
Erutpar Ambient
Real Nice And Laidback Corporation Black Core Alliance
59
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Posted - 2013.07.26 04:48:00 -
[1] - Quote
I personally have to agree with the OP.
First of all the "Balance" pass does actually put T1 ships closer to the strength of their T2 counter parts. Maybe 1 on 1 the T2 may still be the better ship, the amount of proficiency increase is minimal at best. Though the line between T1 and T2 frigate may be fairly strong, the line between T1 and T2 HAC cruiser is a lot less distinct. Changing the medium Long-Range weapons is more of a fix for the HACs than the actual HAC rebalance.
That being said, it's true that the amount of SP required to become proficient in the T2 ships (and the core skills too) is more of a liability than it is a benefit. The cost or replacing clones reaches a point where the cost of the ship is negligible. This then de-incentivizes high SP players from ... well ... playing.
Another point was made in this thread. What are the new features we're getting now? Fixing the old stuff. We've gotten Jump effects that you can't turn off, we've gotten bounty system, a new mining system that basically turns mining lasers obsolete. We have the old scanning system with less sites to scan, a churched up site list and preset probe formation. We have the old ore's mineral composition adjusted. The biggest mechanic change that i've seen is the Ice Mining site change, and i have really no idea how big of a change that is oh and the tedious hacking minigame. All of these changes we've gotten work exactly the same as before: jumping jumps you, mining mines, ice mining mines, scanning scans. Really the only thing that has changed are the aesthetics.
And while i do believe in making the old stuff better, i'm starting to get this feeling i had before. A long time ago i was a World of Warcraft player. (yes i know, there goes my credibility) But anyways, long ago in the World of Warcraft, they had these things called "Skill Trees" that allowed you to allocate points into making specific skills and spells stronger. One of the Pro's was that you could build your class into many many different things, however the Con to this is that there were also many skill builds that were not very viable. So Blizzard thought it would be a grand idea to change the skill tree and make it so that you could no longer build a character that didn't work. But no only could you not fail your build, but your build would be the same build as everyone else's and each tree was meant for a specific "Role", IE Fire mage: PVE and Ice mage:pvp
To get an even greater idea of this, it's sort of like the Diablo 2 vs Diablo 3 skill system. Diablo 2 had nearly unlimited unique builds with many "Unique Snowflake" builds that would function greater than anyone would imagine causing people to remake the same class over and over. Unlike Diablo 3 where you can freely change your what 3 skill buffs? as often as you like.
But anyways, the point is this: It really feels like to me that all the "rebalanced" ships are being designed for "SPECIFIC ROLES" and they are losing a lot of their unique but functional builds. We're losing a lot of utility highs. We're getting a lot of Armor and Shield rep bonuses. and for those of you who don't know, if you're using a ship and neglecting a bonus, you're putting yourself at a disadvantage to another ship of the same class that is using all of it's bonuses. So using a Brutix without a rep is an automatic gimp compared to a damage resist bonus. And because of the nature of a Brutix, you have to fight a full rack of blasters, a WMD and a Rep, which means you have to fit more armor modules and less damage to be effective. This means that the effective fitting of a Brutix is extremely narrow. In fact it basically designates you specific builds to use.
And then dust.... Dust has a cycle, it goes something like this. Start account, gain SP, gain ISK, lots of ISK, Collect Proto Gear, Figure out there's nothing to save it for later, stomp pubbies with your proto gear. |