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[Odyssey] Ship Resistance Bonuses

First post First post
Author
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#81 - 2013-04-12 17:18:28 UTC  |  Edited by: Gypsio III
Finally, the long-awaited Eagle nerf is here! P

Seriously though, you should hold fire on the change to HACs HICs and CS until you rebalance them properly. And have a look at large artillery alpha too.
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#82 - 2013-04-12 17:18:59 UTC
Ok since you're nerfing it could you give the poor already terrible punisher some love..

its way to beautiful to be so bad..

Not that the tank thing really matters, it could have twice the EHP and still die against most frigs.

BYDI recruitment closed-ish

Unseen Spectre
Shadow Eye Ops
#83 - 2013-04-12 17:19:42 UTC  |  Edited by: Unseen Spectre
@Fozzie
I have some questions concerning the reduction of resists bonuses in connection to the rebalancing work already done on frigates, cruisers, and battle cruisers.
I assume that the ships with the resists bonuses which have already been rebalanced were rebalanced with the 5%/level resist bonus in mind. Will this this not unbalance those ships that are affected with this change?
To me it seems that this change will be a general nerf to primarily amarr and caldari ships. Furthermore, provided that the previous rebalance work was done properly in the first place with resists on 5%/level, this change will negatively unbalance those ships. If you think this change will properly balance the already rebalanced ships I guess this means that rebalance work on those ships were not properly done in the first place...!
Anyway... will the ships already rebalanced be compensated with additional hp to compensate for the loss of hp from the lowered resists?
EDIT:
I think this general approach is too unprecise and that the change should be made of the rebalance process on a case by case basis. Therefore, I think that resists bonuses should reevaluated when you make the next rebalancing pass to the ships already rebalanced - as have been stated rebalancing is a continuous process. I realize that this will take longer, but it will also be done properly rather than an unprecise "quickfix" which may unbalance already rebalanced ships...
A reply is appreciated.
Antal Marius
Allied Operations
Mechanicus Macabre Immortale
#84 - 2013-04-12 17:23:06 UTC
Why lower the tank on already squishy mining ships?! Leave their resists alone.
Torrelus Toh'Kon
Parallax Shift
#85 - 2013-04-12 17:24:06 UTC
4% is an improvement, but I think 3-3.5% is going to be the real balance point.

The really big problem I have with resistance bonuses is their application to ships which are already heavy on buffer, both in HP and slot layout. When comparing to Minmatar it gets truely stupid. A triaged Archon with its resist and low-slot advantage, has about 3x the repping abilty (reps+resist+time) of the Nidhoggur. Fitted for heavy armor BS fleeting, an Abaddon has 2x the EHP of a Typhoon (the tankiest Minmatar BS) and enjoys better effect from dedicated RR. This trend continues all the way down the lines. The Caldari arn't so bad, apart from that damned Drake.

Considering ships in 1v1 the races arn't terribly unbalanced, they just have different character. However, as a fleet size increases, the resistance bonused ships will always force direct alternatives to the sidelines.

All that being said though, I'm really in the group that thinks resistance bonuses should not be on T1 ships.
Kellaen
The Scope
Gallente Federation
#86 - 2013-04-12 17:25:03 UTC
Antal Marius wrote:
Why lower the tank on already squishy mining ships?! Leave their resists alone.

If you want a tanked mining vessel, the procurer & skiff fit that role. Oh god you might have to sacrafice some yield!
Johnson Oramara
Science and Trade Institute
Caldari State
#87 - 2013-04-12 17:25:50 UTC
This change will affect more shield ships than armor ships, how are you attempting to balance them?

ROF needs nerfing to 4% too with your logic then, make it happen. Let's just nerf everything so everything is so bland and boring but BALANCED.
Ethan Revenant
Adhocracy Incorporated
Adhocracy
#88 - 2013-04-12 17:26:21 UTC
I can live with shaving 5-10k EHP off of a few of my ships. Agreeing with the sentiment that HICs should be monitored and re-evaluated once these changes go live, if not before.

CCP Fozzie wrote:
We also plan to continue using straight HP bonuses in the future as a defensive bonus with its own flavour distinct from the other defensive bonus options.


Now you've gotten my hopes up re: the Damnation not losing its buffer bonus for a missile bonus in the upcoming command ship revamp. I was just barely starting to accept this possible future. You are a cruel man.

This change extending to the exhumers is hilarious. I can see why -- the difference in EHP is so insignificant that there's no reason to leave them and only them at 5% -- but the poor Hulk is already so maligned for failing to be the god-king of all mining these days. Soon, the threadnaughts claiming that the loss of 500 EHP has ruined the Hulk for all time will begin.
Luc Chastot
#89 - 2013-04-12 17:30:20 UTC
Fozzie, why not leave the 5% bonus and take out a relevant slot? Just like, you know, drone boats have to lose 1 slot just because.

Make it idiot-proof and someone will make a better idiot.

Mongo Edwards
Brutor Tribe
Minmatar Republic
#90 - 2013-04-12 17:34:02 UTC
Perhaps the Gurista's ships should be left out of this nerf until pirate ships on the whole have had a chance to be looked at.
Suyer
Half Empty
xqtywiznalamywmodxfhhopawzpqyjdwrpeptuaenabjawdzku
#91 - 2013-04-12 17:38:19 UTC
Glad that CCP Fozzie assumes evreybody has level 5 skills.

Too bad in the real game we don't all get ALL V ccp characters.

Looking forward to ****** T3s especially after the incoming nerf they don't deserve but I'm sure you will implement.
Allandri
Liandri Industrial
#92 - 2013-04-12 17:41:25 UTC
How about down to 3% per level? Or changing base resists?
greiton starfire
Accidentally Hardcore
#93 - 2013-04-12 17:42:59 UTC  |  Edited by: greiton starfire
CCP Fozzie wrote:
I can promise you that we're committed to eating our vegetables and making adjustments either up or down based on our best estimation of what the game needs. We won't decrease the power of items and ships unless we deem it necessary but we also won't forget that our job is to manage the health of the game over the long term.


Thankyou for this. while i may not always agree with the balancing its this idea of keeping the system healthy and not just doing what will be popular that will keep eve going through the years. wow and other mmos may not experience the negatives of power creep at first, but it very quickly becomes a problem in end game. in eve everything is pretty much endgame so focusing on the balance health is very important.
Marc Callan
Center for Advanced Studies
Gallente Federation
#94 - 2013-04-12 17:43:30 UTC  |  Edited by: Marc Callan
You're already proposing applying the resistance nerf to some widely-used ships (especially the Rokh, which has an entire fleet doctrine based around it). For pity's sake, get some data on what happens to those ships before applying the resistance reduction to dozens of ships, some of which haven't even been touched by the rebalancing brush - or at the very least, don't apply the nerf to a ship that hasn't yet been rebalanced. Make the 5% to 4% part of the rebalancing process, not an across-the-board carpet-bombing nerf to ships that might actually end up broken by it.

Otherwise, there's too much of a chance that some of those broken ships will get lost in the shuffle of the massive changes.

"We are what we pretend to be, so we must be careful about what we pretend to be." - Kurt Vonnegurt

Malcanis
Vanishing Point.
The Initiative.
#95 - 2013-04-12 17:44:59 UTC
Gypsio III wrote:
Finally, the long-awaited Eagle nerf is here! P



Lol

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Volstruis
Kybernauts
Kybernauts Clade
#96 - 2013-04-12 17:46:41 UTC  |  Edited by: Volstruis
Kinda thinking it's better now to sit out this Tiericide thing before investing in my hangar anymore.
Leon De Grande
Evian Industries
Reeloaded.
#97 - 2013-04-12 17:46:43 UTC  |  Edited by: Leon De Grande
Here is how I understand the problem.

The core of this problem seems to be the trouble separating two different roles for ships.
1. Ships that are supposed to work well with their internal resources, without depending on external sources. (Local resources.)
2. Ships that are designed to reach their full potential by depending on external resources. (Fleet resources.)
The "intended roles" is the assumed motivation for everything here, so if these are not the roles intended my mistake for misunderstanding.

So currently the specific problem is that local repair bonuses are overshadowed by resistance bonuses. This is because the resistance bonus boosts local tank just as much as the intended repair bonus, while also providing other defensive benefits IN ADDITION to directly augmenting the use of fleet resources. (The EHP bonus from resistance has solo value because your ship will take longer to break in a race against time, this also is good in fleet situations because it gives logistics more time to respond successfully. Also the lowered incoming damage makes higher EHP/s values possible which directly increases the value of remote reps. You can simply tank more incoming damage before you start to break.)

So basically what I am getting from this is that the bonus intended to focus on role "2" as described above also works just as well for role "1", making the bonus for role "1" inferior due to being superfluous.

___________________________________________________
Why not increase the value of the local rep bonus instead of reducing the resistance bonus? These two bonuses are designed for different purposes, wouldn't increasing local rep bonuses make these two bonuses more distinct from one another? If the resistance bonus is too powerful, relative to the local rep bonus, it seems logical to me to increase the local rep bonus.

Instead of thinking "I don't want to use my local rep ship because the resistance bonus ship is too strong." Think, "I don't want to use my local rep ship because the local rep is too weak."
Antal Marius
Allied Operations
Mechanicus Macabre Immortale
#98 - 2013-04-12 17:49:27 UTC
Kellaen wrote:
Antal Marius wrote:
Why lower the tank on already squishy mining ships?! Leave their resists alone.

If you want a tanked mining vessel, the procurer & skiff fit that role. Oh god you might have to sacrafice some yield!



Their lowering the tank on those. That's what I'm complaining about. My fits are all tank, with little yield.
Nightfox BloodRaven
Federal Navy Academy
Gallente Federation
#99 - 2013-04-12 17:51:05 UTC
Honestly I think this is a bad idea.

Some ships with the combination of bonuses may be a bit strong and need to be examined but to throw Frigs, Cruisers, BCs, BSs, HAC, Faction ships.. all in one pot and apply the change to a whole pot of them is LAZY at best.

Each ship/class need to be look at separately.. take the ferox for example.. few flies this ship before the BC changes now i see a bit more of them which is a good thing cuz its a great ship. I solo in it but honestly losing that 5% is gonna make things A LOT harder to the solo player...

First of all Armor Resist are stronger than Shield Resists.. so Armor and Shield need to be look at separately.

Also not everyone has level 5 skills.. so for us that dont these resist bonuses are forgiving to us and make PVP more viable..

Also.. i understand your goal is to balance these ships but the game itself can NEVER be balanced.. ppl with different skill levels.. ships with different roles... you shouldnt try to make everything equal... then there is no point to fly one ship over the other..



If you wan to change resistance bonuses do it properly on a ship by ship bases.. don be lazy just apply the bat to all and hope it will work out for the best..
Jedediah Arndtz
Jedediah Arndtz Corporation
#100 - 2013-04-12 17:52:19 UTC  |  Edited by: Jedediah Arndtz
Marc Callan wrote:
You're already proposing applying the resistance nerf to some widely-used ships (especially the Rokh, which has an entire fleet doctrine based around it). For pity's sake, get some data on what happens to those ships before applying the resistance reduction to dozens of ships, some of which haven't even been touched by the rebalancing brush - or at the very least, don't apply the nerf to a ship that hasn't yet been rebalanced. Make the 5% to 4% part of the rebalancing process, not an across-the-board carpet-bombing nerf to ships that might actually end up broken by it.

Otherwise, there's too much of a chance that some of those broken ships will get lost in the shuffle of the massive changes.



On the Rattlesnake: Yaaaay. Missiles are cruddy, drones are a pain, and the only saving grace it really has is the tank. But no, CCP's gonna just nerf things into oblivion without bothering to actually try and balance things.

Once again, CCP busts out the nerfbat without looking where they're swinging.