somewhere on par with the lowest resistances on armour tanked ships. Vs armour which are almost always passive and have greater EHP to boot.
* It does make the Shield Compensation skills pretty much useless outside a small handful of roles.
* There is no shield equivalent to the EANM. Even if there was, at a lower resistance %, they would likely still fail pretty bad EHP wise compared to the armour fits. There is no armor Equivalent to AIFs
But there are active armor hardeners, and they're superior to shield hardeners as well (less fitting, longer cycle time)
The point being that the armor comp skills are far more useful than the shield comp skills now, and after this change, that gap will increase even further. Vote for Malcanis for CSM8 https://forums.eveonline.com/default.aspx?g=posts&t=192717&find=unread |

Kasutra
Tailor Company Hashashin Cartel
131
|
Posted - 2013.01.29 09:32:00 -
[56] - Quote
Verity Sovereign wrote:And its going to be another 2 years according to CCP's schedule of major rebalance changes.... leaving newer players to just wander aimlessly through skill trees, not knowing if the skill will even be useable.
Poorly done CCP Yeah, the poor noobs, training and training, never realizing that the passive hardener augmentation skills are in fact not affecting the active hardeners. This must be restored! Think of the children who have all been slaving away, training support skills to maximize their use of inactive invulns at the expense of being able to fit T2 guns! |
|

CCP Greyscale
C C P C C P Alliance
1762

|
Posted - 2013.01.29 10:20:00 -
[57] - Quote
We discussed this again at our morning design meeting today, and we're still of the opinion that this is the correct change to make in this case. Obviously we're keeping an eye on this thread to make sure there isn't something we've missed, but as of today we're still comfortable with the consequences here.
To those asking about patch notes, here's the draft versions from a few weeks ago:
- Active armor hardeners and shield hardeners no longer give a passive resistance bonus when not active - Armor and shield compensation skills no longer give any bonus to active armor or shield hardeners
To those asking about reimbursement etc: we make balance changes on a fairly regular basis, and we're not generally in the habit of reimbursing skill points except in exceptional circumstances (which this isn't). |
|

Fergus Runkle
Truth and Reconciliation Council
16
|
Posted - 2013.01.29 10:30:00 -
[58] - Quote
[quote=CCP Greyscale]
To those asking about patch notes, here's the draft versions from a few weeks ago:
- Active armor hardeners and shield hardeners no longer give a passive resistance bonus when not active - Armor and shield compensation skills no longer give any bonus to active armor or shield hardeners
quote]
Will these skills still apply to the energised armour platings?
if so when do the shield tankers get their active but not really active hardeners? |

Sentient Blade
Walk It Off
746
|
Posted - 2013.01.29 10:36:00 -
[59] - Quote
Well, unless a new passive invulnerability field is added the shield compensation skills will become all but useless in 99% of circumstances.
The reasons:
* Very new players who passive tank their new ships due to poor cap skills etc will get a greater benefit from training shield ops / management than they ever would from spending a week or more training shield compensation skills.
* Most people only trained the skill in the first place to give a little bit of a resistance when completly neuted.
If this is the case I don't see the point in having 4 racial shield skills. You might as well just add a single higher-multiplier skill that effects everything, and the same for armour to be fair to them. |

Verity Sovereign
Pator Tech School Minmatar Republic
367
|
Posted - 2013.01.29 11:04:00 -
[60] - Quote
Kasutra wrote:Yeah, the poor noobs, training and training, never realizing that the passive hardener augmentation skills are in fact not affecting the active hardeners. This must be restored! Think of the children who have all been slaving away, training support skills to maximize their use of inactive invulns at the expense of being able to fit T2 guns!
If the poor noobs can't read, then there is no helping them...
The description wasn't that bad... in fact it was the bonus to passive resist mods that was poorly worded. If I have a passive resistance plating giving 37.5% resists, and I train a skill to get a 5% bonus, is it now 42.5% (ie 37.5+5) or 39.4 (ie 37.5*1.05). That was where the ambiguity was... the bonus to active hardeners was clear.
As to there being no armor IFs... the EANMII, when at lvl 5 skills, is as good as a T1 IF - so its pretty close, and base armor resists are higher anyway. Nobody has complained that they can't get enough EHP with armor... They complain about things like ASBs...
T2 EANM vs T2 IF -> 25% vs 30% resists... not a major difference, the difference really becomes apparent when one looks at deadspace invuln fields... So buff those...
And while you're at it, you can buff the layering membranes so they give a greater % EHP boost than EANMs, at the expense of not boosting rep effectiveness.
But nerfing shield comp skills, which nobody has complained about, is dumb. |
|

Malcanis
Vanishing Point. The Initiative.
7429
|
Posted - 2013.01.29 11:05:00 -
[61] - Quote
CCP Greyscale wrote:We discussed this again at our morning design meeting today, and we're still of the opinion that this is the correct change to make in this case. Obviously we're keeping an eye on this thread to make sure there isn't something we've missed, but as of today we're still comfortable with the consequences here.
To those asking about patch notes, here's the draft versions from a few weeks ago:
- Active armor hardeners and shield hardeners no longer give a passive resistance bonus when not active - Armor and shield compensation skills no longer give any bonus to active armor or shield hardeners
To those asking about reimbursement etc: we make balance changes on a fairly regular basis, and we're not generally in the habit of reimbursing skill points except in exceptional circumstances (which this isn't).
Agreed that this doesn't merit a skill reimbursement.
What it does merit is a shield version of Adaptive Nano Plating (NOT EANMs, as the armour tankers should retain the edge in passive omni resists) so that there's some viable use for shield comp skills that isn't a ridiculously marginal edge case.
"Shield ANPs" would still be significantly less powerful than EANMs, and provide a valuable low-CPU fitting but skill-intensive option that shield tanking completely lacks.
Whilst symmetry would also seem to call for a low-powered active armour omni hardener, the principle of making it less good than the shield active omni (ie: the T2 version would be 25% resists) would basically make it no better than the EANM, so it would be pretty pointless. I guess it might be good for people who haven't yet trained the armour comp skills. Vote for Malcanis for CSM8 https://forums.eveonline.com/default.aspx?g=posts&t=192717&find=unread |

Griffin Omanid
Knights of the Zodiac
22
|
Posted - 2013.01.29 11:06:00 -
[62] - Quote
CCP Greyscale wrote:We discussed this again at our morning design meeting today, and we're still of the opinion that this is the correct change to make in this case. Obviously we're keeping an eye on this thread to make sure there isn't something we've missed, but as of today we're still comfortable with the consequences here.
To those asking about patch notes, here's the draft versions from a few weeks ago:
- Active armor hardeners and shield hardeners no longer give a passive resistance bonus when not active - Armor and shield compensation skills no longer give any bonus to active armor or shield hardeners
To those asking about reimbursement etc: we make balance changes on a fairly regular basis, and we're not generally in the habit of reimbursing skill points except in exceptional circumstances (which this isn't).
The first thing is hard, but ok it is possible to live with it... But the fact that armour and shield compensation won-¦t give any bonus to active moduls is to hard. What would be if they give a 1 % bonus to active hardeners instead. So an Invulnerability Field I would give with EM shield compensation on two and the other three shield compansations on one 27 % EM resistance and 26 % resistance to the other three elements. The same for the other hardeners.
In every other case the shield tankers really need a passive modul like what EANM is for armour.
Proposal T2 BS Class Juggernaut |

ChaseX
The Executives Executive Outcomes
1
|
Posted - 2013.01.29 11:48:00 -
[63] - Quote
Fergus Runkle wrote:CCP Greyscale wrote:
To those asking about patch notes, here's the draft versions from a few weeks ago:
- Active armor hardeners and shield hardeners no longer give a passive resistance bonus when not active - Armor and shield compensation skills no longer give any bonus to active armor or shield hardeners
Will these skills still apply to the energised armour platings? if so when do the shield tankers get their active but not really active hardeners?
The same day armor tankers get x-large reppers that don't use any cap. |

Morrigan LeSante
The Lost and Forgotten Troopers
196
|
Posted - 2013.01.29 12:08:00 -
[64] - Quote
ChaseX wrote:The same day armor tankers get x-large reppers that don't use any cap.
If only there was a module....lets call it Ancillary Armor Repairer in the pipeline....
Wow, that'd sure be awesome. |

Nemo deBlanc
Phoibe Enterprises Project Wildfire
32
|
Posted - 2013.01.29 12:08:00 -
[65] - Quote
Am I missing something, or does this not make the already garbage shield caps even worse? And why is CCP looking to buff neuts, which are already arguably some of the strongest mods in the game? |

Hashi Lebwohl
Oberon Incorporated RAZOR Alliance
5
|
Posted - 2013.01.29 12:20:00 -
[66] - Quote
CCP Greyscale wrote:We discussed this again at our morning design meeting today, and we're still of the opinion that this is the correct change to make in this case. Obviously we're keeping an eye on this thread to make sure there isn't something we've missed, but as of today we're still comfortable with the consequences here.
To those asking about patch notes, here's the draft versions from a few weeks ago:
- Active armor hardeners and shield hardeners no longer give a passive resistance bonus when not active - Armor and shield compensation skills no longer give any bonus to active armor or shield hardeners
To those asking about reimbursement etc: we make balance changes on a fairly regular basis, and we're not generally in the habit of reimbursing skill points except in exceptional circumstances (which this isn't).
Compare and contrast the Nyx and the Hel in their standard fittings.
The weakest supercap tank will have no tank once neuted.
I believe with these changes you' ve made ccp Fozzie very happy by making sure that jumping a Hel into a fight is certain suicide - a high probability obviously wasn't good enough for you. I think more corps will be celebrating, as Ccp Fozzie mentioned in another thread that his corp did, the absence of Hels. |

Kasutra
Tailor Company Hashashin Cartel
131
|
Posted - 2013.01.29 12:20:00 -
[67] - Quote
Morrigan LeSante wrote:ChaseX wrote:The same day armor tankers get x-large reppers that don't use any cap. If only there was a module....lets call it Ancillary Armor Repairer in the pipeline.... Wow, that'd sure be awesome. It uses cap. |

Morrigan LeSante
The Lost and Forgotten Troopers
196
|
Posted - 2013.01.29 12:35:00 -
[68] - Quote
It might as well not for the massive boost it gives. |

Sentient Blade
Walk It Off
746
|
Posted - 2013.01.29 12:35:00 -
[69] - Quote
Kasutra wrote:Morrigan LeSante wrote:ChaseX wrote:The same day armor tankers get x-large reppers that don't use any cap. If only there was a module....lets call it Ancillary Armor Repairer in the pipeline.... Wow, that'd sure be awesome. It uses cap.
Being armour tanked it also has a bunch of mid slots free for cap injectors etc. |

ChaseX
The Executives Executive Outcomes
1
|
Posted - 2013.01.29 12:39:00 -
[70] - Quote
Morrigan LeSante wrote:ChaseX wrote:The same day armor tankers get x-large reppers that don't use any cap. If only there was a module....lets call it Ancillary Armor Repairer in the pipeline.... Wow, that'd sure be awesome.
Yeah, beside the module works completely different from ASBs and is not x-large. |
|

Darth Felin
Monkey Attack Squad Goonswarm Federation
7
|
Posted - 2013.01.29 12:41:00 -
[71] - Quote
It is very bad communication from CCP, I trained shield comp skills only to gert some resists while neuted so it is a waste for me now. I doubt that anything will be changed even through imho should compensate those SP for BOTH armor and shield and than anyone who need them in new situation can apply them back. |

ChaseX
The Executives Executive Outcomes
1
|
Posted - 2013.01.29 12:47:00 -
[72] - Quote
Darth Felin wrote:It is very bad communication from CCP, I trained shield comp skills only to gert some resists while neuted so it is a waste for me now. I doubt that anything will be changed even through imho should compensate those SP for BOTH armor and shield and than anyone who need them in new situation can apply them back.
How about, no? |

Verity Sovereign
Pator Tech School Minmatar Republic
369
|
Posted - 2013.01.29 12:54:00 -
[73] - Quote
Will someone please post a reasonable fit (no officer/deadspace mods, please) that would ever make use of the shield comp skills, if they don't give a bonus to active hardeners?
If a viable one cannot be provided, then one must conclude that CCP will make the shield comp skills worthless. |

Besbin
Anguis Sicarios
19
|
Posted - 2013.01.29 12:55:00 -
[74] - Quote
"Lucky" me. I already decided to only take shield comp skills to 4/4/4/3 (3 in expl) since I see absolutely no use in the passive shield mods available now, so I only trained them for the passive resists on active hardeners. I do agree the wording in the description is bad (the word "passive" just has too many connotations in regards to tanking), but that is obviously an easy thing to fix by, duh, changing the wording.
This reeks of "lazy programmer".
That said, I do believe Eve mechanics is better off without this niche effect...PROVIDED passive shield mods (shield resistance amplifier (also: have Punkturis look at the naming conventions here plz)) are made into a viable mechanic. Namely by introducing a passive omni resist mod.
For the later, I think Malcanis' suggestion sounds very viable:
Malcanis wrote: What it does merit is a shield version of Adaptive Nano Plating (NOT EANMs, as the armour tankers should retain the edge in passive omni resists) so that there's some viable use for shield comp skills that isn't a ridiculously marginal edge case.
"Shield ANPs" would still be significantly less powerful than EANMs, and provide a valuable low-CPU fitting but skill-intensive option that shield tanking completely lacks.
Whilst symmetry would also seem to call for a low-powered active armour omni hardener, the principle of making it less good than the shield active omni (ie: the T2 version would be 25% resists) would basically make it no better than the EANM, so it would be pretty pointless. I guess it might be good for people who haven't yet trained the armour comp skills.
|

Besbin
Anguis Sicarios
19
|
Posted - 2013.01.29 12:56:00 -
[75] - Quote
Verity Sovereign wrote:Will someone please post a reasonable fit (no officer/deadspace mods, please) that would ever make use of the shield comp skills, if they don't give a bonus to active hardeners?
If a viable one cannot be provided, then one must conclude that CCP will make the shield comp skills worthless.
It's not impossible. A pve passive shield lvl 5 mish ratting tengu for instance (lvl 5s are often stuffed with big ass neuting towers). For PVE they make mucho sense. For PVP, not even the slightest bit. |

Naomi Knight
Imperial Academy Amarr Empire
220
|
Posted - 2013.01.29 12:58:00 -
[76] - Quote
At least lower the cap need for active shield resist mods. 3.2 cap/sec is huge it is more than what large guns need.
Armor tank has better base resists than r shield, and the 5% moreesist doesnt justify the huge cap need and neut countered invu field. Also damage controlls favour armor resists. The only advantage the invu has it that you can overheat it . But at battleship and larger you can easily fit 3+ active armor resist mods to compensate eamn stacking, and they need much less cap too than shield mods :I
Oh and the shield compensation skills should be removed and just increase the base resist on passive shield resist modules. I think most of use learned those skills only to have a small resist even when our shield tanked ship got neuted, now that its gone the skills should gone too. At least i cant see a reason why would anyone learn them for some modules hardly ever used.
Ive checked my alli fittings and none of them had any passive shield resist modules none.You can check killboards with same result. |

Roime
Shiva Furnace
1896
|
Posted - 2013.01.29 13:13:00 -
[77] - Quote
Armor reppers can be capped out, ABSs not. Invulns can be capped out, EANMs not. What's the problem?
-á- All I really wanted was to build a castle among the stars - |

Verity Sovereign
Pator Tech School Minmatar Republic
369
|
Posted - 2013.01.29 13:21:00 -
[78] - Quote
Naomi Knight wrote: Ive checked my alli fittings and none of them had any passive shield resist modules none.You can check killboards with same result.
QFT |

Eternal Error
Immortalis Inc. Shadow Cartel
343
|
Posted - 2013.01.29 13:39:00 -
[79] - Quote
CCP Greyscale wrote:We discussed this again at our morning design meeting today, and we're still of the opinion that this is the correct change to make in this case. Obviously we're keeping an eye on this thread to make sure there isn't something we've missed, but as of today we're still comfortable with the consequences here.
To those asking about patch notes, here's the draft versions from a few weeks ago:
- Active armor hardeners and shield hardeners no longer give a passive resistance bonus when not active - Armor and shield compensation skills no longer give any bonus to active armor or shield hardeners
To those asking about reimbursement etc: we make balance changes on a fairly regular basis, and we're not generally in the habit of reimbursing skill points except in exceptional circumstances (which this isn't). 1. Why did you announce this intended change sooner?
2. WHY do you feel that this is the correct change?
3. Why do you feel that the shield compensation skills should be so utterly worthless? |

Hashi Lebwohl
Oberon Incorporated RAZOR Alliance
5
|
Posted - 2013.01.29 14:00:00 -
[80] - Quote
Roime wrote:Armor reppers can be capped out, ABSs not. Invulns can be capped out, EANMs not. What's the problem?
In 0.0 fleet and cap fights the ASB is not a factor - active shield and armor hardeners and EANM plus a damage control is fundamentally what most tanks are built upon. Shield resistance for pvp is therefore exclusively active in nature, and therefore this change places a greater disadvantage upon shield based tanks where their cap is compromised or delayed in activation, for instance when jumping into a system. |
|

feihcsiM
Deep Core Mining Inc. Caldari State
151
|
Posted - 2013.01.29 14:29:00 -
[81] - Quote
I have no real direct issue with the fact the passive boosts are being removed, although it is a design decision that I believe will make shield cap ships lag even further behind their slave-buffed armour tanked cousins. I'm resigned now that for cap ships warfare I'm going to be forced to cross-train to be effective even though I really wanted to keep specialized racial characters.
What I DO have an issue with is that you are essentially telling me that the subscription money that I have paid for to train my compensation skills to V on my specialized cap ship characters (Caldari & Minmatar) was completely wasted and I may as well have just left the skill queue inactive for weeks?
Thanks CCP.  It's the end of the world as we know it and I feel fine. |

Fearghaz Tiwas
ZOMBIEBEACHPARTYPATROL Pandorum Invictus
1
|
Posted - 2013.01.29 14:34:00 -
[82] - Quote
I'm not one prone to nerd rage, in fact this is the first time I've posted on here to moan, but this is BS. As others have said, including the post above, aside from the fact that shield tanking itself is affected, it has effectively made this skill useless. It could now easily be consigned to the bin along with learning skills and nobody would miss it one bit. Short of removing the skill, or just not making the change in the first place, the only decent suggestion I've seen is to make it apply to rigs.
|

IIshira
School of Applied Knowledge Caldari State
94
|
Posted - 2013.01.29 14:56:00 -
[83] - Quote
Maybe we need a shield version of an EANM?
Now it's "Oh crap I'm capped out my shields are going down"....After the change it's going to be "Oh crap I'm capped out... aaahh I'm in a pod". Without any resists once you get neuted shields are done. I have a feeling after this change neuts will be very common in PVP. I'm soo glad I can armor tank !
|

Pinky Denmark
The Cursed Navy
326
|
Posted - 2013.01.29 15:05:00 -
[84] - Quote
CCP Greyscale wrote:We discussed this again at our morning design meeting today, and we're still of the opinion that this is the correct change to make in this case. Obviously we're keeping an eye on this thread to make sure there isn't something we've missed, but as of today we're still comfortable with the consequences here.
To those asking about patch notes, here's the draft versions from a few weeks ago:
- Active armor hardeners and shield hardeners no longer give a passive resistance bonus when not active - Armor and shield compensation skills no longer give any bonus to active armor or shield hardeners
To those asking about reimbursement etc: we make balance changes on a fairly regular basis, and we're not generally in the habit of reimbursing skill points except in exceptional circumstances (which this isn't).
If you do this (which I actually think is well argumented if you would include stuff like RR and dominance of passive armor omnitanks and invuln only shield tanks) you will really have to adress the velocity drawbacks on the remaining armor rigs. At least until you get time to give all rigs a properly rebalancing? Some of those groups just doesn't make sense...
Pinky |

RavenPaine
RaVeN Alliance
330
|
Posted - 2013.01.29 16:21:00 -
[85] - Quote
CCP Greyscale wrote:We discussed this again at our morning design meeting today, and we're still of the opinion that this is the correct change to make in this case. Obviously we're keeping an eye on this thread to make sure there isn't something we've missed, but as of today we're still comfortable with the consequences here.
To those asking about patch notes, here's the draft versions from a few weeks ago:
- Active armor hardeners and shield hardeners no longer give a passive resistance bonus when not active - Armor and shield compensation skills no longer give any bonus to active armor or shield hardeners
To those asking about reimbursement etc: we make balance changes on a fairly regular basis, and we're not generally in the habit of reimbursing skill points except in exceptional circumstances (which this isn't).
OK, well, the 2 huge and blatent effects I see are:
This should effectivly affect slot usage of all shield tank ships. Where you could have a small amount of EM resist before, now you almost certainly have to fit an EM specific module. You lose a slot in essence if you shield tank.
Armor tank ships. They all have a base resist in every catagory. Amarr ships have the lowest hole at 20% resist. Minmatar and Gallente have the lowest resist at 10%. Some Minnie ships shield tank...but its not like those ships/fits are known for uber tank.
You use the terms 'rebalancing' and 'development'. I don't see how this change fits into the description that either of those terms would imply. Unless you give all ships a base 10% shield resist, or just leave the mod alone... |

Cambarus
Aliastra Gallente Federation
251
|
Posted - 2013.01.29 16:23:00 -
[86] - Quote
IIshira wrote:Maybe we need a shield version of an EANM?
Now it's "Oh crap I'm capped out my shields are going down"....After the change it's going to be "Oh crap I'm capped out... aaahh I'm in a pod". Without any resists once you get neuted shields are done. I have a feeling after this change neuts will be very common in PVP. I'm soo glad I can armor tank !
pfaaaaaaaaaaaahahahahahahahhahahahahahahhahahahaha hahahaha hahah haha No.
Extra cap warfare vulnerability has always been one of the downsides to shields (at least before the ASB was a thing). If shields need an EANM, then armor needs an invuln, and a SBA, and an XLAR etc etc etc. Then we give shields a XLSE, less cap-hungry reps and so and and so fourth until everything is "balanced".
As it stands this really isn't as much of an issue as you seem to think it is. If you have 2 people shooting each other, one armor and one shield, and they each cap each other out, guess who wins? (hint: it's the one that can still shoot without cap, not the one that still has resists with no cap) |

Zanmaru
Federal Defense Union Gallente Federation
7
|
Posted - 2013.01.29 17:15:00 -
[87] - Quote
So basically our Armor Compensation skills only apply to Energized Adaptive Nano Membranes. Because, lets face it, no one uses any of the other passive hardeners (some fits resort to standard ANMs, but that's about it). Not a fan of this. How about consolidating the 4 armor and shield comp. skills into 1 each? |

Flardowell
The Scope Gallente Federation
22
|
Posted - 2013.01.29 17:21:00 -
[88] - Quote
Looking at it from a capital and supercapital perspective:
We already know how vulnerable shields are to both neuting, overheating faster, and having a few other issues compared to armor (not having slave sets). There is no real point to passive shield tanking a super with the new a-type invulns out. While capped out, the passive bonuses allowed a slim of a chance for shield ships to survive, but it was still a chance.
Taking that away, and its almost a guaranteed kill if someone is able to neut you out, which shield ships are MUCH more vulnerable too anyway.
If you're going to make this change with passive mods, at least give something that compensates that loss. Whether it be a longer cycle-time on shield hardeners (like armor) or something equivalent which will keep shield ships on par with the bajillion types of armor bs thats going on right now.
Or at LEAST give us something that you're looking at shields vs armor, and will put them closer to on-par.
Armor now have a aux booster, good rig changes, slave set etc. Shields got a-type invulns, aux booster, and...yea
Help the few shield tankers in the game out before everything goes armor. |

Goldensaver
Marsuud And Sons Industries
127
|
Posted - 2013.01.29 17:31:00 -
[89] - Quote
Cambarus wrote:IIshira wrote:Maybe we need a shield version of an EANM?
Now it's "Oh crap I'm capped out my shields are going down"....After the change it's going to be "Oh crap I'm capped out... aaahh I'm in a pod". Without any resists once you get neuted shields are done. I have a feeling after this change neuts will be very common in PVP. I'm soo glad I can armor tank !
pfaaaaaaaaaaaahahahahahahahhahahahahahahhahahahaha hahahaha hahah haha No. Extra cap warfare vulnerability has always been one of the downsides to shields (at least before the ASB was a thing). If shields need an EANM, then armor needs an invuln, and a SBA, and an XLAR etc etc etc. Then we give shields a XLSE, less cap-hungry reps and so and and so fourth until everything is "balanced". As it stands this really isn't as much of an issue as you seem to think it is. If you have 2 people shooting each other, one armor and one shield, and they each cap each other out, guess who wins? (hint: it's the one that can still shoot without cap, not the one that still has resists with no cap) Just... just wondering.... do you really want an XLAR? I mean REALLY want it? Because by following the fitting requirements as they are now, you're looking at using like 5000-10000 PG and ~80-90 CPU for a single XLAR. You *can* put that on a ship, but that's about all you could put on a BS, at least as far as useful mods go. |

Zhilia Mann
Tide Way Out Productions
975
|
Posted - 2013.01.29 20:29:00 -
[90] - Quote
CCP Greyscale wrote:We discussed this again at our morning design meeting today, and we're still of the opinion that this is the correct change to make in this case. Obviously we're keeping an eye on this thread to make sure there isn't something we've missed, but as of today we're still comfortable with the consequences here.
To those asking about patch notes, here's the draft versions from a few weeks ago:
- Active armor hardeners and shield hardeners no longer give a passive resistance bonus when not active - Armor and shield compensation skills no longer give any bonus to active armor or shield hardeners
To those asking about reimbursement etc: we make balance changes on a fairly regular basis, and we're not generally in the habit of reimbursing skill points except in exceptional circumstances (which this isn't).
Well, thanks for revisiting it. I have to grudgingly respect that CCP holds its ground; god knows that if players got everything they wanted then this wouldn't be a game I'd like to play.
However, I'm still concerned about two things, and they're related. The first is that I don't understand the logic behind this change, and judging from this thread no one else does either. What exactly is your thinking and how does it override the points brought up here?
The second things remains the lack of transparency around the change. This really was going to stealth its way in. The fact that you planned to note it in the patch notes does nothing to mitigate the fact that we didn't know further ahead of time. Sharing your logic would be helpful on this front as well; sharing it proactively would have been vastly preferable. But we are where we are now and you can still help by actually illuminating how you're thinking about the problem. |
|

Zanmaru
Federal Defense Union Gallente Federation
7
|
Posted - 2013.01.29 22:35:00 -
[91] - Quote
Zhilia Mann wrote: Well, thanks for revisiting it. I have to grudgingly respect that CCP holds its ground; god knows that if players got everything they wanted then this wouldn't be a game I'd like to play.
Oh I'll get over it. I still don't see why we need 4 skills to get the most out of a single, basic module though. |
|

CCP Greyscale
C C P C C P Alliance
1765

|
Posted - 2013.01.29 22:57:00 -
[92] - Quote
Zhilia Mann wrote:CCP Greyscale wrote:We discussed this again at our morning design meeting today, and we're still of the opinion that this is the correct change to make in this case. Obviously we're keeping an eye on this thread to make sure there isn't something we've missed, but as of today we're still comfortable with the consequences here.
To those asking about patch notes, here's the draft versions from a few weeks ago:
- Active armor hardeners and shield hardeners no longer give a passive resistance bonus when not active - Armor and shield compensation skills no longer give any bonus to active armor or shield hardeners
To those asking about reimbursement etc: we make balance changes on a fairly regular basis, and we're not generally in the habit of reimbursing skill points except in exceptional circumstances (which this isn't). Well, thanks for revisiting it. I have to grudgingly respect that CCP holds its ground; god knows that if players got everything they wanted then this wouldn't be a game I'd like to play. However, I'm still concerned about two things, and they're related. The first is that I don't understand the logic behind this change, and judging from this thread no one else does either. What exactly is your thinking and how does it override the points brought up here? The second thing remains the lack of transparency around the change. This really was going to stealth its way in. The fact that you planned to note it in the patch notes does nothing to mitigate the fact that we didn't know further ahead of time. Sharing your logic would be helpful on this front as well; sharing it proactively would have been vastly preferable. But we are where we are now and you can still help by actually illuminating how you're thinking about the problem.
For the why, see my first post in this thread for the short version :) Essentially we came to the conclusion that 1) in the general case, all other things being equal and with caveats and get-outs as necessary, we prefer single-function modules to multi-function modules, and 2) in this specific case we strongly dislike the implementation and the presentation thereof. If this is unclear, please ask more questions, just don't expect the general thrust to change significantly! 
The reason I was happy to leave it to a patchnote was that I didn't feel it was that big a change, and that I felt "the case for the prosecution" was strong enough that extended discussion wouldn't serve much purpose. If I'm totally honest, I'll also admit that I'd forgotten this was going to SiSi this week, as I've had other projects on my mind  |
|

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
521
|
Posted - 2013.01.29 23:02:00 -
[93] - Quote
Verity Sovereign wrote:I was about to train EM ad TH to lvl 5, and bring kin and Exp to lvl 4
I now see this would be useless if CCP goes through with the planned changes
I'd vote against this, and I'm holding off training those unless CCP makes it clear this is not going through.
Base % Shield Explosion resist amplifier
Base % Armor Reactive resist
Base % Armor Energized Reactive resist
Gò¡Gê¬Gò«n+ên+¦n++n+¦n+ëGò¡Gê¬Gò«-á don't haten++ |

Ong
Born-2-Kill 0utNumbered
50
|
Posted - 2013.01.30 01:22:00 -
[94] - Quote
CCP Greyscale wrote:Essentially we came to the conclusion that, we prefer single-function modules to multi-function modules
If this is the official line that ccp does not like multi function modules then when can we expect the removal of scrams turning off MWD's? They already fill the role of stopping people warping that have stabs. So following this president you are setting then I look forward to the removal of scrams effecting mwd's.
CCP Greyscale wrote:The reason I was happy to leave it to a patchnote was that I didn't feel it was that big a change, and that I felt "the case for the prosecution" was strong enough that extended discussion wouldn't serve much purpose.
Seriously? You didnt think this much of a change, and in no need of discussion? With this change you are pretty much resigning shield ships that brawn to the trash heap. Why would you ever brawl in a shield ship now when armor ships have eanms and tackle? If they get neuted out they still have a chance, brawling shield ships pretty much do not. Following this change you will pretty much only see shield on nano from now on imo. |

Crestor Markham
Reasonable People Of Sound Mind
0
|
Posted - 2013.01.30 01:49:00 -
[95] - Quote
I find this to be a bummer...
I trained those skills a few levels only to help my tank not completely flop when I get neuted. The bonuses to passive resist modules are too small to be taken seriously. Honestly, I wouldn't train them until I got like 80m SP without that bonus for active modules.
Anyway, even with that bonus I didn't even get them to IV, because they were already not nearly good enough to justify FOUR (rank TWO) skills for EACH tanking type.
For the love of Pete, increase the passive bonus if you're intent on doing this. Or condense the skills from 4 down to 1. Or make it rank 1. I nomintated these for "most useless skills" polls even before this nerf to them.
You're right that the description is really confusing, though :P
|

Irregessa
Obfuscation and Reflections
51
|
Posted - 2013.01.30 02:17:00 -
[96] - Quote
CCP Greyscale wrote:The reason I was happy to leave it to a patchnote was that I didn't feel it was that big a change, and that I felt "the case for the prosecution" was strong enough that extended discussion wouldn't serve much purpose. If I'm totally honest, I'll also admit that I'd forgotten this was going to SiSi this week, as I've had other projects on my mind 
Was that the CSM's reaction when you told them about it?
|

Doctorkaba
Spiritus Draconis Sicarius Draconis
19
|
Posted - 2013.01.30 02:58:00 -
[97] - Quote
Irregessa wrote:Was that the CSM's reaction when you told them about it?
Probably something along the lines of: We all make mistakes, who the heck cares about something like that.... Try better next time etc etc.
Please note he never said that BECAUSE he forgot, he didn't make a bigger announcement. In fact he never says his forgetfulness and the nerf to invuls are related. Want some pvp help? Like to fly small and fast frigates? Then join the in game channel Tenori_Tigers! |

Sinzor Aumer
Atlas Research Group Aerodyne Collective
80
|
Posted - 2013.01.30 05:56:00 -
[98] - Quote
Ong wrote:CCP Greyscale wrote:Essentially we came to the conclusion that, we prefer single-function modules to multi-function modules If this is the official line that ccp does not like multi function modules then when can we expect the removal of scrams turning off MWD's? They already fill the role of stopping people warping that have stabs. So following this president you are setting then I look forward to the removal of scrams effecting mwd's. +1 It also affects jump drive, and micro-jump drive. |

ChaseX
The Executives Executive Outcomes
2
|
Posted - 2013.01.30 05:57:00 -
[99] - Quote
Verity Sovereign wrote:Will someone please post a reasonable fit (no officer/deadspace mods, please) that would ever make use of the shield comp skills, if they don't give a bonus to active hardeners?
If a viable one cannot be provided, then one must conclude that CCP will make the shield comp skills worthless.
Well I heard of complete passive fitted Drakes tanking level 5 missions to counter the massive neuting. Never did any myself but I think it was done with them, at least before NPCs were switching targets. |

Maximus Andendare
Future Corps Sleeper Social Club
84
|
Posted - 2013.01.30 06:20:00 -
[100] - Quote
Ong wrote:CCP Greyscale wrote:Essentially we came to the conclusion that, we prefer single-function modules to multi-function modules If this is the official line that ccp does not like multi function modules then when can we expect the removal of scrams turning off MWD's? They already fill the role of stopping people warping that have stabs. So following this president you are setting then I look forward to the removal of scrams effecting mwd's. CCP Greyscale wrote:The reason I was happy to leave it to a patchnote was that I didn't feel it was that big a change, and that I felt "the case for the prosecution" was strong enough that extended discussion wouldn't serve much purpose. Seriously? You didnt think this much of a change, and in no need of discussion? With this change you are pretty much resigning shield ships that brawn to the trash heap. Why would you ever brawl in a shield ship now when armor ships have eanms and tackle? If they get neuted out they still have a chance, brawling shield ships pretty much do not. Following this change you will pretty much only see shield on nano from now on imo. lolol your tears are funny. Maybe your shield ships--I dunno--don't use their cap for their weapons (and hell, not even for their tank with ASB). You're just crying out to be completely cap independent. How unreasonable is that?
To CCP-- +1 on this change!
|
|

Pohbis
Neo T.E.C.H.
268
|
Posted - 2013.01.30 06:28:00 -
[101] - Quote
I really don't think a nerf to shield resistances is merited, because of a design philosophy that CCP is not adhering to anyway.
First of all, the skill description is not hard to understand at all. X% bonus to active hardeners when modules are not active. That's not exactly Shakespeare.
Even if it was, since when are we removing mechanics we don't think are properly explained in the skill description, instead of changing the description?
Secondly, it is a big change. It'll have a huge impact on the anatomy of neut-range engagements, it removes the only benefit people are training the skills for, and, it is pretty much the final nail in the coffin for shield supers. Cap warfare is the alpha and omega when fighting supers.
The real question is, what has changed since the effect was introduced, to warrant this nerf? Semantics aren't really something to base balance changes on. |

Goldensaver
Marsuud And Sons Industries
127
|
Posted - 2013.01.30 07:04:00 -
[102] - Quote
Maximus Andendare wrote:Ong wrote:CCP Greyscale wrote:Essentially we came to the conclusion that, we prefer single-function modules to multi-function modules If this is the official line that ccp does not like multi function modules then when can we expect the removal of scrams turning off MWD's? They already fill the role of stopping people warping that have stabs. So following this president you are setting then I look forward to the removal of scrams effecting mwd's. CCP Greyscale wrote:The reason I was happy to leave it to a patchnote was that I didn't feel it was that big a change, and that I felt "the case for the prosecution" was strong enough that extended discussion wouldn't serve much purpose. Seriously? You didnt think this much of a change, and in no need of discussion? With this change you are pretty much resigning shield ships that brawn to the trash heap. Why would you ever brawl in a shield ship now when armor ships have eanms and tackle? If they get neuted out they still have a chance, brawling shield ships pretty much do not. Following this change you will pretty much only see shield on nano from now on imo. lolol your tears are funny. Maybe your shield ships--I dunno--don't use their cap for their weapons (and hell, not even for their tank with ASB). You're just crying out to be completely cap independent. How unreasonable is that? To CCP-- +1 on this change! Yes, because the hybrid Caldari line doesn't exist, nor did the Sansha ships.
Just pointing out the fact that not all shield ships use projectiles or missiles. And the Sansha ships use the most cap intensive weapons in game in addition to shields. |

Sinzor Aumer
Atlas Research Group Aerodyne Collective
80
|
Posted - 2013.01.30 07:59:00 -
[103] - Quote
CCP Greyscale wrote:The reason I was happy to leave it to a patchnote was that I didn't feel it was that big a change... I think I'd be unanimously supported - devs should play the game more.
CCP Greyscale wrote:in the general case, all other things being equal and with caveats and get-outs as necessary, we prefer single-function modules to multi-function modules I cannot understand what does it mean, and considering your way of making stealthy updates - could you please comment, here in this thread, on the following multi-function modules:
- drone omnilink - tracking & optimal
- autotargeting system - autotarheting itself & +maxtargets
- SeBo (local and remote) - range & scanres
- dampeners - same
- signal amplifier - range & scanres & +maxtargets
- warp scramblers - warp-jam & MWD-jam & MJD-jam & jump-jam
- signal distortion amps - optimal & strength
- cap.batteries - +cap & neut-protection
- power diag. sys - many
- damage control - resists to shield & armor & hull
- damage modifiers - damage & ROF
- track.ench. - optimal & falloff & tracking
- track.comp and links - same
- track.dis - same
|

Malcanis
Vanishing Point. The Initiative.
7448
|
Posted - 2013.01.30 08:39:00 -
[104] - Quote
Maximus Andendare wrote:Ong wrote:CCP Greyscale wrote:Essentially we came to the conclusion that, we prefer single-function modules to multi-function modules If this is the official line that ccp does not like multi function modules then when can we expect the removal of scrams turning off MWD's? They already fill the role of stopping people warping that have stabs. So following this president you are setting then I look forward to the removal of scrams effecting mwd's. CCP Greyscale wrote:The reason I was happy to leave it to a patchnote was that I didn't feel it was that big a change, and that I felt "the case for the prosecution" was strong enough that extended discussion wouldn't serve much purpose. Seriously? You didnt think this much of a change, and in no need of discussion? With this change you are pretty much resigning shield ships that brawn to the trash heap. Why would you ever brawl in a shield ship now when armor ships have eanms and tackle? If they get neuted out they still have a chance, brawling shield ships pretty much do not. Following this change you will pretty much only see shield on nano from now on imo. lolol your tears are funny. Maybe your shield ships--I dunno--don't use their cap for their weapons (and hell, not even for their tank with ASB). You're just crying out to be completely cap independent. How unreasonable is that? To CCP-- +1 on this change!
So should projectiles use cap, or should minmatar ships have their low slots capped?
I mean if "cap independence" is so very unreasonable. Vote for Malcanis for CSM8 https://forums.eveonline.com/default.aspx?g=posts&t=192717&find=unread |

Vladimir Norkoff
Income Redistribution Service
94
|
Posted - 2013.01.30 09:36:00 -
[105] - Quote
Ummm.... I'm gonna nerdrage on this from an armor-tanker's perspective....
Wasn't the "passive bonus when hardeners are inactive" added because nobody was using the hardeners? And then when we still didn't use the hardeners for armor, you upped the CPU cost of EANMs to match hardeners so that we would "have to make a choice"? And y'know, after that the passive bonus did make the hardeners more attractive. Sure they used cap on an already massively cap intensive activity (especially when most armor ships already use tons of cap - Amarr lazors, Gallente blasters & MWD), but it was worth it cuz you had the back-up passive. And that passive bonus saved my ass on more then one occasion while a cap booster reloaded.
The question is, why would I fit an armor hardener now? It has the same fitting cost as an EANM, it's cap vulnerable, and when it's turned off it's worthless. This isn't like a MWD - when your MWD is off you can fall back on your tank. But when your tank turns off, you are dead. Slight difference between the two.
Seriously, stop and think about why the passive bonus was implemented in the first place. Think about why you had to boost the fitting reqs of EANM. Will removing the passive bonus put us right back in the previous situation? |

Verity Sovereign
Pator Tech School Minmatar Republic
373
|
Posted - 2013.01.30 10:08:00 -
[106] - Quote
Sinzor Aumer wrote:CCP Greyscale wrote:The reason I was happy to leave it to a patchnote was that I didn't feel it was that big a change... I think I'd be unanimously supported - devs should play the game more. CCP Greyscale wrote:in the general case, all other things being equal and with caveats and get-outs as necessary, we prefer single-function modules to multi-function modules I cannot understand what does it mean, and considering your way of making stealthy updates - could you please comment, here in this thread, on the following multi-function modules:
- drone omnilink - tracking & optimal
- autotargeting system - autotarheting itself & +maxtargets
- SeBo (local and remote) - range & scanres
- dampeners - same
- signal amplifier - range & scanres & +maxtargets
- warp scramblers - warp-jam & MWD-jam & MJD-jam & jump-jam
- signal distortion amps - optimal & strength
- cap.batteries - +cap & neut-protection
- power diag. sys - many
- damage control - resists to shield & armor & hull
- damage modifiers - damage & ROF
- track.ench. - optimal & falloff & tracking
- track.comp and links - same
- track.dis - same
Then I think CCP should get rid of resist modules all together.
Want more EHP, we have plates/ layering membranes/shield extenders for that Want more effective reps? use a shield boost amp Resists boost EHP and effective reps, they are useful for both buffer and active tank, OPd! Yet.... CCP is nerfing the incursus rep bonus....
If CCP doesn't like "multi function" - then lets change all resist bonuses to either % hitpoint bonuses (like the % armor hitpoints per command ship level for the damnation ) or booster effectiveness bonuses (like the mael and hyperion).
The EM and Thermal passive resist shield mods *might* see use, the Exp and Kin passive armor mods *might* see use - but fully one half of the resist skills will be utterly useless if this change goes through.
For those whining about fully cap independent ships (ASB+ missiles/projectiles + passive resist hardeners) - you forget about sansha and hybrid caldari ships - and I would recommend removing ASBs. I absolutely hate that they are doubling down on these "ancillary boosters" with an ancillary armor rep... |

Destination SkillQueue
Are We There Yet
4075
|
Posted - 2013.01.30 10:34:00 -
[107] - Quote
I don't really have a problem with this change, but I'd like to see the now even more useless shield compensation skills given a reason to exist. Some kind of a passive multi resist module does seem like an obvious candidate to give them that boost. I'd like to see it limited to 1 per ship though. This is something you've done with multiple armor tanking modules, that mimic similar shield modules, so it seems like an approriate limitation for a shield module mimicing an armor module. |

Sinzor Aumer
Atlas Research Group Aerodyne Collective
81
|
Posted - 2013.01.30 11:22:00 -
[108] - Quote
Destination SkillQueue wrote:I don't really have a problem with this change, but I'd like to see the now even more useless shield compensation skills given a reason to exist. Some kind of a passive multi resist module does seem like an obvious candidate to give them that boost. I'd like to see it limited to 1 per ship though. This is something you've done with multiple armor tanking modules, that mimic similar shield modules, so it seems like an approriate limitation for a shield module mimicing an armor module. I dont mind nerfing active hardeners as well, as they are indeed preferred almost always (except for EANM). What I disagree with is that it's a minor change and doesnt deserve proper discussion. |

Debir Achen
The Red Circle Inc.
46
|
Posted - 2013.01.30 12:41:00 -
[109] - Quote
Put simply, this is an Adaptive Invul nerf. Outside a small bonus to a few niche PvE fits (yes, I'm looking at you, Gila), the main reason for training those skills (8 ranks worth!) was to keep an Adaptive Invul at 13-16% resistance when capped out.
But, according to Greyscale, this isn't intended as a nerf, just a commonly used game mechanic that offended someone's over-developed sense of aesthetics.
The compensation skills - both armor and shield - are already expensive for what they do, arguably the worst SP -> EHP ratio in the game (near best case is +9.375% resistance to 1/4 of the resistances, for a tech II amplifier or energized membrane). Although inefficient, the armor compensation variants get trained because they improve the ubiquitous EANM. The shield variants get trained to provide some protection against neuting of Adaptive Invuls, or because people don't know what they are doing.
I'm not sure it's good game design to remove the only commonly used function of a skill that on naive reading seems to be a "must have". Aren't Caldari supposed to have a large signature? |

Zhantii
Ministry of War Amarr Empire
1
|
Posted - 2013.01.30 14:25:00 -
[110] - Quote
After reading all the upcoming changes, it very CLEAR that CCP is only balancing the game with fleet pvp in mind... and having a discussion with a few of your fellow devs when not even asking the 50k players. Its almost like you guys know exactly every minescule thing about everything in eve, or you are just forcing a playstyle on everyone.
Very bad choises, sorry CCP but you need to get more involved |
|

IIshira
School of Applied Knowledge Caldari State
94
|
Posted - 2013.01.30 14:49:00 -
[111] - Quote
CCP Greyscale wrote:The reason I was happy to leave it to a patchnote was that I didn't feel it was that big a change, and that I felt "the case for the prosecution" was strong enough that extended discussion wouldn't serve much purpose. If I'm totally honest, I'll also admit that I'd forgotten this was going to SiSi this week, as I've had other projects on my mind 
Wow they didn't think a change that would make most shield tanked ships significantly more vulnerable to cap warfare " was that big a change"... Ummm really?... LOL
Most armor tanked PVP ships use EANM's so this will not affect them.
Most shield tanked PVP ships use active hardeners so this will affect them. Before someone says oh there's passive shield hardeners there is no omni damage hardeners and it is not practical to fit multiple hardeners while still fitting a prop mod and tackle.
I understand CCP may want to make neuts more effective but making all shield tanked ships significantly more vulnerable to cap warfare isn't the answer. I'm not even saying active hardeners need a passive resist but if you're going to make only shield tanked ships vulnerable to this is just making armor OP. I don't fly cap ships so I can't comment about them but if this goes live you won't see me in a shield Drake or Hurricane.
|

Coreola
Reasonable People Of Sound Mind
11
|
Posted - 2013.01.30 16:23:00 -
[112] - Quote
I enjoy the differentiation between shield getting active omni-hardners and armor getting passive omni-plates, but don't fully understand the reasoning behind having what most consider a useful armor compensation skill matched by a shield skill counterpart that most consider all but worthless.
Jump, jump, jump. |

Perihelion Olenard
Federal Navy Academy Gallente Federation
139
|
Posted - 2013.01.30 18:00:00 -
[113] - Quote
CCP Greyscale wrote:...
- We're not, in general and with exceptions, fans of multi-function modules. EVE fitting is about trade-offs, not about having your cake and eating it. In this particular case, it was making the decision to take an active hardener over a passive one easier than it otherwise would be, which isn't a particularly good thing.
... I find it amazing you say that given how powerful the tracking enhancer's additional bonuses are to optimal and falloff. I wear my sunglasses at night. |

Sakari Orisi
Shattered Paradigm
184
|
Posted - 2013.01.30 18:12:00 -
[114] - Quote
I don't see this change as very game-breaking. And certainly not the kind of change that would completely **** over shield tanking and doom them to the trash heap. (Really, are you serious ?).
It's a minor change in the grand scale of things, and really only affects shield tanking ships when you don't have enough cap to run your hardeners in the first place. In which case, let's be fair: You can't run your prop either, you can't web/scram your opponent either. In which case: you're already ****** anyway, and this change won't matter at all. The evefit project Pyfa thread Phobos thread |

Annihilatus
Perkone Caldari State
2
|
Posted - 2013.01.30 19:13:00 -
[115] - Quote
with the changes to armor tanking ( getting buffed pretty hard ) the lack of a shield EANM, crystals not affecting caps and shields not having a slave variant, shield caps ( what little they were used ) are about to be so bad there is no point in even owning one anymore unless its for pve, and even then, armor is better, and getting buffed
can people stop whining about nano-shield fleets? kind of about to kill caldari with these changes, once again, caldari is getting hit with the nerf bat, and next up is the only thing that they have going for them, ecm.. and we all know how much people whine about ecm.
RIP my 5B HM 3.5km/s 1100 dps at 120k with 1500 dps omnitank 8 mins stable with cap boosters and 65 sig 100mn tengu, it was fun! ( that was pretty crazy lol, but honestly they should have nerfed the ship, not heavy missiles)
|

Hashi Lebwohl
Oberon Incorporated RAZOR Alliance
5
|
Posted - 2013.01.30 19:53:00 -
[116] - Quote
An argument with numbers:
I used EFT version 2.15.1 to get an appreciation of the effect of this change - and compared the impact on the Hel and the Nyx. The character used was All level V - modified with a slave set and SM-705 , EM-805 , SP-905 , HG-1005.
The Hel's tank comprised 4x Caldari Navy PWD, Damage control II, Pith x-types thermic x2 EM ward x2 Explosive & Kinetic and a Pithum A-type Adaptive Invulnerability field
The Nyx's tank comprised a damage control , corpus x-type EM , thermic , Kinetic , and explosive and centum A-type Energized Adaptive Nano Membrane x2
Full active tank
Hel - EHP 29,188,908 - % EM S 89.8 TH S 91.8 K S 88.8 EX S 90.7 - EM A 66 T A 44.8 K A 36.3 EX A 23.5 Nyx - EHP 28,037,380 - % EM S 12 TH S 30 K S 47.5 EX S 56.3 - EM A 91.5 T A 89 K A 89 EX A 84.8
Capped out passive tank - Now
Hel - EHP 6,986,483 - % EM S 32.4 TH S 45.9 K S 55.6 EX S 63 - EM A 60 T A 35 K A 25 EX A 10 Nyx - EHP 11,981,970 - % EM S 0 TH S 20 K S 40 EX S 50 - EM A 79.5 T A 73.4 K A 73.4 EX A 63.2
Capped out passive tank - Proposed (simulated by removing the active modules)
Hel - EHP 5,477,807 - % EM S 0 TH S 20 K S 40 EX S 50 - EM A 60 T A 35 K A 25 EX A 10 Nyx - EHP 11,074,754 - % EM S 0 TH S 20 K S 40 EX S 50 - EM A 77.6 T A 70.9 K A 70.9 EX A 59.7
A Hel loses 27% of its neuted tank compared to the Nyx's 8%. You effectively can kill two Hel's in less time than it takes to kill a Nyx.
Hel pilots were regarded as passive tanks for the rest of the fleet (because you are bound to be shot first) but this change makes it a certainly that you will die first.
I've seen how you've argued your position - basically this is a done deal which you're not about to change. So can you please agree to allow Hel owners to park their ships in a station (perhaps by GM petition) for the 24-48 months that it will take you to revisit Capital ships so that their pilots can enjoy more than a rusty coffin. |

Naomi Knight
Imperial Academy Amarr Empire
221
|
Posted - 2013.01.30 21:02:00 -
[117] - Quote
Anyway tanking should be rebalanced in the first place. |

Bouh Revetoile
Barricade.
229
|
Posted - 2013.01.30 22:07:00 -
[118] - Quote
Shield tankers tears ! Awesome ! And for a so insignificant change ! |

Naomi Knight
Imperial Academy Amarr Empire
221
|
Posted - 2013.01.30 22:30:00 -
[119] - Quote
Bouh Revetoile wrote:Shield tankers tears ! Awesome ! And for a so insignificant change ! yeah , maybe just remove the armor resist from damage controlls who needs multi bonus modules anyway? |

Besbin
Anguis Sicarios
21
|
Posted - 2013.01.30 23:35:00 -
[120] - Quote
Bouh Revetoile wrote:Shield tankers tears ! Awesome ! And for a so insignificant change !
27% is insignificant? Suuuuuuure.... And 45 days of training (at max speed) is also insignificant? Jeez, some people... |
|

Pleasure Bound
Futanari on Safari
10
|
Posted - 2013.01.31 01:08:00 -
[121] - Quote
The way I read this change is similar to the change done to the Corporate Hangar on the Orca:
"We've broken something and we don't understand the code. So we'll come up with an excuse/explanation/story because it is 5pm and it is the time to go home". |

Cindy Marco
Expanse Security
107
|
Posted - 2013.01.31 07:26:00 -
[122] - Quote
Pleasure Bound wrote:The way I read this change is similar to the change done to the Corporate Hangar on the Orca:
"We've broken something and we don't understand the code. So we'll come up with an excuse/explanation/story because it is 5pm and it is the time to go home".
Well you have to look at it from the other side. They only had 2 options :
1) They could find the real problem with the code
2) They could make 3 skills mostly useless, 1 skill kinda useless (I actually do fit a Kinetic SRA rarely, its a Minny thang) and kinda screw shield users because now they have NO resists when neuted while the armor guy still has his EANMs.
And oh, btw, no reimbursement for your skills that now useless for most players. I don't even need the SP anymore, but I bet there are newer guys that trained those skills to 5 and wish they had them back. That is like a month of wasted training.
At least it was only an insignificant change however. I shudder at the thought of what a major change would be!
|

Alice Katsuko
Terra Incognita Unclaimed.
181
|
Posted - 2013.01.31 07:51:00 -
[123] - Quote
CCP Greyscale wrote:Zhilia Mann wrote:CCP Greyscale wrote:We discussed this again at our morning design meeting today, and we're still of the opinion that this is the correct change to make in this case. Obviously we're keeping an eye on this thread to make sure there isn't something we've missed, but as of today we're still comfortable with the consequences here.
To those asking about patch notes, here's the draft versions from a few weeks ago:
- Active armor hardeners and shield hardeners no longer give a passive resistance bonus when not active - Armor and shield compensation skills no longer give any bonus to active armor or shield hardeners
To those asking about reimbursement etc: we make balance changes on a fairly regular basis, and we're not generally in the habit of reimbursing skill points except in exceptional circumstances (which this isn't). Well, thanks for revisiting it. I have to grudgingly respect that CCP holds its ground; god knows that if players got everything they wanted then this wouldn't be a game I'd like to play. However, I'm still concerned about two things, and they're related. The first is that I don't understand the logic behind this change, and judging from this thread no one else does either. What exactly is your thinking and how does it override the points brought up here? The second thing remains the lack of transparency around the change. This really was going to stealth its way in. The fact that you planned to note it in the patch notes does nothing to mitigate the fact that we didn't know further ahead of time. Sharing your logic would be helpful on this front as well; sharing it proactively would have been vastly preferable. But we are where we are now and you can still help by actually illuminating how you're thinking about the problem. For the why, see my first post in this thread for the short version :) Essentially we came to the conclusion that 1) in the general case, all other things being equal and with caveats and get-outs as necessary, we prefer single-function modules to multi-function modules, and 2) in this specific case we strongly dislike the implementation and the presentation thereof. If this is unclear, please ask more questions, just don't expect the general thrust to change significantly!  The reason I was happy to leave it to a patchnote was that I didn't feel it was that big a change, and that I felt "the case for the prosecution" was strong enough that extended discussion wouldn't serve much purpose. If I'm totally honest, I'll also admit that I'd forgotten this was going to SiSi this week, as I've had other projects on my mind 
Thank you for explaining further.
Players do not use EANMs because they like being cap-resistant; they use EANMs because they have no other choice. Players will choose active hardeners over passive hardeners every time, even with this nerf, because of the higher resistances and opportunity to overheat. There is no tradeoff between active and passive hardeners, and never will be, unless passive hardeners receive a major boost or active hardeners are further nerfed. The only time players willingly fit passive hardeners over active hardeners, is for high-lag situations or when they expect to be neuted dry.
This is a major boost to cap warfare, and a major nerf to tanking in general, and to shield-tanked ships in particular.
That being said, we're still going to see shield fleets, and this is hardly the end of the world. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
511
|
Posted - 2013.01.31 08:23:00 -
[124] - Quote
Alice Katsuko wrote:
Players do not use EANMs because they like being cap-resistant; they use EANMs because they have no other choice. Players will choose active hardeners over passive hardeners every time, even with this nerf, because of the higher resistances and opportunity to overheat. There is no tradeoff between active and passive hardeners, and never will be, unless passive hardeners receive a major boost or active hardeners are further nerfed. The only time players willingly fit passive hardeners over active hardeners, is for high-lag situations or when they expect to be neuted dry.
Good job on completely contradicting yourself in one breath.  |

Alice Katsuko
Terra Incognita Unclaimed.
181
|
Posted - 2013.01.31 08:49:00 -
[125] - Quote
There's no contradiction. Imagine someone offers you a choice between a shiny new computer, and a DOS-box from 1991. Sure, you'd get better stability from DOS, but it's not much of an advantage compared to all the things you'd be missing out on.
The same goes for passive versus active hardeners. Active hardeners provide substantially higher resistances while active, and can be overheated for additional resistance bonus. Passive hardeners provide lower resistances, and cannot be overheated. The only time passive hardeners are superior to active hardeners, is when a ship is capped out and cannot get cap from remote or local sources. So the only time a player will willingly fit passive hardeners, is when he expects to be neuted out. For obvious reasons, players usually do not fit their ships specifically to survive being capped out, if the cost is being exploded due to lower resists.
(Similarly, most players do not fit ECCM against the chance of being jammed, sensor boosters against the chance of being dampened, or tracking computers against the chance of being tracking disrupted. Because just as it makes more sense to omni-tank, it also makes more sense to omni-fit a ship for general combat rather than proof it against one of many eventualities and leave holes for all other possibilities.)
All that the proposed change does, is make active hardeners less useful under cap pressure, since now instead of providing a crappy bonus, they'll provide no bonus at all. This is a big nerf to active hardeners, especially shield hardeners, but it doesn't change a player's calculus about whether to fit passive or active hardeners. It's a big nerf because in the event a ship with active hardeners is capped out, it will now get no benefit at all, rather than some benefit, as now. |

Vladimir Norkoff
Income Redistribution Service
102
|
Posted - 2013.01.31 09:39:00 -
[126] - Quote
Alice Katsuko wrote:Players do not use EANMs because they like being cap-resistant; they use EANMs because they have no other choice. Players will choose active hardeners over passive hardeners every time, even with this nerf, because of the higher resistances and opportunity to overheat. Well if an Armor Invuln Field existed, then yes players probably would choose that over EANMs. But it doesn't exist... So not really sure why you are basing an argument around this imaginary module.
All we have is the active Armor Hardeners that cover one specific resistance. They are used far less often than EANMs and will now become even less attractive then they were before. CCP will realize this a few years down the line, and the EANM/Hardener cycle will repeat itself yet again. Joy. |

Bouh Revetoile
Barricade.
229
|
Posted - 2013.01.31 11:18:00 -
[127] - Quote
Come on ! We are talking about something affecting only completely neuted ships ! Besides an armor ship cannot even fire its guns in this case, a completely neuted ship is often screwed anyway, and the cases where the passive resist would have saved you is so rare you'd better play lottery games to fund a new ship.
If you want neutralizer resistant fit, there's a module called shield resistance amplifier and ancillary shield booster. And yes, there is no adaptive one for shield, exactly like there is no adaptive hardener for armor nor there is capless ancillary armor reper.
But I guess the whines come from cap pilots, and I don't think capital survivability is a critical thing to save.
As for resistance amplifier vs hardener, I think the first one will now have a reason to exist. |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
525
|
Posted - 2013.01.31 11:38:00 -
[128] - Quote
Cindy Marco wrote:And oh, btw, no reimbursement for your skills that now useless for most players. I don't even need the SP anymore, but I bet there are newer guys that trained those skills to 5 and wish they had them back. That is like a month of wasted training.
When will you guys understand those passive resist skills are not a waste of time?
Up until now you didn't had to think about your fittings, was invulns and shield extenders everywhere. Now you have to think about your fittings and get the best out of those passive resist modules.
Armor might have EANP's but they clearly lack oversized reppers and no cap cost ASB/guns, it's a trade off you guys are not used to while being mainly armor trained I've always had to and used. I also use most often my armor tank ships with shield tanking so please go ahead and keep telling shield tanking is bad and in need of more buffs.
I'm ok for you guys to get some sort of shield EANP but I definitively want the equivalent of shield Invuln. Is this fair enough for you?
Gò¡Gê¬Gò«n+ên+¦n++n+¦n+ëGò¡Gê¬Gò«-á don't haten++ |

feihcsiM
Deep Core Mining Inc. Caldari State
152
|
Posted - 2013.01.31 11:57:00 -
[129] - Quote
Sergeant Acht Scultz wrote:When will you guys understand those passive resist skills are not a waste of time?
I have a dedicated, specialised caldari cap ship character. Could you explain how I haven't wasted my time training these skills on that account?
It's the end of the world as we know it and I feel fine. |

Bouh Revetoile
Barricade.
229
|
Posted - 2013.01.31 12:16:00 -
[130] - Quote
feihcsiM wrote:I have a dedicated, specialised caldari cap ship character. Could you explain how I haven't wasted my time training these skills on that account?
Shield Resistance Amplifiers
Don't worry, someone should tell you when to fit them.
BTW, I thought cap ship could refit in space ; did that changed ? Because if not, you can just fit resist amplifier when neutralizers are coming. |
|

Morrigan LeSante
The Lost and Forgotten Troopers
198
|
Posted - 2013.01.31 12:44:00 -
[131] - Quote
WTH is with the "armor have no capless guns"
Have the ENTIRE minmatar ship line turned to shields when I wasn't looking?
Even with this change, PvP pilots wont magically fit the passives - there is no space. They've just been made (even) weaker vs cap warfare.
I think the most troubling thing is there is no obvious imbalance brought be these, nor one be addressed by the change. I mean...has anyone ever seen a thread about this skill/offline mods being overpowered? |

Nash MacAllister
The Kairos Syndicate Transmission Lost
41
|
Posted - 2013.01.31 13:22:00 -
[132] - Quote
I am just amused by all the posts that have "Well nobody ever fits.... blah blah blah" in them. Lol. These changes do effect people, particularly in some of the more purpose-built ships. And there are certainly environments where neuting is pretty damn common, so again, these changes do have a real effect. I know fighting in a wh, I expect to see neuts being used. The question of whether to go active or passive is simply a question of how many neuts I think will be hitting me in particular. Lol. While I agree that people should have to choose fits based on a tactical standpoint, but I also see this as a senseless nerf that really has no justification. And I would still like to see an across the board passive resist module (or reactive shield hardener for that matter) as another option to give me more choices. I don't see either as being OP given the circumstances. The enemy of my enemy is... -ájust another guy that needs killin' |

Besbin
Anguis Sicarios
22
|
Posted - 2013.01.31 13:23:00 -
[133] - Quote
Bouh Revetoile wrote: BTW, I thought cap ship could refit in space ; did that changed ? Because if not, you can just fit resist amplifier when neutralizers are coming.
Yes and no. Two carriers can use fitting services on each other to refit. A solo carrier and dreads cannot. Also a triaged carrier can't until out of triage.
That said, you're making a very very good point. Simply refitting to resist amps when capped out is already far superior to passive resists on active hardeners. With the changes it is only even more so. It does of course present some obstacles, but doing like you suggested, IMO, alleviates the "omgwtfbbq 27% !!!!" problem.
However I still do think that a skill set of 45D worth of training have been halved in practical value and still think something should be done to make this effort worthwhile given the stealthy circumstances of "lazy programmer" mess. But I do agree the problem is smaller than it looked at first (for shield cap pilots of which I'm not one anyway). |

Besbin
Anguis Sicarios
22
|
Posted - 2013.01.31 13:25:00 -
[134] - Quote
Nash MacAllister wrote:I am just amused by all the posts that have "Well nobody ever fits.... blah blah blah" in them. Lol. These changes do effect people, particularly in some of the more purpose-built ships. And there are certainly environments where neuting is pretty damn common, so again, these changes do have a real effect. I know fighting in a wh, I expect to see neuts being used. The question of whether to go active or passive is simply a question of how many neuts I think will be hitting me in particular. Lol. While I agree that people should have to choose fits based on a tactical standpoint, but I also see this as a senseless nerf that really has no justification. And I would still like to see an across the board passive resist module (or reactive shield hardener for that matter) as another option to give me more choices. I don't see either as being OP given the circumstances.
And, as Malcanis suggested (if I understand him correctly), I would be perfectly fine with the shield omni resist amp to be more fitting intensive and/or less powerful than the EANM. Just having the option would be a game changer. |

Nash MacAllister
The Kairos Syndicate Transmission Lost
41
|
Posted - 2013.01.31 13:38:00 -
[135] - Quote
Bouh Revetoile wrote: BTW, I thought cap ship could refit in space ; did that changed ? Because if not, you can just fit resist amplifier when neutralizers are coming.
No, this is when you fit the Large Capacitor Battery II's.  The enemy of my enemy is... -ájust another guy that needs killin' |

Besbin
Anguis Sicarios
23
|
Posted - 2013.01.31 13:43:00 -
[136] - Quote
Nash MacAllister wrote:Bouh Revetoile wrote: BTW, I thought cap ship could refit in space ; did that changed ? Because if not, you can just fit resist amplifier when neutralizers are coming.
No, this is when you fit the Large Capacitor Battery II's. 
Riiiight...like that's not gonna be a drop in the ocean against neut bhaals. Nice thought, works in some cases, doesn't work in this... |

Nash MacAllister
The Kairos Syndicate Transmission Lost
41
|
Posted - 2013.01.31 13:51:00 -
[137] - Quote
Besbin wrote:Nash MacAllister wrote:Bouh Revetoile wrote: BTW, I thought cap ship could refit in space ; did that changed ? Because if not, you can just fit resist amplifier when neutralizers are coming.
No, this is when you fit the Large Capacitor Battery II's.  Riiiight...like that's not gonna be a drop in the ocean against neut bhaals. Nice thought, works in some cases, doesn't work in this...
Off topic but you may be surprised what that does to a Bhaal even when it is being fed cap by a carrier. Certainly it is situation dependent. Hit me up on Sisi sometime... 
Sorry for the digression. The enemy of my enemy is... -ájust another guy that needs killin' |

Zor'katar
Matari Recreation
48
|
Posted - 2013.01.31 14:26:00 -
[138] - Quote
How possible is it for someone with a max Scan Res fitted gank ship to lock and alpha an undocking/gate-decloaking ship before he can activate all of his hardeners? |

Mike Whiite
Cupid Stunts.
122
|
Posted - 2013.01.31 15:04:00 -
[139] - Quote
Smartbomb Battleships at gates to burst approaching Blokade Runners anyone? |

RavenPaine
RaVeN Alliance
331
|
Posted - 2013.01.31 15:40:00 -
[140] - Quote
I still remember the days when it was called the "lol drake", and every FC knew that "Primary the Caldari ships" was the right call.
Eventually, After maxing out skills, and losing many ships, Caldari pilots became good at using what they had, and all the Armor tank guys started crying OP!
This change will take the game backwards 5 years. That is not 'developing' it is devolving |
|

iLLeLogicaL
The Red Circle Inc.
27
|
Posted - 2013.01.31 17:30:00 -
[141] - Quote
After the poses are but a small part of the community I feel you're making a big mistake again CCP. Leave those mods as they are, or at least reimburse the sp we put into those skills.
Way to go, what happend to communication! |

Solaris Ecladia
The Red Circle Inc.
34
|
Posted - 2013.01.31 17:30:00 -
[142] - Quote
Hey, I just wanted to drop by and personally shake the hand of CCP greyscale for once again proving that the motto at CCP has been and always will be: If it aint broke, fix it until it is. And thanks so much for trying to sneak this major fitting and skill change in. That means alot to us players that you respect us enough to tell us about big changes like this in advance. And even moreso that you would like our feedback before going ahead with it.
Thanks CCP, you rock. |

Bugsy VanHalen
Society of lost Souls
438
|
Posted - 2013.01.31 18:47:00 -
[143] - Quote
Dultas wrote:My sisi isn't up to date so I can confirm this but I would think the compensation skill would effect it with or without the base 1% so you would still get the 15% from the compensations skills. The compensation skills only affect the base passive stat. If the stat is gone the skill no longer boosts it. it would be nice since now the compensation skill only applies to passive modules, could it be increased a bit?
Some of the faction resist amps with max skills can get close to the same resists without needing to be turned on or use cap. They are useful on tight fits, or in PVP when neuts turn off your hardeners. A large buffer fit with high passive resists, and projectile guns is completely immune to nuets. |

Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
196
|
Posted - 2013.01.31 20:32:00 -
[144] - Quote
ChaseX wrote:Verity Sovereign wrote:Will someone please post a reasonable fit (no officer/deadspace mods, please) that would ever make use of the shield comp skills, if they don't give a bonus to active hardeners?
If a viable one cannot be provided, then one must conclude that CCP will make the shield comp skills worthless. Well I heard of complete passive fitted Drakes tanking level 5 missions to counter the massive neuting. Never did any myself but I think it was done with them, at least before NPCs were switching targets.
passive drake/rattlesnake/ishtar for dealing with neuting lv 5s.
that said I never really had a reason to train the shield comps. at best I'll bother to get them to level 4 just for a slightly neater looking character sheet. |

IIshira
School of Applied Knowledge Caldari State
94
|
Posted - 2013.01.31 21:24:00 -
[145] - Quote
Solaris Ecladia wrote:Hey, I just wanted to drop by and personally shake the hand of CCP greyscale for once again proving that the motto at CCP has been and always will be: If it aint broke, fix it until it is. And thanks so much for trying to sneak this major fitting and skill change in. That means alot to us players that you respect us enough to tell us about big changes like this in advance. And even moreso that you would like our feedback before going ahead with it.
Thanks CCP, you rock.
I couldn't have said it better. Thanks CCP!
|

Zilero
The Littlest Hobos Whores in space
34
|
Posted - 2013.01.31 23:09:00 -
[146] - Quote
CCP Greyscale wrote:For the why, see my first post in this thread for the short version :) Essentially we came to the conclusion that 1) in the general case, all other things being equal and with caveats and get-outs as necessary, we prefer single-function modules to multi-function modules, and 2) in this specific case we strongly dislike the implementation and the presentation thereof. If this is unclear, please ask more questions, just don't expect the general thrust to change significantly!  The reason I was happy to leave it to a patchnote was that I didn't feel it was that big a change, and that I felt "the case for the prosecution" was strong enough that extended discussion wouldn't serve much purpose. If I'm totally honest, I'll also admit that I'd forgotten this was going to SiSi this week, as I've had other projects on my mind 
I have no idea how you came to that conclusion. As has been stated here this leaves any shield PVP ship immensely vulnerable to being neuted as compared with armor ships.
With no omni-resists shield module that does not consume cap this change is at best stupid, at worst shows the devs once again does not play their own game.
Those 5 seconds longer you last with a little resist compared to 0 resists can be the difference between surviving and dying - and you just removed that for pretty much ALL shield pvp ships.
The fact that this change was considered "minor" and did not deserve any discussion with the players shows once again total disregard for the player base.
Way to go CCP, giant nerf to all shield PVP. There can't be that many people using shield ships for pvp out there.... right? RIGHT?
Here I was, looking forward to the BC changes in Retribution 1.1. Now I no longer look forward to Feb. 12th,.... |

Fon Revedhort
Monks of War Out of Sight.
964
|
Posted - 2013.02.01 01:16:00 -
[147] - Quote
Sinzor Aumer wrote:CCP Greyscale wrote:The reason I was happy to leave it to a patchnote was that I didn't feel it was that big a change... I think I'd be unanimously supported - devs should play the game more. CCP Greyscale wrote:in the general case, all other things being equal and with caveats and get-outs as necessary, we prefer single-function modules to multi-function modules I cannot understand what does it mean, and considering your way of making stealthy updates - could you please comment, here in this thread, on the following multi-function modules: *list* Apparently, these are the exceptions.
Luckily I had my shield compensation skills at 3 or 4 at max. These SPs are totally wasted now. 14 |

Sinzor Aumer
Atlas Research Group Aerodyne Collective
88
|
Posted - 2013.02.01 05:41:00 -
[148] - Quote
Zilero wrote:Way to go CCP, giant nerf to all shield PVP. There can't be that many people using shield ships for pvp out there.... right? RIGHT? You may be exaggerating about all ships, but it's definitely a nerf to shield super-capitals. Like if they are so ower-powered now. In a recent battle in Asakai, this Hel is rumored to go down because it couldnt switch on hardeners due to lags. With the new changes, it would have almost insta-popped.
I was trying to make a decision which capital ships I will be training - shield or armor. Now the decision is made. Thank you, CCP Grayscale, you made my life so much easier. |

Sinzor Aumer
Atlas Research Group Aerodyne Collective
88
|
Posted - 2013.02.01 05:46:00 -
[149] - Quote
Sinzor Aumer wrote:
- drone omnilink - tracking & optimal
- autotargeting system - autotarheting itself & +maxtargets
- SeBo (local and remote) - range & scanres
- dampeners - same
- signal amplifier - range & scanres & +maxtargets
- warp scramblers - warp-jam & MWD-jam & MJD-jam & jump-jam
- signal distortion amps - optimal & strength
- cap.batteries - +cap & neut-protection
- power diag. sys - many
- damage control - resists to shield & armor & hull
- damage modifiers - damage & ROF
- track.ench. - optimal & falloff & tracking
- track.comp and links - same
- track.dis - same
Still waiting on comments from CCP. |

Jovat
Science and Trade Institute Caldari State
0
|
Posted - 2013.02.01 10:55:00 -
[150] - Quote
Perhaps we could make compensation skills affect active hardeners at 2% per level. These are currently terribly situational skills that does little outside pure passive neut resistance. Weakening 8 highly situational rank 2 skills for some minor aesthetic purpose doesn't strike me as great design.
If this change must be hammered through, make compensation skills actually do something for active hardeners. |
|

Mister Tuggles
Prime Numbers
23
|
Posted - 2013.02.01 17:39:00 -
[151] - Quote
CCP Greyscale wrote:tl;dr yes, this has been removed, because we felt that for a number of reasons it wasn't a function we wanted on active hardeners This bonus came to the top of our work due to a defect, which prompted us to discuss whether we even wanted this feature in the first place. After fairly extensive discussion, we decided we would prefer to just remove it outright, for the following reasons:
- We're not, in general and with exceptions, fans of multi-function modules. EVE fitting is about trade-offs, not about having your cake and eating it. In this particular case, it was making the decision to take an active hardener over a passive one easier than it otherwise would be, which isn't a particularly good thing.
- The UX of this feature as implemented is pretty bad - there's two sets of resist attributes on the hardeners with very little explanation, the skill descriptions need to be unusually complicated to explain exactly what's going on, and it's not at all obvious from the modules that this feature even exists (see Liang's comment above).
This is a pretty huge nerf to active shield tanking which already sucks pretty bad as it is. Completely unwanted, and unneeded.
|

Bouh Revetoile
Barricade.
229
|
Posted - 2013.02.01 18:53:00 -
[152] - Quote
Sinzor Aumer wrote:Sinzor Aumer wrote:
- drone omnilink - tracking & optimal
- autotargeting system - autotarheting itself & +maxtargets
- SeBo (local and remote) - range & scanres
- dampeners - same
- signal amplifier - range & scanres & +maxtargets
- warp scramblers - warp-jam & MWD-jam & MJD-jam & jump-jam
- signal distortion amps - optimal & strength
- cap.batteries - +cap & neut-protection
- power diag. sys - many
- damage control - resists to shield & armor & hull
- damage modifiers - damage & ROF
- track.ench. - optimal & falloff & tracking
- track.comp and links - same
- track.dis - same
Still waiting on comments from CCP. There is a difference between one mod doing two related thing when active, and a mod doing something when active, and something else when inactive. Hardener are doing two *function* : active resist mod, and passive resist mod ; mods you talk about do one function, and above all, do not take the function of another module.
The only exception is the warp scrambler, though it is balanced with warp disruptor by range limitation. |

MadMuppet
Three Fish In A Box
744
|
Posted - 2013.02.01 20:13:00 -
[153] - Quote
ALRIGHT! And here I thought I would get through an update without a massive hit by a nerf bat. Yeah, I'm pissed off have burned weeks of training time to get all my Shield Comps to V. I guess all I can do is hope they might make a passive omni someday. I mine in EVE because I'm too drunk to fish in WoW.-á |

Cearain
Goose Swarm Coalition
824
|
Posted - 2013.02.01 21:02:00 -
[154] - Quote
Vilnius Zar wrote:Sentient Blade wrote:Not a huge fan of this.
* Proper skills + 2x Adaptive Invulns at least gave a little bit of a resistance buffer when neuted out, somewhere on par with the lowest resistances on armour tanked ships. Vs armour which are almost always passive and have greater EHP to boot.
* It does make the Shield Compensation skills pretty much useless outside a small handful of roles.
* There is no shield equivalent to the EANM. Even if there was, at a lower resistance %, they would likely still fail pretty bad EHP wise compared to the armour fits. I have a good idea, we'll swap. You get passive only omni for shield and armor gets an active omni instead. Yes? No? If your answer is no then your whole post is silly nonsense, what you're whining about is having your cake and eat it. Same goes for the above poster.
I don't get this whole "armor tankers" versus "shield tankers" bit. You can train anyskills you want and people use both kinds of tank.
I hope CCP doesn't make shield and armor tanking exactly the same other than in name, to appease these two groups, and other simple minded people.
I don't think these active hardeners were too overpowered that they had to have this little extra bonus removed. There were tradeoffs to putting an active hardener on a ship before. In fact it was pretty rare that they were used in pvp. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Alice Katsuko
Terra Incognita Unclaimed.
185
|
Posted - 2013.02.02 00:15:00 -
[155] - Quote
Vladimir Norkoff wrote:Alice Katsuko wrote:Players do not use EANMs because they like being cap-resistant; they use EANMs because they have no other choice. Players will choose active hardeners over passive hardeners every time, even with this nerf, because of the higher resistances and opportunity to overheat. Well if an Armor Invuln Field existed, then yes players probably would choose that over EANMs. But it doesn't exist... So not really sure why you are basing an argument around this imaginary module. All we have is the active Armor Hardeners that cover one specific resistance. They are used far less often than EANMs and will now become even less attractive then they were before. CCP will realize this a few years down the line, and the EANM/Hardener cycle will repeat itself yet again. Joy.
I'm bringing it up as an example of player behavior. The active resistance modules are substantially superior to passive resistance modules in all situations but one -- where the player is at zero cap and has no way of getting cap back. If there was an armor version of the Invuln Field, it would almost completely displace the EANM, except where players would be forced to use it due to fitting issues, much as the ANM is today.
I really do not see this as a big change, except maybe for shield supercapitals. But even then, I will paraphrase an alliance member's response: "So what?" Because if a super is at zero capacitor, it's already dead. For high-lag situations, supercapitals and capitals already should have a full set of passive modules for refitting. Granted, shield supers do not have passive omni resist modules, but we all know CCP hates those anyway. 
So this change doesn't actually change anything. Active resistance modules will still be better in almost all situations, and players will still overwhelmingly prefer them to passive resistance modules. As far as balancing passive and active modules, this will be a complete failure.
I dislike this change in large part because it feels as though it's being pushed through out of dev lazyness, or for mostly aesthetic reasons. |

Solaris Ecladia
The Red Circle Inc.
44
|
Posted - 2013.02.02 01:40:00 -
[156] - Quote
Cearain wrote: There were tradeoffs to putting an active hardener on a ship before. In fact it was pretty rare that they were used in pvp.
Ok Im sorry, I have to ask when the last time you went out and even glanced at a killboard or maybe even PvP'd yourself? But i suppose that would require "effort". And looking at CCPs newest round of miner buffs and shield nerfs because the wording was confusing to one little pleb 3 days old I should cut you a break.
Next expansion Im sure CCP will make it so as soon as you assemble a ship, it fits itself. No effort whatsoever. You heard it here first, look for the next expansion "Effortless" coming soonGäó.
|

Vladimir Norkoff
Income Redistribution Service
102
|
Posted - 2013.02.02 02:46:00 -
[157] - Quote
Alice Katsuko wrote:Active resistance modules will still be better in almost all situations, and players will still overwhelmingly prefer them to passive resistance modules. Ahhh.... you are comparing the active hardeners to passive one-resistance mods (rather than EANMs). Well yeah. You're right, people don't use the passive one-resist mods. Mostly because those passive mods are completely obsoleted by rigs. But nerfing active hardeners is not gonna change that. It's just gonna make crappy armor tanking even crappier. |

Debir Achen
The Red Circle Inc.
46
|
Posted - 2013.02.02 12:26:00 -
[158] - Quote
Tangent: what if the various compensation skills were changed to: "Grants 2% armor|shield EM|Thermal|Kinetic|Exposive resistance per level". (or even 1%)
This would make the skills worthwhile, without the odd imbalances caused by only affecting the passive modules (or active modules in passive mode), and then the various passive resistance modules could be rebalanced so they compete directly with the active ones (or the active ones could be nerfed slightly). Aren't Caldari supposed to have a large signature? |

Rita May
State War Academy Caldari State
28
|
Posted - 2013.02.02 12:51:00 -
[159] - Quote
Solaris Ecladia wrote:Hey, I just wanted to drop by and personally shake the hand of CCP greyscale for once again proving that the motto at CCP has been and always will be: If it aint broke, fix it until it is. And thanks so much for trying to sneak this major fitting and skill change in. That means alot to us players that you respect us enough to tell us about big changes like this in advance. And even moreso that you would like our feedback before going ahead with it.
Thanks CCP, you rock. QFT
cu |

Kali Omega
Immortalis Inc. Shadow Cartel
11
|
Posted - 2013.02.02 20:36:00 -
[160] - Quote
Isn't this guy going to get fired anytime soon? |
|

Mra Rednu
Black Watch Guard Amarr 7th Fleet
178
|
Posted - 2013.02.02 21:21:00 -
[161] - Quote
Zilero wrote: I have no idea how you came to that conclusion. As has been stated here this leaves any shield PVP ship immensely vulnerable to being neuted as compared with armor ships.
With no omni-resists shield module that does not consume cap this change is at best stupid, at worst shows the devs once again do not play their own game.
Those 5 seconds longer you last with a little resist compared to 0 resists can be the difference between surviving and dying - and you just removed that for pretty much ALL shield pvp ships.
The fact that this change was considered "minor" and did not deserve any discussion with the players shows once again total disregard for the player base.
Way to go CCP, giant nerf to all shield PVP. There can't be that many people using shield ships for pvp out there.... right? RIGHT?
Here I was, looking forward to the BC changes in Retribution 1.1. Now I no longer look forward to Feb. 12th,....
How does this leave a shield ship more immensely vulnerable than an armour ship ? ( btw people stating something doesn't automatically make it a fact. )
I honestly am at a loss to see how you think a shield ship is at a disadvantage to an armour one.
Taking supercap's out of the argument, this really is a very very minor change which will hardly effect anything, I can't ever remember a time I was neuted out in a shield tanker so totally my Invul wouldn't cycle yet often in a armour tank i been neuted dry that I can't activate anything.
Also " giant nerf to all shield PVP " lol really ? you really believe we won't be seeing sheild pvp after this massive nerf, nothing much will change, we won't be seeing a massive upturn in Curse fleet doctrines to counter the shield fleets.
This is only effecting active mods when they aren't active, shield has strengths which not do revolve around having an Invul turned off to be effective , living for 5 more seconds in a small gang senario may make you feel better but its the getting neuted which makes you dead, not the lower resists the the inactive invul gives.
Panic less shield dudes, this is not a big change, or much or a change at all, you will still be able to kite about shooting at stuff which is slower than you and if a nasty Curse shows up just pull range and shoot them from farther away ! :P |

Marlona Sky
D00M. Northern Coalition.
3058
|
Posted - 2013.02.02 22:20:00 -
[162] - Quote
This change will make it easier to kill supers. Therefore, I support the change!
Remove local, structure mails and revamp the directional scanner! |

RavenPaine
RaVeN Alliance
332
|
Posted - 2013.02.02 23:54:00 -
[163] - Quote
Mra Rednu wrote:Zilero wrote: I have no idea how you came to that conclusion. As has been stated here this leaves any shield PVP ship immensely vulnerable to being neuted as compared with armor ships.
With no omni-resists shield module that does not consume cap this change is at best stupid, at worst shows the devs once again do not play their own game.
Those 5 seconds longer you last with a little resist compared to 0 resists can be the difference between surviving and dying - and you just removed that for pretty much ALL shield pvp ships.
The fact that this change was considered "minor" and did not deserve any discussion with the players shows once again total disregard for the player base.
Way to go CCP, giant nerf to all shield PVP. There can't be that many people using shield ships for pvp out there.... right? RIGHT?
Here I was, looking forward to the BC changes in Retribution 1.1. Now I no longer look forward to Feb. 12th,.... How does this leave a shield ship more immensely vulnerable than an armour ship ? ( btw people stating something doesn't automatically make it a fact. ) I honestly am at a loss to see how you think a shield ship is at a disadvantage to an armour one. Taking supercap's out of the argument, this really is a very very minor change which will hardly effect anything, I can't ever remember a time I was neuted out in a shield tanker so totally my Invul wouldn't cycle yet often in a armour tank i been neuted dry that I can't activate anything. Also " giant nerf to all shield PVP " lol really ? you really believe we won't be seeing sheild pvp after this massive nerf, nothing much will change, we won't be seeing a massive upturn in Curse fleet doctrines to counter the shield fleets. This is only effecting active mods when they aren't active, shield has strengths which not do revolve around having an Invul turned off to be effective , living for 5 more seconds in a small gang senario may make you feel better but its the getting neuted which makes you dead, not the lower resists the the inactive invul gives. Panic less shield dudes, this is not a big change, or much or a change at all, you will still be able to kite about shooting at stuff which is slower than you and if a nasty Curse shows up just pull range and shoot them from farther away ! :P
Said the guy who flies armor ships or speed tank ships. |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
531
|
Posted - 2013.02.03 17:41:00 -
[164] - Quote
Marlona Sky wrote:This change will make it easier to kill supers. Therefore, I support the change!
Nope, it should make it even harder.
Because those A-Type resist Amplifiers will give you more tank than those A-Type hardeners once offline.
I can fit both armor and shield, this change does not affect me that much on shields usually using capless guns, but bothers me a little bit plus about armor hardeners on ships using the most cap hungry weapon systems and already suffer, by far, from cap warfare .
Gò¡Gê¬Gò«n+ên+¦n++n+¦n+ëGò¡Gê¬Gò«-á don't haten++ |

bufnitza calatoare
Nex Angelus. Unclaimed.
60
|
Posted - 2013.02.03 22:31:00 -
[165] - Quote
Jonas Sukarala wrote:so will there be any passive omni shield resis mods being introduced?
about the same time as a active invuln for armour is introduced.
armour has passive. shields have active.
a passive shield invuln at around 20% for all resis. and a active enam giving 30%
I wold be happy as larry if ccp did that |

Mra Rednu
Black Watch Guard Amarr 7th Fleet
180
|
Posted - 2013.02.03 23:26:00 -
[166] - Quote
RavenPaine wrote:
Said the guy who flies armor ships or speed tank ships.
Thats right, I do fly Armour and speed tanked ships, also Sheild tanked ships. whats you're point ? |

Malcanis
Vanishing Point. The Initiative.
7554
|
Posted - 2013.02.04 06:39:00 -
[167] - Quote
bufnitza calatoare wrote:Jonas Sukarala wrote:so will there be any passive omni shield resis mods being introduced? about the same time as a active invuln for armour is introduced. armour has passive. shields have active. a passive shield invuln at around 20% for all resis. and a active enam giving 30% I wold be happy as larry if ccp did that
Why should armor get an active as good as an invuln when shield doesn't get a passive as good as an EANM? Vote for Malcanis for CSM8 https://forums.eveonline.com/default.aspx?g=posts&t=192717&find=unread |

Goldensaver
Marsuud And Sons Industries
129
|
Posted - 2013.02.04 07:33:00 -
[168] - Quote
Malcanis wrote:bufnitza calatoare wrote:Jonas Sukarala wrote:so will there be any passive omni shield resis mods being introduced? about the same time as a active invuln for armour is introduced. armour has passive. shields have active. a passive shield invuln at around 20% for all resis. and a active enam giving 30% I wold be happy as larry if ccp did that Why should armor get an active as good as an invuln when shield doesn't get a passive as good as an EANM?
He suggested one on par with an EANM. T2 EANM's give base 20% before comp skills. |

Viceran Phaedra
Phaed Consortium The Watchmen.
12
|
Posted - 2013.02.04 14:02:00 -
[169] - Quote
TL;DR people read the bold paragraph.
CCP I honestly think you should discuss this change further, at more 'morning meetings' (when clearly everybody is at their mental peak for the day...). The most important posts I see here are the ones from people simply asking 'why?' when clearly the vast majority of EVE players, who you work for, by the way, are concerned and questioning this unnecessary change.
You need to do some fast and thorough damage control to explain this action. 'Sorry' and 'I forgot' are unacceptable excuses in the business world, and your player base is possibly the sharpest and most creative of all MMOs who expect the best product for the time and effort they invest in the universe you've created. If this is part of some kind of larger plan (for example, 'making every module single effect only', heaven forbid), you need to at least make us aware of that plan, for perspective, to restore the confidence of the player base. You've provided your investors with a disincentive; 'to make things simpler' and 'because we don't like it' are exactly the wrong things to say to an EVE player. They lack justification, and I'm going to slot them right up there with 'Sorry' and 'I forgot' in terms of sounding convincing. If you're doing the right thing, you don't have to apologise.
So if you are making this change with no visibility of a greater plan that you can justify is consistent and designed to go in a particular direction, what are you doing? Changes for the sake of changes? That's called wastage.
When you go to your next morning meeting, find your Balance Team quality control guy, or whoever is at the end of the production line, and tattoo 'Transparency' to his forehead. Every single change needs to be documented and made known to the customer, through patch notes, when it hits Tranquility. Every. Single. One. Even Blizzard Entertainment is capable of doing that, and thinking you can make a change to the product you provide your customer without telling them will fill your customer base with the same warm fuzzy feeling they get when they discover a secret bank fee on their savings account, guaranteed.
This post has been brewing ever since I noticed the increasing number of times a CCP employee has said 'sorry' in the forums. If you 'care more' and 'work harder' to 'establish and nurture a trust relationship with customers', you need to go back to your teams, and implement a consistent reporting procedure that ensures no-one has the right to omit information because they don't consider it important. Communication is key in business, and we need to know everything that affects what we've invested in your company.
I know these words are hard, but I gripe because I care. Behaviour like this was a fundamental cause of the Jita riots, and I don't want to see them repeated.
You ****** up. Now fix it.
As for the changes themselves, if there's no larger plan at work here, don't fix them; they aren't broken. Listen to your investors, and justify your decisions. ___________________ Chief Executive Officer Phaed Consortium |

Shi Akiga
Phrogs of War My Other Laboratory is a Distillery
3
|
Posted - 2013.02.04 14:40:00 -
[170] - Quote
Ok, lets try some bold suggestions to stealthy-buff passive modules without making the compensation skills useless for most setups:
- Remove the skillbomus from all active and passive hardeners.
- Additionally buff passive modules to some reasonable level (say equivalent to having level 4 compensation skills)
- Change the various shield- and armor compensation skills to affect the hull directly, obviously by a smaller factor or maybe 1-3% per skill-level.
Math example for a 2-slot shieldtank with a LSE and a t2 Invul (with all 5 compensation skills and 3% per level): - would give 15% resist when the hardener is off (on weakes resist obviously) - would give 40,5% resist when its on
Lets exchange the invul for a t2 EM hardener: - this gives you ~61,75% on EM when it is on
Alternatively, you could use a passive EM resistance amp.: - would give you ~47,88% with the stats now and no skills - would give you 53,25% with the proposed change (build level 4 compensation skill into the module to give it 45% default)
Numbers might require some tweaking...
Good, bad, terrible? |
|
|

CCP Greyscale
C C P C C P Alliance
1776

|
Posted - 2013.02.04 15:05:00 -
[171] - Quote
Viceran Phaedra wrote:TL;DR people read the bold paragraph.
CCP I honestly think you should discuss this change further, at more 'morning meetings' (when clearly everybody is at their mental peak for the day...). The most important posts I see here are the ones from people simply asking 'why?' when clearly the vast majority of EVE players, who you work for, by the way, are concerned and questioning this unnecessary change.
You need to do some fast and thorough damage control to explain this action. 'Sorry' and 'I forgot' are unacceptable excuses in the business world, and your player base is possibly the sharpest and most creative of all MMOs who expect the best product for the time and effort they invest in the universe you've created. If this is part of some kind of larger plan (for example, 'making every module single effect only', heaven forbid), you need to at least make us aware of that plan, for perspective, to restore the confidence of the player base. You've provided your investors with a disincentive; 'to make things simpler' and 'because we don't like it' are exactly the wrong things to say to an EVE player. They lack justification, and I'm going to slot them right up there with 'Sorry' and 'I forgot' in terms of sounding convincing. If you're doing the right thing, you don't have to apologise.
So if you are making this change with no visibility of a greater plan that you can justify is consistent and designed to go in a particular direction, what are you doing? Changes for the sake of changes? That's called wastage.
When you go to your next morning meeting, find your Balance Team quality control guy, or whoever is at the end of the production line, and tattoo 'Transparency' to his forehead. Every single change needs to be documented and made known to the customer, through patch notes, when it hits Tranquility. Every. Single. One. Even Blizzard Entertainment is capable of doing that, and thinking you can make a change to the product you provide your customer without telling them will fill your customer base with the same warm fuzzy feeling they get when they discover a secret bank fee on their savings account, guaranteed.
This post has been brewing ever since I noticed the increasing number of times a CCP employee has said 'sorry' in the forums. If you 'care more' and 'work harder' to 'establish and nurture a trust relationship with customers', you need to go back to your teams, and implement a consistent reporting procedure that ensures no-one has the right to omit information because they don't consider it important. Communication is key in business, and we need to know everything that affects what we've invested in your company.
I know these words are hard, but I gripe because I care. Behaviour like this was a fundamental cause of the Jita riots, and I don't want to see them repeated.
You ****** up. Now fix it.
As for the changes themselves, if there's no larger plan at work here, don't fix them; they aren't broken. Listen to your investors, and justify your decisions.
The patchnotes for this change were written when the change was originally submitted, and will be listed in the release notes when this change reaches TQ. |
|

Provence Tristram
Federal Navy Academy Gallente Federation
1
|
Posted - 2013.02.04 15:33:00 -
[172] - Quote
CCP Greyscale wrote:Viceran Phaedra wrote:TL;DR people read the bold paragraph.
CCP I honestly think you should discuss this change further, at more 'morning meetings' (when clearly everybody is at their mental peak for the day...). The most important posts I see here are the ones from people simply asking 'why?' when clearly the vast majority of EVE players, who you work for, by the way, are concerned and questioning this unnecessary change.
You need to do some fast and thorough damage control to explain this action. 'Sorry' and 'I forgot' are unacceptable excuses in the business world, and your player base is possibly the sharpest and most creative of all MMOs who expect the best product for the time and effort they invest in the universe you've created. If this is part of some kind of larger plan (for example, 'making every module single effect only', heaven forbid), you need to at least make us aware of that plan, for perspective, to restore the confidence of the player base. You've provided your investors with a disincentive; 'to make things simpler' and 'because we don't like it' are exactly the wrong things to say to an EVE player. They lack justification, and I'm going to slot them right up there with 'Sorry' and 'I forgot' in terms of sounding convincing. If you're doing the right thing, you don't have to apologise.
So if you are making this change with no visibility of a greater plan that you can justify is consistent and designed to go in a particular direction, what are you doing? Changes for the sake of changes? That's called wastage.
When you go to your next morning meeting, find your Balance Team quality control guy, or whoever is at the end of the production line, and tattoo 'Transparency' to his forehead. Every single change needs to be documented and made known to the customer, through patch notes, when it hits Tranquility. Every. Single. One. Even Blizzard Entertainment is capable of doing that, and thinking you can make a change to the product you provide your customer without telling them will fill your customer base with the same warm fuzzy feeling they get when they discover a secret bank fee on their savings account, guaranteed.
This post has been brewing ever since I noticed the increasing number of times a CCP employee has said 'sorry' in the forums. If you 'care more' and 'work harder' to 'establish and nurture a trust relationship with customers', you need to go back to your teams, and implement a consistent reporting procedure that ensures no-one has the right to omit information because they don't consider it important. Communication is key in business, and we need to know everything that affects what we've invested in your company.
I know these words are hard, but I gripe because I care. Behaviour like this was a fundamental cause of the Jita riots, and I don't want to see them repeated.
You ****** up. Now fix it.
As for the changes themselves, if there's no larger plan at work here, don't fix them; they aren't broken. Listen to your investors, and justify your decisions. The patchnotes for this change were written when the change was originally submitted, and will be listed in the release notes when this change reaches TQ.
Well that certainly does gloss over 9 pages of most people requesting you justify this move somehow. You have a lot of people asking you 'why are you doing this?' and the answer I'm basically seeing here is 'cuz.' |

Viceran Phaedra
Phaed Consortium The Watchmen.
13
|
Posted - 2013.02.04 16:00:00 -
[173] - Quote
CCP Greyscale wrote:Viceran Phaedra wrote: ..passionate outpouring...
The patchnotes for this change were written when the change was originally submitted, and will be listed in the release notes when this change reaches TQ.
Thank you for the prompt response, Greyscale, and letting me get that off my chest. I look forward to seeing the master plan behind these changes. ___________________ Chief Executive Officer Phaed Consortium |

Uncle Gagarin
State Protectorate Caldari State
13
|
Posted - 2013.02.04 16:34:00 -
[174] - Quote
Hi,
Let me suggest some new approach which I believe will be "consensus" for both - armor and shield tankers. CCP already created some rules, modules and skills for tanking. CCP has data describing how something works, what is overpowered or simply abused or just to weak and thus never used. Finaly CCP have us, players who are giving constant stream of feedback.
1. Let CCP do not change anything right now. (ASB are nightmare, not solution, now same is applied to armor - bad way, maybe good ideas but poorly implemented).
2. Let CCP develop from scratch both armor and shield tank rules 3. Let CCP develop a new skill set suporting new tank rules, old skills will be deleted and reimbursed. 4. Let CCP develop from scratch a set of modules to support new rules of tanking (that way CCP will have total freedom in choosing ways how to fix both tanking systems, and how to implement changes, players will feel safe by promised partial skill reset and reimbursment, they will support CCP efforts rather than oppose them)
5. Let CCP develop a fixes to slot layouts and bonuses of ships to support new rules.
6. Let it be announced a half year before implementation and be followed by open discussion with community.
7. After discussion and correcting whole new design let tests begin 8. After tests let it be implemented on TQ with skill reimbursment.
I deeply believe that any other way of changing armor or shield tanking will hurt bigger of smaller part of community. Unfortunately change in that area is to vital to the game to be considered "minor" at any part. Eve mechanics is a "game of single percentiles" thus a theoretically small change has huge impact just like butterfly effect.
Finaly, what I see is constant nerf of Caldari ships. Missiles and shield tanking, ECM is discussed ... The problem is that as Caldari I don't have ability to fly armored ship (whis is not defined by: "hits like girl, hard to get rid like ex-wife"). The problem is Caldari weapon systems are already worse than others. You say missiles always hit ? Can you screen from other weaponry by set of ships with smartbombs ? And what you say to Phoenix pilot ? Why all tier 3 BC but Caldari one support main racial weaponry ? Naga torp/cruise would be to OP or to gimped with it. Why Caldari pilot asking on forum which dread to train hear - other race ? Now, after that change this will be more true than before.
I'm absolutely against change of shield compensation skill, I invested my time to train it and in proposed skill definition it could be changed to "Snowball launcher" skill with same effect to my gameplay. Both will be waste of my SP.
And last question - if CCP is unable to properly balance armor vs shield tanking maybe it's time to remove one of them or merge both ?
Cheers, |

Hashi Lebwohl
Oberon Incorporated RAZOR Alliance
11
|
Posted - 2013.02.04 17:02:00 -
[175] - Quote
CCP Greyscale wrote:
The patchnotes for this change were written when the change was originally submitted, and will be listed in the release notes when this change reaches TQ.
Douglas Adams The hitchhikers guide to the galaxy wrote: There's no point in acting all surprised about it. All the planning charts and demolition orders have been on display in your local planning department in Alpha Centauri for fifty of your Earth years, so you've had plenty of time to lodge any formal complaint and it's far too late to start making a fuss about it now."
Do you perhaps also write appalling poetry too? |

Sinzor Aumer
Atlas Research Group Aerodyne Collective
93
|
Posted - 2013.02.04 17:15:00 -
[176] - Quote
Provence Tristram wrote:CCP Greyscale wrote:The patchnotes for this change were written when the change was originally submitted, and will be listed in the release notes when this change reaches TQ. Well that certainly does gloss over 9 pages of most people requesting you to somehow justify this move, albeit in the most minimalistic and, I daresay, passively flippant way possible. You have a lot of people asking you 'why are you doing this?' and the answer I'm basically seeing here is: 'cuz.' He already presented the justification. One of the reasons being "I didnt know it was important" - which I can understand, also dont appreciate. But other reason was "multi-purpose modules must die". That is something I've never heard before, but the details on this matter were not revealed. Shall we see damage control to loose it's shield and armor bonuses? Will there be a split of tracking enhancers into two or more modules? What is the fate of capacitor batteries? Get ready for surprises, folks. |

Bouh Revetoile
Barricade.
231
|
Posted - 2013.02.04 20:27:00 -
[177] - Quote
Sinzor Aumer wrote:He already presented the justification. One of the reasons being "I didnt know it was important" - which I can understand, also dont appreciate. But other reason was "multi-purpose modules must die". That is something I've never heard before, but the details on this matter were not revealed. Shall we see damage control to loose it's shield and armor bonuses? Will there be a split of tracking enhancers into two or more modules? What is the fate of capacitor batteries? Get ready for surprises, folks. There's not so many multi-purpose module, and considering tracking enhancer as one of them is plain stupid, if not hypocrisy.
Do not mistake multi-purpose and generic. |

Besbin
Anguis Sicarios
23
|
Posted - 2013.02.04 21:00:00 -
[178] - Quote
Hashi Lebwohl wrote:CCP Greyscale wrote:
The patchnotes for this change were written when the change was originally submitted, and will be listed in the release notes when this change reaches TQ.
Douglas Adams The hitchhikers guide to the galaxy wrote: There's no point in acting all surprised about it. All the planning charts and demolition orders have been on display in your local planning department in Alpha Centauri for fifty of your Earth years, so you've had plenty of time to lodge any formal complaint and it's far too late to start making a fuss about it now."
Do you perhaps also write appalling poetry too?
Hee hee! Spot on :-D |

Sal Landry
School of Applied Knowledge Caldari State
32
|
Posted - 2013.02.04 23:13:00 -
[179] - Quote
Bouh Revetoile wrote:Do not mistake multi-purpose and generic. Tracking Enhancers have the generic purpose of making it easier to hit things, and shield hardeners have the generic purpose of increasing your shield resistance  |

NEONOVUS
Saablast Followers
317
|
Posted - 2013.02.05 02:57:00 -
[180] - Quote
Why not make the comp skills effect the hulls? +3% to base hull resist. That solves the issue doesnt turn them into a hmm well I am going to use that mod in a week might asw ell get the most out of its one use. |
|

Dex Tera
Clann Fian Transmission Lost
67
|
Posted - 2013.02.05 09:22:00 -
[181] - Quote
**** u ccp roll it back along with the interdictor changes now or im unsubbing i haved enoughf of your bullshit stealth nerfs not be ing put in patch notes to say "sorry" is the shittest nsult u can say to us **** YOU CCP |

Dex Tera
Clann Fian Transmission Lost
67
|
Posted - 2013.02.05 09:28:00 -
[182] - Quote
i quit and and im taking my 3 accounts too so long ccp hope you can learn from your mistakes |

Uncle Gagarin
State Protectorate Caldari State
13
|
Posted - 2013.02.05 10:18:00 -
[183] - Quote
Dex Tera wrote:i quit and and im taking my 3 accounts too so long ccp hope you can learn from your mistakes
If you will do so, please send me login details to accounts you wan't use anymore,
TIA.
|

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
533
|
Posted - 2013.02.05 10:29:00 -
[184] - Quote
Dex Tera wrote:i quit and and im taking my 3 accounts too so long ccp hope you can learn from your mistakes
I accept all isk/mods/hulls/fighters/bombers donations so I can get my Wyvern 
I promise I'll make good use of it.
Thx
Gò¡Gê¬Gò«n+ên+¦n++n+¦n+ëGò¡Gê¬Gò«-á don't haten++ |

Verity Sovereign
Pator Tech School Minmatar Republic
387
|
Posted - 2013.02.05 10:54:00 -
[185] - Quote
While I agree with your sentiments, I will simply drop down to 1 account.... As I sympathize with you, may I have your stuff? If you return later, I'll give (most of) it back. |

Besbin
Anguis Sicarios
24
|
Posted - 2013.02.05 12:46:00 -
[186] - Quote
Greyscale has the subtlety of a pregnant spermwhale. I give up...
...in an all together passive (pun intended) non-quity way.
Yes, "u can haz ma stuffz" :-p |

Mister Tuggles
Prime Numbers
23
|
Posted - 2013.02.05 13:22:00 -
[187] - Quote
I don't think anyone but CCP is ever going to understand why this is being changed. No one was complaining about it. It has been this way for YEARS. Unless CCP has some new modules in the works this is going to be another huge downside to active shield tanking.
Just another boondoggle to make it look like they doing new and innovative things when in reality they are just pissing their customers off, and losing subs. I've already dropped from four to two account, and one of those is going to be lapsing here soon. |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
533
|
Posted - 2013.02.05 13:31:00 -
[188] - Quote
Besbin wrote:Greyscale has the subtlety of a pregnant spermwhale. I give up...
...in an all together passive (pun intended) non-quity way.
Yes, "u can haz ma stuffz" :-p
Thank ya, contract it to this character. 
Gò¡Gê¬Gò«n+ên+¦n++n+¦n+ëGò¡Gê¬Gò«-á don't haten++ |

Mara Pahrdi
The Order of Anoyia
277
|
Posted - 2013.02.05 15:53:00 -
[189] - Quote
Well, the only reason I can imagine ever training these skills again, is when shield tanking gets too cap intensive to run more than two active hardeners.
Thanks, CCP for saving me months of training time. Remove insurance. |

Eternal Error
Immortalis Inc. Shadow Cartel
354
|
Posted - 2013.02.06 05:25:00 -
[190] - Quote
Mister Tuggles wrote:I don't think anyone but CCP is ever going to understand why this is being changed. No one was complaining about it. It has been this way for YEARS. Unless CCP has some new modules in the works this is going to be another huge downside to active shield tanking. . You're confusing CCP with Greyscale. CCP does some stupid things, but a lot of awesome things. Greyscale has a well-established record of making terrible changes and nothing else. |
|

Drake Doe
SVER True Blood Unclaimed.
19
|
Posted - 2013.02.06 06:31:00 -
[191] - Quote
Besbin wrote:Greyscale has the subtlety of a pregnant spermwhale. I give up...
...in an all together passive (pun intended) non-quity way.
Yes, "u can haz ma stuffz" :-p Don't forget to contract some of the precious stuffz to me |

AskariRising
8th Day
3
|
Posted - 2013.02.06 10:02:00 -
[192] - Quote
CCP Greyscale wrote:Zhilia Mann wrote:CCP Greyscale wrote:We discussed this again at our morning design meeting today, and we're still of the opinion that this is the correct change to make in this case. Obviously we're keeping an eye on this thread to make sure there isn't something we've missed, but as of today we're still comfortable with the consequences here.
To those asking about patch notes, here's the draft versions from a few weeks ago:
- Active armor hardeners and shield hardeners no longer give a passive resistance bonus when not active - Armor and shield compensation skills no longer give any bonus to active armor or shield hardeners
To those asking about reimbursement etc: we make balance changes on a fairly regular basis, and we're not generally in the habit of reimbursing skill points except in exceptional circumstances (which this isn't). Well, thanks for revisiting it. I have to grudgingly respect that CCP holds its ground; god knows that if players got everything they wanted then this wouldn't be a game I'd like to play. However, I'm still concerned about two things, and they're related. The first is that I don't understand the logic behind this change, and judging from this thread no one else does either. What exactly is your thinking and how does it override the points brought up here? The second thing remains the lack of transparency around the change. This really was going to stealth its way in. The fact that you planned to note it in the patch notes does nothing to mitigate the fact that we didn't know further ahead of time. Sharing your logic would be helpful on this front as well; sharing it proactively would have been vastly preferable. But we are where we are now and you can still help by actually illuminating how you're thinking about the problem. For the why, see my first post in this thread for the short version :) Essentially we came to the conclusion that 1) in the general case, all other things being equal and with caveats and get-outs as necessary, we prefer single-function modules to multi-function modules, and 2) in this specific case we strongly dislike the implementation and the presentation thereof. If this is unclear, please ask more questions, just don't expect the general thrust to change significantly!  The reason I was happy to leave it to a patchnote was that I didn't feel it was that big a change, and that I felt "the case for the prosecution" was strong enough that extended discussion wouldn't serve much purpose. If I'm totally honest, I'll also admit that I'd forgotten this was going to SiSi this week, as I've had other projects on my mind 
Is that why you're trying to make Tracking Disruptors affect guns AND missiles? Because you hate multi-functional modules? yea... right.
|

Aphatasis
Evoke. Ev0ke
3
|
Posted - 2013.02.07 11:38:00 -
[193] - Quote
Like the change, as said by Greyscale "fitting is about making decision". Hope no-one comes up with "we want the Mega Module being public available".
Just a small add: Skilling Armor Compensation Skills @ V is still very usefull cause of the EANM. But the specific Shield Compensation Skills need a bit more love, cause the Amplifiers are very very rarely used. Would be great to give them a small buff that it realy forces ppl to skill also these 4 skills and see these skills also als "basic requirements for tanking" |

ITTigerClawIK
Galactic Rangers R O G U E
204
|
Posted - 2013.02.07 13:14:00 -
[194] - Quote
Dex Tera wrote:**** u ccp roll it back along with the interdictor changes now or im unsubbing i haved enoughf of your bullshit stealth nerfs not be ing put in patch notes to say "sorry" is the shittest nsult u can say to us **** YOU CCP
and instantly we can now tell that you came from WoW with an attitude like that :-P |

Bizzaro Stormy MurphDog
Homowners
24
|
Posted - 2013.02.07 22:44:00 -
[195] - Quote
I can see (without fully agreeing) why you want to make the decision between active and passive resists more challenging, rather than having active hardeners come with a "backup plan" for when they are not active. However, I do wish you guys would seriously, honestly reconsider the impact this will have on the four Shield Compensation skills. I'm sure you see the stats regarding how and when people use passive shield resist mods, and know as well as anyone that they just don't get used.
Leaving these skills as-is is just contributing to additional skill bloat that will have to be addressed down the road - it would be better (especially for the folks that are upset) to address that problem now, rather than drop it out of the blue three years down the road.
I sure as hell want my skillpoints back - I was halfway through training them for precisely (and solely) the reason you say you're removing their usefulness. I guess I'm glad I didn't finish the train before you fully made it pointless (to me)?
Other suggestions - some pretty good - were already made in this thread; at the least, talk about it one last time before putting the issue to bed. How people allocate their training time is the largest "mini-game" in EVE - people used to set their alarms to make sure their queue didn't have any downtime, and people still waste countless hours at their desks avoiding real work to play with EVEMon and constantly tweak skill plans that last for years. I know you already realize this - which makes it more baffling that you don't consider SP reimbursements more often (and this is one of those cases that, in my opinion, calls for it).
It was shortly after I started EVE that I got a magic reimbursement for some problem with jump clones - it wasn't a lot of skill points, I'm not even sure the problem affected me, but at the time I was going through a stretch of wondering "is this game really worth a subscription?" and seeing your response to a problem with a measured, timely solution was one of a couple factors that got me over the hump and interesting in keeping my account active (that's not being melodramatic for effect either; of course I ultimately decided to stick things out for gameplay/social reasons, but seeing your philosophy regarding your playerbase in action made a bigger impact than I expected).
tl;dr, I guess: Pretend you've never considered it before, and bring a SP reimbursement or reworking of the shield comp skills discussion up one more time before bluntly proclaiming "this isn't worth making an exception to our policy of not refunding SPs for balance issues." Because, imho, I don't really see the downside to either a reimbursement or adjusting to skill to return some usefulness to it - its all upside for the players, and (hopefully not too much) work on your end. |

Bizzaro Stormy MurphDog
Homowners
24
|
Posted - 2013.02.07 22:48:00 -
[196] - Quote
Dex Tera wrote:**** u ccp roll it back along with the interdictor changes now or im unsubbing i haved enoughf of your bullshit stealth nerfs not be ing put in patch notes to say "sorry" is the shittest nsult u can say to us **** YOU CCP
I'm glad you posted twice, Dex. Your insights would have been wasted had it all been contained within one meager post.
The EVE community will sorely miss you; please make an effort to say a personal goodbye to all your in-game friends and corpmates before biomassing.
And don't worry, I don't want your stuff. |

Freyja Asynjur
Folkvangr Unknown Phenomena
15
|
Posted - 2013.02.08 12:54:00 -
[197] - Quote
Suddenly, skills get useless, 4 of them! ( EM shield comp. will retain some glory, as the EM shield resistance amplifier is the only amplifier that you would ever use for that very high 1% of your caldari ships fits )
And I, for one, did actually see/use AIF like a passive mod on quite a lot of fits.
Well, at least, that's a few days of training I'm taking off my skill plan ( skill queue buff! ). https://twitter.com/folkvangrcorp GÇö Freyja's space log. |

Tor Gungnir
Sebiestor Tribe Minmatar Republic
424
|
Posted - 2013.02.09 15:37:00 -
[198] - Quote
At least I no longer feel guilty for procrastinating and not maxing the Shield Comp Skills.
If only I could delete them from my skills list alltogether... Space. It seems to go on and on forever. But then you get to the end and a gorilla starts throwing barrels at you. |

Katran Luftschreck
Royal Ammatar Engineering Corps
850
|
Posted - 2013.02.09 16:04:00 -
[199] - Quote
CCP Greyscale wrote:We discussed this again at our morning design meeting today, and we're still of the opinion that this is the correct change to make in this case.
And your paying customers are of the opinion that it is the wrong change to make in this case.
But hey, who cares what they think, right?
CCP Greyscale wrote:Obviously we're keeping an eye on this thread to make sure there isn't something we've missed, but as of today we're still comfortable with the consequences here.
To those asking about reimbursement etc: we make balance changes on a fairly regular basis, and we're not generally in the habit of reimbursing skill points except in exceptional circumstances (which this isn't).
I see that your hubris has managed to squeeze everything else out of your skull.
Please change your name to CCP Agamemnon. EvE Forum Bingo |

Mister Tuggles
Prime Numbers
25
|
Posted - 2013.02.09 16:10:00 -
[200] - Quote
CCP Greyscale wrote:Obviously we're keeping an eye on this thread to make sure there isn't something we've missed, but as of today we're still comfortable with the consequences here.
To those asking about reimbursement etc: we make balance changes on a fairly regular basis, and we're not generally in the habit of reimbursing skill points except in exceptional circumstances (which this isn't).
What you have missed is that no one wants this ******* change. No one has EVER asked for it, and it is completely un-******* needed. |
|

Vaerah Vahrokha
Vahrokh Consulting
3787
|
Posted - 2013.02.09 17:05:00 -
[201] - Quote
CCP Greyscale wrote:We discussed this again at our morning design meeting today, and we're still of the opinion that this is the correct change to make in this case. Obviously we're keeping an eye on this thread to make sure there isn't something we've missed, but as of today we're still comfortable with the consequences here.
To those asking about patch notes, here's the draft versions from a few weeks ago:
- Active armor hardeners and shield hardeners no longer give a passive resistance bonus when not active - Armor and shield compensation skills no longer give any bonus to active armor or shield hardeners
To those asking about reimbursement etc: we make balance changes on a fairly regular basis, and we're not generally in the habit of reimbursing skill points except in exceptional circumstances (which this isn't).
I trained all those skills *because* I wanted to still have a chance in case of being neuted to hell. Since I don't fly anything passive I have no use of that SP, actually corp recruiters / characters purchasers will break the balls because they'll see those as wasted SP. Auditing | Collateral holding and insurance | Consulting | PLEX for Good Charity
Twitter channel |

RavenPaine
RaVeN Alliance
337
|
Posted - 2013.02.09 17:31:00 -
[202] - Quote
I was thinking about the Invuln field mod...
Almost every shield tank ship in EVE fits it. It would be the PRIMARY mod on those ships. Might be the most widely used mod in all of EVE.
How can any developer change that mod, and act like it has little or no effect on the players? How can they post in the forums (like it was a Jita scam?) and try and sell that crap? |

Vaerah Vahrokha
Vahrokh Consulting
3787
|
Posted - 2013.02.09 17:32:00 -
[203] - Quote
RavenPaine wrote:I was thinking about the Invuln field mod...
Almost every shield tank ship in EVE fits it. It would be the PRIMARY mod on those ships. Might be the most widely used mod in all of EVE.
How can any developer change that mod, and act like it has little or no effect on the players? How can they post in the forums (like it was a Jita scam?) and try and sell that crap?
Well, it's not new. When you see CCP Punkturis posting you know she's going to bring in something nice, well thought on, good and said in a competent tone and with care for us players.
When you see others... well you can form your own idea about them. Auditing | Collateral holding and insurance | Consulting | PLEX for Good Charity
Twitter channel |

Zhilia Mann
Tide Way Out Productions
985
|
Posted - 2013.02.09 17:43:00 -
[204] - Quote
RavenPaine wrote:I was thinking about the Invuln field mod...
Almost every shield tank ship in EVE fits it. It would be the PRIMARY mod on those ships. Might be the most widely used mod in all of EVE.
How can any developer change that mod, and act like it has little or no effect on the players? How can they post in the forums (like it was a Jita scam?) and try and sell that crap?
Yeah, that's still nagging at me. We haven't even gotten a "well, ok, so it wasn't a minor change, and we should have mentioned it sooner, but it's still going in". A simple admission that this was handled very poorly might at least generate a bit of good will.
I still don't think the logic has been explained at all though. "We decided over coffee that we don't like mods that do two things as a post hoc exercise for justifying some changes we were making anyway" really does seem to sum it up.
Annoying. Still annoying. |

Mister Tuggles
Prime Numbers
28
|
Posted - 2013.02.09 18:09:00 -
[205] - Quote
Zhilia Mann wrote:RavenPaine wrote:I was thinking about the Invuln field mod...
Almost every shield tank ship in EVE fits it. It would be the PRIMARY mod on those ships. Might be the most widely used mod in all of EVE.
How can any developer change that mod, and act like it has little or no effect on the players? How can they post in the forums (like it was a Jita scam?) and try and sell that crap? Yeah, that's still nagging at me. We haven't even gotten a "well, ok, so it wasn't a minor change, and we should have mentioned it sooner, but it's still going in". A simple admission that this was handled very poorly might at least generate a bit of good will. I still don't think the logic has been explained at all though. "We decided over coffee that we don't like mods that do two things as a post hoc exercise for justifying some changes we were making anyway" really does seem to sum it up. Annoying. Still annoying.
It is because CCP doesn't see this as the huge nerf that it is. They see it as a minor change to a mechanic they don't like. I found it highly amusing Greyscale said they dislike multi-functional modules when probably about 50% or more of mods in this game have an effect on more than one stat/mod.
But noooooo, it isn't like this mechanic has been in the game for years or anything.... Oh wait, it has, and no one has had even the remotest of problems with it. |

Vaerah Vahrokha
Vahrokh Consulting
3789
|
Posted - 2013.02.09 18:21:00 -
[206] - Quote
Also, I invite people who trained the skills:
1) Undock. Possibly a ship with both an inv field and something else like i.e. EM mod. Turn on the mods.
2) Hover the mouse over the modules. Read the numbers and write them here and tell how ~minor~ they are. Auditing | Collateral holding and insurance | Consulting | PLEX for Good Charity
Twitter channel |

amurder Hakomairos
Fellowship Of Lost Souls Rebel Alliance of New Eden
19
|
Posted - 2013.02.09 18:21:00 -
[207] - Quote
In my opinion, this change is a load of crap and for devs to get on here and basically say "oh well, too bad" screams "we don't give a **** about our customers"
Changes to modules that invalidate skill trains should only be made ONLY if there is some compelling reason, not on a whim. And they should be publicly announced and debated as well. |

Guttripper
State War Academy Caldari State
219
|
Posted - 2013.02.09 19:59:00 -
[208] - Quote
A while back, the same developer decided to take it upon himself that certain items that no longer dropped in the game such as mines and their blueprints should be removed. So one patch later, players noticed that their collectable trinkets were suddenly missing. Of course, the same developer acted all nonchalant that it was no big deal since these same trinkets could not be used in the game so their removal should not have been an issue. After an extensive forum thread, I believe "most" of the items were returned - I think there was one item Entity was still arguing about gaining back. But similar to the meat of this thread - no discussion, no debate, just "I can do whatever I want".
Correct me if I am wrong, but wasn't this same developer the one that "nerfed" under the guise of "fixing" null sec money making avenues through running dungeons and hidden sites?
And the same developer that stated that fixing player owned stations would be too much work for too few people to enjoy?
To me, a one man wrecking crew that does not even play the game, yet seems to have carte blanche to whatever he feels to the game without another countering with checks and balances. While others at CCP seem to be a part of a larger team, this one developer seems to be a rogue without a clue. |

Eli Green
The Arrow Project
460
|
Posted - 2013.02.10 00:19:00 -
[209] - Quote
:Greyscale: wumbo |

Ong
Born-2-Kill 0utNumbered
62
|
Posted - 2013.02.10 01:12:00 -
[210] - Quote
heh 11 pages of pretty much the same question, aside from a few troll remarks, and nothing better of an answer then:
"because f"*k you that's why"
high five Greyscale high five |
|

AskariRising
8th Day
4
|
Posted - 2013.02.10 06:15:00 -
[211] - Quote
Ong wrote:
high five Greyscale high five
i wanna high five his face
p.s. dont ban me bro |

Tolkenmoon
Vulkan Innovations Hegemonous Pandorum
18
|
Posted - 2013.02.10 11:09:00 -
[212] - Quote
I never thought this would get so long a thread, and never though ccp would push something like this which really is a mistake through.
All i seem to see lately is change for the sake of change its as if the new devs are trying to justify there jobs by altering so much. The passive shield resist bonus has been around for years and because you the new devs don't like it you want to change it for no other reason than YOU want to! and sod everyone else because you are always right, well you are WRONG so very wrong.
All i start to see you as are a joke and a stubborn company who don't listen to your players. |

Ty Delaney
Gambit Roulette
33
|
Posted - 2013.02.10 15:56:00 -
[213] - Quote
Once again, Greyscale encounters complicated code and, rather than fix it, just removes it. |

Qaidan Alenko
State War Academy Caldari State
1700
|
Posted - 2013.02.10 17:06:00 -
[214] - Quote
Does this mean my Compensation skills will now affect my Rigs? Go ahead,,,, Get your Wham on!!!
|

Maximus Andendare
Future Corps Sleeper Social Club
93
|
Posted - 2013.02.10 17:44:00 -
[215] - Quote
Ong wrote:If your going to make this happen you really are going to have to introduce a passive shield mod similar to the EANM, no one uses the passive shield mods unless their trying for some permarun pve fit. In the words of you shield tankers when we asked for a similar ASB module for armor: "Shield tanking and armor tanking are different. That's what makes the game unique. Shield tanking and armor tanking aren't supposed to have the same modules."
And for everyone claiming that their skills are "useless" now, because you'll have a "0% resist hole", guess what! There are modules you can fit to your ship called Shield Amplifiers that will plug that resist hole without cap and takes advantage of your "useless" skills.
|

General Escobar
BREAKING-POINT Primal Force
9
|
Posted - 2013.02.10 17:54:00 -
[216] - Quote
I was just about to train that crap... good thing someone noticed as those skills are useless as useless can be now!! Minor change, laughable... |

Qaidan Alenko
State War Academy Caldari State
1700
|
Posted - 2013.02.10 17:54:00 -
[217] - Quote
Maximus Andendare wrote: And for everyone claiming that their skills are "useless" now, because you'll have a "0% resist hole", guess what! There are modules you can fit to your ship called Shield Amplifiers that will plug that resist hole without cap and takes advantage of your "useless" skills.
... How DARE you suggest such a thing?!?!? ...  Go ahead,,,, Get your Wham on!!!
|

Falin Whalen
GoonWaffe Goonswarm Federation
277
|
Posted - 2013.02.10 18:06:00 -
[218] - Quote
Maximus Andendare wrote:And for everyone claiming that their skills are "useless" now, because you'll have a "0% resist hole", guess what! There are modules you can fit to your ship called Shield Amplifiers that will plug that resist hole without cap and takes advantage of your "useless" skills.
Don't tell them that. I wanted to see more impotent rage, wailing, weeping and gnashing of teeth.  You've got to remember that these are just simple miners. These are people of the land. The common clay of New Eden. You know... morons. |

Arec Bardwin
895
|
Posted - 2013.02.10 19:19:00 -
[219] - Quote
This change will significantly boost the efficiency rating of Greyscale's morning meetings, and I therefore wholeheartedly support it. |

Varesk
Origin. Black Legion.
294
|
Posted - 2013.02.10 19:44:00 -
[220] - Quote
CCP Greyscale wrote:Zhilia Mann wrote:CCP Greyscale wrote:We discussed this again at our morning design meeting today, and we're still of the opinion that this is the correct change to make in this case. Obviously we're keeping an eye on this thread to make sure there isn't something we've missed, but as of today we're still comfortable with the consequences here.
To those asking about patch notes, here's the draft versions from a few weeks ago:
- Active armor hardeners and shield hardeners no longer give a passive resistance bonus when not active - Armor and shield compensation skills no longer give any bonus to active armor or shield hardeners
To those asking about reimbursement etc: we make balance changes on a fairly regular basis, and we're not generally in the habit of reimbursing skill points except in exceptional circumstances (which this isn't). Well, thanks for revisiting it. I have to grudgingly respect that CCP holds its ground; god knows that if players got everything they wanted then this wouldn't be a game I'd like to play. However, I'm still concerned about two things, and they're related. The first is that I don't understand the logic behind this change, and judging from this thread no one else does either. What exactly is your thinking and how does it override the points brought up here? The second thing remains the lack of transparency around the change. This really was going to stealth its way in. The fact that you planned to note it in the patch notes does nothing to mitigate the fact that we didn't know further ahead of time. Sharing your logic would be helpful on this front as well; sharing it proactively would have been vastly preferable. But we are where we are now and you can still help by actually illuminating how you're thinking about the problem. For the why, see my first post in this thread for the short version :) Essentially we came to the conclusion that 1) in the general case, all other things being equal and with caveats and get-outs as necessary, we prefer single-function modules to multi-function modules, and 2) in this specific case we strongly dislike the implementation and the presentation thereof. If this is unclear, please ask more questions, just don't expect the general thrust to change significantly!  The reason I was happy to leave it to a patchnote was that I didn't feel it was that big a change, and that I felt "the case for the prosecution" was strong enough that extended discussion wouldn't serve much purpose. If I'm totally honest, I'll also admit that I'd forgotten this was going to SiSi this week, as I've had other projects on my mind 
why not make the shield/armor comp skills apply to the base stats for the hull of the ship. doing this will give you the mods doing one thing and people would be happy about training for 2 months to get all the comps to V.
|
|

La Nariz
GoonWaffe Goonswarm Federation
726
|
Posted - 2013.02.10 20:06:00 -
[221] - Quote
CCP Greyscale wrote:
- We're not, in general and with exceptions, fans of multi-function modules. EVE fitting is about trade-offs, not about having your cake and eating it. In this particular case, it was making the decision to take an active hardener over a passive one easier than it otherwise would be, which isn't a particularly good thing.
Can we apply this same philosophy to mining barges please? This post was loving crafted by a member of the Official GoonWaffe recruitment team. |

Ancy Denaries
Frontier Venture
170
|
Posted - 2013.02.10 22:45:00 -
[222] - Quote
Maximus Andendare wrote:And for everyone claiming that their skills are "useless" now, because you'll have a "0% resist hole", guess what! There are modules you can fit to your ship called Shield Amplifiers that will plug that resist hole without cap and takes advantage of your "useless" skills.
Pff, don't try logic on the "waaaah" crowd. It doesn't work.
"Shoot at anything that moves. If it doesn't move, shoot it anyway, it might move later."
"Do not be too positive. The light at the end of the tunnel could be a train." - Franz Kafka |

Ancy Denaries
Frontier Venture
170
|
Posted - 2013.02.10 22:46:00 -
[223] - Quote
Dex Tera wrote:**** u ccp roll it back along with the interdictor changes now or im unsubbing i haved enoughf of your bullshit stealth nerfs not be ing put in patch notes to say "sorry" is the shittest nsult u can say to us **** YOU CCP Your tears. Moar plz, they fuel my ship. "Shoot at anything that moves. If it doesn't move, shoot it anyway, it might move later."
"Do not be too positive. The light at the end of the tunnel could be a train." - Franz Kafka |

BobFromMarketing
ElitistOps Pandemic Legion
17
|
Posted - 2013.02.10 23:38:00 -
[224] - Quote
Way to make that three months of training on multiple characters utterly worthless Greyscale. I continue to dislike you more than Dust or Incarna. |

Madlof Chev
Dreddit Test Alliance Please Ignore
112
|
Posted - 2013.02.11 00:39:00 -
[225] - Quote
should probably have expected what was going to happen after seeing a greyscale post
shout some more edicts down from your high horse greyscale, m8 |

FluffyDice
Northstar Cabal Fatal Ascension
478
|
Posted - 2013.02.11 01:48:00 -
[226] - Quote
Post massive game changes in this forum. Yep, definitely wanted for everyone to see it and give their feedback before implementation... |

Jonah Gravenstein
The Burning Lotus
5593
|
Posted - 2013.02.11 03:03:00 -
[227] - Quote
Meh, those skills were a waste then. I exclusively fly shield tank for PvE, the passive resist bonus from inactive active resistance modules is currently quite handy. I tend to fit for the rats I'm shooting at, but having a 12% omni resist bonus (my comp skills are all at 4) from an inactive Invul is sometimes the difference between a survivable buffer and an explosion.
My PvE fits generally have only slightly more tank than required to get the job done, and as much gank as I can squeeze out of them. Losing the bonus and reworking my fits to maintain the same tank, will result in the loss of a damage module because I'll have to use an extra SPR or a PDU to compensate for the resistance loss by increasing the recharge rate. I don't like running over tanked ships, I much prefer to kill stuff faster than it can kill me, my in game friends are shocked that I can comfortably run 4's in a Drake with a sub 300 DPS tank and 500 DPS gank, yes I'm weird I run 4's in a much hated BC.
Thanks CCP Greyscale, next time you decide to screw shield tankers, at least kiss us first.
I am Ohm of Borg, Resistance is Voltage/Current. |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
545
|
Posted - 2013.02.11 11:46:00 -
[228] - Quote
BobFromMarketing wrote:Way to make that three months of training on multiple characters utterly worthless Greyscale. I continue to dislike you more than Dust or Incarna.
Why is it every change you bring to us seems like one of the worst ideas ever? Anomaly's being tied to truesec for example.
Perhaps you didn't think it's a big change because you don't play the game, and thus do not grasp how it works?
I can fly both armor and shield and still can't see the problem you guys are moaning about. No real numbers, just moaning.
Which one imho suffers the most from neuts?- Armor and I have yet to see someone telling me I'm wrong with other thing than regular EFT/Pyfa vomit. This change is good and as you guys can read it it's worth for SHIELD and ARMOR HARDENERS.
Now lets get back to our double XL-ASB Sleipnir bait some special nerds somewhere in new Eden...
Gò¡Gê¬Gò«n+ên+¦n++n+¦n+ëGò¡Gê¬Gò«-á don't haten++ |

RavenPaine
RaVeN Alliance
341
|
Posted - 2013.02.11 15:37:00 -
[229] - Quote
Sergeant Acht Scultz wrote:BobFromMarketing wrote:Way to make that three months of training on multiple characters utterly worthless Greyscale. I continue to dislike you more than Dust or Incarna.
Why is it every change you bring to us seems like one of the worst ideas ever? Anomaly's being tied to truesec for example.
Perhaps you didn't think it's a big change because you don't play the game, and thus do not grasp how it works? I can fly both armor and shield and still can't see the problem you guys are moaning about. No real numbers, just moaning. Which one imho suffers the most from neuts?- Armor and I have yet to see someone telling me I'm wrong with other thing than regular EFT/Pyfa vomit. This change is good and as you guys can read it it's worth for SHIELD and ARMOR HARDENERS. Now lets get back to our double XL-ASB Sleipnir bait some special nerds somewhere in new Eden...
If you have to see numbers to know the problem... then you really are clueless about shield tank fits. If you need someone else to do math, then you have other issues.
Neuted out, most shield fits will have ZERO resist. Nada, 0, zip, nothing. Armor ships do not have a zero resist hole in their main defense mechanic. Right out of production they have a base advantage in coverage. 10 to 20%.
To counter this, you have to lose a slot or a rig spot now for EM specific protection. It is equivalent to a 20% nerf on slots, or a 33% nerf on rig space for those ships.
If you use a Damage control for the counter, it will most likely cause a loss of DPS overall, On ships that already have DPS issues historically. |

Shpenat
Pafos Technologies
35
|
Posted - 2013.02.11 15:48:00 -
[230] - Quote
I think Greyscale used poor wording here. I bet what hi meant was to remove the modules that can be both active and passive.
generally:
- active modules do stuff when active and nothing when inactive.
- passive modules do stuff when fitted and cannot be activated
Active hardeners are different they do stuff both when active and when not active. It is like if warp disruptor would prevent warping of target ship when active and giving you +1 warp strength when not active.
For armor it also finally make sense to use RAH. As it was not affected by compensation skill bonus in any way.
Also I think Greyscale should have announced this change and not have it to be found on sisi by accident.
|
|

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
547
|
Posted - 2013.02.11 15:52:00 -
[231] - Quote
RavenPaine wrote:Neuted out, most shield fits will have ZERO resist. Nada, 0, zip, nothing. Armor ships do not have a zero resist hole in their main defense mechanic.
Really?? -was this implemented last DT?
Please do yourself a favor, train those shield skills above lvl1 and if you get the courage to, do it also for armor skills.
Then tell us all how your armor ship does awesome dps once neuted and how much "most" shield fits as you say, have 0 resists. Just fit modules and train for those past lvl1 and you'll see it's quite awesome.
Gò¡Gê¬Gò«n+ên+¦n++n+¦n+ëGò¡Gê¬Gò«-á don't haten++ |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
547
|
Posted - 2013.02.11 16:00:00 -
[232] - Quote
RavenPaine wrote:To counter this, you have to lose a slot or a rig spot now for EM specific protection. It is equivalent to a 20% nerf on slots, or a 33% nerf on rig space for those ships.
If you use a Damage control for the counter, it will most likely cause a loss of DPS overall, On ships that already have DPS issues historically.
If you think for a second armor hardeners provide more protection you're wrong.
If you think for a second passive resists provide more protection you're wrong
If you think for a second armor ships don't loose as much useful slots for dps mods and rigs, you're wrong.
If you think a DCU in an armor ship is an option you're again very wrong.
Actually you're wrong all the line, ask this to everyone being able to properly fit armor/shield why they tend to shield tank their armor ships. In your expert opinion it's because those have natural higher resists in their shields too?
Gò¡Gê¬Gò«n+ên+¦n++n+¦n+ëGò¡Gê¬Gò«-á don't haten++ |

Sinzor Aumer
Atlas Research Group Aerodyne Collective
99
|
Posted - 2013.02.11 17:52:00 -
[233] - Quote
Shpenat wrote:I think Greyscale used poor wording here. I bet what hi meant was to remove the modules that can be both active and passive. Maybe. Or maybe not. Who knows? I asked CCP comments on that - it never happened.
|

Arduemont
Tempest Legion
1214
|
Posted - 2013.02.11 20:14:00 -
[234] - Quote
Not very happy about this either. Not going to lie.
Those passive resistances have made the difference between life and death for me many many times in fights. Neuts come to mind mostly, but I have on occasion opted to turn off Invulns and Active hardeners so that I can hold onto my point for a little bit longer. That just wont be an option any more.
With the buf armour tanks will be receiving, I don't think its wise to be simultaneously nerffing shields, even in the smallest way. "In the age of information, ignorance is a choice." |

Besbin
Anguis Sicarios
24
|
Posted - 2013.02.11 20:46:00 -
[235] - Quote
Sergeant Acht Scultz wrote:RavenPaine wrote:Neuted out, most shield fits will have ZERO resist. Nada, 0, zip, nothing. Armor ships do not have a zero resist hole in their main defense mechanic. Really?? -was this implemented last DT? Please do yourself a favor, train those shield skills above lvl1 and if you get the courage to, do it also for armor skills. Then tell us all how your armor ship does awesome dps once neuted and how much "most" shield fits as you say, have 0 resists. Just fit modules and train for those past lvl1 and you'll see it's quite awesome.
I wish I could understand what you were trying to say, so I could tell you how stupid that is. |

Mike Voidstar
Voidstar Free Flight Foundation
73
|
Posted - 2013.02.11 23:42:00 -
[236] - Quote
I vote they make the compensation skills affect the base resists of the ships hull to make up for taking it out of the active hardeners. 
Of course, you'd still have an issue with EM resist on shields, but nothing is perfect. |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
555
|
Posted - 2013.02.12 14:10:00 -
[237] - Quote
Besbin wrote:I wish I could understand what you were trying to say, so I could tell you how stupid that is.
You can't already understand this change is not worst for shields than for armor.
Leave it alone reading comprehension.
Gò¡Gê¬Gò«n+ên+¦n++n+¦n+ëGò¡Gê¬Gò«-á don't haten++ |

Ong
Born-2-Kill 0utNumbered
65
|
Posted - 2013.02.12 15:23:00 -
[238] - Quote
Sergeant Acht Scultz wrote:Besbin wrote:I wish I could understand what you were trying to say, so I could tell you how stupid that is. You can't already understand this change is not worst for shields than for armor. Leave it alone reading comprehension.
Let me tell you about two modules the Energized Adaptive Nano Membrane II and Adaptive Nano Plating II.
Every pvp armor ship as standard fits a DC, 1-2 of these modules and then 1-2 active hardeners to fill any resist holes depending on the ship. No matter how many neuts you have on you these modules will never turn off and always give you resists.
Lets use some examples here as your obviously having issues with understanding, lets take a myrmidon and a cyclone and assume that this is after the removal of skills effecting turned off hardeners.
A pretty standard fit for the myrms lows is 1 DC, 2 EANM's, 1 explosive hardener and 2 reps now assuming you get neuted out completely, even to the point where the DC is also tuned off, you will still have resists of: 70, 61, 61, 47, ie pretty freaking good still.
Now lets take the cyclone, again a pretty standard fit, a DC, MWD, scram, 1 boost amp, 1 ancillary shield booster, 1 invuln, again lets assume you are completely neuted out, you end up with resists of: 0, 20, 40, 50 even assuming you have an em and themal resist rigs you end up with resists of 30, 44, 40, 50.
Im going to use the first set of figures from the cyclone as we are not assuming rigs for either ship, lets put these together shall we:
Myrm: 70, 61, 61, 47
Cyclone: 0, 20, 40, 50
Do you see the issue where shield is far more effected then armor yet?
How about the fact that armor ships still have mids left to run 1 if not 2 cap boosters and thus make is even harder to completely neut out their hardeners.
Now combine this with armor ships having full tackle, and post armor buff also coming in the same patch, no speed side effects from their rigs, explain to me why anyone would choose a shield ship to brawl with post patch? And how this is not effecting shield more then armor.
|

DireNecessity
The M.P.I. Tear Extraction And Reclamation Service
33
|
Posted - 2013.02.12 16:23:00 -
[239] - Quote
I always presumed the passive bonus provided by the Shield Compensation skills was to make up for the lack of a passive omni-shield resistance module like passive armor tankersGÇÖ numerous Adaptive Nano Plating options.
CCP GÇô if itGÇÖs your desire to completely eliminate passive omni-shield resistance hardening at least state that that is in fact your intention. Obfuscating the actual result of a supposedly minor change in GÇ£we donGÇÖt like multi-function modulesGÇ¥ language irritates to all involved.
CCP GÇô now aware of a major reason why people trained the Shield Compensation skills, you have several options: 1) Make no changes noting there was reasonable purpose behind peoples training queues 2) Declare there will be no passive omni-shield hardening options and make the change 3) Make the change and introduce a shield tankerGÇÖs version of the Adaptive Nano Plating options
Whatever you kids at CCP declare the new situation to be, IGÇÖll adapt (I always do). I only request that you a) *genuinely* think it through and b) show *some* willingness to consider input from loyal customers whose subscriptions pay your wages. (YouGÇÖre not obligated to accept any particular customerGÇÖs input but tGÇÖwould be great if your loyal customers felt like you paid attention to them.)
|

Naomi Anthar
No Tax So Relax.
37
|
Posted - 2013.02.12 16:51:00 -
[240] - Quote
I must say i was complaining a lot about shield tanking. And mostly on that CCP is not willing to somehow penalize it. Now i must say that i ... i'm ashamed. This fabulous change, revelation i would say. Finnaly cap less weapons , cap less active tank and cap less passive tank even lol combo was finnaly broken. Now they can finnaly be dealt with.
For once there is something that is better about armor tanking. I acknowledge it. I adore it. I'm not troll,but forum warrior - yes. Seems like a bit of justice after all.
Was kinda sad before that gallente or amarr ship - be it blaster or laser was weapon cap dependant, active armor tank cap dependant and hardeners used cap too on top of that.
Tears in this topic ease my pain and mostly i recovered some faith in CCP balance team. Keep this work ! Still much must be done about shield tanking. |
|

Bouh Revetoile
Barricade.
241
|
Posted - 2013.02.13 00:01:00 -
[241] - Quote
Ong wrote:Sergeant Acht Scultz wrote:Besbin wrote:I wish I could understand what you were trying to say, so I could tell you how stupid that is. You can't already understand this change is not worst for shields than for armor. Leave it alone reading comprehension. Let me tell you about two modules the Energized Adaptive Nano Membrane II and Adaptive Nano Plating II. Every pvp armor ship as standard fits a DC, 1-2 of these modules and then 1-2 active hardeners to fill any resist holes depending on the ship. No matter how many neuts you have on you these modules will never turn off and always give you resists. Lets use some examples here as your obviously having issues with understanding, lets take a myrmidon and a cyclone and assume that this is after the removal of skills effecting turned off hardeners. A pretty standard fit for the myrms lows is 1 DC, 2 EANM's, 1 explosive hardener and 2 reps now assuming you get neuted out completely, even to the point where the DC is also tuned off, you will still have resists of: 70, 61, 61, 47, ie pretty freaking good still. Now lets take the cyclone, again a pretty standard fit, a DC, MWD, scram, 1 boost amp, 1 ancillary shield booster, 1 invuln, again lets assume you are completely neuted out, you end up with resists of: 0, 20, 40, 50 even assuming you have an em and themal resist rigs you end up with resists of 30, 44, 40, 50. Im going to use the first set of figures from the cyclone as we are not assuming rigs for either ship, lets put these together shall we: Myrm: 70, 61, 61, 47 Cyclone: 0, 20, 40, 50 Do you see the issue where shield is far more effected then armor yet? How about the fact that armor ships still have mids left to run 1 if not 2 cap boosters and thus make is even harder to completely neut out their hardeners. Now combine this with armor ships having full tackle, and post armor buff also coming in the same patch, no speed side effects from their rigs, explain to me why anyone would choose a shield ship to brawl with post patch? And how this is not effecting shield more then armor. You missed the part where the ASB still run without cap, keeping you alive, whereas the Myrm explode in a ball of fire because it have absolutely no buffer. |

Ong
Born-2-Kill 0utNumbered
65
|
Posted - 2013.02.13 00:14:00 -
[242] - Quote
Bouh Revetoile wrote:Ong wrote:Sergeant Acht Scultz wrote:Besbin wrote:I wish I could understand what you were trying to say, so I could tell you how stupid that is. You can't already understand this change is not worst for shields than for armor. Leave it alone reading comprehension. Let me tell you about two modules the Energized Adaptive Nano Membrane II and Adaptive Nano Plating II. Every pvp armor ship as standard fits a DC, 1-2 of these modules and then 1-2 active hardeners to fill any resist holes depending on the ship. No matter how many neuts you have on you these modules will never turn off and always give you resists. Lets use some examples here as your obviously having issues with understanding, lets take a myrmidon and a cyclone and assume that this is after the removal of skills effecting turned off hardeners. A pretty standard fit for the myrms lows is 1 DC, 2 EANM's, 1 explosive hardener and 2 reps now assuming you get neuted out completely, even to the point where the DC is also tuned off, you will still have resists of: 70, 61, 61, 47, ie pretty freaking good still. Now lets take the cyclone, again a pretty standard fit, a DC, MWD, scram, 1 boost amp, 1 ancillary shield booster, 1 invuln, again lets assume you are completely neuted out, you end up with resists of: 0, 20, 40, 50 even assuming you have an em and themal resist rigs you end up with resists of 30, 44, 40, 50. Im going to use the first set of figures from the cyclone as we are not assuming rigs for either ship, lets put these together shall we: Myrm: 70, 61, 61, 47 Cyclone: 0, 20, 40, 50 Do you see the issue where shield is far more effected then armor yet? How about the fact that armor ships still have mids left to run 1 if not 2 cap boosters and thus make is even harder to completely neut out their hardeners. Now combine this with armor ships having full tackle, and post armor buff also coming in the same patch, no speed side effects from their rigs, explain to me why anyone would choose a shield ship to brawl with post patch? And how this is not effecting shield more then armor. You missed the part where the ASB still run without cap, keeping you alive, whereas the Myrm explode in a ball of fire because it have absolutely no buffer.
Troll skill @ lvl 1 detected, skill it more and maybe I will give my answer more brain power.
|

Hazen Koraka
FutureTech Industrial Inc.
177
|
Posted - 2013.02.13 08:44:00 -
[243] - Quote
Only read as far as DEV comment on first page.
Can't say I'm happy about a stealth nerf to modules that provide resists.
Poor Caldari State, they lose the uber range on the tengu, get whacked by the missile nerf, and now a stealth shield nerf on the top... :(
So are you gonna buff the amount that active resists provide when turned on then?  Exploration is Random. Random is Random... or is it?! http://docs.python.org/2/library/random.html |

Bouh Revetoile
Barricade.
241
|
Posted - 2013.02.13 10:07:00 -
[244] - Quote
Ong wrote:We are talking about resists not rep mechanics here, but while you mention it, the myrm will have just under 27k ehp while the clone will have 19k, so yet again armor has an advantage over shield. You use resist to tank, not only for the sake of having good resists. And the difference in buffer will be*largely* compensated by the *capless* ASB.
Though congratulation ! You just showed how screwed a neuted ship is ! That was completely unexpected ! |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
563
|
Posted - 2013.02.13 11:52:00 -
[245] - Quote
Ong wrote:Sergeant Acht Scultz wrote:Besbin wrote:I wish I could understand what you were trying to say, so I could tell you how stupid that is. You can't already understand this change is not worst for shields than for armor. Leave it alone reading comprehension. A lot of things.
Well, tell me how much different it would end for that cyclone in YOUR specific 1v1 scenario? -nothing, just 2 or 3 shots+
An offline EM hardener alone gives you 15% resist, but gives you 66% EM resist Over Heated when online 2 offline Invuln gives you 26.1% Resist EM
An Em resist amplifier gives you 46.9% all the time, so no, you don't get 0 resist on your shield ship once you have no cap the moment you train your skills and change the usual fits often made of double invuln and nothing else but extenders/point/prop.
Train your resist compensation skills and find creative fits, shield ships often have generous fittings and slots/mods for this.
*removed inappropriate ASCII art signature* - CCP Eterne |

Marian Devers
Rage and Terror Against ALL Authorities
11
|
Posted - 2013.02.13 14:02:00 -
[246] - Quote
Why must players always stumble on these changes accidentally, instead of CCP coming out and mentioning them straight away? Are you guys hoping no one will notice or what? |

Ong
Born-2-Kill 0utNumbered
65
|
Posted - 2013.02.13 14:42:00 -
[247] - Quote
Sergeant Acht Scultz wrote: Well, tell me how much different it would end for that cyclone in YOUR specific 1v1 scenario? -nothing, just 2 or 3 shots+
I was using two similar ships in comparison not saying they are fighting each other
Sergeant Acht Scultz wrote: An offline EM hardener alone gives you 15% resist, but gives you 66% EM resist Over Heated when online 2 offline Invuln gives you 26.1% Resist EM
You realise this entire discussion is about this mechanic going away right? and that I stated the figures were post chances not current?
Sergeant Acht Scultz wrote: An Em resist amplifier gives you 46.9% all the time, so no, you don't get 0 resist on your shield ship once you have no cap the moment you train your skills and change the usual fits often made of double invuln and nothing else but extenders/point/prop.
Train your resist compensation skills and find creative fits, shield ships often have generous fittings and slots/mods for this on top of capless weapon systems and ASB's.
Please tell me how your meant to even come close to replacing an invuln with 1 specific resist amp? Sure you can plug one hole but what about the other 3?
Thats why they should introduce an EANM type module, to give the option, say 10% resists across the bored + skills, would mean the invuln still provides more resist at 30% but you have a choice if your worried about heavy neuting.
|

Seraph IX Basarab
Hades Effect
126
|
Posted - 2013.02.13 17:57:00 -
[248] - Quote
Who has zero EM resist on a shield tank ship? Literally everybody fits an EM resist rig if you shield tank. Secondly, who the hell is letting their shield tank ship get close enough to a ship with neuts? You're pretty much done right there anyway. |

CMD Ishikawa
Center for Advanced Studies Gallente Federation
0
|
Posted - 2013.02.13 18:38:00 -
[249] - Quote
CCP Guys already said those changes are coming ... 
How about we focus on the passive modules, some people have stated that we could use a passive mod like the EANM and I think there is a good idea around there, passive shield buffering is almost useless right now. |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
565
|
Posted - 2013.02.13 20:06:00 -
[250] - Quote
CMD Ishikawa wrote:CCP Guys already said those changes are coming ...  How about we focus on the passive modules, some people have stated that we could use a passive mod like the EANM and I think there is a good idea around there, passive shield buffering is almost useless right now.
Yes I could use of an armor invuln hardener too, this would actually be a huge improvement for active tanking. *removed inappropriate ASCII art signature* - CCP Eterne |
|

Solaris Ecladia
The Red Circle Inc.
49
|
Posted - 2013.02.13 20:17:00 -
[251] - Quote
Sergeant Acht Scultz wrote:CMD Ishikawa wrote:CCP Guys already said those changes are coming ...  How about we focus on the passive modules, some people have stated that we could use a passive mod like the EANM and I think there is a good idea around there, passive shield buffering is almost useless right now. Yes I could use of an armor invuln hardener too, this would actually be a huge improvement for active tanking.
Didnt you just get the reactive thingy? |

Inkarr Hashur
Sine Nobilitatis
181
|
Posted - 2013.02.13 20:27:00 -
[252] - Quote
To the people asking for an EANM or even just a ANP analogue for shields, want to discuss when you'd want to be using these instead of an Invuln on a day-to-day basis in pvp? It sounds like a stretch to me.
And no, it isn't as simple as "when I'm being neuted of course!"
Also, to the guy above, no one actually likes the reactive armor thingy. This might change if a T2 version was ever implemented but that would also come with T2 ASB which would be a whole new can of worms. The T1 ASB has the balance you want already, if anything rename the T1 ASB to T2 and implement a weaker version as T1 ASB. |

DireNecessity
The M.P.I. Tear Extraction And Reclamation Service
33
|
Posted - 2013.02.13 20:29:00 -
[253] - Quote
Solaris Ecladia wrote:Sergeant Acht Scultz wrote:CMD Ishikawa wrote:CCP Guys already said those changes are coming ...  How about we focus on the passive modules, some people have stated that we could use a passive mod like the EANM and I think there is a good idea around there, passive shield buffering is almost useless right now. Yes I could use of an armor invuln hardener too, this would actually be a huge improvement for active tanking. Didnt you just get the reactive thingy?
Indeed the Armor Tankers did. Seems the Armor Tankers get both active and passive omni-hardening.
Meanwhile, Shield Tankers are having their passive omni-hardening options removed leaving only active omni-hardening available.
CCP - I presume it's your desire to give armor tankers more options than shield tankers. If I may be so bold . . . why? |

Kobea Thris
Inquisition FiS Division Surely You're Joking
1
|
Posted - 2013.02.13 20:47:00 -
[254] - Quote
Ong wrote: A pretty standard fit for the myrms lows is 1 DC, 2 EANM's, 1 explosive hardener and 2 reps now assuming you get neuted out completely, even to the point where the DC is also tuned off, you will still have resists of: 70, 61, 61, 47, ie pretty freaking good still.
Now lets take the cyclone, again a pretty standard fit, a DC, MWD, scram, 1 boost amp, 1 ancillary shield booster, 1 invuln, again lets assume you are completely neuted out, you end up with resists of: 0, 20, 40, 50 even assuming you have an em and themal resist rigs you end up with resists of 30, 44, 40, 50.
Im going to use the first set of figures from the cyclone as we are not assuming rigs for either ship, lets put these together shall we:
Myrm: 70, 61, 61, 47
Cyclone: 0, 20, 40, 50
So, a ship using a 6 slot tank with 4 resist modules has more resistance than a ship with a 4 slot tank and 2 resist modules? I'm shocked. This example is terrible. For one thing, an XLASB on a Cyclone with a boost amplifier and nothing else already puts out more ehp/s than a Dual Rep Myrm does with everything running. For another, when it has cap, the Cyclone can overheat it's invuln, which is not an option for the myrm. The difference in buffer has quite a bit to do with the base HP as well, which will be going away soon anyway. That said, I still think this is a dumb change. Without an Adaptive amplifier, there just aren't enough good reasons to train the shield comp skills except maybe EM. Yeah, there are weird edge cases where you might use them, but considering the fact that CCP treats them through the certificate browser as requirements for the active and passive shield tanking certificates, they should be more broadly useful. |

DireNecessity
The M.P.I. Tear Extraction And Reclamation Service
33
|
Posted - 2013.02.13 21:09:00 -
[255] - Quote
Inkarr Hashur wrote:To the people asking for an EANM or even just a ANP analogue for shields, want to discuss when you'd want to be using these instead of an Invuln on a day-to-day basis in pvp? It sounds like a stretch to me.
And no, it isn't as simple as "when I'm being neuted of course!"
Also, to the guy above, no one actually likes the reactive armor thingy. This might change if a T2 version was ever implemented but that would also come with T2 ASB which would be a whole new can of worms. The T1 ASB has the balance you want already, if anything rename the T1 ASB to T2 and implement a weaker version as T1 ASB.
Perhaps you are correct. To complain that CCP is taking away passive shield omni-hardening options may well be pointless since the active option is always better. Still, the passive back-up was a nice benefit many players found worthwhile training towards.
Your argument that active Invulns will be better than any EANM analogue appears to me to be a claim that even after the no passive bonus nerf, Invulns remain overpowered since no one would ever choose the EANM analogue. If I may ask, what about Invulns is overpowered in your future seeing eyes? |

Hazen Koraka
FutureTech Industrial Inc.
177
|
Posted - 2013.02.14 08:17:00 -
[256] - Quote
To quote the Borg, "Resistance is futile!"....  Exploration is Random. Random is Random... or is it?! http://docs.python.org/2/library/random.html |

CMD Ishikawa
Center for Advanced Studies Gallente Federation
0
|
Posted - 2013.02.14 16:34:00 -
[257] - Quote
Solaris Ecladia wrote:Sergeant Acht Scultz wrote:CMD Ishikawa wrote:CCP Guys already said those changes are coming ...  How about we focus on the passive modules, some people have stated that we could use a passive mod like the EANM and I think there is a good idea around there, passive shield buffering is almost useless right now. Yes I could use of an armor invuln hardener too, this would actually be a huge improvement for active tanking. Didnt you just get the reactive thingy?
That module requires some work to be useful, the common idea is that almmost no one uses it.
I know that armor tanking is harder than shied tanking, even when armor tanking seems to have more options, but shield passive tanking is as useless as the "Reactive thingy" ... 
EDIT:
Hazen Koraka wrote:To quote the Borg, "Resistance is futile!".... 
Nice one ... hehehe ...  |

Hazen Koraka
FutureTech Industrial Inc.
178
|
Posted - 2013.02.15 08:50:00 -
[258] - Quote
Hey, I know. Let's just remove resists all together! That will work Then buff all ships hp by 100% :)   Exploration is Random. Random is Random... or is it?! http://docs.python.org/2/library/random.html |

Besbin
Anguis Sicarios
27
|
Posted - 2013.02.15 10:48:00 -
[259] - Quote
Inkarr Hashur wrote:To the people asking for an EANM or even just a ANP analogue for shields, want to discuss when you'd want to be using these instead of an Invuln on a day-to-day basis in pvp? It sounds like a stretch to me.
And no, it isn't as simple as "when I'm being neuted of course!"
Capital ships in general (case being that the way to kill a cap is to neut it). Running pve lvl 5 missions (due to neut towers). The Logistical Outpost cosmic anomaly and especially it's escalation (due to neut towers). C4 wormhole solo ratting due to sleeper neuting (maybe higher Cs too, never tried it).
Well, those are the cases I can think of off the top of my head. And also cases that are pretty much part of my daily (or at least weekly) operations.
Inkarr Hashur wrote: Also, to the guy above, no one actually likes the reactive armor thingy. This might change if a T2 version was ever implemented but that would also come with T2 ASB which would be a whole new can of worms. The T1 ASB has the balance you want already, if anything rename the T1 ASB to T2 and implement a weaker version as T1 ASB.
T2 Reactive Armor could probably be a fine idea (CCP would probably wanna make sure the T1 works before expanding on that idea though...personally I don't much give a damn :-). I don't see the argument in "if X gets T2d, then Y has to be T2d also!" at all. Not the least. Whatsoever. But! If I were to oblige you, I would point out that T2ing doesn't necessarily have to boost a module's primary stat (in fact many existing T2 mods don't), so a T2 ASB could, for instance, have the same stats as T1, but maybe have a 50 sec reload time instead? Or can hold one more cap chargepr reload? Dunno...lotsa options...but I'm sure an improvement could be added with overly OPing it... |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
570
|
Posted - 2013.02.15 14:00:00 -
[260] - Quote
DireNecessity wrote:Solaris Ecladia wrote:Sergeant Acht Scultz wrote:CMD Ishikawa wrote:CCP Guys already said those changes are coming ...  How about we focus on the passive modules, some people have stated that we could use a passive mod like the EANM and I think there is a good idea around there, passive shield buffering is almost useless right now. Yes I could use of an armor invuln hardener too, this would actually be a huge improvement for active tanking. Didnt you just get the reactive thingy? Indeed the Armor Tankers did. Seems the Armor Tankers get both active and passive omni-hardening. Meanwhile, Shield Tankers are having their passive omni-hardening options removed leaving only active omni-hardening available. CCP - I presume it's your desire to give armor tankers more options than shield tankers. If I may be so bold . . . why?
If you really think Reactive Armor Hardener is a great thing you should fit those on your shield ships and tell us what happens.
Do you even read F&I and all the comments how badly designed/nerf this module is at the point no one or very little use them? -you clearly have no idea what it looks like to see your capacitor depleting just by shooting ammo, leave alone hardeners/prop mod and rep with.
After 3rd cycle this mod is completely useless, + easy to exploit from aggressor in small fights scenarios, and on top of it the higher your skill gets the more cap you throw away for little to no benefit.
But be my guess to explain us how awesome this module is and how much you would like to have one like that for your shields.
*removed inappropriate ASCII art signature* - CCP Eterne |
|

Human Cola
the church of awesome Caldari State Capturing
3
|
Posted - 2013.02.15 15:31:00 -
[261] - Quote
Why does no one in this thread seem to realize that Caldari use hybrids too?
So many people keep saying "Caldari use capless guns so they dont have to worry about being neut'd"
I'm sorry, but i think hybrids use cap. And.... Merlin, Corm, Moa, Ferox, Naga, Rokh... First three are flown rather commonly in Faction war, Nagas as well. |

Dracvlad
Taishi Combine Saints Amongst Sinners
54
|
Posted - 2013.02.15 17:53:00 -
[262] - Quote
Well I made the decision some time ago to train those compensation skills to level V so that I had resistences against being neuted, though I never did get explosive to 5, even so so this is a bit of a kick in the teeth. This is not a minor change by any means and to treat it as so is mind boggling to me. |

Mister Tuggles
Prime Numbers
31
|
Posted - 2013.02.16 00:32:00 -
[263] - Quote
Viceran Phaedra wrote:CCP Greyscale wrote:Viceran Phaedra wrote: ..passionate outpouring...
The patchnotes for this change were written when the change was originally submitted, and will be listed in the release notes when this change reaches TQ. Thank you for the prompt response, Greyscale, and letting me get that off my chest. I look forward to seeing the master plan behind these changes.
Then you will be sorely disappointed. There is no "master plan" here. If you read some of Greyscales posts it seems they are making this change for one of two reasons. A) they broke something in the code and are too god damn lazy to fix it, or B) "Just because" I am leaning towards option A on this one. CCP is not known for wanting to fix code they broke. This is why we have the current POS system. Crap code = them not wanting to touch any part of it any time soon.
There is no logical thinking to this change. There is no rhyme or reason behind it. No one ever complained about getting a minimal amount of resist from an offlined active resist mod because the time involved to train them to 5 is a pain for how little they actually do. Now you are saying you don't want to do a skill reimbursement because "the change is small". Well that is complete bull in and of itself. This is NOT a small change. This is a huge change to a set of skills/game mechanic that has been in use for YEARS with no complaints about it.
Greyscale, if you actually are reading this thread, which it seems you are not since you haven't posted in it for the past 11 days, please take note that NO ONE is agreeing with this change. No one wants this change. Go back to doing something productive. I know that is a far stretch for you, but please stop working on things that have never been, and will never be a problem. You are like the harbinger of terrible news on these forums. Everything you touch just pisses your customers off. |

Taoist Dragon
Bastion of Mad Behaviour
242
|
Posted - 2013.02.16 00:57:00 -
[264] - Quote
LOL it's so funny looking at all the complaining about a passive bonus being removed from an active module!
Get over it you lot!
It's an active module therefore if should provide ACTIVE bonus not passive ones. This is just common sense and may also make some of those compensation skills actually worth training for.
This is following the line of making things in eve have a purpose and not being all encompassing! If you fit for active tanking you need to be concerned with cap requirements (however small they seem) to power your active modules (be that actual cap or cap charges) where as passive gives you cap safety but usually at a lower efficiency (resists, buffer etc)
This is probably one of the big indicators (along with ship rebalances) that CCP has finally got their head screwed on properly and are thinking of the bigger picture more than ever before! That is the Way, the Tao.
Balance is everything.
I'm NOT a Pirate! I'm a privateer! |

Elloise Kashada
Hard Knocks Inc.
3
|
Posted - 2013.02.16 01:47:00 -
[265] - Quote
CCP Greyscale wrote:tl;dr yes, this has been removed, because we felt that for a number of reasons it wasn't a function we wanted on active hardeners This bonus came to the top of our work due to a defect, which prompted us to discuss whether we even wanted this feature in the first place. After fairly extensive discussion, we decided we would prefer to just remove it outright, for the following reasons:
- We're not, in general and with exceptions, fans of multi-function modules. EVE fitting is about trade-offs, not about having your cake and eating it. In this particular case, it was making the decision to take an active hardener over a passive one easier than it otherwise would be, which isn't a particularly good thing.
- The UX of this feature as implemented is pretty bad - there's two sets of resist attributes on the hardeners with very little explanation, the skill descriptions need to be unusually complicated to explain exactly what's going on, and it's not at all obvious from the modules that this feature even exists (see Liang's comment above).
Tranlation of CCP Greyscale speak : Sorry guys, we broke a thing, we haven't ran the numbers on how it will affect shield tanking in general, or any of the most commonly shield tanked ships in particular.
Since it's looking like a good excuse at the moment, here's a nonsensical theory about design direction for the future of modules in EvE. Anyway, it was rather ugly, and since I don't really understand what it does, and that it's too much effort to try making it clear for myself and for the players, we couldn't be bothered to try fixing it back.
Is this really CCP's stance? Who exactly took the decision? Is CCP Greyscale able to make these decisions? How come he is allowed to communicate with the playerbase? Someone please stop this madness, reign this guy in. |

Taoist Dragon
Bastion of Mad Behaviour
243
|
Posted - 2013.02.16 02:06:00 -
[266] - Quote
I love how many armchair coders and game devs are out there.
The issues around the coding and whatnot just brought it to their attention. And once there they realised what a stoooopid idea it was to have PASSIVE bonus on an ACTIVE module.
You carebear whiney fucks just need to HTFU and get over yourselves! That is the Way, the Tao.
Balance is everything.
I'm NOT a Pirate! I'm a privateer! |

Illest Insurrectionist
The Scope Gallente Federation
76
|
Posted - 2013.02.16 02:17:00 -
[267] - Quote
Taoist Dragon wrote:I love how many armchair coders and game devs are out there.
The issues around the coding and whatnot just brought it to their attention. And once there they realised what a stoooopid idea it was to have PASSIVE bonus on an ACTIVE module.
You carebear whiney fucks just need to HTFU and get over yourselves!
So um. I emphasized in your post where you are being an "armchair coder" and a "game dev".
Have a nice day. |

Taoist Dragon
Bastion of Mad Behaviour
243
|
Posted - 2013.02.16 02:45:00 -
[268] - Quote
Illest Insurrectionist wrote:Taoist Dragon wrote:I love how many armchair coders and game devs are out there.
The issues around the coding and whatnot just brought it to their attention. And once there they realised what a stoooopid idea it was to have PASSIVE bonus on an ACTIVE module.
You carebear whiney fucks just need to HTFU and get over yourselves! So um. I emphasized in your post where you are being an "armchair coder" and a "game dev". Have a nice day.
Why thank you.
Nice to see someone is actually paying attention! That is the Way, the Tao.
Balance is everything.
I'm NOT a Pirate! I'm a privateer! |

Noddy Comet
School of Applied Knowledge Caldari State
5
|
Posted - 2013.02.16 02:48:00 -
[269] - Quote
Taoist Dragon wrote:LOL it's so funny looking at all the complaining about a passive bonus being removed from an active module!
......
It's an active module therefore if should provide ACTIVE bonus not passive ones. This is just common sense and may also make some of those compensation skills actually worth training for.
So,please explain exactly how is it worth training 4 skills to level 5 now that previously gave a bonus and are now worthless to most of us that trained them in the first place?
|

Tyberius Franklin
Federal Navy Academy Gallente Federation
617
|
Posted - 2013.02.16 03:11:00 -
[270] - Quote
Elloise Kashada wrote: Is this really CCP's stance? Who exactly took the decision? Is CCP Greyscale able to make these decisions? How come he is allowed to communicate with the playerbase? Someone please stop this madness, reign this guy in.
So you would rather there be no communication and we still be speculating about whether it was intentional or not? And as Greyscale is a dev in game design I'd say it's his job to make decisions like these. Not to mention it would appear he's not the only one to hold this opinion on active hardners with passive bonuses. |
|

Taoist Dragon
Bastion of Mad Behaviour
244
|
Posted - 2013.02.16 07:48:00 -
[271] - Quote
Noddy Comet wrote:Taoist Dragon wrote:LOL it's so funny looking at all the complaining about a passive bonus being removed from an active module!
......
It's an active module therefore if should provide ACTIVE bonus not passive ones. This is just common sense and may also make some of those compensation skills actually worth training for.
So,please explain exactly how is it worth training 4 skills to level 5 now that previously gave a bonus and are now worthless to most of us that trained them in the first place?
Because they give a bonus to passive modules!
Really I shouldn't need to explain this to carebears.....go figure it out. stop wasting my oxygen in making me think for you! That is the Way, the Tao.
Balance is everything.
I'm NOT a Pirate! I'm a privateer! |

Sorran Tor
Applied Agoraphobia
6
|
Posted - 2013.02.16 11:44:00 -
[272] - Quote
ITT: Greyscale strikes again |

Dracvlad
Taishi Combine Saints Amongst Sinners
55
|
Posted - 2013.02.16 12:58:00 -
[273] - Quote
So if you do decide to do this, then remove the sig radius penalty on shields then!!! |

Noddy Comet
School of Applied Knowledge Caldari State
5
|
Posted - 2013.02.16 16:41:00 -
[274] - Quote
Taoist Dragon wrote:Noddy Comet wrote:Taoist Dragon wrote:LOL it's so funny looking at all the complaining about a passive bonus being removed from an active module!
......
It's an active module therefore if should provide ACTIVE bonus not passive ones. This is just common sense and may also make some of those compensation skills actually worth training for.
So,please explain exactly how is it worth training 4 skills to level 5 now that previously gave a bonus and are now worthless to most of us that trained them in the first place? Because they give a bonus to passive modules! Really I shouldn't need to explain this to carebears.....go figure it out. stop wasting my oxygen in making me think for you! Perhaps you should use less oxygen hyperventilating over carebears and think for a second yourself, this thread is full of those who trained these skills for something that is being taken away (The passive resist on ACTIVE hardeners that has been available for years) Again, how are these skills worth a damn now to those who solely trained them for the reason that is being removed.,... ACTIVE shield tankers??
They are not.
We are now stuck with 4 skills trained to lvl 5 for something we will most likely never even use now.
But please, blame it on the careberars and anyone who doesn't play in the sandbox according to your rules rather than a stupid nerf ending up with worthless skills taking up clone costs now. I'm sure the community will be just as empathetic when the stealth nerfbat comes around and hits an entire skill set you took the time to train to lvl 5 and is now just as worthless.
|

Marian Devers
Rage and Terror Against ALL Authorities
13
|
Posted - 2013.02.16 16:47:00 -
[275] - Quote
http://community.eveonline.com/devblog.asp?a=blog&nbid=74270
New dev blog, still no mention...
"It's ok guys, no one will even notice. Or care! Also let's move the topic from test server feedback or features and ideas to someplace no one will ever read it" |

Castelo Selva
Forcas armadas Moon Warriors
14
|
Posted - 2013.02.16 18:11:00 -
[276] - Quote
Well, well, well... The real problem now is not that GÇ£the active hardeners no longer have the passive resist element, and that change are going live to TQ without any official CCP note about it (aka stealth nerf)GÇ¥ but about the usefulness or not of the compensation skills.
For some play base this change do not meaning nothing, but for other player base this change all they play style. So, the real question is if the compensation skills should be reimbursed or not, because it-¦s a set of lvl 5 skills that become obsolete.
I think that the fair is that should be a one time question at login asking if you want to be reimbursed or not, and this solve all problem. The one who are affected by the usefulness of the skill are reimbursed, and the one who want to keep it are ok either.
And, of course, better communication between CCP and the player base are always welcome (no more stealth nerfs). Remember, I did not said no more changes, but no more unannounced changes, please.
Castelo |

Dracvlad
Taishi Combine Saints Amongst Sinners
55
|
Posted - 2013.02.16 18:50:00 -
[277] - Quote
The Armour Hardeners work the same way too, the amount of passive resistence is linked to your Armour compensation skills, so if they are removing it from the shield modules they better do the same to the armour ones! |

Illest Insurrectionist
The Scope Gallente Federation
76
|
Posted - 2013.02.16 18:56:00 -
[278] - Quote
Dracvlad wrote:The Armour Hardeners work the same way too, the amount of passive resistence is linked to your Armour compensation skills, so if they are removing it from the shield modules they better do the same to the armour ones!
They are.
It doesn't matter as much.
After the changes my tengu will un-dock with 0 em resist.
With armor ships they have a passive omni-resist items already. These are rather popular. As such folks don't feel cheated. |

Dracvlad
Taishi Combine Saints Amongst Sinners
55
|
Posted - 2013.02.16 19:13:00 -
[279] - Quote
Illest Insurrectionist wrote:Dracvlad wrote:The Armour Hardeners work the same way too, the amount of passive resistence is linked to your Armour compensation skills, so if they are removing it from the shield modules they better do the same to the armour ones! They are. It doesn't matter as much. After the changes my tengu will un-dock with 0 em resist. With armor ships they have a passive omni-resist items already. These are rather popular. As such folks don't feel cheated.
Yep your right sorry, was just focussed on the reason I had trained those skills to 5, my bad. |

Vayn Baxtor
Community for Justice
29
|
Posted - 2013.02.16 23:45:00 -
[280] - Quote
Quote:We're not, in general and with exceptions, fans of multi-function modules. EVE fitting is about trade-offs, not about having your cake and eating it
Please emphasize more on the trade-offs as much as possible. Still a lot of iwin and fotm stuff around. Breaking the ice is alwas good. But one user is right, please announce those little changes too. Stealth nerfs or unnoticed changes really hurt. Using tablet, typoes are common and I'm not going to fix them all. |
|

Taoist Dragon
Bastion of Mad Behaviour
250
|
Posted - 2013.02.16 23:59:00 -
[281] - Quote
Dracvlad wrote:So if you do decide to do this, then remove the sig radius penalty on shields then!!!
Why?
Increased shield put more energy out therefore easier to target/shoot at etc. Duh! That is the Way, the Tao.
Balance is everything.
I'm NOT a Pirate! I'm a privateer! |

Taoist Dragon
Bastion of Mad Behaviour
250
|
Posted - 2013.02.17 00:08:00 -
[282] - Quote
Noddy Comet wrote: Perhaps you should use less oxygen hyperventilating over carebears and think for a second yourself, this thread is full of those who trained these skills for something that is being taken away (The passive resist on ACTIVE hardeners that has been available for years) Again, how are these skills worth a damn now to those who solely trained them for the reason that is being removed.,... ACTIVE shield tankers??
They are not.
We are now stuck with 4 skills trained to lvl 5 for something we will most likely never even use now.
But please, blame it on the careberars and anyone who doesn't play in the sandbox according to your rules rather than a stupid nerf ending up with worthless skills taking up clone costs now. I'm sure the community will be just as empathetic when the stealth nerfbat comes around and hits an entire skill set you took the time to train to lvl 5 and is now just as worthless.
LOL DILLIGAF around carebears wishing that they are going to have to adapt to a change in skill bonus application.
It is one of the fundamental differences in shield v armour tanking. Shield has ACTIVE omni resists and PASSIVE regen. Armour has PASSIVE onmi resists and ACTIVE regen.
Once again you are asking to use a PASSIVE focussed skill to enhance an ACTIVE module. This has been mentioned before that making modules more focused is a goal so that fitting a ship is one of compromise and benefit matching. The PASSIVE component to ACTIVE modules goes against that principle.
Get over it and adapt. Or just up and quit I DGAF That is the Way, the Tao.
Balance is everything.
I'm NOT a Pirate! I'm a privateer! |

Tolkenmoon
Vulkan Innovations Hegemonous Pandorum
23
|
Posted - 2013.02.17 11:34:00 -
[283] - Quote
Also just realised the same has happened to active armour hardeners aswell. |

Tsukino Stareine
EVE University Ivy League
8
|
Posted - 2013.02.17 14:21:00 -
[284] - Quote
so what happens in wormholes in incursions where you need omni resists? |

AxeMan2
Babylonsbeast
0
|
Posted - 2013.02.17 16:24:00 -
[285] - Quote
Taoist Dragon wrote:Noddy Comet wrote: Perhaps you should use less oxygen hyperventilating over carebears and think for a second yourself, this thread is full of those who trained these skills for something that is being taken away (The passive resist on ACTIVE hardeners that has been available for years) Again, how are these skills worth a damn now to those who solely trained them for the reason that is being removed.,... ACTIVE shield tankers??
They are not.
We are now stuck with 4 skills trained to lvl 5 for something we will most likely never even use now.
But please, blame it on the careberars and anyone who doesn't play in the sandbox according to your rules rather than a stupid nerf ending up with worthless skills taking up clone costs now. I'm sure the community will be just as empathetic when the stealth nerfbat comes around and hits an entire skill set you took the time to train to lvl 5 and is now just as worthless.
LOL DILLIGAF around carebears wishing that they are going to have to adapt to a change in skill bonus application. It is one of the fundamental differences in shield v armour tanking. Shield has ACTIVE omni resists and PASSIVE regen. Armour has PASSIVE onmi resists and ACTIVE regen. Once again you are asking to use a PASSIVE focussed skill to enhance an ACTIVE module. This has been mentioned before that making modules more focused is a goal so that fitting a ship is one of compromise and benefit matching. The PASSIVE component to ACTIVE modules goes against that principle. Get over it and adapt. Or just up and quit I DGAF
First off Tao, you keep useing the word 'carebear' like you are better than someone, or like you know what you are saying. The fact is, most carebears fit RAT SPECIFIC resists, and they are not the pilots that are hurt by this. The pilots that are hurt are generally going to be pure PvP fits. Especially pilots who try and shield fit their Armor ships. This stealth nerf hurts PvP pilots the most.
Second Tao, You are a frigate pilot in faction wars. You probably are not even qualified to post in big boy threads, based on your history of fights, fits, and experience.
Lastly Tao, You do look like you give a ****, you just don't look like you know what your talking about. |

Dracvlad
Taishi Combine Saints Amongst Sinners
55
|
Posted - 2013.02.17 17:02:00 -
[286] - Quote
AxeMan2 has hit the nail on the head in terms of the impact, as did those people who quite rightly pointed out that shields need a similar module now to the Energised Adaptive Nano Membrane II. It really screws over the use of Thorax's and Talos's and weakens severely any shield ship that uses weapons that require cap, it destroyes the benefit of training up compensation skills to 5 which is what I had done for this passive bonus, it massively buffs neuting ships and they have just effectively destoyed a whole lot of usable fittings.
I am expecting a lage number of pimped Incursions ships to get destroyed after this is implemented...
Furthermore the impact on the Chimera is immense, I cannot even bring myself to use it, because I cannot fit it to fight with it, it is impossible without a similar module to the EAMN, as of now I am changing my whole training plan to train up an Archon.
This is exactly the type of action that fits with the attitude that a long term and now ex-Eve player had of CCP, I had not really seen it before, but now I do.
I designed and ran a PBEM game and I would never have implemented a change like that as a minor change, wow! |

Demolishar
United Aggression
802
|
Posted - 2013.02.17 19:15:00 -
[287] - Quote
OH NO MY 15% BONUS THAT I GET WHEN I'M NEUTED OUT AND GOING TO DIE ANYWAY IS GONE, WHAT WILL I DO? |

Eli Green
The Arrow Project
486
|
Posted - 2013.02.17 19:28:00 -
[288] - Quote
Demolishar wrote:OH NO MY 15% BONUS THAT I GET WHEN I'M NEUTED OUT AND GOING TO DIE ANYWAY IS GONE, WHAT WILL I DO?
die faster? wumbo |

Shoto Tadeka
SKOOKUM TUMTUM
14
|
Posted - 2013.02.17 21:57:00 -
[289] - Quote
Taoist Dragon wrote:I love how many armchair coders and game devs are out there.
The issues around the coding and whatnot just brought it to their attention. And once there they realised what a stoooopid idea it was to have PASSIVE bonus on an ACTIVE module.
You carebear whiney fucks just need to HTFU and get over yourselves!
I think the tears are not coming from the carebears this time my friend.......
Heres my take on this, may as well since all the other yokels have piped up.
Coming from a carebear and pvp point.
As a carebear misison / plex runner it does not affect me (or I reckon 99.9% of other carebears in the slightest) as I do the following
- Active tank for misison / plex not containing neuts
- Passive tank for mission / plex containing neuts
As a pvp role.
Adapt to the new situation and pick one of the following.
- ACTIVE
- PASSIVE
I WANT BOTH
|

Sir Substance
Quantum Triplines
552
|
Posted - 2013.02.17 22:40:00 -
[290] - Quote
Crash Lander wrote:The biggest effect this will have, will be on ganking people in highsec that forget to turn their mods on when jumping/undocking; and and that's not an insignificant change. 
Every cloud has a silver lining  Ishtar Starfire: As a pure caldari pilot i feel that with the deployment of the new tier 3 battlecruisers you have given an unfair advantage to everyone except caldari pilots. an example would be like giving a fat kid a whole cake while the skinny kid has to watch and get nothing.
|
|

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
575
|
Posted - 2013.02.17 23:00:00 -
[291] - Quote
Dracvlad wrote:Furthermore the impact on the Chimera is immense, I cannot even bring myself to use it, because I cannot fit it to fight with it...
Armor fit it, plug slaves. Problem solved?

*removed inappropriate ASCII art signature* - CCP Eterne |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
575
|
Posted - 2013.02.17 23:22:00 -
[292] - Quote
Castelo Selva wrote:Well, well, well... The real problem now is not that GÇ£the active hardeners no longer have the passive resist element, and that change are going live to TQ without any official CCP note about it (aka stealth nerf)GÇ¥ but about the usefulness or not of the compensation skills.
Those are great skills to get for other purpose than the passive 15% without stacking you get from an off line invuln. LVL5 compensation skills+OGB+off line invulns: something is wrong here, it's either active or passive, not both.
Quote:For some play base this change do not meaning nothing, but for other player base this change all they play style. So, the real question is if the compensation skills should be reimbursed or not, because it-¦s a set of lvl 5 skills that become obsolete.
Compensation skills are useful and there's no reason to reimburse those skills. Will this change some specific fits?-hope so. It's good for the game and keep smarter players entertained finding new fits and tactics.
Quote:I think that the fair is that should be a one time question at login asking if you want to be reimbursed or not, and this solve all problem. The one who are affected by the usefulness of the skill are reimbursed, and the one who want to keep it are ok either.
Compensation skills are useful, point blank.
Quote:And, of course, better communication between CCP and the player base are always welcome (no more stealth nerfs). Remember, I did not said no more changes, but no more unannounced changes, please.
They're getting better each year at communicating with players but not perfect in every situation, while I agree this could have been communicated differently, there's not that much to fuss about. Far too much panic for nothing. *removed inappropriate ASCII art signature* - CCP Eterne |

Taoist Dragon
Bastion of Mad Behaviour
256
|
Posted - 2013.02.17 23:28:00 -
[293] - Quote
Axe and Drac
I am predominently a small ship pilot yes. And I have already mentioned in a lot of my post that I don't comment on the effects in relation to big ships. As for my ability to post in 'Big boy' threads?! Get over yourself. 'Big boys' often get owned by us little men And I have been playing since day 1 of eve and been active in every size of fighting/conflict in game. Just because this character is only a couple of years old don't assume you now my entire background in eve.
However I did assume that most of the people complainng about this were 'carebears'. I geenrally don't use the term as an insult and I appologise for the few times it has come across as one. I have good personal friends who are by their own definition 'carebears'. It is a playstyle just as pirate or explorer is.
Now i see that it is the pvp'ers whineing about this. To that I say then I probably has just as much if not more of an opinion to post on the subject than if it was the carebears.
To the pvp'ers complaining I say HTFU. My eirlier comments on the PASSIVE v ACTIVE nature of the skills/bonus' are even more valid in pvp. You fit to do a job. One fit is not supposed to do it all. GET OVER IT AND ADAPT.
Stop whining and giving pvp'ers a bad name! That is the Way, the Tao.
Balance is everything.
I'm NOT a Pirate! I'm a privateer! |

Maggeridon Thoraz
Reconfiguration Nation Transmission Lost
49
|
Posted - 2013.02.18 11:34:00 -
[294] - Quote
from the patchnotes for tomorrow : Quote:Active armor hardeners and shield hardeners no longer give a passive resistance bonus when not active. Armor and shield compensation skills no longer give any bonus to active armor or shield hardeners.
these mods dont get boni if active nor passive now . as i interprete this 2 phrases. when are these skills now becoming relevant. this description is totally confusing
|

Dracvlad
Taishi Combine Saints Amongst Sinners
55
|
Posted - 2013.02.18 12:01:00 -
[295] - Quote
Maggeridon Thoraz wrote:from the patchnotes for tomorrow : Quote:Active armor hardeners and shield hardeners no longer give a passive resistance bonus when not active. Armor and shield compensation skills no longer give any bonus to active armor or shield hardeners. these mods dont get boni if active nor passive now . as i interprete this 2 phrases. when are these skills now becoming relevant. this description is totally confusing
Well it looks like they are just going to do it, such is life, but at least they are telling people which is a plus point, but the description is clear because the compensation skills only affected the passive bonus of active hardeners. Anyway its a massive buff to neuting ships, so thats going to be fun, thankfully I have all those skills so tally ho.
Tao, you seem to want to engage with me on this, in terms of Axe's comment, my backing of his comment was in regards to which ships it had the biggest impact on, though I do still think the Talos is viable, his comments aimed at your style of play or your comments on this thread have no interest for me whatsoever. Your own comments have done the talking for you, I don't need to add anything to them, rather like when I let off steam on this in terms of the signature radius penalty on shields, perhaps shields will get some skill along the lines of armour honeycombing, or perhaps not which is the point I was trying to make. No matter what your comments are, the fact is that without a passive module covering all resists for shields, the neuting of shield ships is going to be a lot more effective. That CCP decided to do this knowing full well that the passive bonus was originally added to nerf neuting shows that they are likely to want this to stop people using shields on armour ships and use the new armour modules. The knock on effects of this are profound in some areas, while a Chimera is not really a very effective PvP carrier, it can be fitted for PvP for when you get caught, however the fit now has to be based on passive modules and nerf's its tank by around 8% on the best fit I could come out with, however its acceptable. Like always I will sort out my new tactics around the current situation, however I am sad to not be able to use a couple of ships in their full glory now that this is being applied tomorrow. Have fun... |

Bouh Revetoile
TIPIAKS
243
|
Posted - 2013.02.18 13:18:00 -
[296] - Quote
Only ships affected by this tweak are capital ships, and these have plenty of slots to fit resist amplifiers, which are better when neuted dry than hardeners (way better), and can refit in space when they have a buddy (and if alone and neuted, they are screwed anyway).
These cries are only for the sake of crying IMO. |

Ottersmacker
Genos Occidere HYDRA RELOADED
349
|
Posted - 2013.02.18 13:31:00 -
[297] - Quote
well this is a surprise, so the skills that made outneuted invuls somewhat useful are pretty useless now. wouldn't advise anyone to train the shield ones now.
i just locked an open door.. strange, yet symbolically compelling. |

Dracvlad
Saints Among Sinners Executive Outcomes
55
|
Posted - 2013.02.18 15:54:00 -
[298] - Quote
Bouh Revetoile wrote:Only ships affected by this tweak are capital ships, and these have plenty of slots to fit resist amplifiers, which are better when neuted dry than hardeners (way better), and can refit in space when they have a buddy (and if alone and neuted, they are screwed anyway).
These cries are only for the sake of crying IMO.
Wrong! |

RavenPaine
raven alliance
350
|
Posted - 2013.02.18 16:40:00 -
[299] - Quote
The key question is:
What will you LOSE now, to properly fit a shield tank with the EM hole covered. The fact that you lose anything should make it clear that shield tanks have been nerfed. |

Inkarr Hashur
Sine Nobilitatis
188
|
Posted - 2013.02.18 16:45:00 -
[300] - Quote
RavenPaine wrote:The key question is:
What will you LOSE now, to properly fit a shield tank with the EM hole covered. The fact that you lose anything should make it clear that shield tanks have been nerfed.
This just in! Shield ships further encouraged to throw on an EM rig. Some inside sources claim this is what most people have already been doing anyway since forever ago. Angry players call the change, quote, "a nerf". More breaking news at 11! |
|

NextDarkKnight
Global Economy Experts Stellar Economy Experts
18
|
Posted - 2013.02.18 18:36:00 -
[301] - Quote
Some of my wormhole PVE requires the 12% passive bonus to the inactive invul field. Without a module to do this I can kiss that activity good bye now. |

Lili Lu
699
|
Posted - 2013.02.18 18:58:00 -
[302] - Quote
NextDarkKnight wrote:Some of my wormhole PVE requires the 12% passive bonus to the inactive invul field. Without a module to do this I can kiss that activity good bye now. Is that solo pve? Anyway, it looks like you will have to contemplate resistance resist rig + amp(s) usage in conjuntion with one invuln, as opposed to extender rig + specific hardener(s) plus invuln, or multiple invulns, if you want to close/reduce a resist hole. What you may lose with overall resist profile you may gain back partially with some added cap stability. Old fitting paradigms are going to have to change.
This change does not necessarilly mean shield resist skills will be lost training, One will have to refit with resist amps to take advantage. It does make eanms look better in comparison to specific hardeners for armor. But then often that was already the case. It also makes resist rigs for both tanking types look more attractive as opposed to simply fitting CDFE or trimark rigs.
Regardless this is about the only recent nerf to the existing advantages of shield tanking over armor tanking in pvp. Even this combined with the minor buffs being given to plated (because the new armor reppers and active armor bonuses will still suck) armor tanking, through the honeycombing skill and plate mass reduction on 800 and 200 versions, will probably not be enough to shift the imbalance much. I predict many ships with more lows than medium slots will continue to use nano'd shield tanks over armor tanks. |

Taoist Dragon
Bastion of Mad Behaviour
257
|
Posted - 2013.02.18 20:41:00 -
[303] - Quote
Dracvlad wrote: Tao, you seem to want to engage with me on this, in terms of Axe's comment, my backing of his comment was in regards to which ships it had the biggest impact on, though I do still think the Talos is viable, his comments aimed at your style of play or your comments on this thread have no interest for me whatsoever. Your own comments have done the talking for you, I don't need to add anything to them, rather like when I let off steam on this in terms of the signature radius penalty on shields, perhaps shields will get some skill along the lines of armour honeycombing, or perhaps not which is the point I was trying to make. No matter what your comments are, the fact is that without a passive module covering all resists for shields, the neuting of shield ships is going to be a lot more effective. That CCP decided to do this knowing full well that the passive bonus was originally added to nerf neuting shows that they are likely to want this to stop people using shields on armour ships and use the new armour modules. The knock on effects of this are profound in some areas, while a Chimera is not really a very effective PvP carrier, it can be fitted for PvP for when you get caught, however the fit now has to be based on passive modules and nerf's its tank by around 8% on the best fit I could come out with, however its acceptable. Like always I will sort out my new tactics around the current situation, however I am sad to not be able to use a couple of ships in their full glory now that this is being applied tomorrow. Have fun...
Hi Drac
I can't comment on the carriers abilities etc but I can see your point in not being able to use them in way you have become used to. As for the effect of neuting on shield ships, one of the biggest complaints by armour tankers in general is that ASB's are neut immune and armour tanking is by far more neut prone. This being said though There has been comments by ccp dev that they are reducing the number of ships with utility highs to reduce the effect of cap warfare somewhat. Just look at the rebalance that have happened so far. A lot of the frigs and cruiser don not have utility highs anymore.
The specific skills themselves are now probably more usefull for armour tanks as they are more likely to fit a passive resist module than a shield tanker but this is fine as we don't need to have the tanking systems to be he same.
But it is good to hear that you'll adapt and make it work for you. We need more people to do this rather than just complain. That is the Way, the Tao.
Balance is everything.
I'm NOT a Pirate! I'm a privateer! |

NextDarkKnight
Global Economy Experts Stellar Economy Experts
18
|
Posted - 2013.02.18 21:01:00 -
[304] - Quote
Lili Lu wrote:NextDarkKnight wrote:Some of my wormhole PVE requires the 12% passive bonus to the inactive invul field. Without a module to do this I can kiss that activity good bye now. Is that solo pve? Anyway, it looks like you will have to contemplate resistance resist rig + amp(s) usage in conjuntion with one invuln, as opposed to extender rig + specific hardener(s) plus invuln, or multiple invulns, if you want to close/reduce a resist hole. What you may lose with overall resist profile you may gain back partially with some added cap stability. Old fitting paradigms are going to have to change. This change does not necessarilly mean shield resist skills will be lost training, One will have to refit with resist amps to take advantage. It does make eanms look better in comparison to specific hardeners for armor. But then often that was already the case. It also makes resist rigs for both tanking types look more attractive as opposed to simply fitting CDFE or trimark rigs. Regardless this is about the only recent nerf to the existing advantages of shield tanking over armor tanking in pvp. Even this combined with the minor buffs being given to plated (because the new armor reppers and active armor bonuses will still suck) armor tanking, through the honeycombing skill and plate mass reduction on 800 and 200 versions, will probably not be enough to shift the imbalance much. I predict many ships with more lows than medium slots will continue to use nano'd shield tanks over armor tanks.
I'm talking capital escalations with no triage carrier where every bit of resistance counts. Without the extra resistance I have lost tengus for some of toons under heavy neut. It raise the direct cost of fielding a PVE Tengu and Loki. |

Solomunio Kzenig
East Khanid Trading Khanid Trade Syndicate
7
|
Posted - 2013.02.18 21:06:00 -
[305] - Quote
Zhilia Mann wrote:CCP Greyscale wrote:tl;dr yes, this has been removed, because we felt that for a number of reasons it wasn't a function we wanted on active hardeners This bonus came to the top of our work due to a defect, which prompted us to discuss whether we even wanted this feature in the first place. After fairly extensive discussion, we decided we would prefer to just remove it outright, for the following reasons:
- We're not, in general and with exceptions, fans of multi-function modules. EVE fitting is about trade-offs, not about having your cake and eating it. In this particular case, it was making the decision to take an active hardener over a passive one easier than it otherwise would be, which isn't a particularly good thing.
- The UX of this feature as implemented is pretty bad - there's two sets of resist attributes on the hardeners with very little explanation, the skill descriptions need to be unusually complicated to explain exactly what's going on, and it's not at all obvious from the modules that this feature even exists (see Liang's comment above).
Eh. This is annoying. Yes, I understand that fitting tradeoffs can and should exist. But so should training tradeoffs, and you've just changed that calculus significantly. That's 16 ranks of skills that no longer offer a benefit that lots of us valued. Eight of those ranks were extraordinarily niche to start with, but we chose to train them anyway -- largely because we'd still get some benefit from inactive invulns. Without that benefit I'm sure many people wouldn't have made that choice. But now you've pushed it through. That's the second point for annoyance. In general, CCP is doing much better communicating with its player constituents about changes. Where exactly was the notice on this though? No discussion, no questions, nothing in CSM minutes even. It just pops up on SiSi one day as if it were the most natural thing in the world. Well, it's not. It's actually a significant change. Anyhow. I've seen enough of these things to know that the odds of reverting this change now that it's hit SiSi are slim to none. I'd still like to see it, but I won't pretend I'll ragequit over it. Wrong direction though, folks. Poorly played.
QFT |

Fergus Runkle
Truth and Reconciliation Council
16
|
Posted - 2013.02.18 21:56:00 -
[306] - Quote
So to get anything out of these skills we need to use the passive amps, fine. How about giving shield tankers an Adaptive Nano Plating equivalent then?
The ANP / ENAP modules are what make the armour compensation skills worthwhile.
Come one throw us a bone, give us a multispectral amplifier.
please? |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
584
|
Posted - 2013.02.18 23:34:00 -
[307] - Quote
NextDarkKnight wrote:Some of my wormhole PVE requires the 12% passive bonus to the inactive invul field. Without a module to do this I can kiss that activity good bye now.
DCU II = 12.5%
Maybe you need to change your fits a little bit and play differently but it's not that much of a big change as you guys claim to be. *removed inappropriate ASCII art signature* - CCP Eterne |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
584
|
Posted - 2013.02.19 00:06:00 -
[308] - Quote
NextDarkKnight wrote:Some of my wormhole PVE requires the 12% passive bonus to the inactive invul field. Without a module to do this I can kiss that activity good bye now.
Tengu with sub +10% shield per level
1 Pithum B-Type Em (cheapo for wh guys) 1 T2 Explo Amplifier 1 DCU II 1 T2 EM rig 2 T2 LSE
No invuln fitted, resist profitle = 72.7 - 82.5 - 73.8 - 76.8
Add 1 T2 invuln and you get = 77.4 - 88.3 - 81.6 - 82.8 -change that T2 invuln and other mods for a dead space/faction ones and you get the lowest resist at 80%, add OGB and it becomes insane even with invuln off line.
Not trying to prove anything else than the simple fact you had a base 15% passive effect gone that wouldn't even provide those 15% once offline because stack penalty.
With HAMs you get a nice 750DPS without much pimp for 40km range (CNSHAM], add implants and a bit of pimp and it's about 850 without overheat for a cruiser with over 50K EHP and 680m/s with cheapo C-Type afterburner.
No big deal *removed inappropriate ASCII art signature* - CCP Eterne |

NextDarkKnight
Global Economy Experts Stellar Economy Experts
18
|
Posted - 2013.02.19 03:59:00 -
[309] - Quote
What your saying is to carry a second Tengu per person to off set the 12%. |

Human Cola
The Church of Awesome Caldari State Capturing
4
|
Posted - 2013.02.19 12:26:00 -
[310] - Quote
Sergeant Acht Scultz wrote:NextDarkKnight wrote:Some of my wormhole PVE requires the 12% passive bonus to the inactive invul field. Without a module to do this I can kiss that activity good bye now. Tengu with sub +10% shield per level1 Pithum B-Type Em (cheapo for wh guys) 1 T2 Explo Amplifier 1 DCU II 1 T2 EM rig 2 T2 LSE No invuln fitted, resist profitle = 72.7 - 82.5 - 73.8 - 76.8 Add 1 T2 invuln and you get = 77.4 - 88.3 - 81.6 - 82.8 -change that T2 invuln and other mods for a dead space/faction ones and you get the lowest resist at 80%, add OGB and it becomes insane even with invuln off line. Not trying to prove anything else than the simple fact you had a base 15% passive effect gone that wouldn't even provide those 15% once offline because stack penalty. With HAMs you get a nice 750DPS without much pimp for 40km range (CNSHAM], add implants and a bit of pimp and it's about 850 without overheat for a cruiser with over 50K EHP and 680m/s with cheapo C-Type afterburner. No big deal
So.. to offset this nerf, just fly around faction fit loot pinatas, no big deal?
|
|

Tor Gungnir
Sebiestor Tribe Minmatar Republic
424
|
Posted - 2013.02.19 13:19:00 -
[311] - Quote
Oh dear sweet Satan, they actually went ahead with it! ARGH!  Space. It seems to go on and on forever. But then you get to the end and a gorilla starts throwing barrels at you. |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
592
|
Posted - 2013.02.19 15:55:00 -
[312] - Quote
Human Cola wrote:So.. to offset this nerf, just fly around faction fit loot pinatas, no big deal?
Because farming Tengus are known to be T1 fitted? Wh dudes crying about isk? -WTF???
If you're in some WH (like OP) and can't afford to put 1 or 2 B in your farming ship, change to a better WH corp/alliance.
*removed inappropriate ASCII art signature* - CCP Eterne |

Human Cola
The Church of Awesome Caldari State Capturing
4
|
Posted - 2013.02.19 18:09:00 -
[313] - Quote
Sergeant Acht Scultz wrote:Human Cola wrote:So.. to offset this nerf, just fly around faction fit loot pinatas, no big deal? Because farming Tengus are known to be T1 fitted? Wh dudes crying about isk? -WTF??? If you're in some WH (like OP) and can't afford to put 1 or 2 B in your farming ship, change to a better WH corp/alliance.
I care not about worm holing, but I care about hits my FW ships take. |

Rroff
The Xenodus Initiative. Ministry of Inappropriate Footwork
204
|
Posted - 2013.02.19 19:03:00 -
[314] - Quote
Given the drastic effect this has on exposing the EM hole on a shield tanked ship - even armor tanked ships with the nasty explosive hole have a bit of coverage from EANMs usually this seems like a badly thought out decision. |

Malice Redeemer
Redeemer Group Joint Venture Conglomerate
132
|
Posted - 2013.02.20 07:14:00 -
[315] - Quote
This is a pretty major nerf, especially to the 4 skills that are now all but useless. Also you are showing how little you know about your game again, and its pretty sad. |

Hexxas kozak
Perkone Caldari State
0
|
Posted - 2013.02.20 09:32:00 -
[316] - Quote
well CPP is killing the game , they ****** up the battlecruiser class , the raven gor its hp reduce and lost a missile launcher slot as well , and the now the damm resistant modules they are ******* with too , thats is it for me , im quiting , new players dont have fair chance in this game , Drake was a very good lvl 3 mission runner ship for new commers but after CPP desided to nerf this ship , i see no reason for me and my alt account to stay in the game any more . thanks alot for ruining the game for me and others that dont have 7 billion skill points to counter the stupid changes you made in retribution 1.1
instead of messsing with the game like this mabee you should try and focusing on make new stuff.
|

Alayna Le'line
National Liberation Force Nomads.
75
|
Posted - 2013.02.20 13:09:00 -
[317] - Quote
AxeMan2 wrote:Especially pilots who try and shield fit their Armor ships.
This might be entirely intentional and I'm not even sure it's such a bad thing. |

Bloody Wench
305
|
Posted - 2013.02.20 14:02:00 -
[318] - Quote
Adding my voice to the change it back chorus.
Change it back. |

Malkev
GRUMPS RESEARCH TEAM
58
|
Posted - 2013.02.20 14:53:00 -
[319] - Quote
Hexxas kozak wrote:well CPP is killing the game , they f_u_c_k_e_d up the battlecruiser class , the drake got its hp reduce and lost a missile launcher slot as well , and the now the damm resistant modules they are ******* with too , thats is it for me , im quiting , new players dont have fair chance in this game , Drake was a very good lvl 3 mission runner ship for new commers but after CPP desided to nerf this ship , i see no reason for me and my alt account to stay in the game any more . thanks alot for ruining the game for me and others that dont have 7 billion skill points to counter the stupid changes you made in retribution 1.1
instead of messsing with the game like this mabee you should try and focusing on make new stuff. I'm thinking you need to learn how to fit a Drake if you think it can't handle level 3 missions anymore.
Also, continue to ignore the fact that its damage bonus was doubled. |

Malcanis
Vanishing Point. The Initiative.
7704
|
Posted - 2013.02.20 15:21:00 -
[320] - Quote
Hexxas kozak wrote:well CPP is killing the game , they ****** up the battlecruiser class , the drake got its hp reduce and lost a missile launcher slot as well , and the now the damm resistant modules they are ******* with too , thats is it for me , im quiting , new players dont have fair chance in this game , Drake was a very good lvl 3 mission runner ship for new commers but after CPP desided to nerf this ship , i see no reason for me and my alt account to stay in the game any more . thanks alot for ruining the game for me and others that dont have 7 billion skill points to counter the stupid changes you made in retribution 1.1
instead of messsing with the game like this mabee you should try and focusing on make new stuff.
*Do not bypass the profanity filter* - CCP Eterne
Did you know that there are other BCs than the drake? Vote for Malcanis for CSM8 https://forums.eveonline.com/default.aspx?g=posts&t=192717&find=unread |
|

CMD Ishikawa
Center for Advanced Studies Gallente Federation
2
|
Posted - 2013.02.20 15:57:00 -
[321] - Quote
Hexxas kozak wrote:well CPP is killing the game , they ****** up the battlecruiser class , the drake got its hp reduce and lost a missile launcher slot as well , and the now the damm resistant modules they are ******* with too , thats is it for me , im quiting , new players dont have fair chance in this game , Drake was a very good lvl 3 mission runner ship for new commers but after CPP desided to nerf this ship , i see no reason for me and my alt account to stay in the game any more . thanks alot for ruining the game for me and others that dont have 7 billion skill points to counter the stupid changes you made in retribution 1.1
instead of messsing with the game like this mabee you should try and focusing on make new stuff.
*Do not bypass the profanity filter* - CCP Eterne
Come on, if you are leaving this game because they changed one class wich indeed required rebalancing, may be this game is not for you.
There are many other ships and fittings you can try, and you don-¦t need 7 billion SP to counter those changes.
A game so complex like this will always bee seeing changes and rebalancing, just like real life the best we can do is to adapt. |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
602
|
Posted - 2013.02.20 22:11:00 -
[322] - Quote
Alayna Le'line wrote:AxeMan2 wrote:Especially pilots who try and shield fit their Armor ships. This might be entirely intentional and I'm not even sure it's such a bad thing.
Shield modules are so much out of whack that armor ships using those have the same issues for tackling (4slots it's meh) but win so much agility, speed and dps while keeping a decent tank (some times better than armor one)
This goes even more crazy when you start using faction/pirate/T2 ships with enough mids, for the record a brutal 2.5K DPS OH blaster Vindicator can still have a very decent tank (amount/resists) which is enough to clean the field from peskies thx to his brutal dps. Until these latest changes I couldn't understand why people would not shield tank their Vindicator, unless of course sitting duck games, maybe these changes will make me armor fit one at some point but I'm not very enthusiast ATM *removed inappropriate ASCII art signature* - CCP Eterne |

Alice Katsuko
Terra Incognita Unclaimed.
202
|
Posted - 2013.02.21 09:29:00 -
[323] - Quote
A frightening number of people apparently don't understand how active hardeners worked pre-patch. So I'll start off by explaining as clearly and simply as possible, using small words:
Pre-patch, active hardeners (both shield and armor) provided a small bonus when inactive, and a large bonus when active. The inactive base bonus was 1%; the active was 55% for T2 hardeners. The armor and shield compensation skills increased the passive bonus, but not the active bonus. With max skills, a hardener would provide a 15% bonus when inactive, and a 55% bonus when active. Note that the active bonus was not affected by the compensation skill.
Post-patch, active hardeners provide a large bonus when active. The active bonus is 55% for T2 hardeners. Note that the active bonus remains identical.
In comparison, a passive T2 hardener (both shield and armor) provides a base 37.5% resistance with no skills, and 46% with max skills.
To summarize, with max skills:
Active Hardener (on): 55% -> 55% Active Hardener (off): 15% -> 0% Passive Hardener: 46% -> 46%
Numbers are: Pre-Patch -> Post-Patch
The only change has been to the bonus provided by active hardeners when turned off. Since active hardeners provided a paltry 15% bonus even with max skills, there was no conceivable situation where a player would intentionally turn off an hardener while under fire.
The passive bonus came into play in two situations:
Under heavy cap pressure, a ship might not have sufficient cap to power the active hardeners. A subcap with no capacitor is generally a dead subcap. All competent capital pilots carry a set of passive hardeners for refitting; a capital that is neuted dry and does not have any support will not be saved by an extra 15% of resistance. So in cap warfare, the passive bonus was of marginal utility.
In high-lag situations, a pilot may not be able to turn on his hardeners. High-lag situations are predictable; only an idiot jumped into Asakai without expecting massive lag. Capitals carry passive hardeners in large part to be able to gracefully deal with high-lag situations.
(As an aside, shield capitals aren't considered inferior because they can't fit an EANM, but because of path-dependence and issues with the hulls themselves. The Chimera needs a CPU boost; the Hel needs a useful bonus; the Phoenix and Leviathan will be fine once capital missiles can no longer be speed-tanked by capitals; the Nag should pick a weapons platform and stick with it. Maybe some sort of slave-equivalent wouldn't hurt. There is one questionable armor capital -- the Thanatos; there are several sub-par shield capitals.)
So the passive bonus was largely irrelevant, and players know how to fit for the rare situations where active hardeners may be a liability.
The compensation skills only applied to the passive bonus. The passive bonus had nothing to do with the active bonus. The shield compensation skill was worthless for most pilots before the patch, and it is worthless pilots now. Nothing has changed.
|

Barrogh Habalu
Imperial Shipment Amarr Empire
421
|
Posted - 2013.02.21 10:53:00 -
[324] - Quote
Alice Katsuko wrote:A frightening number of people apparently don't understand how active hardeners worked pre-patch.
*snip*
So the passive bonus was largely irrelevant, and players know how to fit for the rare situations where active hardeners may be a liability. I was occasionally following this thread and it seems that people are well aware how hardeners used to work, but they disagree with passive bonus being irrelevant. |

Dav Varan
Caltech Shipyards
3
|
Posted - 2013.02.21 11:52:00 -
[325] - Quote
Active hardners originally never had passive resists. We all survived.
But the choice ccp speaks about when fitting would be nice. Now where do I get my omni passive shield tank module choice.
Yes armor dudes can get an active, but given armor tankers ability to fit cap boosters more freely it should probably have a significant cap consumption to give active resists armor tankers the same vulnerability to neuting that active resist shield tankers have. |

Painesia
R3d Nova
0
|
Posted - 2013.02.25 07:17:00 -
[326] - Quote
Not sure why so many people have a hard time understanding how the passive resists work on an active hardener , I've played the game for years and always had this understanding and have trained my characters according to the benefits of active hardeners having a passive resist when not activated . This change makes the shield and armor compensation skills significantly less valuable, can I have my SP's back to re-allocate them please. |

Bouh Revetoile
TIPIAKS
247
|
Posted - 2013.02.25 11:54:00 -
[327] - Quote
Painesia wrote:Not sure why so many people have a hard time understanding how the passive resists work on an active hardener  , I've played the game for years and always had this understanding and have trained my characters according to the benefits of active hardeners having a passive resist when not activated  . This change makes the shield and armor compensation skills significantly less valuable, can I have my SP's back to re-allocate them please. If you think your armor compensation skills are wasted, you definitely deserve not get your SP back. |

Dracvlad
Saints Among Sinners Executive Outcomes
58
|
Posted - 2013.02.25 12:40:00 -
[328] - Quote
Its amazing to see the number of people who are completely ignorant of the benefit that the passive bonus and shield compensation skills to V gave. Having benefitted from these skills a number of times in small gang and solo PvP where Curses and Pilgrims are a very nasty ship to face up against, I can only direct my contempt at CCP Greyscale for mindlessly removing them and for people who are so useless at PvP they cannot work out the value of it. I have to say I find Alice Katsuko the most amusing, because understanding the mechanics does not mean that you understand the value, and trying to project your ignorance on people who complained about it was oh so funny, I had someone sniggering suggest I read your post, all I can say is try harder, you are almost there...
I really hope that their new recent recruit to CCP who is an excellent solo PvP'r will reverse this inane decision. |

Ark Destroyer
Neutral Talent
7
|
Posted - 2013.02.25 20:03:00 -
[329] - Quote
Seems like the vast majority, armor or shield tankers, are against this... why are they doing this again? because the programming is to hard and the explanation to difficult? Neutral Talent CEO Specializing in "complete" super-capital packages
Complete supercapital packages |

Verity Sovereign
Pator Tech School Minmatar Republic
398
|
Posted - 2013.02.25 20:24:00 -
[330] - Quote
I'm still trying to find a use for my kin and exp shield comp skills, I'll keep my em and therm, but I'd like to get my Exp and Kin sp back... I'll never use them now |
|

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
619
|
Posted - 2013.02.25 21:02:00 -
[331] - Quote
Verity Sovereign wrote:I'm still trying to find a use for my kin and exp shield comp skills, I'll keep my em and therm, but I'd like to get my Exp and Kin sp back... I'll never use them now
NO!! *removed inappropriate ASCII art signature* - CCP Eterne |

Bouh Revetoile
TIPIAKS
248
|
Posted - 2013.02.25 21:14:00 -
[332] - Quote
Ark Destroyer wrote:Seems like the vast majority, armor or shield tankers, are against this... why are they doing this again? because the programming is to hard and the explanation to difficult? May be they do it for the health of the game and not to please players who only care about their SP or an easier ingame life ? |

Frostys Virpio
Lame Corp Name
339
|
Posted - 2013.02.25 22:43:00 -
[333] - Quote
Malcanis wrote:Hexxas kozak wrote:well CPP is killing the game , they ****** up the battlecruiser class , the drake got its hp reduce and lost a missile launcher slot as well , and the now the damm resistant modules they are ******* with too , thats is it for me , im quiting , new players dont have fair chance in this game , Drake was a very good lvl 3 mission runner ship for new commers but after CPP desided to nerf this ship , i see no reason for me and my alt account to stay in the game any more . thanks alot for ruining the game for me and others that dont have 7 billion skill points to counter the stupid changes you made in retribution 1.1
instead of messsing with the game like this mabee you should try and focusing on make new stuff.
*Do not bypass the profanity filter* - CCP Eterne Did you know that there are other BCs than the drake?
Even then. The drake handle lvl 3 just fine. I need to try again for lvl 4 without doing silly misstakes but I am pretty sure it will still be possible if you do not mind the long time it takes. |

IIshira
School of Applied Knowledge Caldari State
97
|
Posted - 2013.02.26 18:35:00 -
[334] - Quote
Bloody Wench wrote:Adding my voice to the change it back chorus.
I have 3 characters with shield resist comps to 5 especially for the Invul while neuted crap.
Change it back.
When you alter how a skill interacts I believe it's customary to refund those skill points. Change it back or refund those points.
32-33 days training per character is no fuckin joke Greyscale.
The change is bad for newer pilots that are shield tankers since the removal of passive resists combined with recent armor tank buffs makes shield look much less appealing. I can do both so it's only slightly annoying to me.
I would like to see CCP refund SP for skills that no longer have the same purpose when they were trained but good luck with that. How do you think Iteron Mark V pilots are going to feel when the skill goes from a month to 30 minutes.... No lube used by CCP on that one!
|

Ark Destroyer
Neutral Talent
7
|
Posted - 2013.02.26 20:22:00 -
[335] - Quote
Bouh Revetoile wrote:Ark Destroyer wrote:Seems like the vast majority, armor or shield tankers, are against this... why are they doing this again? because the programming is to hard and the explanation to difficult? May be they do it for the health of the game and not to please players who only care about their SP or an easier ingame life ?
I'm pretty sure the Sp will be reimbursed as unallocated SP like anything else they've taken away (i.e. learning skills) The SP simply doesn't vanish.
2ndly I'm more curious as to how this would improve the health of the overall game... seems like it will just improve cap warfare and limit choices to either full active (and hope to run it) or full passive, which is pretty much already being done daily. Neutral Talent CEO Specializing in "complete" super-capital packages
Complete supercapital packages |

Tyberius Franklin
Federal Navy Academy Gallente Federation
624
|
Posted - 2013.02.26 20:34:00 -
[336] - Quote
Ark Destroyer wrote:Bouh Revetoile wrote:Ark Destroyer wrote:Seems like the vast majority, armor or shield tankers, are against this... why are they doing this again? because the programming is to hard and the explanation to difficult? May be they do it for the health of the game and not to please players who only care about their SP or an easier ingame life ? I'm pretty sure the Sp will be reimbursed as unallocated SP like anything else they've taken away (i.e. learning skills) The SP simply doesn't vanish. 2ndly I'm more curious as to how this would improve the health of the overall game... seems like it will just improve cap warfare and limit choices to either full active (and hope to run it) or full passive, which is pretty much already being done daily. Change has already been made and reimbursement is not coming unless they've changed their minds since CCP Greyscale's post earlier in the thread. |

Dark Reignz
Four-Q
3
|
Posted - 2013.02.26 21:04:00 -
[337] - Quote
I've been back 3 weeks after a very long break from eve (partly because of continued nerfing to Caldari (Shield/Long range missile boats)
Come back to even more facking nerfs. Everything trained since creating my Caldari 100km+ Missile shield tanking char in 2006 is becoming more and more irrelevant.
Missiles & shield boats were always second to Armour tanking with turrets and being the sort of person to go with the underdog I went the way of Missiles & Shield boats.
Since 2006 my heavy launchers for example, the range has dropped from 90km to 64km, damage has been nerfed, the Drake nerfed and looses a launcher slot amongst the other nerfs and to top it off, my shield skills which I spent "TIME" on, increased passive resists on harderners now also become nerfed into oblivion.
Must admit, coming back after the break, getting into null sec to do a spot of ratting and struggling to kill one lone Guristas Battleship with 700k bounty in a Tengu fitted with T2 gear was absolutely depressing to say the least. (never mind the perma-ecm)
Go ahead CCP, you may aswell remove everything that makes out races different. Wipe all chars, give us bog standard shield and armour ships & modules which are the same no matter what your race is. Make turrets and missile equipment exactly the same stat wise but with different graphics and save us all the god damn time and money waisted training in such a specific way. Doing it merely to neutralise blobdonut fleets.
When you make such changes as removing a stat which some of us specifically trained for then some kind of reimbursement should be granted.
STOP FCKING NERFING UNIQUENESS! I was proud to be Caldari years ago and now I have to question... who am I now ? |

Anachronic
Abacus Industries Group Aerodyne Collective
97
|
Posted - 2013.02.26 21:42:00 -
[338] - Quote
Dark Reignz wrote:I've been back 3 weeks after a very long break from eve (partly because of continued nerfing to Caldari (Shield/Long range missile boats)
Come back to even more facking nerfs. Everything trained since creating my Caldari 100km+ Missile shield tanking char in 2006 is becoming more and more irrelevant.
Missiles & shield boats were always second to Armour tanking with turrets and being the sort of person to go with the underdog I went the way of Missiles & Shield boats.
Since 2006 my heavy launchers for example, the range has dropped from 90km to 64km, damage has been nerfed, the Drake nerfed and looses a launcher slot amongst the other nerfs and to top it off, my shield skills which I spent "TIME" on, increased passive resists on harderners now also become nerfed into oblivion.
Must admit, coming back after the break, getting into null sec to do a spot of ratting and struggling to kill one lone Guristas Battleship with 700k bounty in a Tengu fitted with T2 gear was absolutely depressing to say the least. (never mind the perma-ecm)
Go ahead CCP, you may aswell remove everything that makes out races different. Wipe all chars, give us bog standard shield and armour ships & modules which are the same no matter what your race is. Make turrets and missile equipment exactly the same stat wise but with different graphics and save us all the god damn time and money waisted training in such a specific way. Doing it merely to neutralise blobdonut fleets.
When you make such changes as removing a stat which some of us specifically trained for then some kind of reimbursement should be granted.
STOP FCKING NERFING UNIQUENESS! I was proud to be Caldari years ago and now I have to question... who am I now ?
QQ, can I have your stuff, and HTFU...yup, I pretty much think that covers it... |

Ohishi
Apocalypse Reign
34
|
Posted - 2013.02.26 21:51:00 -
[339] - Quote
I don't think people realize that most armor ships that are shield fit are also using Tengu boosts for resists. This is how out of whack OGB is. |

Verity Sovereign
Pator Tech School Minmatar Republic
398
|
Posted - 2013.02.26 22:36:00 -
[340] - Quote
Huh? how is using a shield booster ship with shield fit ships out of whack?
Certainly you don't have a problem with allowing "armor" ships to field viable shield tanks - or would you like to pretty much know the other guys fit simply by seeing his ship type?
I do agree the OGB is out of whack... but I don't see any specific problem in what you mentioned.
They are planning on fixing it so that the T3s don't boost as well as the T2 command ships (Command ships get 3% bonus to 2 types of links, T3s get 2% bonus to 3 types of links).
I would like to see boosters needing to be on grid (I'm hoping for command ships with 100% damage bonuses, and 4 missile/turret launchers, so they can still throw out good DPS on grid while boosting, otherwise the change will nerf some incursion fleets, as on grid DPS is sacrificed)
but back to the topic: If it ain't broke, don't fix it. There have been many criticisms of the balance in this game, the passive resists on active hardeners wasn't one of them - if you don't want passive effects for "active modules", then please remove the cap penalty (previously actually a bonus on hulls like the thorax) of MWDs, the scan res penalty of cloaks, the +3 to max locked targets of auto targetting systems (making them thoroughly useless)... so we at least have some consistency. Otherwise... it just looks like a lame attempt to nerf shields a bit more than Armor, as part of a lame attempt to try and balance the two rather than getting rid of the abomination that is the ASB, or fixing the still basically useless reactive armor hardeners. Oh wait, it wasn't even for balance reasons, it was primarily because they wanted an easier job coding.
I have 2 accounts, this (combined with some other changes I'm not pleased about) is causing me to allow one's subscription to lapse. I may reactivate the 2nd account later, I may not, we'll see how CCPs changes go. |
|

Dark Reignz
Four-Q
4
|
Posted - 2013.02.27 01:02:00 -
[341] - Quote
Anachronic wrote:Dark Reignz wrote:I've been back 3 weeks after a very long break from eve (partly because of continued nerfing to Caldari (Shield/Long range missile boats)
Come back to even more facking nerfs. Everything trained since creating my Caldari 100km+ Missile shield tanking char in 2006 is becoming more and more irrelevant.
Missiles & shield boats were always second to Armour tanking with turrets and being the sort of person to go with the underdog I went the way of Missiles & Shield boats.
Since 2006 my heavy launchers for example, the range has dropped from 90km to 64km, damage has been nerfed, the Drake nerfed and looses a launcher slot amongst the other nerfs and to top it off, my shield skills which I spent "TIME" on, increased passive resists on harderners now also become nerfed into oblivion.
Must admit, coming back after the break, getting into null sec to do a spot of ratting and struggling to kill one lone Guristas Battleship with 700k bounty in a Tengu fitted with T2 gear was absolutely depressing to say the least. (never mind the perma-ecm)
Go ahead CCP, you may aswell remove everything that makes out races different. Wipe all chars, give us bog standard shield and armour ships & modules which are the same no matter what your race is. Make turrets and missile equipment exactly the same stat wise but with different graphics and save us all the god damn time and money waisted training in such a specific way. Doing it merely to neutralise blobdonut fleets.
When you make such changes as removing a stat which some of us specifically trained for then some kind of reimbursement should be granted.
STOP FCKING NERFING UNIQUENESS! I was proud to be Caldari years ago and now I have to question... who am I now ? QQ, can I have your stuff, and HTFU...yup, I pretty much think that covers it...
Typical generic response from an average yet primitive eve persona. Why don't you think of something constructive and interesting to respond with rather than generic garbage or can your 1 brain cell not handle it ?
If you want my stuff, I'll give you my RL address, then you can come and say that to my face big boy. |

Dracvlad
Saints Among Sinners Executive Outcomes
58
|
Posted - 2013.02.27 08:00:00 -
[342] - Quote
The reply by the developer here was flippant to say the least, which certainly got my back up, and still does, the passive resistences had value and this is a buff to neuting, as if it needed that by the way.
I was trying to work out the benefit in terms of coding for this decision, the server still has to check if the module is off and recalculate the resistences with those that are still running, the issue is I guess that a further call has to be made to the server to get the training level. If CCP Greyscale could at least tell me straight out that there is a benefit in reducing lag in large fleet combats then I will shut up and let it go, even though its something that I valued a lot in small gang combat where neuting ships are a right pain in the butt.
The only thing I ask is that CCP introduce a passive all round shield resistence module like the EANM, at that point I can live with it. |

Ark Destroyer
Neutral Talent
13
|
Posted - 2013.02.28 19:56:00 -
[343] - Quote
Does anyone have a link to where they said the SP will simply vanish into nothingness? Or do you keep the skills and just remove the "active" part of it? I have level 5 shield and armor trained on 2 characters.... I should hope the complete skill isn't removed, that's ALLOT of Sp... Neutral Talent CEO Specializing in "complete" super-capital packages
Complete supercapital packages |

Allus Nova
Edge Mining Corp Insidious Associates
5
|
Posted - 2013.02.28 20:21:00 -
[344] - Quote
Maggeridon Thoraz wrote:somehow i get the feeling ccp is changing so many fundamental things at all that they should give all players a totall reset of the skillpoints and let the users decide where to redistribute them :-)
If only =) |

Allus Nova
Edge Mining Corp Insidious Associates
5
|
Posted - 2013.02.28 20:23:00 -
[345] - Quote
Dark Reignz wrote:Anachronic wrote:Dark Reignz wrote:I've been back 3 weeks after a very long break from eve (partly because of continued nerfing to Caldari (Shield/Long range missile boats)
Come back to even more facking nerfs. Everything trained since creating my Caldari 100km+ Missile shield tanking char in 2006 is becoming more and more irrelevant.
Missiles & shield boats were always second to Armour tanking with turrets and being the sort of person to go with the underdog I went the way of Missiles & Shield boats.
Since 2006 my heavy launchers for example, the range has dropped from 90km to 64km, damage has been nerfed, the Drake nerfed and looses a launcher slot amongst the other nerfs and to top it off, my shield skills which I spent "TIME" on, increased passive resists on harderners now also become nerfed into oblivion.
Must admit, coming back after the break, getting into null sec to do a spot of ratting and struggling to kill one lone Guristas Battleship with 700k bounty in a Tengu fitted with T2 gear was absolutely depressing to say the least. (never mind the perma-ecm)
Go ahead CCP, you may aswell remove everything that makes out races different. Wipe all chars, give us bog standard shield and armour ships & modules which are the same no matter what your race is. Make turrets and missile equipment exactly the same stat wise but with different graphics and save us all the god damn time and money waisted training in such a specific way. Doing it merely to neutralise blobdonut fleets.
When you make such changes as removing a stat which some of us specifically trained for then some kind of reimbursement should be granted.
STOP FCKING NERFING UNIQUENESS! I was proud to be Caldari years ago and now I have to question... who am I now ? QQ, can I have your stuff, and HTFU...yup, I pretty much think that covers it... Typical generic response from an average yet primitive eve persona. Why don't you think of something constructive and interesting to respond with rather than generic garbage or can your 1 brain cell not handle it ? If you want my stuff, I'll give you my RL address, then you can come and say that to my face big boy.
Where do you live? If you're close to Boston, I'll swing by and bring a case of beer, then I'll take your unused stuff. |

Anachronic
Abacus Industries Group Aerodyne Collective
97
|
Posted - 2013.02.28 22:33:00 -
[346] - Quote
Ark Destroyer wrote:Does anyone have a link to where they said the SP will simply vanish into nothingness? Or do you keep the skills and just remove the "active" part of it? I have level 5 shield and armor trained on 2 characters.... I should hope the complete skill isn't removed, that's ALLOT of Sp...
SP have never just "vanished" into thin air. When a skill is removed they reimburse the correct amount as unallocated. However in this case the skill still has a use so fat chance of these skills getting reimbursed...also they don't need reimbursement |

Anachronic
Abacus Industries Group Aerodyne Collective
97
|
Posted - 2013.02.28 22:34:00 -
[347] - Quote
Allus Nova wrote:Dark Reignz wrote:Anachronic wrote:Dark Reignz wrote:I've been back 3 weeks after a very long break from eve (partly because of continued nerfing to Caldari (Shield/Long range missile boats)
Come back to even more facking nerfs. Everything trained since creating my Caldari 100km+ Missile shield tanking char in 2006 is becoming more and more irrelevant.
Missiles & shield boats were always second to Armour tanking with turrets and being the sort of person to go with the underdog I went the way of Missiles & Shield boats.
Since 2006 my heavy launchers for example, the range has dropped from 90km to 64km, damage has been nerfed, the Drake nerfed and looses a launcher slot amongst the other nerfs and to top it off, my shield skills which I spent "TIME" on, increased passive resists on harderners now also become nerfed into oblivion.
Must admit, coming back after the break, getting into null sec to do a spot of ratting and struggling to kill one lone Guristas Battleship with 700k bounty in a Tengu fitted with T2 gear was absolutely depressing to say the least. (never mind the perma-ecm)
Go ahead CCP, you may aswell remove everything that makes out races different. Wipe all chars, give us bog standard shield and armour ships & modules which are the same no matter what your race is. Make turrets and missile equipment exactly the same stat wise but with different graphics and save us all the god damn time and money waisted training in such a specific way. Doing it merely to neutralise blobdonut fleets.
When you make such changes as removing a stat which some of us specifically trained for then some kind of reimbursement should be granted.
STOP FCKING NERFING UNIQUENESS! I was proud to be Caldari years ago and now I have to question... who am I now ? QQ, can I have your stuff, and HTFU...yup, I pretty much think that covers it... Typical generic response from an average yet primitive eve persona. Why don't you think of something constructive and interesting to respond with rather than generic garbage or can your 1 brain cell not handle it ? If you want my stuff, I'll give you my RL address, then you can come and say that to my face big boy. Where do you live? If you're close to Boston, I'll swing by and bring a case of beer, then I'll take your unused stuff.
Hell if it's within a day's car drive of me I'd do it... |

Karl Mattar
Caldari Independent Navy Reserve The Fourth District
0
|
Posted - 2013.03.01 17:36:00 -
[348] - Quote
Well, if you are really concerned about being able to use a passive shield resistance skill bonus, there are always Officer-quality mods that hold up remarkably well when compared to actives.
Just going to cost you a bit.
Ultimately, I think this change is minor. If I have to rely on the passive resistance quality of my shields in pvp, I certainly have bigger issues to be worried about than if I'm getting x% or y%... |

Kodama Ikari
Concordiat Spaceship Samurai
14
|
Posted - 2013.03.01 21:02:00 -
[349] - Quote
For the record, this was mostly a problem with the invuln getting full bonuses from each skill. they could have left the skills on type-specific armor and shield hardeners. That said, i don't care, this is a minor change.
Dark Reignz wrote:
Typical generic response from an average yet primitive eve persona. Why don't you think of something constructive and interesting to respond with rather than generic garbage or can your 1 brain cell not handle it ?
Your entire post was a whine about things changing. Including things that changed that you're upset about that most people agree was a good change. You're even whining about changes to caldari that were even buffs. Missiles are stronger in pvp than they've been in a long time, and if you can't kill rats in a t2 fit tengu, then take it from me, the missiles are not the problem.
Dracvlad wrote:
The reply by the developer here was flippant to say the least, which certainly got my back up, and still does, the passive resistences had value and this is a buff to neuting, as if it needed that by the way.
Not thinking the issue is as significant as you think it is does not mean he was flippant.
Quote:I was trying to work out the benefit in terms of coding for this decision.. If CCP Greyscale could at least tell me straight out that there is a benefit in reducing lag in large fleet combats then I will shut up and let it go
To my knowledge, they never stated this was anything beyond a game design decision, which is sufficient reason to change something.
Quote:The only thing I ask is that CCP introduce a passive all round shield resistence module like the EANM, at that point I can live with it.
LOL. What a reasonable and completely original request. I'm sure CCP have never heard this asked for before. |

PAPULA
The Dark Tribe
10
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Posted - 2013.03.02 08:24:00 -
[350] - Quote
CCP Greyscale wrote:tl;dr yes, this has been removed, because we felt that for a number of reasons it wasn't a function we wanted on active hardeners This bonus came to the top of our work due to a defect, which prompted us to discuss whether we even wanted this feature in the first place. After fairly extensive discussion, we decided we would prefer to just remove it outright, for the following reasons:
- We're not, in general and with exceptions, fans of multi-function modules. EVE fitting is about trade-offs, not about having your cake and eating it. In this particular case, it was making the decision to take an active hardener over a passive one easier than it otherwise would be, which isn't a particularly good thing.
- The UX of this feature as implemented is pretty bad - there's two sets of resist attributes on the hardeners with very little explanation, the skill descriptions need to be unusually complicated to explain exactly what's going on, and it's not at all obvious from the modules that this feature even exists (see Liang's comment above).
Yes ccp keep nerfing items, people will leave and you'll get less and less people in game. Removing passive resists is very stupid move another skill just became obsolete. |
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Bouh Revetoile
TIPIAKS
248
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Posted - 2013.03.02 11:44:00 -
[351] - Quote
PAPULA wrote:Yes ccp keep nerfing items, people will leave and you'll get less and less people in game. Removing passive resists is very stupid move another skill just became obsolete. OR the game will be better, and more people will enjoy it (even despiter the left of whiners whom Santa Claus never disapointed) and they will, infact, EARN customers ! |

Zan Shiro
Alternative Enterprises
115
|
Posted - 2013.03.02 11:54:00 -
[352] - Quote
PAPULA wrote:[quote=CCP Greyscale]Yes ccp keep nerfing items, people will leave and you'll get less and less people in game. Removing passive resists is very stupid move another skill just became obsolete.
if the number of true passive tank players left eve...they would not be laying off devs. I rarely see true passive drakes for example. being a purist a true passive drake would be passive resists. You don't get this in pvp. Its at least invul II which technically violates true passive fit. Pve drake fits, I rarely see this. For good reason. I happen to run passive resists on my tengu. Gist B's (especially em, tie the priciest of the lot) is not worth it the cost for a drake imo. Depending on market the 1 em resist alone can buy 2-3 drakes ffs.
For the armour peeps, it is worth noting many went hmm....we could do that? they did not even know about the recent loophole until ccp sealed it up. Those who have lost it...they did not not lsoe much. Once cap is dead to actively use the mod not having power, ships is dead generally. The boosted non-active bonus of invul II never saved a caldari ship...because that means its usually paired em II hard is now dead and that EM hole jsut got gaped real bad. Armour would be the same.
And also worth noting for shield and armour the training of resist comp skills has always been a good debate as to whether to train them in the first place. If you ask certain people, these were already worhtless skills to train for years. they only pay off when you ds or higher resist fittings. Going back to my tengu, with my gist b fittings I only equal or slighlty edge out a plain ole t2 active hard resist fitting wise.
My most expensive fit is em/therm....I pay current market price around 200 mil to get about the same resists as a 4 mil 2 active hard fit. Its value to me in the past was tis help me get cap stable. And there in lies the value of passive resists. they have always sucked unless uber blinged (A types and officer are nice...and cost 4 arms and 4 legs) but if you wanted better cap performance they got you that.
Don't need cap stable or close...I would not fault anyone for avoiding them. I'd encourage it.
Beyond this the most common reason to train passive resists was caps. Because you would bling them a bit resist wise and well at around 2 bil to lose 20 days to master em and thermal passive resists it might be worth it. Do what you can to get the 2 bil ship home kind of thing. master the passive skills to keep your rifter alive....not even worth it.
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Skorpynekomimi
465
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Posted - 2013.03.02 12:03:00 -
[353] - Quote
Looks to me like the shield comp skills are now actually useful to train. Flat bonuses! |

Drake Doe
SVER True Blood Unclaimed.
45
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Posted - 2013.03.02 12:07:00 -
[354] - Quote
So some shield tankers claim this has made armor better deslite rhis affecting armor too? Why would you even depend on something which clearly makes another mod useless without draining cap and expect that not to be fixed? |

Dracvlad
Saints Among Sinners Executive Outcomes
59
|
Posted - 2013.03.02 15:12:00 -
[355] - Quote
Kodama Ikari wrote:For the record, this was mostly a problem with the invuln getting full bonuses from each skill. they could have left the skills on type-specific armor and shield hardeners. That said, i don't care, this is a minor change.
You may not care but others do, you may find it minor, but I have been in a number of combats 1v1 or in small gangs where having the skill trained up to 5 and having the passive resistence saved my butt. Now neuting ships become even more over powered.
Kodama Ikari wrote: Not thinking the issue is as significant as you think it is does not mean he was flippant..
Again I disagree, because as I said I have benefitted from this skill and passive resistence, you obviously have not, but it seemed like a snap decision to make programming the code easier. As I code SQL myself I know the difference that this call would make in a high lag situation, and as I said if it was done to make lag less then I would accept it, but do not think it was right because he decided that it was too difficult to code.
Kodama Ikari wrote: To my knowledge, they never stated this was anything beyond a game design decision, which is sufficient reason to change something..
Like a game design putting it in in the first place, because neuting was over powered, its fun having friends who have been in the game a long time and remember the passive resistence being added.
Kodama Ikari wrote: LOL. What a reasonable and completely original request. I'm sure CCP have never heard this asked for before.
Its in this thread, its needed because at this point we have an issue in terms of fitting shield tanks, a neuting ship now is more overpowered against shield ships than armour ships because they have a passive general resistence module. So I repeat my point, CCP need to introduce one for shield, it does not matter if its a original request or not, before they removed the passive bonus I was OK with not having one, now without the passive bonus its needed.
I am going to watch your KB for any loss with you in a shield ship against neuting ships and send you an amused mail, but found that you had no ready available record on Eve Kill or Battleclinic, so can only assume that you don't PvP much, hence your ignorance on the value. |

Bloody Wench
307
|
Posted - 2013.03.23 10:27:00 -
[356] - Quote
IIshira wrote:Bloody Wench wrote:Adding my voice to the change it back chorus.
I have 3 characters with shield resist comps to 5 especially for the Invul while neuted crap.
Change it back.
When you alter how a skill interacts I believe it's customary to refund those skill points. Change it back or refund those points.
32-33 days training per character is no fuckin joke Greyscale. The change is bad for newer pilots that are shield tankers since the removal of passive resists combined with recent armor tank buffs makes shield look much less appealing. I can do both so it's only slightly annoying to me. I would like to see CCP refund SP for skills that no longer have the same purpose when they were trained but good luck with that. How do you think Iteron Mark V pilots are going to feel when the skill goes from a month to 30 minutes.... No lube used by CCP on that one!
I know i'll be switching over to itty Mk5's the second it goes live, despite currently using mammoths at lvl 4 for my lowbie alts. |
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