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[Odyssey] Ship Resistance Bonuses

First post First post
Author
Brother Welcome
Imperial Shipment
Amarr Empire
#761 - 2013-04-27 19:30:07 UTC  |  Edited by: Brother Welcome
Kaarous Aldurald wrote:
My entire problem is that we seem to be getting this knee jerk nerf with no sign whatsoever of any re balancing of the ships affected, when the vast majority of the ships on that DO NOT NEED A NERF. And the response we get to the fact that "lower resists" and "amarr BS rebalance" are nothing more than across the board nerfs (the geddon does not count, it's a total re write, and not as strong as they make it out to be) is "Oops, we made your ship un-flyable, here is a bandaid, get back to you guys an expansion from now! *waves*". Meanwhile the Gallente guys pitch an enormous whine, and CCP caves within hours.

Perception is reality. Right now, the Amarr guys on this and several other threads feel like second class citizens, and for a damned good reason. Our ships require more fitting mods on them just to run our own guns than any other race (for little to no genuine benefit, that is irrefutable), our best fleet ship is eating a 20-30k EHP nerf, and we basically just told to quit our bitching by a dev. We all can make a good case that we have been getting a raw deal for years, with no end in sight.

So yeah, I'd say disgruntlement is in order.

+1 to your point there.

Amarr ships are far from needing a nerf at this point.

If RR is the problem, do something to RR. Counting sig seems worth exploring.
X Gallentius
Black Eagle1
#762 - 2013-04-27 22:41:10 UTC
Kaarous Aldurald wrote:


Self rep ships don't need space cleared for them vs resist bonuses. They need to be cleared out of the way (read: deleted) so that game balance can actually be achieved.

That kind of crudworthy pve bonus doesn't belong in a discussion of pvp balance, pure and simple.

Maybe you should consider the fact that they're not getting rid of the self repping bonus, that they think self repping is viable in pvp (it is, but not so much in fleets), and instead come up with a solution to your "alpha" problem when the resists are reduced (which is going to happen)... such as increasing the EHP of the ships affected by 7% (after mods). - since the affected ships are going to lose less than 7% EHP overall. "alpha problem" solved.
Kaarous Aldurald
Black Hydra Consortium.
#763 - 2013-04-28 00:11:57 UTC
X Gallentius wrote:
Kaarous Aldurald wrote:


Self rep ships don't need space cleared for them vs resist bonuses. They need to be cleared out of the way (read: deleted) so that game balance can actually be achieved.

That kind of crudworthy pve bonus doesn't belong in a discussion of pvp balance, pure and simple.

Maybe you should consider the fact that they're not getting rid of the self repping bonus, that they think self repping is viable in pvp (it is, but not so much in fleets), and instead come up with a solution to your "alpha" problem when the resists are reduced (which is going to happen)... such as increasing the EHP of the ships affected by 7% (after mods). - since the affected ships are going to lose less than 7% EHP overall. "alpha problem" solved.


If they think self repping is viable in pvp then I'd ask them to make sure that they are smoking tobacco.

Ok... that would be fine, if they gave ANY indication that they intended to do that. But they haven't. By all indications, especially Rise's petulant troll post the last time he deigned to grace us with his presence, they aren't going to, either.

And even so, alpha problem, not solved. It's a problem now, on live. Why they think that overall reduction of EHP across the popular not-alpha fleet ships will do anything but worsen the issue, I can't imagine.

Because players totally don't take advantage of things like their direct fleet doctrine competition eating an enourmous ehp nerf... Roll

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Pelea Ming
Royal Amarr Institute
Amarr Empire
#764 - 2013-04-28 00:24:10 UTC
X Gallentius wrote:
Your complaint about alpha can be addressed with EHP buff.

And yet... not a single word from the Fozzie to indicate any such beast exists.
Van Mathias
Dead Space Continuum
#765 - 2013-04-28 05:23:33 UTC
An EHP buff would work, but it should be an across the board EHP buff for all BS, plus 8% for those ships that lose the Resist bonus. Battleships suffer from the fact that anyone from any subcap ship class can apply damage to us equally well, but we cannot reciprocate. Our tank is supposed to offset this, but the effect has always been underwhelming. Also, PVE needs to be rebalanced anyway, the lower level missions are far too easy. Also, +25 m3 drone space for the Rokh.
Ammut Irvam
Ministry of War
Amarr Empire
#766 - 2013-04-30 01:35:41 UTC
Just an update:

https://forums.eveonline.com/default.aspx?g=posts&m=2900569#post2900569

I'd like for people to read and reply/give feedback about my reply to this thread mainly the last bit of it I talked about with the carrier almost being insta blapped and so forth.
John 1135
#767 - 2013-04-30 12:32:14 UTC
Taoist Dragon wrote:
Simple change the 5% resist bonus to a HP buff. This then affects the 'passive' side and not the 'active' side of the tanks. It would also bring the passive tanking more in line with active tanking bonussed ships.

The correct balance would be to give a percentually greater HP buff than the lost resist buff, because of the dynamic difference between mitigation and ablation.

So if knocking say 0.5-2% off resists (varied by class and role) one might add say 2.5x the lost resist amount to AHP/SHP. A little less to shields due to the regen dynamic.

So the Abaddon might lose say 10% resist at Lvl V, but gain 25% AHP. I would suggest adding this to the base HP so that the ship become relatively better at lower SP levels. This should allow local repping to be buffed slightly to make it a thing.

The goal I think should be to produce high buffer tank ships to counter an alpha strategy, while making them less repairable so that brawling with them can win through. With a general view to producing longer PvP fights.
John 1135
#768 - 2013-04-30 12:42:52 UTC  |  Edited by: John 1135
Pelea Ming wrote:
Kaarous Aldurald wrote:
Quote:
I like how you want the most versatile bonus to retain it's strength and trample over the tanking bonuses of the other 2 races


If you are saying speed isn't the most versatile bonus, you are wrong before you even started. Every other kind of tank bonus helps you mitigate damage when you do get hit. Speed helps you not get hit in the first place. Speed means the ability to dictate the fight. This is the most powerful bonus in EVE and has been for a long time.

^^^^ Agreed, and the bigggest reason why every resist bonused ship in the game was F*** all for maneuvarability compared to anything else. And yet, not a single comment anywhere about providing any compensation for this nerf, simply "take it and like it".

Agreed. I liked that resist bonused ships were slow and brick-like. I found that enjoyable. If I'm frank, I find these proposed changes insipid.

Speed is the better bonus, because it grants opportunity to dictate the engagement (whether it happens, and at what range). And it can be used to tank.

Resists are still a fun bonus because it feels good to be able to take a punch and slug back. But taking a punch doesn't directly land any damage on an opponent. Hence resists need to be robust to matter.
Sal Landry
School of Applied Knowledge
Caldari State
#769 - 2013-04-30 13:40:27 UTC
If resist bonuses are OP, is there any chance that you'll be addressing the fact that every single T2 Minmatar ship basically gets a free shield resist bonus thanks to having an actually useful T2 resist profile?

No, didn't think so. Obviously it's the Eagle and the Nighthawk that are the problem.
Zae-Yun Stekahl
Elder Guard Industries
#770 - 2013-04-30 15:21:50 UTC
I personally will say I like this nerf, but at the same time I do see where some people are coming from. I do think that Fozzie is right that this makes it ALOT easier to rebalance the affected ships. I will say too those of you that say "your just making the ALPHA META" more viable that you have a point, but at the same time, if you think about it, why wouldn't the entire fleet try to kill one ship at a time? Seams like a completely viable military strategy. But still to much IS just a pain. I would personally to do a small balance would change the flat resists of the HP buffer and Repper Bonus ships.

I am looking at it all. And following all the ship changes, and so far the bonuses seam to fit quite nicely, but again with any blanket comes the chance to smother the game.
Kaarous Aldurald
Black Hydra Consortium.
#771 - 2013-04-30 15:37:42 UTC
Zae-Yun Stekahl wrote:
I personally will say I like this nerf, but at the same time I do see where some people are coming from. I do think that Fozzie is right that this makes it ALOT easier to rebalance the affected ships. I will say too those of you that say "your just making the ALPHA META" more viable that you have a point, but at the same time, if you think about it, why wouldn't the entire fleet try to kill one ship at a time? Seams like a completely viable military strategy. But still to much IS just a pain. I would personally to do a small balance would change the flat resists of the HP buffer and Repper Bonus ships.

I am looking at it all. And following all the ship changes, and so far the bonuses seam to fit quite nicely, but again with any blanket comes the chance to smother the game.


Yeah, it might make it easier to rebalance the effected ships. If they actually plan on doing it. Thus far, especially considering the kinds of blue responses we have been getting, combined with the fact that many of the ships on that list already went through a rebalancing, puts the lie to that statement.

That's why a lot of us are up in arms about it. Because a lot of those ships are already weighing in on the left side of imba (that was a fancy way of saying that they already suck), and any nerf they get will make them unflyable. And because we don't have any faith in the devs doing anything about it. Their total refusal to answer this charge, is silence damning indeed. They've already said that they are putting lasers on the back burner, again, for some nebulous future rework. Guess what? It's broken now, has been for years, and you expect people to bank on the possibility of a rewrite in an unspecified future point, once they get around to it? No reasoning being would buy that.

Which is of course, all the little things taken together is why people are upset about all this at once. Amarr have a few things going for them. Lasers, and buffer tank. All of which are either still broken (and we are told "too bad"), or getting a nerf. Oh, aside from the aesthetic visuals of our ships, which is getting a buff (new Apoc model). Unfortunately, I can't kill someone with how pimp my ship looks.

And if you think "primary is XYZ" is an actual military strategy, or even has been, then you are very, very wrong. I can't even adequately explain that with my command of English.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Pelea Ming
Royal Amarr Institute
Amarr Empire
#772 - 2013-04-30 17:02:30 UTC
But that is why they did that complete rework of the 'Geddon, so that they could still say "Look, you still have a ship that works!"

Cut the Abaddon down from 8 turrets to 7, or even better, 6, with a damage buff to match. Artie Abaddon issue solved.
Kaarous Aldurald
Black Hydra Consortium.
#773 - 2013-04-30 22:34:13 UTC
Wow. I had a 5980 character, elaborate, eloquent wall of text on this subject, and the forum eats it.

...

Ok, I guess the Internet itself wants the TL;DR version:

X= remote reps per second

Y = dps per player per second

Remote reps are the real problem. The current state of remote reps allowing a perma tank against anything but X=Y+1 is a major reason why alpha has become such a prevalent and problematic tactic.

But!

The current state of remote reps is pretty much required to sustain anyone who wants to do Incursions, because the Incursion rats are so damned overtuned.

Now!

NPCs are treated by the game differently than players are. They don't fire real weapons or ammo at us.

Remote reps should have a diminishing return in order to remove the perma tank issue mentioned above. Therefore, introduce a hidden effect on each piece of player ammo in the game that inflicts a hidden debuff that causes diminishing return of remote reps for a period of time.

No room (or posting time, I just got off work) to elaborate and explain all this, but please discuss with an open mind about the possibility and repercussions.

Thoughts?

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Pelea Ming
Royal Amarr Institute
Amarr Empire
#774 - 2013-05-01 00:30:08 UTC
Kaarous Aldurald wrote:
Wow. I had a 5980 character, elaborate, eloquent wall of text on this subject, and the forum eats it.

...

Ok, I guess the Internet itself wants the TL;DR version:

X= remote reps per second

Y = dps per player per second

Remote reps are the real problem. The current state of remote reps allowing a perma tank against anything but X=Y+1 is a major reason why alpha has become such a prevalent and problematic tactic.

But!

The current state of remote reps is pretty much required to sustain anyone who wants to do Incursions, because the Incursion rats are so damned overtuned.

Now!

NPCs are treated by the game differently than players are. They don't fire real weapons or ammo at us.

Remote reps should have a diminishing return in order to remove the perma tank issue mentioned above. Therefore, introduce a hidden effect on each piece of player ammo in the game that inflicts a hidden debuff that causes diminishing return of remote reps for a period of time.

No room (or posting time, I just got off work) to elaborate and explain all this, but please discuss with an open mind about the possibility and repercussions.

Thoughts?

Sounds interesting, and if for no other reason then curiousity, wouldn't mind hearing from the Devs if (even just hypothetically, mind you) it would be something that could be made to work.
Nevyn Auscent
Broke Sauce
#775 - 2013-05-01 01:16:18 UTC
Kaarous Aldurald wrote:
Wow. I had a 5980 character, elaborate, eloquent wall of text on this subject, and the forum eats it.

...

Ok, I guess the Internet itself wants the TL;DR version:

X= remote reps per second

Y = dps per player per second

Remote reps are the real problem. The current state of remote reps allowing a perma tank against anything but X=Y+1 is a major reason why alpha has become such a prevalent and problematic tactic.

But!

The current state of remote reps is pretty much required to sustain anyone who wants to do Incursions, because the Incursion rats are so damned overtuned.

Now!

NPCs are treated by the game differently than players are. They don't fire real weapons or ammo at us.

Remote reps should have a diminishing return in order to remove the perma tank issue mentioned above. Therefore, introduce a hidden effect on each piece of player ammo in the game that inflicts a hidden debuff that causes diminishing return of remote reps for a period of time.

No room (or posting time, I just got off work) to elaborate and explain all this, but please discuss with an open mind about the possibility and repercussions.

Thoughts?

Sure, if DPS has a diminishing effect also. So the more you shoot at someone the less damage they take.
Remote reps require bringing more ships, and can be neutralised by 3 different Ewars, target switching, even bumping can mess with Remote reps.
If they bring more ships, why should they be penalised for bringing more ships while DPS isn't?
Kaarous Aldurald
Black Hydra Consortium.
#776 - 2013-05-01 01:36:01 UTC
Quote:
Sure, if DPS has a diminishing effect also. So the more you shoot at someone the less damage they take.
Remote reps require bringing more ships, and can be neutralised by 3 different Ewars, target switching, even bumping can mess with Remote reps.
If they bring more ships, why should they be penalised for bringing more ships while DPS isn't?


To outright answer your question, because dps can't cause a stalemate and force you to run.

Also, not 3 EWAR. Target painting and Tracking Disruption cannot take out ewar, and we all know how popular sensor damping is. (although I personally find it quite intriguing) Basically just left with ECM. Which works well, I admit, but still.

Also, as to your statement about target swapping, as I said earlier, I had a huge post about why this was important, and the forum ate it.

So suffice to say, yes, an FC can issue a variety of complicated commands to fit out multiple primaries, swap out targets, jam logi, etc. (Bump, though? Logi has disgusting range)

But for most people, it's just easier to bring arty and wipe them out, one shot, no thought. And that's at least part of the reason alpha is so popular. Because remote reps create a situation where genuine dps (i.e., non alpha weapons) becomes exponentially less useful, and can do this with way less opportunity cost than say, bringing an EWAR ship.




"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Buhhdust Princess
Mind Games.
Suddenly Spaceships.
#777 - 2013-05-01 10:44:47 UTC
CCP Fozzie, CCP Rise. I hope you are watching this. I am posting AGAIN now saying that ship resistance nerfs are DUMB, don't do it! There's 100% NO NEED.

If I want to kill an archon, I will do it with dreads and / or some blops. If I want to kill something with a resistance bonus, I JUST FIRE STUFF AT IT AND IT DIES.

Please don't overlook the majority of people that think this change is silly. You listened to me about the Scorpion, so why won't you listen to me AND 1,000,000,000,000 others that don't like this change :/ (Exaggurations used within this post).
-Buhhd
HazeInADaze
Safari Hunt Club
#778 - 2013-05-01 12:57:36 UTC
I feel some ships will be hit to hard be this. Moa, punisher, Worm, Gila, etc.

Why not drop resist bonus and add an HP bonus. It wont clash with the rep bonus. It will still help the RR fleets, but not as much. Resist bonuses are naturally more flexible than HP or rep. Why not make such a versitile bonus rarer, maybe on faction ships.
Little Dragon Khamez
Guardians of the Underworld
#779 - 2013-05-01 13:16:52 UTC
Or the simple solution as people keep on suggesting is to have ships resist the incoming reps from logi's the higher their resists the less they benefit from reps.

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

HazeInADaze
Safari Hunt Club
#780 - 2013-05-01 13:42:44 UTC
Little Dragon Khamez wrote:
Or the simple solution as people keep on suggesting is to have ships resist the incoming reps from logi's the higher their resists the less they benefit from reps.


That isn't a simple solution and it doesn't make any sense. It makes the trade off between reps and buffer obsolete in logi situations.