
Melwitax
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Posted - 2008.02.09 07:13:00 -
[1]
Armor resists are already typically 10% higher then shield resists to begin with. Using the raven as an example. The raven's armor resists are kinetic: 45%, thermal 25%. For shields it's 40 & 20% respectively. Lowering the em resist on armor would simply mean that the cumulative total of resists is now the same.
I also have to say that I'm plain tired of the nerf bat swinging. In an MMO where player's choices are dictated in race and class an adjustment of one class neccessitates a balance of all classes in order to be fair. If one class gets an uber skill, then all must get new skills to compensate. Plus there is a need to keep each class distinct and integral, a mage can never use a sword because then he'd be a fighter, a fighter can't cast spells because he'd then be a mage.
To nerf something in any game strains the willing suspension of belief that forms the foundation of any fictional world. In a fantasy universe one can make this argument by saying magic has changed the rules (although this rationale stretches thin after a few uses). In a sci-fi universe, the laws of physics shouldn't change on a whim. Moreover, one would expect the improvement, not decline of items over time (torpedoes anyone?).
Since there are no classes in Eve and there are no restrictions in what skills players can and can not learn, then the swing of the nerf bat should be rare to non-existent. The answer instead should be to introduce new technology to compensate for the defect or deficiency. If Amarr ships are suffering from a lack of e-war capability because of their fewer medium slots, then high and low slot e-war devices should be introduced. If nosferatus are so powerful, then anti-nos devices should be created to compensate. If pvpers need a higher yielding/faster torp, then a new missile class should be added. If carriers are so deadly, then there should be ships designed specifically to counter them. Such an approach is not only more player friendly, it's also more consistent with the internal logic of the game. One would expect that the Amarr would adjust their technologies over time to compensate for Caldari, Minmatar and Gallente advantages, one would not expect the engineers of other empires to dumb down their ships to be nice to the Amarr.
This approach has an advantage for the devs as well, it places the power (and responsibility) of choice in the hands of the players. If a fix is available and the player chooses not to use it, then he or she can whine all they want, the fault is theirs' and no one else's, they made their decision and will just have to live with the consequences. Whereas with a nerf no one makes a choice, for better or worse, everyone has to deal with it and the devs usually end up getting blamed for it.
My 2 cents.
- Mel
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