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Thread Statistics | Show CCP posts - 7 post(s) |

Askulf Joringer
Sebiestor Tribe Minmatar Republic
32
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Posted - 2013.04.12 19:40:00 -
[1] - Quote
Bakuhz wrote:
i have seen you make great changes fozzie
some were in the beginning creeping me out but in the end it all went good im still ok with all the changes BS changes and the laser changes are a nice thign to start aswell
but kicking alot of ships in the nuts that cost a alot to train buy flie etc, those are the onces being kicked in the nuts unprovoked
but i will see what happens
The 5% resistance bonus is undoubtedly overpowred and have been since forever. A modest and reasonable nerf from 5% to 4% to this bonus is an EXTREMELY good change for overall balance. Fozzie has already done a fantastic job describing exactly why this change is good and to be quite honest, every point he made is 100% spot on.
A nerf from 25% to 20% resistance is hardly a "kick in the nuts" especially when these ships are already sporting arguably the most powerful bonus in the game.
Stop being Biased and look at the health of eve as a hole. |

Askulf Joringer
Sebiestor Tribe Minmatar Republic
33
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Posted - 2013.04.12 20:05:00 -
[2] - Quote
Bakuhz wrote:
remember neuting the hardners is also killing resist recently to the bare hull resists thsi might be a bit to much i advice to look at each ship itself and not nerf the full rack of ships out there that have bonus to resists
and then see what happens a bit more math and less trial and error perhaps they get paid for it really good i expect a bit more care when its hitting a large group at once
rest im just going to sit this one out and see what happens
Honesty If I were fozzie and the current balance I would have gone after this resistance bonus more harshly than he did. The bonus has an effect on all 3 types of tanking, passive, RR, and active! The fact that you get a 25% bonus to each (20% resistance = about 25% as shown in fozzie's math) is extremely, extremely powerful.
As for you point about "the full rack of ships" The vast and I say vast majority of bonuses in this game are more or less statically carried over from ship to ship with few exceptions. I think there are far better ways to balance the overall lineup of ships with resistance bonus other than giving some a 4% per level and others a 5% per level. While a counter to this argument may be the increasing trend for 10% dmg bonuses per level to show up on ships within the same class as ships with a 5% there is a big difference. The difference is that the effect of this bonus is regulated by the total number of turrets the ship is able to fit. There is no regulation on the total number of tanking modules a ship can have outside the number of slots that show up on the ship. As it turns out the ship with the resistance bonus often have more tanking slots than ships w/o the bonus anyway...
About hardeners loosing there "passive" resistance portion when turned off truly holds no bearing on the discussion as this applies to ships with the bonus and w/o the bonus equally. Also this has nothing to do with what the devs are getting payed, neither you or I know that and even if we did I don't see how their pay rate can be related to the discussion at hand.
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Askulf Joringer
Sebiestor Tribe Minmatar Republic
33
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Posted - 2013.04.12 20:14:00 -
[3] - Quote
CCP Fozzie wrote:IMPORTANT NOTICE: If you feel strongly about this change, either liking or disliking it, you should vote for CSM 8 and tell your representatives how you feel. CSM 8 will be taking office before the launch of Odyssey. Vote from now until April 18th here.
This is something I strongly disagree with from a game development standpoint. Much of the CSM election has to do with internal and meta influences well beyond that of the goal of "overall game health". Many of the CSMs have personal and corporate/powerblock goals in mind. Leave it to discussions in which the entire community can partake in (forums) or up to the internal discretion of the balance team. |

Askulf Joringer
Sebiestor Tribe Minmatar Republic
34
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Posted - 2013.04.12 20:27:00 -
[4] - Quote
Naomi Knight wrote:Why not make a new ewar type that lowers remote reps on the target? Even that would be better than this change.
?
I fail to see how this change is bad in any form. The modest decrease in ehp/self rep/ remote rep that will be experienced by ships with this resistance bonus is hardly game breaking at any level. The undeniable reality is that this nerf is needed and HAS been needed for years. It's something that has been talked about by veteran pvpers since like forever.
I again ask that the community try and separate themselves from their personal bias and do their best to look at the health of the game as a whole.
Now to comment on your actual suggestion rather than the "even that would be better" remark. Some form of Ewar that would have a modest effect on the amount of RR received could very well be a great solution. Currently there comes a point when fielding many logi that the fights are just far too uneventful. Long fights are fun and all but when it comes down to a fleet of 100 having the proper fleet comp not even loosing a single ship to a fleet of 70 that may not have as many logi in a brawl, something is inherently broken in the overall mechanics of RR Fleet warfare.
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Askulf Joringer
Sebiestor Tribe Minmatar Republic
35
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Posted - 2013.04.12 20:38:00 -
[5] - Quote
Van Mathias wrote:No argument that this particular area needs adjustment, we are just arguing over where the adjustment should be made, and how. As it stands, the current suggestion of the 1% nerf to hull bonuses is deeply unpopular with those people who actually fly those hulls. CCP should consider this significant. I am hoping that this nerf will be implemented in another fashion.
Health of the game is > than popularity, especially when the proposal being "unpopular" is almost entirely based on personal bias.
The comments about certain ships needed a 5% more than a 4% may very well be valid however there are better ways to improve the survivability of these ships other than mixing up the consistency of bonuses that is almost always found (yes 7.5% and 10% to rep bonus is an example of an inconsistency)
I still very strongly support fozzie and his teams choice of nerfing the bonus, it's been a long time coming and once people get beyond foolish bias, they will come around just as many of them have come around to previously unpopular healthy changes.
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Askulf Joringer
Sebiestor Tribe Minmatar Republic
35
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Posted - 2013.04.12 20:48:00 -
[6] - Quote
Van Mathias wrote:So sayeth the Minmatar player, who stands to gain in every way from this, as opposed to a small time Rokh pilot, who will be drastically effected negatively by this change. I don't run in megablobs, or often have access to an OGB and/or booster.
Stop acting like a nerf from 5% to 4% per level is anything drastic. You lot are being overly emotional about this fantastic and justified change proposal. |

Askulf Joringer
Sebiestor Tribe Minmatar Republic
35
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Posted - 2013.04.12 20:56:00 -
[7] - Quote
X Gallentius wrote:Johnson Oramara wrote:So what is the problem to raise the bonus for them then if it is an issue? Probably nothing except CCP said they didn't want to raise the self repping bonuses.
Read the explanation provided next time before commenting on it.
The reason behind not increasing the rep bonus to achieve the goal of improving active tanking is that it essentially makes it mandatory to fly a ship with the rep bonus for active tanking to be at all viable. It also would vastly break the balance of active tanking on shield ships. While some may say that you could just increase the rep bonus on armor ships, the better solution is to retain a static bonus between both shield and armor and go after the modules themselves. Furthermore increasing the rep bonus does nothing in alleviating the problem of the resistance bonus being over powered. Thus they nerf the resistance bonus.
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Askulf Joringer
Sebiestor Tribe Minmatar Republic
36
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Posted - 2013.04.12 21:02:00 -
[8] - Quote
Petrified wrote:And please show more love the the Nighthawk and Vulture. 
I really really REALLY! hope that the Command ship lineup makes it into the summer xpack. A full lineup of well balanced t2 BCs would be so fun to play with and a fantastic "end game" for many of those seeking sub cap pvp.
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Askulf Joringer
Sebiestor Tribe Minmatar Republic
38
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Posted - 2013.04.12 21:19:00 -
[9] - Quote
Sentamon wrote:CCP Fozzie wrote: forcing the rise of alpha-only strategies Don't lower resists make alpha-only strategies even more powerful? If the goal is to weaken alpha-strikes, how about adding modules or game mechanics that reduce possibility of, or the impact of, a massive amount of damage incoming at the same time?
Then you make logi even more OP. If you're going to apply this kind of sweeping change to damage, you better do it to logi as well.
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Askulf Joringer
Sebiestor Tribe Minmatar Republic
41
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Posted - 2013.04.12 23:30:00 -
[10] - Quote
Admiral Rufus wrote:Oh yet further destroy solo and small gang PvP by taking our ships that give us time to survive and gtfo of outnumbered engagements. Perhaps I should run a t3 booster to compensate because that obviously puts more money in ccp's pocket for the 2nd account that's required....
How in the **** is nerfing a predominately fleet oriented bonus nerfing small scale pvp? |
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Askulf Joringer
Sebiestor Tribe Minmatar Republic
41
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Posted - 2013.04.12 23:33:00 -
[11] - Quote
Van Mathias wrote:Then why not increase the active tank bonus from 7.5% to 10%, like range bonuses? Oh, right, CCP hates tough tanks on ships.
Been explained many many times. 10% per level is too powerful in the sense that it is solving the issue with active tanking in the wrong way. What a 10% per level to rep amount per level does is make it almost mandatory to use a ship with this bonus to active tank. The solution, as was stated during the armor 1.5 discussion is to improve the modules themselves.
Furthermore, 10% rep per level on shield ships would be completely out of whack. ASB and deadspace shield boosters are already so much better than their armor cousins it's not even funny. Last thing we need is to make them even more broken.
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Askulf Joringer
Sebiestor Tribe Minmatar Republic
41
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Posted - 2013.04.13 00:56:00 -
[12] - Quote
Van Mathias wrote:How I fit my ship is very relevant, because how much actual raw dps is sliced off at the end of the calculation is dependent on where my resists are at the time. I have already done the math for you, explaining to you how this works.
Indeed, it is this phenomena that has directly lead to the discussion and planned implementation of the proposed nerf. If what I was saying was false, we wouldn't be having this conversation. After all, a 13 Dps bonus will eat thru your ship a lot more slowly than a 30 DPS bonus, even though both bonuses are given by the same proportional stat adjustment.
Also, the previous example uses the same DPS against two different resistances. No difference in original damage was made. So I'm now starting to wonder if you are even reading what I'm writing.
Stop posting
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Askulf Joringer
Sebiestor Tribe Minmatar Republic
42
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Posted - 2013.04.13 05:37:00 -
[13] - Quote
Celestial One wrote:CCP Fozzie wrote:Shield: ... Skiff, Mackinaw, Hulk,... Thrown in for the tears or was this really an issue with these hull?
OMG, a 6.6%(something) nerf to damage taken totally break the hull!.....
If people are trying to suicide gank you, they will. This really changes nothing. Stop grasping at straws. |

Askulf Joringer
Sebiestor Tribe Minmatar Republic
43
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Posted - 2013.04.13 14:09:00 -
[14] - Quote
Johnson Oramara wrote: If you would think for a while you would notice that this won't actually address the problem too well and also creates even more issues.
There could be 90% reduction in capitals ehp or 90% reduction in moongoo with some random excuse and your kind of people would be here telling how great it is.
Are you really comparing a reduction from 5% to 4% resistance per level to a 90% capital ship ehp nerf in the sense that people who support the resistance bonus nerf would support a super harash cap ehp nerf?
Come now dude, you're being a bit ********.
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Askulf Joringer
Sebiestor Tribe Minmatar Republic
46
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Posted - 2013.04.13 16:23:00 -
[15] - Quote
Cabooze Skadoosh wrote:
Some people said prophecy is better at active tanking than the gallente active tanking BCs but that's only because it gets one more lowslot than the two. But in the contrary it gets 100 less dps in such fit to balance it out. Even if utilizing the excess lowslot for damage modifier it gets slightly worse tank but still can't beat the two gallente ships in dps.
It actually has to do with the fact that the additional hp granted by the resistance bonus compared to the rep bonus takes many many many minutes to "break even" with for a rep bonus ship. The duration to break even is honestly longer than you have cap charges. Combine that with the additional low and bam, you have a proph that does comparable drone damage even with 1 less drone, active tanks arguably better, and has the option of being significantly more fleet viable than the myrmidon.
All in all Proph > myrm in all but a very few specific cases.
Buffing the rep amount bonus to 10% per level is not the right solution as it only fixes active tanking on ships with said rep bonus. The proper solution is the nerf the resistance bonus as is being done to increase the gap in active tank while also buffing armor reppers (medium and large) by a modest amount in both cap consumption and hp repped. The amount of "buff" should be no more than 7.5% to 10%, anything else would be a bit over the top. |

Askulf Joringer
Sebiestor Tribe Minmatar Republic
48
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Posted - 2013.04.13 22:20:00 -
[16] - Quote
Noisrevbus wrote:CCP Fozzie wrote: Finally it's important to look at the value of these resistance bonuses combined with remote repair modules. Remote repair systems are extremely powerful in the current EVE meta, and I have stated in the past that we do not intend to increase the power of the highest end repair strategies (Tech Two Logistics and capital remote repairing) because they are on the edge of overpowered. Remote repair gameplay is some of the most fun gameplay we have (and is my personal favourite activity in 0.0) but is also responsible for discouraging fights and for forcing the rise of alpha-only strategies. Spidertanking strategies like Slowcat carriers are some of the post powerful tactics in the game, and it's no accident that those strategies rely entirely on resist bonused ships
I think you are making a serious mistake, and that is based on the underlined part. What you say is definately related, but i would argue that the issue lie in the opposite of what was underlined: The unchecked power of alpha and numerical scaling is what has cemented the popularity of buffer-RR and dumbed the game down to alpha-only strategies. It's disheartening to see that CCP do not learn from their mistakes. We do not have alpha-only strategies because that is the only way to deal with powerful resistances, buffers and RR; we have alpha-only strategies because that has gradually become the most powerful way to deal with any resistance, buffer or RR. The buffer-RR tanking strategies splashing over into Carriers is simply the result of buffer-projection scaling to the next level. This does not provide alternatives to subcapital blobs any more than the HP-nerf provided alternatives to supercapital blobs. The king is dead, long live the king. Lowering buffers lower the barrier of entry to alpha-only strategy, but it does not encourage other tactics, smaller ships, smaller gangs or fighting undermanned. The first few months of BC3 should have taught you this. What happened to all those (smaller-) gangs roaming the map in BC3? Most of the interesting smaller-scale action (think: RnK movies) in the game involve defensible gangs, utilization of other effects (EW, control) than sheer volley damage and sticking one's neck out in order to overcome the status quo. When that status quo exist you also see all those other inventive ways to deal with buffers and RR. Look at any undermanned action and you will see that they favour highly defensible gangs (100mn, cloaking, drops etc.). It's a terrible shame to see you getting it backwards, again, and heading towards implementing changes that feed the blob, discourage undermanned engagement (so we get more "nah, they had more dudes, let's not even try to fight them") and send more smaller entities from the holistic interactive sandbox and into peer-active themeparks... again. Baddons, Rokhs, Loki, Tengu, Archons et. al. are favoured because too many ships or weapons Alpha other options even easier and tackling people have become far too easy so it's just a matter of sitting still and projecting both tackle and damage. Who sticks their neck out, take that risk chasing after those targets to land that precious tackle anymore? Who grabs that extreme damage SR weapon and overheat his guns like a madman to break through anymore? Now, we'll have even less reason to do it. If you want to switch-up the paradigm you do it by affecting the offensive power of damage projection first; improve counters to bubbles, points, webs and painters - depreciate alpha, reach and ammunition flexibility. Then couple that with bottom-up economy, changes to infrastructure and all those prioritized issues that we expect you to fix by this summer.
And this is why we need a dislike button
A very modest nerf to an overpowered bonus has been needed for years...
-1 from me towards this personal bias evaluation. |

Askulf Joringer
Sebiestor Tribe Minmatar Republic
48
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Posted - 2013.04.13 22:42:00 -
[17] - Quote
Noisrevbus wrote:Askulf Joringer wrote:
And this is why we need a dislike button
A very modest nerf to an overpowered bonus has been needed for years...
-1 from me towards this personal bias evaluation.
Is that why i have more likes than you? If you take exception to my arguments... Here's a novel idea: Try to raise some points against them, leave that safety railing and come discuss the topic in earnest.
Omg, some nice "how many likes do you have" **** measuring going on here, get over yourself bud.
As for the reasons? They have been explained by fozzie and most certainly will be going live. Resistance bonus is overpowered and has been for a long time.
I'd rather not go into excessive detail to explain why you're point are full of **** as the points have already been made many times during this thread. In the end, only fools are denying the fact that 5% resistance per level is broken. As usual these fools will come around and understand the necessary reality of this change in due time.
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Askulf Joringer
Sebiestor Tribe Minmatar Republic
48
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Posted - 2013.04.13 22:57:00 -
[18] - Quote
Noisrevbus wrote: What do you expect to come out of this change? I am very curious about that.
I'll address this one question you make, as for the rest. Go read the thread.
What do I think will come out of this change? A modestly more well balanced eve which is pretty much guaranteed by this inevitable balance pass. |

Askulf Joringer
Sebiestor Tribe Minmatar Republic
48
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Posted - 2013.04.13 23:13:00 -
[19] - Quote
Noisrevbus wrote: I am giving you the benefit of doubt here and don't write you off as that stupid, so take this opportunity to plead your case. I am assuming that there is a very specific balance you must be referring to because the content-driving "balance" in EVE right now is Alpha on free platforms (Goons) vs. Supers (PL). If you'd refer to some balance in general, that would be it.
Believe it or not bub, but eve is not balanced around Goons and Pl.
As for claiming that this is the content that is driving the balance push in eve atm, you really are oversimplifying things.
Keep going tho, I see you're getting a bit Agg over this  |

Askulf Joringer
Sebiestor Tribe Minmatar Republic
48
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Posted - 2013.04.13 23:14:00 -
[20] - Quote
Bigg Gun wrote:Can we please have all local rep armor bonuses transferred to 4% armor resistance bonuses??? Who uses local reps anymore anyway??? I'd rather not take a lot of damage than repair a lot of damage.
Just what we need, even more normalization of ships and their roles. As for saying that no one even uses local reppers anymore... You could not be any further from the truth.
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Askulf Joringer
Sebiestor Tribe Minmatar Republic
49
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Posted - 2013.04.15 03:17:00 -
[21] - Quote
Quindaster wrote:Remove this, nerf that...you killing this game and people do not have reason to play it more because they always apset and feel, theys skills and time now worth nothing. If you want to create some balance - create new ships with new abbilities and bonuses, and leave Amarr ships like they are, and simply create new ships, or new guns. But no, you from BMW try to do AUDI and from AUDI try to do some chinies cheap copy, and in the end after few changes we will all get some metal scrabs.
Try to create new ships, and not modify 10 times 8 years old ships. If we will have ships with new abbility - we will have ballance in game by this new combinations of fleets and not reusing 100 times same tactics and after your "ballance" we need to find how the f**k we can do the same now...
/facepalm
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Askulf Joringer
Sebiestor Tribe Minmatar Republic
52
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Posted - 2013.04.16 12:14:00 -
[22] - Quote
Cardano Firesnake wrote:That's true! High resistances are better than lot of Hitpoints! You will quickly understand the effect of these change when a two undred ships fleet will alpha something. If beforr you had the hope to survive enough time to get reps, this time is over.
There is a small number of alliances capable to create such fleet, their domination sould be reinforced by this change.
Good Job CCP.
I ask myself something, why should we come with logi as they will have nothing to repair? We should perharps come with only more BS to have a better alpha.
Dude, you need to actually run the numbers instead of just jumping on the bandwagon of cry babies that infest the **** out of this thread. The nerf is not nearly as significant as you are making it out to be. It's a 6.6ish% difference in your primary tanks ehp...
Cry babies, everywhere. This is one of the worst eve-o threads of all time.
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