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[Odyssey] Ship Resistance Bonuses

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Little Dragon Khamez
Guardians of the Underworld
#961 - 2013-05-29 19:03:30 UTC
ExAstra wrote:
Little Dragon Khamez wrote:
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.

The main point of the resist nerf was due to the rep bonus being completely overshadowed by it. Because

1) At all level 5, a Prophecy (barefit) with a single MAR II only tanks a few dps (like literally 2 or 3 or something) than an all V Myrmidon with an equal fit
2) Resist bonus ALSO applies to RR whereas the rep bonus does not

So the Resist bonus is pretty much a better choice in every single scenario. Buffer fit, local rep, remote rep, doesn't matter. So no, nerfing RR is not going to solve the problem. Reading the OP (and the countless community threads on the same subject saying the same thing) may help.

Oh and before I hear the whole "Oh look a Gallente pilot satisfied with Odyssey" bull again, this actually does affect a lot of the ships I fly (Rattlesnake, Punisher, Prophecy, Retribution, Malediction, Ferox, etc.) so leave it. I personally see the nerf as justified, not a HUGE friggin deal.


no need to be testy about it, you've obviously not read my previous posts in this thread as I have contributed to it from day one. I have previously posted that resist bonuses should also resist incoming reps so bricks get less benefit from RR than other ships not so highly resisted. I posted a real life example of where RR is overpowered drawn from direct experience and still maintain that as per the OP RR is overpowered and the root cause of all of the alpha fleets out there not the resist bonuses on ships that have already been balanced that nobody has ever complained about (not even once) in ten years of EVE online.

CCP Rise himself has even said that he thinks RR is borderline OP, yet somehow resists are getting nerfed on top of the recent stealth nerfs to active shield hardeners that lower resists across the board on a good deal of ships.


Dumbing down of Eve Online will result in it's destruction...

Cyrus
Deep Core Mining Inc.
Caldari State
#962 - 2013-05-29 19:19:32 UTC
ExAstra wrote:
Little Dragon Khamez wrote:
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.

The main point of the resist nerf was due to the rep bonus being completely overshadowed by it. Because

1) At all level 5, a Prophecy (barefit) with a single MAR II only tanks a few dps (like literally 2 or 3 or something) than an all V Myrmidon with an equal fit
2) Resist bonus ALSO applies to RR whereas the rep bonus does not

So the Resist bonus is pretty much a better choice in every single scenario. Buffer fit, local rep, remote rep, doesn't matter. So no, nerfing RR is not going to solve the problem. Reading the OP (and the countless community threads on the same subject saying the same thing) may help.

Oh and before I hear the whole "Oh look a Gallente pilot satisfied with Odyssey" bull again, this actually does affect a lot of the ships I fly (Rattlesnake, Punisher, Prophecy, Retribution, Malediction, Ferox, etc.) so leave it. I personally see the nerf as justified, not a HUGE friggin deal.


So your arguement is that a prophecy with a resist bonus tanks almost as much as a myrmidon. Alot of people say the same thing but you forgot to mention that the myrm does 3 times the dps while tanking.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#963 - 2013-05-29 19:26:45 UTC  |  Edited by: Tyberius Franklin
Cyrus wrote:
So your arguement is that a prophecy with a resist bonus tanks almost as much as a myrmidon. Alot of people say the same thing but you forgot to mention that the myrm does 3 times the dps while tanking.

Fits please. This seems a ridiculous claim at first glance but I'm sure there is some justification here as to how 25mb drone band and 1 turret can triple damage over s ship that has a 1 lowslot advantage to help make up the difference.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#964 - 2013-05-29 19:33:23 UTC  |  Edited by: Tyberius Franklin
Little Dragon Khamez wrote:

no need to be testy about it, you've obviously not read my previous posts in this thread as I have contributed to it from day one. I have previously posted that resist bonuses should also resist incoming reps so bricks get less benefit from RR than other ships not so highly resisted. I posted a real life example of where RR is overpowered drawn from direct experience and still maintain that as per the OP RR is overpowered and the root cause of all of the alpha fleets out there not the resist bonuses on ships that have already been balanced that nobody has ever complained about (not even once) in ten years of EVE online.

CCP Rise himself has even said that he thinks RR is borderline OP, yet somehow resists are getting nerfed on top of the recent stealth nerfs to active shield hardeners that lower resists across the board on a good deal of ships.

Balance isn't about focusing on complaints, so the fact that no one has complained is totally irrelevant. That aside you are still taking this from a total focus on the implications of RR instead of the total affect of the nerf which have been accounted for and stated as intended consequences. Nerfing RR only works if RR is the ONLY issue related to resist bonuses.
Tilo Rhywald
Wilde Jagd
#965 - 2013-05-29 20:18:44 UTC
Xander Det89 wrote:
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.


So nerfing the one thing they have going for themselves before getting other issues resolved is the way to go? False logic.
Tilo Rhywald
Wilde Jagd
#966 - 2013-05-29 20:26:49 UTC
Tyberius Franklin wrote:


Balance isn't about focusing on complaints, so the fact that no one has complained is totally irrelevant. That aside you are still taking this from a total focus on the implications of RR instead of the total affect of the nerf which have been accounted for and stated as intended consequences. Nerfing RR only works if RR is the ONLY issue related to resist bonuses.


I still can't see a single valid argument why it's bad to have a tanking bonus that's just better than another tanking bonus... Why make everything equal? What about other tanking factors like speed, sig, gank and soforth? Why are they almost completely disregarded/ignored by those who defend this nonsensical change?
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#967 - 2013-05-29 21:55:36 UTC  |  Edited by: Tyberius Franklin
Tilo Rhywald wrote:
I still can't see a single valid argument why it's bad to have a tanking bonus that's just better than another tanking bonus... Why make everything equal?
Conversely there is no proof that a single specialty bonus shouldn't be better at that specialty than a more versatile bonus. Moreover it doesn't make sense and isn't balanced, which is the goal here, thus being a form of proof in itself. And even more to the point the resist bonus will remain superior post nerf anyways.

Tilo Rhywald wrote:
What about other tanking factors like speed, sig, gank and soforth? Why are they almost completely disregarded/ignored by those who defend this nonsensical change?
When looking at comparable ships in each class and line it's apparent that the issue of mobility isn't limited to resist bonused ships. It's an attribute associated to the 2 races who have a subset of ships with those bonuses. If killboards are any indication though, they seem to be finding their place in combat rather well.
Cyrus
Deep Core Mining Inc.
Caldari State
#968 - 2013-05-29 22:17:46 UTC
Tyberius Franklin wrote:
Cyrus wrote:
So your arguement is that a prophecy with a resist bonus tanks almost as much as a myrmidon. Alot of people say the same thing but you forgot to mention that the myrm does 3 times the dps while tanking.

Fits please. This seems a ridiculous claim at first glance but I'm sure there is some justification here as to how 25mb drone band and 1 turret can triple damage over s ship that has a 1 lowslot advantage to help make up the difference.



This was me, on my phone, commenting before I think. I often forget how much better and different the prophecy has become with the battlecruiser balance. Without flying Battlecruisers much, I still have that image of 600 DPS coming out of a myrmidon and the prophecy struggling to get 200 DPS if fit to tank.

Looking at the numbers, however you want, the bonus for resist tank vs active tank is very similar. The only difference is that the resist bonus adds versatility. It doesn't really make it over shadow the active bonus. Nerfing the resist will only cause the two to be imbalanced in an active role. Thus making the resist bonus best suited to situations where a ship has all buffer and Remote Reps. It's about chasing your greatest strength.

The downside comes to ships that are specifically using this bonus to sustain a tank with active reppers. Changing the bonus to 4% actually changes very little. A rattlesnake that has 165k EHP and tanks 4485 DPS at lvl 5 and 5% bonus will still have 158k EHP and tank 4205 DPS at lvl 5 with 4% bonus. The only change that this would make is that a ship a local rep bonus is going to be far superior in that role.

Since versatility is the issue based on a resist bonus giving to the local rep as well as the EHP buffer. Would it not be better to add that same versatility to the Local rep bonus? Such as spliting the bonus to add to both local rep and Hitpoints the same way that drone ships give their bonus to drone's damage as well as durability.

Little Dragon Khamez
Guardians of the Underworld
#969 - 2013-05-29 22:22:52 UTC  |  Edited by: Little Dragon Khamez
Tyberius Franklin wrote:
Little Dragon Khamez wrote:

no need to be testy about it, you've obviously not read my previous posts in this thread as I have contributed to it from day one. I have previously posted that resist bonuses should also resist incoming reps so bricks get less benefit from RR than other ships not so highly resisted. I posted a real life example of where RR is overpowered drawn from direct experience and still maintain that as per the OP RR is overpowered and the root cause of all of the alpha fleets out there not the resist bonuses on ships that have already been balanced that nobody has ever complained about (not even once) in ten years of EVE online.

CCP Rise himself has even said that he thinks RR is borderline OP, yet somehow resists are getting nerfed on top of the recent stealth nerfs to active shield hardeners that lower resists across the board on a good deal of ships.

Balance isn't about focusing on complaints, so the fact that no one has complained is totally irrelevant. That aside you are still taking this from a total focus on the implications of RR instead of the total affect of the nerf which have been accounted for and stated as intended consequences. Nerfing RR only works if RR is the ONLY issue related to resist bonuses.


Wrong! Have you not read the gallente bs thread, they have complaints and guess what? They get changes in under 2 hours.

A shitload of balance is in the wake of complaints or forum whine, that's how ships like the drake get nerfed to death along with its weaponry.

Dumbing down of Eve Online will result in it's destruction...

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#970 - 2013-05-29 22:36:35 UTC
Little Dragon Khamez wrote:

Wrong! Have you not read the gallente bs thread, they have complaints and guess what? They get changes in under 2 hours.

A shitload of balance is in the wake of complaints or forum whine, that's how ships like the drake get nerfed to death along with its weaponry.

By that logic the T1 Armageddon is also being changed back due to the flood of whines right? Also this change flies in the face of that conclusion as you yourself said. If you cherry pick examples to construct a pattern then yes, you can come up with any justification you want. When you look at this very thread you can see that all falls apart.
X Gallentius
Black Eagle1
#971 - 2013-05-30 05:05:01 UTC  |  Edited by: X Gallentius
Cyrus wrote:
So your arguement is that a prophecy with a resist bonus tanks almost as much as a myrmidon. Alot of people say the same thing but you forgot to mention that the myrm does 3 times the dps while tanking.

Not true. Armageddon tanks MORE and has reasonable dps compared to Myrm.
Cabooze Skadoosh
Wilde Jagd
#972 - 2013-05-30 16:58:44 UTC  |  Edited by: Cabooze Skadoosh
All the ships with resistance bonuses have their other stats like speed weaker than those that haven't got them. There's lots of things that tone them down. Also I haven't seen anybody serious active tanking prophecies. Even tho it gets better tank and paper due that one extra lowslot it has compared to brutix and prophecy, the lower dps makes it unactractive and in a 1v1 sitsuation you cannot kill anybody but buffer tanked ships that have no chance of docking or jumping a gate. Buffer fitted prophecy is far superior...

I'm just repeating myself as I wrote about this several posts earlier. Also I pointed out that this reverts all the balance changes done so far on frigs, cruisers and battlecruisers which were really well executed balance patches. Now that all was for nothing and gives us bunch of unactractive ships that are only viable in fleet pvp. "Only" might be too harsh cause some of the ships might still maintain some solo usefulness. After this patch I prefer ships that don't have the bonus unless some miracle happens and CCP decides to stop this MADNESS!
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#973 - 2013-05-30 17:59:43 UTC  |  Edited by: Tyberius Franklin
Cabooze Skadoosh wrote:
All the ships with resistance bonuses have their other stats like speed weaker than those that haven't got them. There's lots of things that tone them down. Also I haven't seen anybody serious active tanking prophecies. Even tho it gets better tank and paper due that one extra lowslot it has compared to brutix and prophecy, the lower dps makes it unactractive and in a 1v1 sitsuation you cannot kill anybody but buffer tanked ships that have no chance of docking or jumping a gate. Buffer fitted prophecy is far superior...

If used on more tank tank the extra low on the prophecy will actually have a higher active tank than the myrm AFTER this change provided both ships are set up the same (in this case triple rep). If used on gank (DDA) the prophecy has ~5% less DPS, 11% less active tank, 10% more EHP, and slightly more range, if going with ion blasters which the myrm in the same config can't fit. It must fit electrons in addition to a slight advantage in agility and speed. It can also have a small neut in it's utility high. While the myrm can drop a gun to add utility losing 1 gives the prophecy the DPS advantage. That said the myrm does hold a midslot utility advantage. And lets not forget the utility of having enough space for a spare set and utility drones.

Basically if the proph isn't viable with an active tank neither is the myrm.
Samas Sarum
Imperial Academy
Amarr Empire
#974 - 2013-05-30 19:18:52 UTC
X Gallentius wrote:
Cyrus wrote:
So your arguement is that a prophecy with a resist bonus tanks almost as much as a myrmidon. Alot of people say the same thing but you forgot to mention that the myrm does 3 times the dps while tanking.

Not true. Armageddon tanks MORE and has reasonable dps compared to Myrm.

Nice troll attempt. Their tank is roughly the same and the dps isn't even close.
MisterAl tt1
Native Freshfood
Minmatar Republic
#975 - 2013-05-30 19:38:44 UTC
I've thought after all the replies here the change was not to pass.... and now I comm to SiSi and see this stupid change there!!!! Didn't people write enough reasons why this should not be?
ExAstra
Echoes of Silence
#976 - 2013-05-30 19:46:04 UTC
Little Dragon Khamez wrote:
ExAstra wrote:
Little Dragon Khamez wrote:
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.

The main point of the resist nerf was due to the rep bonus being completely overshadowed by it. Because

1) At all level 5, a Prophecy (barefit) with a single MAR II only tanks a few dps (like literally 2 or 3 or something) than an all V Myrmidon with an equal fit
2) Resist bonus ALSO applies to RR whereas the rep bonus does not

So the Resist bonus is pretty much a better choice in every single scenario. Buffer fit, local rep, remote rep, doesn't matter. So no, nerfing RR is not going to solve the problem. Reading the OP (and the countless community threads on the same subject saying the same thing) may help.

Oh and before I hear the whole "Oh look a Gallente pilot satisfied with Odyssey" bull again, this actually does affect a lot of the ships I fly (Rattlesnake, Punisher, Prophecy, Retribution, Malediction, Ferox, etc.) so leave it. I personally see the nerf as justified, not a HUGE friggin deal.


no need to be testy about it, you've obviously not read my previous posts in this thread as I have contributed to it from day one. I have previously posted that resist bonuses should also resist incoming reps so bricks get less benefit from RR than other ships not so highly resisted. I posted a real life example of where RR is overpowered drawn from direct experience and still maintain that as per the OP RR is overpowered and the root cause of all of the alpha fleets out there not the resist bonuses on ships that have already been balanced that nobody has ever complained about (not even once) in ten years of EVE online.

CCP Rise himself has even said that he thinks RR is borderline OP, yet somehow resists are getting nerfed on top of the recent stealth nerfs to active shield hardeners that lower resists across the board on a good deal of ships.
Nerfing Remote Rep does NOTHING to change the fact that the resist bonus is practically JUST AS GOOD as the active tanking bonus. Except now you're nerfing RR (you're correct CCP has stated it is borderline and therefor they don't want to mess with it much) to solve a problem that is contained entirely within ships bonuses. The active tank bonus should show an obvious difference in active tanking capabilities between comparable ships, but it doesn't. Even after this nerf the difference isn't what you'd initially expect considering they are repairing up to 37.5% more per cycle than the other ships (but after this the actual amount winds up being ~12% more local tank). The fact that resist bonused ships get a triple bonus (Local rep, remote rep, buffer fit) whereas local bonus ships only get LOCAL REP bonus compounds the issue. Remote rep isn't the problem, the amount they repair per cap is the same on a local rep bonused ship or a resist bonused ship. There's no difference. The problem is the resist bonus and/or the local rep bonus, where it could be mitigated by a slight boost to incoming rep amount, evening the playing field, which a lot of people have been discussing.

Save the drones!

Mathias Orsen
The Scope
Gallente Federation
#977 - 2013-05-30 22:33:37 UTC
MisterAl tt1 wrote:
I've thought after all the replies here the change was not to pass.... and now I comm to SiSi and see this stupid change there!!!! Didn't people write enough reasons why this should not be?


This is just one of those cases when a large rock decides to fall from the sky it's coming down regardless of the impact it has. It's not that this is a bonus that needs to be nerfed. It's not something that has become a "goto" bonus. While some ships do really play on the bonus to gain the maximum EHP creating "goto" ships like the maller and the abaddon, this really don't even have anything to do with the fact they have a resist bonus. The biggest key is that they have the most tanking slots in their class.
It's certainly not a "have to have" bonus.

While at the root, changing the bonus from 5% to 4% isn't gonna kill the bonus and it will make someone on the dev team feel that it is more balanced when it wasn't ever unbalanced till this thread was made. It's gonna have a negative first look. When you see all other ships getting 5% bonuses, 7.5% bonuses, 10% bonuses and 20% bonuses, that 4% resist bonus is sure to drive people away from a ship because it will look and feel like a cheated bonus.

The only pilots that will really be wanting to fly these ships are the ones that are specifically gearing for the max EHP with a plated up maller or abaddon.

After we get this change put into game, we can start talking about double damage bonuses on ships or make caldari missile boat bonus only effect kinetic again because the omni bonus is just to versatile. Working equally in every sit
ExAstra
Echoes of Silence
#978 - 2013-05-31 07:28:55 UTC
CCP Fozzie wrote:
Extending armor and shield repair bonuses to apply to remote reps would bring them much closer to balance with resist bonuses, but would also further empower the current remote rep tactics that are as strong as we feel we can allow them to be.
I would like to inquire about this logic. With the current meta favoring remote repairs over local tanks in 90% of all fights, with the exception being only small gang (where the resist bonus still applies and is still useful and is NOT overshadowed by the local rep bonus), why are you avoiding giving a slight boost to the incoming repairs by logistics?

In practice, the resist bonus is doing just that, it is providing a slight boost to the incoming repairs by logistics. Technically it's reducing the amount of damage that the ship is taking, therefore requiring less actual HP to be repaired, but the effects are the same. Giving a very small bonus to active rep bonuses also applying to incoming repairs wouldn't be making remote reps any more powerful, really. It would only make them more powerful to the ship with the local tank bonus, not anything else. Which, as stated earlier, is essentially what the resist bonus is doing.

Maybe I'm missing something but I don't see how combining the two is going to make a Hyperion the sudden go-to ship for null sec sniper fleets instead of the Rokh. I can only see it as making the bonuses more equal, viable options for all aspects of PvP instead of still giving one a clear edge over the other.

Save the drones!

X Gallentius
Black Eagle1
#979 - 2013-05-31 18:44:27 UTC  |  Edited by: X Gallentius
Samas Sarum wrote:

Nice troll attempt. Their tank is roughly the same and the dps isn't even close.

Give me a Myrm fit, and I'll give you a corresponding Prophecy fit (you can do it yourself: put an extra eanmII or drone damage amplifier in the low slot). You'll also note that the Prophecy has 30% more EHP.
Dersen Lowery
The Scope
#980 - 2013-05-31 21:13:23 UTC
ExAstra wrote:
CCP Fozzie wrote:
Extending armor and shield repair bonuses to apply to remote reps would bring them much closer to balance with resist bonuses, but would also further empower the current remote rep tactics that are as strong as we feel we can allow them to be.
I would like to inquire about this logic. With the current meta favoring remote repairs over local tanks in 90% of all fights, with the exception being only small gang (where the resist bonus still applies and is still useful and is NOT overshadowed by the local rep bonus), why are you avoiding giving a slight boost to the incoming logistics?


To take this a step further, if the concern is that remote reps are already borderline OP, why not extend the local rep bonus to remote reps, and then, if necessary, adjust the power of remote reps downward? It doesn't make any sense to me that local tanking should take the hit to keep remote reps from becoming OP, especially since locally tanked ships will still be more vulnerable to alpha.

Put the two tanking styles on more-or-less equal footing; then, if the problem is the excessive power of remote reps, then fix that.

Proud founder and member of the Belligerent Desirables.

I voted in CSM X!