
Jill Antaris
Imperial Academy Amarr Empire
38
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Posted - 2013.05.06 15:07:00 -
[1] - Quote
Little Dragon Khamez wrote:The math is what trouble me.
When the dev's claim that resist bonuses outperform local rep bonuses I always think 'what's wrong with that they should do'.
By making a bonus equal the devs are actually removing choice from the game. If local rep modules vs resists equate to exactly the same where is the choice? Mathematically we're all equal! Once again it doesn't matter how we fit our ships if we slap on plates or extenders in lieu of a stacking mods to get better resists our individual choices amount to nothing, no edge whatsoever.
This is very frustrating in a game where you live or die by the edge that you create. Given that reppers and shield boosters use cap I think they should actually be more powerful, 10% per level like the recently nerfed incursus seems fine. It's a good and fair trade off in the sense that I am willing to trade cap for a powerful edge in bonus hitpoints that combined with my skills I can craft into a valuable defence.
The resist bonus, even with 4% per level is still considerable better overall than the active tanking bonus(it improves EHP, RR, local rep, reduces resistance holes and improves the advantage of plates and slaves). The only difference is that it isn't just as good or even situational(high dps intake) better than the active tanking bonus during active tanking.
The active tanking bonus on it's own would be fine with 10%, however improved by faction gear, drugs, implants and gang bonuses you get silly numbers pretty quick and this doesn't really need to be any more problematic as it is. Overall combining the active tank bonus with a cap efficiency bonus for active tank modules, a overheating bonus(strength or duration) or a fitting bonus(to improve dps while active tanking) would be far easier to balance and even more useful if you look at plain T2 tanks. As it stands the active tanking bonus is still to limited, since it only works if you actually take only moderate damage, only while your repps run, only while you have cap for your repps and the active tank reducing options for dps, range and utility a lot by the high fitting/slot requirement for a useful active tank in pvp.
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