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Sisohiv
Center for Advanced Studies Gallente Federation
231
|
Posted - 2013.05.24 11:19:00 -
[931] - Quote
These changes are clearly aimed at some sort of simplified code and has nothing to do with balance of game mechanics.
Is it good, is it bad? It's irrelevant.
Smaller engagements revolve around tackle. Larger engagements revolve around fleet alpha. Gank beats tank, it always has in EVE. Do what you want. |

Cearain
Black Dragon Fighting Society The Devil's Tattoo
961
|
Posted - 2013.05.24 13:55:00 -
[932] - Quote
The following post is a bit dramatic but I think there is a grain of truth to it.
I think ccp is making ships and bonuses more the same in the quest for balance. It is the easy/lazy way to balance.
Not only is this bonus getting made to be equivalent to every other but we see this in other areas of balance.
First lasers hit far out so they buffed autocannons by having them hit far out due to tes effecting fall off.
Then blasters got more range with null so they can hit like autocannons. Oh yeah and they reduced cap necessary to use hybrids.
Now they are reducing the cap necessary for lasers and giving amarr ships less cap (relative to thother ships) and adding a bunch of tracking bonuses for amarr.
If this trend continues why not call all turrets autocannons? Yes it will be balanced but it will also not be as fun of a game.
The effect is that instead of balancing disparate ships and equipment ccp is sacrificing the uniqueness of the ships and equipment on the alter of balance.
It's not bad now. And I am not that concerned about what I see. But it seems to be a trend. I would love to see some changes that reverse this trend, and make some ships and equipment have more powerfull bonuses combined with more severe drawbacks.
Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Kay Ahn
Science and Trade Institute Caldari State
2
|
Posted - 2013.05.24 18:27:00 -
[933] - Quote
I guess I am the only one that dislikes the resistance changes based on aesthetics (or maybe you could call that OCD)?
Even though I am of course very well aware it should be about cold, hard numbers and not about some subjective feelings, that multiplication by 4 just feels wrong...  |

Airto TLA
Puppeteers of Doom
41
|
Posted - 2013.05.24 18:44:00 -
[934] - Quote
Sisohiv wrote:These changes are clearly aimed at some sort of simplified code and has nothing to do with balance of game mechanics.
Is it good, is it bad? It's irrelevant.
Smaller engagements revolve around tackle. Larger engagements revolve around fleet alpha. Gank beats tank, it always has in EVE. Do what you want.
I am hoping that it is exactly what they said it is, they were trying to balance some mechanics in the game and realized that the resist bonus were causing a disproportionate impact. They needed to fix this first then, they can fix the ral issue. This is a reasonable long term goal, but from the players point of view it more like, hey my ship was subpar before and now you are nerfing it ? |

X Gallentius
Justified Chaos
1426
|
Posted - 2013.05.24 19:01:00 -
[935] - Quote
Ocih wrote:The question is, what are we trying to solve? what problem comes up that is the result of a resist bonus on these ships?
To answer this question, let's go back to the original post in this thread:
CCP Fozzie wrote: So while a 37.5% rep bonus increases effective repping by 37.5%, and a 50% armor hp bonus increases effective hitpoints by 50%, a 25% resistance bonus actually increases both by 33% (not the 25% that might be assumed at first glance). In practice that means that for pure amount repped over time, a 25% resistance bonus is only 3% less powerful than a 37.5% rep bonus. This is one of the main reasons that resistance bonuses completely overshadow local repair bonuses.
For example: The difference between an active tanking Prophecy and Myrmidon - at active tanking - is minimal. The difference between a buffer tanking Prophecy and Myrmidon is disproportionately large. |

Dersen Lowery
Laurentson INC StructureDamage
506
|
Posted - 2013.05.24 19:50:00 -
[936] - Quote
X Gallentius wrote:Ocih wrote:The question is, what are we trying to solve? what problem comes up that is the result of a resist bonus on these ships?
To answer this question, let's go back to the original post in this thread: CCP Fozzie wrote: So while a 37.5% rep bonus increases effective repping by 37.5%, and a 50% armor hp bonus increases effective hitpoints by 50%, a 25% resistance bonus actually increases both by 33% (not the 25% that might be assumed at first glance). In practice that means that for pure amount repped over time, a 25% resistance bonus is only 3% less powerful than a 37.5% rep bonus. This is one of the main reasons that resistance bonuses completely overshadow local repair bonuses.
For example: The difference between an active tanking Prophecy and Myrmidon - at active tanking - is minimal. The difference between a buffer tanking Prophecy and Myrmidon is disproportionately large.
Except that the differences between an active tanking Prophecy and a similar Myrmidon are that the Myrm is far more vulnerable to alpha, because the Prophecy gets free buffer with its 33% bonused active tank, and it also gets 33% better reps from anything that decides to augment its local tank.
Local tank bonuses come with downsides. Resist tank bonuses don't. That's the problem. Proud founder and member of the Belligerent Desirables. |

Cearain
Black Dragon Fighting Society The Devil's Tattoo
962
|
Posted - 2013.05.24 20:31:00 -
[937] - Quote
Dersen Lowery wrote:X Gallentius wrote:Ocih wrote:The question is, what are we trying to solve? what problem comes up that is the result of a resist bonus on these ships?
To answer this question, let's go back to the original post in this thread: CCP Fozzie wrote: So while a 37.5% rep bonus increases effective repping by 37.5%, and a 50% armor hp bonus increases effective hitpoints by 50%, a 25% resistance bonus actually increases both by 33% (not the 25% that might be assumed at first glance). In practice that means that for pure amount repped over time, a 25% resistance bonus is only 3% less powerful than a 37.5% rep bonus. This is one of the main reasons that resistance bonuses completely overshadow local repair bonuses.
For example: The difference between an active tanking Prophecy and Myrmidon - at active tanking - is minimal. The difference between a buffer tanking Prophecy and Myrmidon is disproportionately large. Except that the differences between an active tanking Prophecy and a similar Myrmidon are that the Myrm is far more vulnerable to alpha, because the Prophecy gets free buffer with its 33% bonused active tank, and it also gets 33% better reps from anything that decides to augment its local tank. Local tank bonuses come with downsides. Resist tank bonuses don't. That's the problem.
It's only a "problem" if you assume all bonuses need to be exactly equivalent.
Even if the resist bonus was arguably a better bonus, I still saw allot more myrmidons than prophecys. You would think that was impossible after reading that fairly myopic discussion of percentages of armor repped.
I saw more myrms because under the old philosophy they didn't try to do a 1 to 1 coorespondence on every trait of the ship and every piece of equipment. They let certain things be out of balance and balanced the races in other ways. Now there is no talk about the general balancing of races. Its each and every ship and module and indeed every bonus on every ship and module must be exactly equivalent.
The most obvious indicator of this trend may have been when they were going to have tracking disruptors work on missiles. I am glad ccp dropped that. Not because missiles might not need some balancing, but because making everything the same is not good for those who like the complexity of eve. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Tyberius Franklin
Federal Navy Academy Gallente Federation
665
|
Posted - 2013.05.24 22:39:00 -
[938] - Quote
Cearain wrote:Dersen Lowery wrote:X Gallentius wrote:Ocih wrote:The question is, what are we trying to solve? what problem comes up that is the result of a resist bonus on these ships?
To answer this question, let's go back to the original post in this thread: CCP Fozzie wrote: So while a 37.5% rep bonus increases effective repping by 37.5%, and a 50% armor hp bonus increases effective hitpoints by 50%, a 25% resistance bonus actually increases both by 33% (not the 25% that might be assumed at first glance). In practice that means that for pure amount repped over time, a 25% resistance bonus is only 3% less powerful than a 37.5% rep bonus. This is one of the main reasons that resistance bonuses completely overshadow local repair bonuses.
For example: The difference between an active tanking Prophecy and Myrmidon - at active tanking - is minimal. The difference between a buffer tanking Prophecy and Myrmidon is disproportionately large. Except that the differences between an active tanking Prophecy and a similar Myrmidon are that the Myrm is far more vulnerable to alpha, because the Prophecy gets free buffer with its 33% bonused active tank, and it also gets 33% better reps from anything that decides to augment its local tank. Local tank bonuses come with downsides. Resist tank bonuses don't. That's the problem. It's only a "problem" if you assume all bonuses need to be exactly equivalent. Even if the resist bonus was arguably a better bonus, I still saw allot more myrmidons than prophecys. You would think that was impossible after reading that fairly myopic discussion of percentages of armor repped. I saw more myrms because under the old philosophy they didn't try to do a 1 to 1 coorespondence on every trait of the ship and every piece of equipment. They let certain things be out of balance and balanced the races in other ways. Now there is no talk about the general balancing of races. Its each and every ship and module and indeed every bonus on every ship and module must be exactly equivalent. The most obvious indicator of this trend may have been when they were going to have tracking disruptors work on missiles. I am glad ccp dropped that. Not because missiles might not need some balancing, but because making everything the same is not good for those who like the complexity of eve. If a TD for missiles was made it hardly does anything to bridge the mechanics of missiles and turrets. Also, as I recall it wasn't scrapped, but delayed pending a more detailed look at large missile systems.
Also having more options, such as adding missile affecting ewar, doesn't reduce complexity. It increases it. |

Darkhorseman
Wolf Pack Enterprises Synthetic Systems
0
|
Posted - 2013.05.24 22:57:00 -
[939] - Quote
I'll just say what a lot of people are probably thinking: It worries me to see this type of "drive for equality" between ship types. There's no reason players can't simply train the more powerful ships they need for a given role. I'd suggest taking a long hard look at what's happening to Blizzard as a result of their attempts to make every class and play style "equal," while ignoring the investment players have made in specializing their play stiles to exploit imbalances in strategic situations. It alienates players who have taken pride in learning to exploit various strengths of their characters and play stiles, while removing the reward for doing so from new players. I don't think this particular nerf will break anything in of itself, but I would say: be careful of the road you're taking this game down.
There are two things that inevitably blow out the subscriber base of an MMO: attempting to "balance" all play stiles, and trying to make content exclusive to hard-core players more "accessible" to casual players.
|

Sisohiv
Center for Advanced Studies Gallente Federation
231
|
Posted - 2013.05.25 01:53:00 -
[940] - Quote
Airto TLA wrote:Sisohiv wrote:These changes are clearly aimed at some sort of simplified code and has nothing to do with balance of game mechanics.
Is it good, is it bad? It's irrelevant.
Smaller engagements revolve around tackle. Larger engagements revolve around fleet alpha. Gank beats tank, it always has in EVE. Do what you want. I am hoping that it is exactly what they said it is, they were trying to balance some mechanics in the game and realized that the resist bonus were causing a disproportionate impact. They needed to fix this first then, they can fix the ral issue. This is a reasonable long term goal, but from the players point of view it more like, hey my ship was subpar before and now you are nerfing it ?
Nobody ever had a problem killing ships with resist bonuses. If anything they only served to give people a false sense of security. No ship in EVE is immune to gank. Again, this seems to me to be a change based on some formulation factor they can't come to at the server end. A Dust one no doubt. I really don't see this factoring in to more or less killmails. |
|

Tyberius Franklin
Federal Navy Academy Gallente Federation
665
|
Posted - 2013.05.25 03:34:00 -
[941] - Quote
Sisohiv wrote:Airto TLA wrote:Sisohiv wrote:These changes are clearly aimed at some sort of simplified code and has nothing to do with balance of game mechanics.
Is it good, is it bad? It's irrelevant.
Smaller engagements revolve around tackle. Larger engagements revolve around fleet alpha. Gank beats tank, it always has in EVE. Do what you want. I am hoping that it is exactly what they said it is, they were trying to balance some mechanics in the game and realized that the resist bonus were causing a disproportionate impact. They needed to fix this first then, they can fix the ral issue. This is a reasonable long term goal, but from the players point of view it more like, hey my ship was subpar before and now you are nerfing it ? Nobody ever had a problem killing ships with resist bonuses. If anything they only served to give people a false sense of security. No ship in EVE is immune to gank. Again, this seems to me to be a change based on some formulation factor they can't come to at the server end. A Dust one no doubt. I really don't see this factoring in to more or less killmails. If it were that I'd question why we haven't seen the change sooner, like when dust was integrated into TQ. Your reasoning feels somewhat like grasping at straws. In the end the bonus will function the same with a lower number. That being the case I don't see any conceivable way that a server problem would be the cause of it. Unless you think Dust code is somehow allergic to counting in multiples of 5? |

Dersen Lowery
Laurentson INC StructureDamage
508
|
Posted - 2013.05.25 03:50:00 -
[942] - Quote
Cearain wrote:It's only a "problem" if you assume all bonuses need to be exactly equivalent.
Given that neither of us are designers for CCP, the only answer to that question is to look at the current design of bonuses, and the direction of the design, and ask which assumption better reflects the design methodology that CCP uses. Even in superficially asymmetrical cases like rate of fire vs. damage bonuses, the slightly greater damage of the ROF bonus is paid for in increased ammo and (when relevant) cap use. There is no payment for the resist bonus. It's as good or better at everything.
You can say, balance the ship and not the bonus, but it's easier to balance the ships if you have more-or-less consistent bonuses, with drawbacks proportional to their advantages. (This is why so many Amarr pilots hated the -10% bonus to cap use--its "advantage" was that you didn't neut your cap out with your own weapons; the drawback was that it took the place of one of two ship bonuses. Um, yay? Maybe if lasers were all that and a bag of chips again.)
Cearain wrote:Even if the resist bonus was arguably a better bonus, I still saw allot more myrmidons than prophecys. You would think that was impossible after reading that fairly myopic discussion of percentages of armor repped.
Sure, the Myrm has other advantages. Speaking as someone who's been known to tool around in a space chicken, one of them is that the Myrm doesn't fly like a damn battleship. These more subtle advantages are much harder to EFT warrior; I remember people swearing up and down that the Talwar was the clear loser among the new destroyers, and that really didn't pan out, did it?
That notwithstanding, there are other possible factors, including lag in the meta: people know that trip-rep Myrms are awesome, but not many people are hip to the Prophecy yet. I love mine, even if it turns like a POS. Proud founder and member of the Belligerent Desirables. |

Cearain
Black Dragon Fighting Society The Devil's Tattoo
963
|
Posted - 2013.05.25 09:44:00 -
[943] - Quote
Tyberius Franklin wrote:Cearain wrote:The most obvious indicator of this trend may have been when they were going to have tracking disruptors work on missiles. I am glad ccp dropped that. Not because missiles might not need some balancing, but because making everything the same is not good for those who like the complexity of eve. If a TD for missiles was made it hardly does anything to bridge the mechanics of missiles and turrets. Also, as I recall it wasn't scrapped, but delayed pending a more detailed look at large missile systems. Also having more options, such as adding missile affecting ewar, doesn't reduce complexity. It increases it.
I may have misunderstood. I don't think they were going to make a new module but instead just make the current tracking disruptor work on missiles. If I am right it was going to bridge missiles and turrets and reduce the complexity. They would probably need to rename that mod a "damage minimizer" or something that would reflect the more simple minded approach. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Cearain
Black Dragon Fighting Society The Devil's Tattoo
963
|
Posted - 2013.05.25 09:52:00 -
[944] - Quote
Dersen Lowery wrote:Cearain wrote:It's only a "problem" if you assume all bonuses need to be exactly equivalent. Given that neither of us are designers for CCP, the only answer to that question is to look at the current design of bonuses, and the direction of the design, and ask which assumption better reflects the design methodology that CCP uses. Even in superficially asymmetrical cases like rate of fire vs. damage bonuses, the slightly greater damage of the ROF bonus is paid for in increased ammo and (when relevant) cap use. There is no payment for the resist bonus. It's as good or better at everything. You can say, balance the ship and not the bonus, but it's easier to balance the ships if you have more-or-less consistent bonuses, with drawbacks proportional to their advantages. (This is why so many Amarr pilots hated the -10% bonus to cap use--its "advantage" was that you didn't neut your cap out with your own weapons; the drawback was that it took the place of one of two ship bonuses. Um, yay? Maybe if lasers were all that and a bag of chips again..
Its not just the lasers, some of those ships with the reduced cap need for turrets had other advantages like say a nice resist bonus to armor to help balance the ship out.
What you say about their design direction - if true - does worry me. The differences between ships and modules will continue to decrease for the sake of balance.
I really think the balance should just be generally at the race level and some balance at the ship level. But making all ships and modules and even every bonus to every ship equivalent sounds, to me, like the making of a simplified eve. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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X Gallentius
Justified Chaos
1428
|
Posted - 2013.05.25 14:17:00 -
[945] - Quote
Dersen Lowery wrote:Sure, the Myrm has other advantages. Speaking as someone who's been known to tool around in a space chicken, one of them is that the Myrm doesn't fly like a damn battleship. Myrm: Speed - 145, Align - 12.8, Mass - 13,100,000 Proph: Speed - 150, Align - 12.6, Mass - 12,900,000
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Sisohiv
Center for Advanced Studies Gallente Federation
231
|
Posted - 2013.05.26 01:46:00 -
[946] - Quote
Tyberius Franklin wrote:Sisohiv wrote:Airto TLA wrote:Sisohiv wrote:These changes are clearly aimed at some sort of simplified code and has nothing to do with balance of game mechanics.
Is it good, is it bad? It's irrelevant.
Smaller engagements revolve around tackle. Larger engagements revolve around fleet alpha. Gank beats tank, it always has in EVE. Do what you want. I am hoping that it is exactly what they said it is, they were trying to balance some mechanics in the game and realized that the resist bonus were causing a disproportionate impact. They needed to fix this first then, they can fix the ral issue. This is a reasonable long term goal, but from the players point of view it more like, hey my ship was subpar before and now you are nerfing it ? Nobody ever had a problem killing ships with resist bonuses. If anything they only served to give people a false sense of security. No ship in EVE is immune to gank. Again, this seems to me to be a change based on some formulation factor they can't come to at the server end. A Dust one no doubt. I really don't see this factoring in to more or less killmails. If it were that I'd question why we haven't seen the change sooner, like when dust was integrated into TQ. Your reasoning feels somewhat like grasping at straws. In the end the bonus will function the same with a lower number. That being the case I don't see any conceivable way that a server problem would be the cause of it. Unless you think Dust code is somehow allergic to counting in multiples of 5?
Not 5 but odd numbers in general because they create decimal values more often. That's really not core to anything I am saying though. What I have continued to say and will say again is, it isn't a game changer. Except in missions you never know what your fight will look like anyway. The resist bonus is still an Omni armor or shield resist bonus. The hardeners will now have more to start with when they are added. In the case of Shield, you can add 55% of 100 for the first one or 55% of 75 or 80. An EM hardener on a Drake for example will now render 44% rather than 41.25% assuming you have BC to 5.
Current: 75x.55=41.25 & New: 80x.55=44.00. 2.75% of the lost 5% will be given back with a T2 Active hardener and from aan EVE PvP perspective I doubt you are seeing a full volley difference in when that ship goes pop. |

John 1135
45
|
Posted - 2013.05.26 16:14:00 -
[947] - Quote
Sisohiv wrote:The hardeners will now have more to start with when they are added. In the case of Shield, you can add 55% of 100 for the first one or 55% of 75 or 80. An EM hardener on a Drake for example will now render 44% rather than 41.25% assuming you have BC to 5.
Current: 75x.55=41.25 & New: 80x.55=44.00. 2.75% of the lost 5% will be given back with a T2 Active hardener and from aan EVE PvP perspective I doubt you are seeing a full volley difference in when that ship goes pop. True, but remember to consider the percentual change in damage let through, rather than the raw change in % resist. Because damage let through will determine survival underfire and repping-rate required. The flat change at BSV to survival under fire is I now understand 6.7%. If before you lasted 300 seconds, now you last 20 seconds less. Probably a bit worse due to the interaction with repping. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
665
|
Posted - 2013.05.26 19:33:00 -
[948] - Quote
Cearain wrote:I may have misunderstood. I don't think they were going to make a new module but instead just make the current tracking disruptor work on missiles. If I am right it was going to bridge missiles and turrets and reduce the complexity. They would probably need to rename that mod a "damage minimizer" or something that would reflect the more simple minded approach. IIRC feedback had fozzie admitting that a single module would be rather op and that separating them was definitely on the table. It was retracted before being truly fleshed out, even specific numbers were lacking, but I doubt they'd strengthen TD's so much right after nerfing them.
Cearain wrote:Not 5 but odd numbers in general because they create decimal values more often. That's really not core to anything I am saying though. What I have continued to say and will say again is, it isn't a game changer. Except in missions you never know what your fight will look like anyway. The resist bonus is still an Omni armor or shield resist bonus. The hardeners will now have more to start with when they are added. In the case of Shield, you can add 55% of 100 for the first one or 55% of 75 or 80. An EM hardener on a Drake for example will now render 44% rather than 41.25% assuming you have BC to 5.
Current: 75x.55=41.25 & New: 80x.55=44.00. 2.75% of the lost 5% will be given back with a T2 Active hardener and from aan EVE PvP perspective I doubt you are seeing a full volley difference in when that ship goes pop. I was responding to your accusation that the change had to do with the server or Dust code. Neither of these makes sense. Dust doesn't care about Eve EHP or resists and has it's own decimal values to handle. Eve tends to have worse decimal strings in weapon damage modifiers after skills and mods as well as tracking since their base values often have more decimal values to begin with. And even after that the measure would be defeated by stacking penalties on mods further creating decimal numbers.
In the end the result isn't simplified, just lowered.
As to the effect, every fight that has been won by a ship with this bonus that had < 6.7% of it's tank layer EHP left would have lost that same afterwards. RR will be more vulnerable by a similar degree. While this may not seem that much think how long people train for an extra 2% here and 3% there. I'm sure it will creep up in time to be a factor. |

Wegetzur
Corpus Alienum Game 0f Tears
1
|
Posted - 2013.05.26 19:59:00 -
[949] - Quote
The change is bad because the ships that have that bonus have significant drawbacks for their powerful tanks |

Rented
Hunter Heavy Industries
95
|
Posted - 2013.05.26 20:13:00 -
[950] - Quote
X Gallentius wrote:Dersen Lowery wrote:Sure, the Myrm has other advantages. Speaking as someone who's been known to tool around in a space chicken, one of them is that the Myrm doesn't fly like a damn battleship. Myrm: Speed - 145, Align - 12.8, Mass - 13,100,000 Proph: Speed - 150, Align - 12.6, Mass - 12,900,000 Repost for epic reversal. |
|

Nerf Burger
Republic Military School Minmatar Republic
128
|
Posted - 2013.05.28 02:27:00 -
[951] - Quote
Vincent Gaines wrote:Why not just modify remote rep bonuses to resists?
The higher the resist, the more difficult it is to rep it.
This change please. Not the 4% nerf across the board. "I think weGÇÖre just getting closer and closer to a place where the people we lose are people that itGÇÖs okay to lose." -Kristoffer Touborg, Eve lead designer
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Tyberius Franklin
Federal Navy Academy Gallente Federation
666
|
Posted - 2013.05.28 04:22:00 -
[952] - Quote
Nerf Burger wrote:Vincent Gaines wrote:Why not just modify remote rep bonuses to resists?
The higher the resist, the more difficult it is to rep it. This change please. Not the 4% nerf across the board. Doesn't affect local rep effectiveness increase and if you include that you may as well get rid of the bonus and replace with HP. That said I'm still not understanding why people want a less versatile bonus. |

John 1135
47
|
Posted - 2013.05.28 09:10:00 -
[953] - Quote
Tyberius Franklin wrote:Nerf Burger wrote:Vincent Gaines wrote:Why not just modify remote rep bonuses to resists?
The higher the resist, the more difficult it is to rep it. This change please. Not the 4% nerf across the board. Doesn't affect local rep effectiveness increase and if you include that you may as well get rid of the bonus and replace with HP. That said I'm still not understanding why people want a less versatile bonus. Modelling it you can see that on the margin high resists cause an issue in the interaction with repping. So to really fix repping CCP need to look at resists. Which is one thing. But nerfing ships that aren't OP is another. Hence, a) why not make the changes they want to repping first and then go to resists, and b) why not keep the affected ships where they are for survival under fire by giving them percentually larger buffers. Say around +10%. Which will also make them forgiving for lower skilled players. So CCP are not saying that EHP are the issue. But nevertheless, they've chosen to blanket nerf a wide range of ships that don't need it. Some members of which rely on their super EHP to balance other disadvantages!
Replacing the resist bonus completely with an HP bonus is not the same thing. Instead of pulling in the margin they'd have changed the play of the affected ships altogether. And much for the worse IMO given the versatility of the resist bonus. Hence I'm only suggesting a one-off offset for the nerf. But whatever. You might as well expect these ships to come down to 3% and sell them now.
Sigh. I'm repeating myself. Out. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
666
|
Posted - 2013.05.28 16:56:00 -
[954] - Quote
John 1135 wrote: Modelling it you can see that on the margin high resists cause an issue in the interaction with repping. So to really fix repping CCP need to look at resists. Which is one thing. But nerfing ships that aren't OP is another. Hence, a) why not make the changes they want to repping first and then go to resists, and b) why not keep the affected ships where they are for survival under fire by giving them percentually larger buffers. Say around +10%. Which will also make them forgiving for lower skilled players. So CCP are not saying that EHP are the issue. But nevertheless, they've chosen to blanket nerf a wide range of ships that don't need it. Some members of which rely on their super EHP to balance other disadvantages!
Replacing the resist bonus completely with an HP bonus is not the same thing. Instead of pulling in the margin they'd have changed the play of the affected ships altogether. And much for the worse IMO given the versatility of the resist bonus. Hence I'm only suggesting a one-off offset for the nerf. But whatever. You might as well expect these ships to come down to 3% and sell them now.
Sigh. I'm repeating myself. Out.
Is repping the issue? That's not the impression I get here. If the interaction of repping and resist bonused ships is an issue it numerically falls on the 44 ships affected as being the issue since repping still works on the rest of the hulls in game, which is the majority of combat ships So why rewrite repping when it really isn't the culprit.
This is why I said we may as well convert to an HP bonus. As you seem to desire it preserves and perhaps would further increase EHP. In addition it leaves RR alone for all the other ships that do not have resist bonuses and aren't problematic. Remember that those ships raise their resists as well through mods to enhance the affect of RR yet aren't mentioned. This means RR enhanced by resists in and of itself is NOT broken and doesn't need fixed.
Unless you are suggesting ONLY the bonus given portion of resists be penalized in RR. But again, if we take away the versatility of the bonus and a raw HP bonus would give MORE EHP, why not convert to that? We rid ourselves of the ships breaking RR while increasing their buffer to compensate for the loss in versatility at the same time and avoid "fixing" RR which in isolation isn't broken, thus avoiding actually breaking the same mechanic on ships which RR is not broken now. |

Cyrus
Sacred Templars Unclaimed.
2
|
Posted - 2013.05.28 17:09:00 -
[955] - Quote
Tyberius Franklin wrote:John 1135 wrote: Modelling it you can see that on the margin high resists cause an issue in the interaction with repping. So to really fix repping CCP need to look at resists. Which is one thing. But nerfing ships that aren't OP is another. Hence, a) why not make the changes they want to repping first and then go to resists, and b) why not keep the affected ships where they are for survival under fire by giving them percentually larger buffers. Say around +10%. Which will also make them forgiving for lower skilled players. So CCP are not saying that EHP are the issue. But nevertheless, they've chosen to blanket nerf a wide range of ships that don't need it. Some members of which rely on their super EHP to balance other disadvantages!
Replacing the resist bonus completely with an HP bonus is not the same thing. Instead of pulling in the margin they'd have changed the play of the affected ships altogether. And much for the worse IMO given the versatility of the resist bonus. Hence I'm only suggesting a one-off offset for the nerf. But whatever. You might as well expect these ships to come down to 3% and sell them now.
Sigh. I'm repeating myself. Out.
Is repping the issue? That's not the impression I get here. If the interaction of repping and resist bonused ships is an issue it numerically falls on the 44 ships affected as being the issue since repping still works on the rest of the hulls in game, which is the majority of combat ships So why rewrite repping when it really isn't the culprit. This is why I said we may as well convert to an HP bonus. As you seem to desire it preserves and perhaps would further increase EHP. In addition it leaves RR alone for all the other ships that do not have resist bonuses and aren't problematic. Remember that those ships raise their resists as well through mods to enhance the affect of RR yet aren't mentioned. This means RR enhanced by resists in and of itself is NOT broken and doesn't need fixed. Unless you are suggesting ONLY the bonus given portion of resists be penalized in RR. But again, if we take away the versatility of the bonus and a raw HP bonus would give MORE EHP, why not convert to that? We rid ourselves of the ships breaking RR while increasing their buffer to compensate for the loss in versatility at the same time and avoid "fixing" RR which in isolation isn't broken, thus avoiding actually breaking the same mechanic on ships which RR is not broken now.
To put it simply, some people use reppers and can care less for EHP.
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Tyberius Franklin
Federal Navy Academy Gallente Federation
666
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Posted - 2013.05.28 17:25:00 -
[956] - Quote
Cyrus wrote:To put it simply, some people use reppers and can care less for EHP. Local rep was intended to be nerfed by this measure. Leaving the bonus the same and nerfing RR only bypasses this. So in addition to the effort of reworking RR to break one of the mechanics associated with resists on all hulls the suggested would also leave the goal of nefing local rep with resist bonuses unaccomplished. |

Tilo Rhywald
Corpus Alienum Game 0f Tears
40
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Posted - 2013.05.28 20:42:00 -
[957] - Quote
A week before the lauch and still Fozzie won't descend to actually address the many counter-arguments. That would be ok if we hadn't been asked to give feedback and given the intended illusion to have an impact on the outcome.
This change is horrible: It lessens versatility, makes underused ships even more so, does not affect blob alpha/RR doctrines, nerfs local rep and thus solo/small gang PvP for far too many ships which were already lacking in that area and undoes previous balancing efforts...
Sitting this head wind out obstinately is simply impertinent. That's how you lose your face btw - not by admitting to a mistake or changing course due to additional input.
Cheers Tilo R |

EvEa Deva
State War Academy Caldari State
298
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Posted - 2013.05.28 23:41:00 -
[958] - Quote
Dear CCP if you would stop making ships worthless people will find a ship they like and get to PvPing, as it is now they have to keep retraining, retraining, retraining, ahh screw it i quit. |

Xander Det89
ROC Academy The ROC
1
|
Posted - 2013.05.29 09:25:00 -
[959] - Quote
For the love of god can people stop moaning about this as a nerf to the already bad ships, none of the bad ships are bad because of a lack of EHP normally just because they lack good capabilities outside their EHP. |

Little Dragon Khamez
Guardians of the Underworld White Mountain Coalition
182
|
Posted - 2013.05.29 18:27:00 -
[960] - Quote
Isn't anyone concerned that RR is overpowered,
I've recently been in a fight in which logis were repping my enemies from 75km out. Back in the day when the drake was still worth flying I could have hit them out to 88km but now it's 68km. I couldn't get anywhere near them and as a result we had heavy losses.
Now if the RR range on logi's were nerfed along with the rebalancing of medium weapon systems like missiles we wouldn't have the issue of unbreakable tanks supplied by ships that are so far away that they may as well be off grid. Combine that with actual offgrid boosting from the hidden command ships out there and wham you are easily blown out of the sky. The only saving grace is ewar which I've used to break target locks from logi's but ewar is in desperate need of a balance pass and not as strong as it should be.
Anyhow my point is nerf the RR not the resist bonuses on already balanced ships. Tiericide is tiers by another name. |
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