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Removal of passive resist bonus on shield/armour hardeners

First post
Author
Pleasure Bound
Futanari on Safari
#121 - 2013-01-31 01:08:52 UTC
The way I read this change is similar to the change done to the Corporate Hangar on the Orca:

"We've broken something and we don't understand the code. So we'll come up with an excuse/explanation/story because it is 5pm and it is the time to go home".
Cindy Marco
Sebiestor Tribe
Minmatar Republic
#122 - 2013-01-31 07:26:07 UTC
Pleasure Bound wrote:
The way I read this change is similar to the change done to the Corporate Hangar on the Orca:

"We've broken something and we don't understand the code. So we'll come up with an excuse/explanation/story because it is 5pm and it is the time to go home".


Well you have to look at it from the other side. They only had 2 options :

1) They could find the real problem with the code

2) They could make 3 skills mostly useless, 1 skill kinda useless (I actually do fit a Kinetic SRA rarely, its a Minny thang) and kinda screw shield users because now they have NO resists when neuted while the armor guy still has his EANMs.

And oh, btw, no reimbursement for your skills that now useless for most players. I don't even need the SP anymore, but I bet there are newer guys that trained those skills to 5 and wish they had them back. That is like a month of wasted training.


At least it was only an insignificant change however. I shudder at the thought of what a major change would be!

Alice Katsuko
Perkone
Caldari State
#123 - 2013-01-31 07:51:25 UTC  |  Edited by: Alice Katsuko
CCP Greyscale wrote:
Zhilia Mann wrote:
CCP Greyscale wrote:
We discussed this again at our morning design meeting today, and we're still of the opinion that this is the correct change to make in this case. Obviously we're keeping an eye on this thread to make sure there isn't something we've missed, but as of today we're still comfortable with the consequences here.


To those asking about patch notes, here's the draft versions from a few weeks ago:

- Active armor hardeners and shield hardeners no longer give a passive resistance bonus when not active
- Armor and shield compensation skills no longer give any bonus to active armor or shield hardeners


To those asking about reimbursement etc: we make balance changes on a fairly regular basis, and we're not generally in the habit of reimbursing skill points except in exceptional circumstances (which this isn't).


Well, thanks for revisiting it. I have to grudgingly respect that CCP holds its ground; god knows that if players got everything they wanted then this wouldn't be a game I'd like to play.

However, I'm still concerned about two things, and they're related. The first is that I don't understand the logic behind this change, and judging from this thread no one else does either. What exactly is your thinking and how does it override the points brought up here?

The second thing remains the lack of transparency around the change. This really was going to stealth its way in. The fact that you planned to note it in the patch notes does nothing to mitigate the fact that we didn't know further ahead of time. Sharing your logic would be helpful on this front as well; sharing it proactively would have been vastly preferable. But we are where we are now and you can still help by actually illuminating how you're thinking about the problem.


For the why, see my first post in this thread for the short version :) Essentially we came to the conclusion that 1) in the general case, all other things being equal and with caveats and get-outs as necessary, we prefer single-function modules to multi-function modules, and 2) in this specific case we strongly dislike the implementation and the presentation thereof. If this is unclear, please ask more questions, just don't expect the general thrust to change significantly! Smile

The reason I was happy to leave it to a patchnote was that I didn't feel it was that big a change, and that I felt "the case for the prosecution" was strong enough that extended discussion wouldn't serve much purpose. If I'm totally honest, I'll also admit that I'd forgotten this was going to SiSi this week, as I've had other projects on my mind Oops


Thank you for explaining further.

Players do not use EANMs because they like being cap-resistant; they use EANMs because they have no other choice. Players will choose active hardeners over passive hardeners every time, even with this nerf, because of the higher resistances and opportunity to overheat. There is no tradeoff between active and passive hardeners, and never will be, unless passive hardeners receive a major boost or active hardeners are further nerfed. The only time players willingly fit passive hardeners over active hardeners, is for high-lag situations or when they expect to be neuted dry.

This is a major boost to cap warfare, and a major nerf to tanking in general, and to shield-tanked ships in particular.

That being said, we're still going to see shield fleets, and this is hardly the end of the world.
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#124 - 2013-01-31 08:23:12 UTC
Alice Katsuko wrote:




Players do not use EANMs because they like being cap-resistant; they use EANMs because they have no other choice. Players will choose active hardeners over passive hardeners every time, even with this nerf, because of the higher resistances and opportunity to overheat. There is no tradeoff between active and passive hardeners, and never will be, unless passive hardeners receive a major boost or active hardeners are further nerfed. The only time players willingly fit passive hardeners over active hardeners, is for high-lag situations or when they expect to be neuted dry.


Good job on completely contradicting yourself in one breath. Lol
Alice Katsuko
Perkone
Caldari State
#125 - 2013-01-31 08:49:37 UTC  |  Edited by: Alice Katsuko
There's no contradiction. Imagine someone offers you a choice between a shiny new computer, and a DOS-box from 1991. Sure, you'd get better stability from DOS, but it's not much of an advantage compared to all the things you'd be missing out on.

The same goes for passive versus active hardeners. Active hardeners provide substantially higher resistances while active, and can be overheated for additional resistance bonus. Passive hardeners provide lower resistances, and cannot be overheated. The only time passive hardeners are superior to active hardeners, is when a ship is capped out and cannot get cap from remote or local sources. So the only time a player will willingly fit passive hardeners, is when he expects to be neuted out. For obvious reasons, players usually do not fit their ships specifically to survive being capped out, if the cost is being exploded due to lower resists.

(Similarly, most players do not fit ECCM against the chance of being jammed, sensor boosters against the chance of being dampened, or tracking computers against the chance of being tracking disrupted. Because just as it makes more sense to omni-tank, it also makes more sense to omni-fit a ship for general combat rather than proof it against one of many eventualities and leave holes for all other possibilities.)

All that the proposed change does, is make active hardeners less useful under cap pressure, since now instead of providing a crappy bonus, they'll provide no bonus at all. This is a big nerf to active hardeners, especially shield hardeners, but it doesn't change a player's calculus about whether to fit passive or active hardeners. It's a big nerf because in the event a ship with active hardeners is capped out, it will now get no benefit at all, rather than some benefit, as now.
Vladimir Norkoff
Income Redistribution Service
#126 - 2013-01-31 09:39:34 UTC
Alice Katsuko wrote:
Players do not use EANMs because they like being cap-resistant; they use EANMs because they have no other choice. Players will choose active hardeners over passive hardeners every time, even with this nerf, because of the higher resistances and opportunity to overheat.
Well if an Armor Invuln Field existed, then yes players probably would choose that over EANMs. But it doesn't exist... So not really sure why you are basing an argument around this imaginary module.

All we have is the active Armor Hardeners that cover one specific resistance. They are used far less often than EANMs and will now become even less attractive then they were before. CCP will realize this a few years down the line, and the EANM/Hardener cycle will repeat itself yet again. Joy.
Bouh Revetoile
In Wreck we thrust
#127 - 2013-01-31 11:18:14 UTC
Come on ! We are talking about something affecting only completely neuted ships ! Besides an armor ship cannot even fire its guns in this case, a completely neuted ship is often screwed anyway, and the cases where the passive resist would have saved you is so rare you'd better play lottery games to fund a new ship.

If you want neutralizer resistant fit, there's a module called shield resistance amplifier and ancillary shield booster. And yes, there is no adaptive one for shield, exactly like there is no adaptive hardener for armor nor there is capless ancillary armor reper.

But I guess the whines come from cap pilots, and I don't think capital survivability is a critical thing to save.

As for resistance amplifier vs hardener, I think the first one will now have a reason to exist.
Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#128 - 2013-01-31 11:38:54 UTC
Cindy Marco wrote:
And oh, btw, no reimbursement for your skills that now useless for most players. I don't even need the SP anymore, but I bet there are newer guys that trained those skills to 5 and wish they had them back. That is like a month of wasted training.



When will you guys understand those passive resist skills are not a waste of time?

Up until now you didn't had to think about your fittings, was invulns and shield extenders everywhere. Now you have to think about your fittings and get the best out of those passive resist modules.

Armor might have EANP's but they clearly lack oversized reppers and no cap cost ASB/guns, it's a trade off you guys are not used to while being mainly armor trained I've always had to and used. I also use most often my armor tank ships with shield tanking so please go ahead and keep telling shield tanking is bad and in need of more buffs.

I'm ok for you guys to get some sort of shield EANP but I definitively want the equivalent of shield Invuln. Is this fair enough for you?

removed inappropriate ASCII art signature - CCP Eterne

feihcsiM
THE B0YS
#129 - 2013-01-31 11:57:45 UTC
Sergeant Acht Scultz wrote:
When will you guys understand those passive resist skills are not a waste of time?



I have a dedicated, specialised caldari cap ship character. Could you explain how I haven't wasted my time training these skills on that account?

It's the end of the world as we know it and I feel fine.

Bouh Revetoile
In Wreck we thrust
#130 - 2013-01-31 12:16:16 UTC
feihcsiM wrote:
I have a dedicated, specialised caldari cap ship character. Could you explain how I haven't wasted my time training these skills on that account?

Shield Resistance Amplifiers

Don't worry, someone should tell you when to fit them.

BTW, I thought cap ship could refit in space ; did that changed ? Because if not, you can just fit resist amplifier when neutralizers are coming.
Morrigan LeSante
Perkone
Caldari State
#131 - 2013-01-31 12:44:42 UTC
WTH is with the "armor have no capless guns"

Have the ENTIRE minmatar ship line turned to shields when I wasn't looking?


Even with this change, PvP pilots wont magically fit the passives - there is no space. They've just been made (even) weaker vs cap warfare.

I think the most troubling thing is there is no obvious imbalance brought be these, nor one be addressed by the change. I mean...has anyone ever seen a thread about this skill/offline mods being overpowered?
Nash MacAllister
Air
The Initiative.
#132 - 2013-01-31 13:22:17 UTC
I am just amused by all the posts that have "Well nobody ever fits.... blah blah blah" in them. Lol. These changes do effect people, particularly in some of the more purpose-built ships. And there are certainly environments where neuting is pretty damn common, so again, these changes do have a real effect. I know fighting in a wh, I expect to see neuts being used. The question of whether to go active or passive is simply a question of how many neuts I think will be hitting me in particular. Lol. While I agree that people should have to choose fits based on a tactical standpoint, but I also see this as a senseless nerf that really has no justification. And I would still like to see an across the board passive resist module (or reactive shield hardener for that matter) as another option to give me more choices. I don't see either as being OP given the circumstances.

Yes, if you have to ask yourself the question, just assume we are watching you...

Besbin
Blue Republic
RvB - BLUE Republic
#133 - 2013-01-31 13:23:18 UTC  |  Edited by: Besbin
Bouh Revetoile wrote:

BTW, I thought cap ship could refit in space ; did that changed ? Because if not, you can just fit resist amplifier when neutralizers are coming.


Yes and no. Two carriers can use fitting services on each other to refit. A solo carrier and dreads cannot. Also a triaged carrier can't until out of triage.

That said, you're making a very very good point. Simply refitting to resist amps when capped out is already far superior to passive resists on active hardeners. With the changes it is only even more so. It does of course present some obstacles, but doing like you suggested, IMO, alleviates the "omgwtfbbq 27% !!!!"-problem.

However I still do think that a skill set of 45D worth of training have been halved in practical value and still think something should be done to make this effort worthwhile given the stealthy circumstances of "lazy programmer" mess. But I do agree the problem is smaller than it looked at first (for shield cap pilots of which I'm not one anyway).
Besbin
Blue Republic
RvB - BLUE Republic
#134 - 2013-01-31 13:25:55 UTC  |  Edited by: Besbin
Nash MacAllister wrote:
I am just amused by all the posts that have "Well nobody ever fits.... blah blah blah" in them. Lol. These changes do effect people, particularly in some of the more purpose-built ships. And there are certainly environments where neuting is pretty damn common, so again, these changes do have a real effect. I know fighting in a wh, I expect to see neuts being used. The question of whether to go active or passive is simply a question of how many neuts I think will be hitting me in particular. Lol. While I agree that people should have to choose fits based on a tactical standpoint, but I also see this as a senseless nerf that really has no justification. And I would still like to see an across the board passive resist module (or reactive shield hardener for that matter) as another option to give me more choices. I don't see either as being OP given the circumstances.


And, as Malcanis suggested (if I understand him correctly), I would be perfectly fine with the shield omni resist amp (let's name it "Invulnerability Amplifier" :-) to be more fitting intensive and/or less powerful than the EANM. Just having the option would be a game changer.
Nash MacAllister
Air
The Initiative.
#135 - 2013-01-31 13:38:49 UTC
Bouh Revetoile wrote:

BTW, I thought cap ship could refit in space ; did that changed ? Because if not, you can just fit resist amplifier when neutralizers are coming.


No, this is when you fit the Large Capacitor Battery II's. Big smile

Yes, if you have to ask yourself the question, just assume we are watching you...

Besbin
Blue Republic
RvB - BLUE Republic
#136 - 2013-01-31 13:43:07 UTC  |  Edited by: Besbin
Nash MacAllister wrote:
Bouh Revetoile wrote:

BTW, I thought cap ship could refit in space ; did that changed ? Because if not, you can just fit resist amplifier when neutralizers are coming.


No, this is when you fit the Large Capacitor Battery II's. Big smile


Riiiight...like that's not gonna be a drop in the ocean against neut bhaals. Nice thought, works in some cases, doesn't work in this...
Nash MacAllister
Air
The Initiative.
#137 - 2013-01-31 13:51:57 UTC
Besbin wrote:
Nash MacAllister wrote:
Bouh Revetoile wrote:

BTW, I thought cap ship could refit in space ; did that changed ? Because if not, you can just fit resist amplifier when neutralizers are coming.


No, this is when you fit the Large Capacitor Battery II's. Big smile


Riiiight...like that's not gonna be a drop in the ocean against neut bhaals. Nice thought, works in some cases, doesn't work in this...


Off topic but you may be surprised what that does to a Bhaal even when it is being fed cap by a carrier. Certainly it is situation dependent. Hit me up on Sisi sometime... Big smile

Sorry for the digression.

Yes, if you have to ask yourself the question, just assume we are watching you...

Zor'katar
Matari Recreation
#138 - 2013-01-31 14:26:18 UTC
How possible is it for someone with a max Scan Res fitted gank ship to lock and alpha an undocking/gate-decloaking ship before he can activate all of his hardeners?
Mike Whiite
Deep Core Mining Inc.
Caldari State
#139 - 2013-01-31 15:04:00 UTC
Smartbomb Battleships at gates to burst approaching Blokade Runners anyone?
RavenPaine
RaVeN Alliance
#140 - 2013-01-31 15:40:44 UTC
I still remember the days when it was called the "lol drake", and every FC knew that "Primary the Caldari ships" was the right call.

Eventually, After maxing out skills, and losing many ships, Caldari pilots became good at using what they had, and all the Armor tank guys started crying OP!

This change will take the game backwards 5 years.
That is not 'developing' it is devolving