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[Odyssey] Ship Resistance Bonuses

First post First post
Author
Meduza13
Silver Octopus
Infernal Octopus
#381 - 2013-04-13 20:12:34 UTC
Syzygium wrote:
I believe there is a difference between math and reality. You cannot just compare the numbers for some active tanking setup (which is btw. not the main form of tanking in this game).

To be honest, most ships with a resistance bonus are quite okay, but not overly powerful within their leage.

Zealot is by far more used than Sacrilege. Because Speed and Damageprojection is a greater advantage than resistance.
Abaddon is strong with LOTS of support. Do 1on1 vs. a cheap Typhoon and you simply lose. Also in Fleets, more and more people use NavyGeddon and NavyApoc - both without resist bonus and still better.

Vengeance or Punisher is a brick but can hardly catch anything. Retribution the same. How many of the very successfull frig-pilots use them? Not the most. Most people fly other frigs without resist boni, because other values are WAY more important in PvP.

Archon is the best carrier, but not because of its resist bonus, but because of the capacitor amount and the ability to feed armor and cap. Also very good to fit, unlike chimera. The resist bonus plays an absolute minor role in its domination.

Prophecy: had its resist bonus for years and was the by far worst battlecruiser. So much for the numbers.

Drake: was dominant because of the massive HM-imbalance. Shortrange every drake is simply eaten alive by a Brutix, Harbinger or Hurricane. The Resistbonus was nice but far from being the base of its strength.

You can look at almost every single ship with a resistance bonus and you will come to the same conclusion:
- the resistance bonus is not the reason why they are good
or
- they even suck with resistance bonus

Fact is, most of the ships with a resistance bonus lack agility, speed or damageprojection or any combination of these. They NEED the "stronger" tanking bonus in order to survive long enough to even compete with the other ships. You mathematics on paper has nothing to do how these ships perform in reality.



Good stuff. I disagree a bit about archon only, armor resistance bonus is important, otherwise it will pop like thanatos.
Celestial One
Militant Miners
#382 - 2013-04-13 20:13:20 UTC  |  Edited by: Celestial One
Askulf Joringer wrote:
Celestial One wrote:
CCP Fozzie wrote:
Shield:
... Skiff, Mackinaw, Hulk,...


Thrown in for the tears or was this really an issue with these hull?


OMG, a 6.6%(something) nerf to damage taken totally break the hull!.....

If people are trying to suicide gank you, they will. This really changes nothing. Stop grasping at straws.



This is not something that concerns me as I do not mine anymore. I was more or less pointing out that this may cause a Sh*t storm of tears when this hits the mining community. As someone who flies armor hulls I do not have enough experience with the other hulls in this balance pass to point out other examples that may need an additional balance pass after this resist nerf. Though I have no doubt that those who fly those hulls will point them out.

I am not the only one in this thread that is wondering why they are doing this as a blanket nerf rather than on a hull to hull basis. I am sure that there are some hulls that were balanced fine with the current resist bonuses. When it comes to suicide ganking I am sure that someone here can point out a situation where this will make it cheaper/easier to take out these hulls. When racing concord I am sure there are situations where there are advantages to only needing two volleys vs three for example. I am wondering out of curiosity if CCP has found the current mining hulls to be to strong?

I see a lot of balancing going on at the same time and currently none of it has made it to test server. Pointing out the mining hulls in particular was more about picking hulls that seem to most easily illustrate the potential issues with a blanket nerf to the bonus.

Why do a balance on hulls that are not deemed overpowered, seems like it may cause some headaches for CCP that could be avoided.

I do like the idea of balancing these resist bonuses though, as they are very powerful on some ships.
Kesi Raae
Viziam
Amarr Empire
#383 - 2013-04-13 20:27:46 UTC
FHC has your back on this one, keep up the good work, CCP.
Veshta Yoshida
PIE Inc.
Khimi Harar
#384 - 2013-04-13 20:53:04 UTC
Love dan Murcatto wrote:
I see the reasoning behind lowering the resists, atleast in regular T1 hulls, but should this be done to faction, T2 and capital ships aswell? It seems only natural to me that the likes of rattlesnake, vulture or chimera should have better resists than a drake or rokh for example. If it turned out that the 5% resist bonus is still too big on these more expensive ships it always could be lowered down later. I don't see the need to change every +5% resists to +4%, you could leave some of them to +5%, now couldn't you?...

Would muddy the waters needlessly to have bonuses of different values all over the place.

If you sort the list Fozzie provided, you'll see that the vast majority of ships being affected are pirate/navy, T2 and collectors ships .. the first two have barely been been touched by tiericide (only just gotten to cruisers) and the latter are so brokenly OP and rarely see combat that they remain unperturbed.
T2 will probably see a shake-up of similar magnitude to what T1 has seen as will the larger faction hulls, when the time comes keep an eye on them and if CCP neglects to account for the blanket nerf when presenting the revision, then you can scream bloody murder .. until then, focus on the existing ships (ie. tiericided T1) affected and let the rest lie until the shroud is lifted.

Smoking Blunts
ZC Omega
#385 - 2013-04-13 20:59:12 UTC
so you balance lots of ships, for the most part well. and then you randomly decide to hit 44 ships with a nerf some(if not most) really do not need or warrant.

its not even in the realm of balancing tbh, as its not taking ship class or role into account, its just a broad sweeping nerf bat swing, thought you were better than that fozzie

OMG when can i get a pic here

Veshta Yoshida
PIE Inc.
Khimi Harar
#386 - 2013-04-13 21:10:28 UTC  |  Edited by: Veshta Yoshida
Smoking Blunts wrote:
so you balance lots of ships, for the most part well. and then you randomly decide to hit 44 ships with a nerf some(if not most) really do not need or warrant....

Go over the list again and count the ships affected -
Shield: Merlin, Moa, Drake, Ferox.
Armour: Punisher, Maller, Prophecy, Abaddon.
That is a grand total of eight ships the rest are noobships, T2 ships, capitals and various faction hulls .. none of which have been addressed in the tiericide passes, ie. any compensation for the tank decrease can be worked into revisions with ease.

Onus for us should be to make CCP understand that some of the already tiericided ships affected will be hit quite hard and need a once over to smooth them out.
Antaeus Fantasy
Korrupted Gaming
#387 - 2013-04-13 21:22:46 UTC
All i can say is.. balance ALL ships first.
After such a big change all the ships will need rebalance.
and dont forget about ships with local armor reps.
If it is a small change for 1 rep, it is 2x if a ship has 2 reps. or it instantlu turns into 3x if it is ancilary armor rep.
so from -5% it turns into 10 %. Or in my case - 1 usual rep and 1 ancilary, it turns into -5% and -15%.
A total of -20%.
So i think that idea is too raw.
Noisrevbus
#388 - 2013-04-13 22:00:09 UTC  |  Edited by: Noisrevbus
CCP Fozzie wrote:

Finally it's important to look at the value of these resistance bonuses combined with remote repair modules. Remote repair systems are extremely powerful in the current EVE meta, and I have stated in the past that we do not intend to increase the power of the highest end repair strategies (Tech Two Logistics and capital remote repairing) because they are on the edge of overpowered. Remote repair gameplay is some of the most fun gameplay we have (and is my personal favourite activity in 0.0) but is also responsible for discouraging fights and for forcing the rise of alpha-only strategies. Spidertanking strategies like Slowcat carriers are some of the post powerful tactics in the game, and it's no accident that those strategies rely entirely on resist bonused ships


I think you are making a serious mistake, and that is based on the underlined part. What you say is definately related, but i would argue that the issue lie in the complete opposite of what was underlined:

The unchecked power of alpha and numerical scaling is what has cemented the popularity of buffer-RR and dumbed the game down to alpha-only strategies.

It's disheartening to see that CCP do not learn from their mistakes.



We do not have alpha-only strategies because that is the only way to deal with powerful resistances, buffers and RR; we have alpha-only strategies because that has gradually become the most powerful way to deal with any resistance, buffer or RR. The buffer-RR tanking strategies splashing over into Carriers is simply the result of buffer-projection scaling to the next level. This does not provide alternatives to subcapital blobs any more than the HP-nerf provided alternatives to supercapital blobs. The king is dead, long live the king.

Lowering buffers lower the barrier of entry to alpha-only strategy, but it does not encourage other tactics, smaller ships, smaller gangs or fighting undermanned. The first few months of BC3 should have taught you this. What happened to all those (smaller-) gangs roaming the map in BC3?

Most of the interesting smaller-scale action (think: RnK movies) in the game involve defensible gangs, utilization of other effects (EW, control) than sheer volley damage and sticking one's neck out in order to overcome the status quo. When that status quo exist you also see all those other inventive ways to deal with buffers and RR.

Look at any undermanned action and you will see that they favour highly defensible gangs (100mn, cloaking, drops etc.).



It's a terrible shame to see you getting it backwards, again, and heading towards implementing changes that feed the blob, discourage undermanned engagement (so we get more "nah, they had more dudes, let's not even try to fight them") and send more smaller entities from the holistic interactive sandbox and into peer-active themeparks... again.

Baddons, Rokhs, Loki, Tengu, Archons et. al. are favoured because too many ships or weapons Alpha other options more easily, and send the tactical aspect of the game into a "trade blows" (alpha-only) scenario earlier in the scaling. Tackling people has also become far too easy so it's just a matter of sitting still and projecting both tackle and damage. Who sticks their neck out, take that risk chasing after those targets to land that precious tackle anymore? Who grabs that extreme damage SR weapon and overheat his guns like a madman to break through anymore? Now, we'll have even less reason to do it.

If you want to switch-up the paradigm you do it by affecting the offensive power of damage projection first; improve counters to bubbles, points, webs and painters - depreciate alpha, reach and ammunition flexibility. Then couple that with bottom-up economy, changes to infrastructure and all those prioritized issues that we expect you to fix by this summer.
E'lyna Mis Dimaloun
REUNI0N
Against ALL Authorities
#389 - 2013-04-13 22:14:15 UTC  |  Edited by: E'lyna Mis Dimaloun
So, apparently there is an imbalance with the 5% resist bonus.

CCP Fozzie wrote:

This imbalance was becoming more and more of a problem as we started work on battleships and command ships.


What is the nature of this imbalance?

CCP Fozzie wrote:

In practice that means that for pure amount repped over time, a 25% resistance bonus is only 3% less powerful than a 37.5% rep bonus.


Right. So the 25% resistance bonus (which, I might add, only kicks in at level 5 skills) is LESS POWERFUL than a local rep bonus. No seeing the imbalance yet...

CCP Fozzie wrote:

Finally it's important to look at the value of these resistance bonuses combined with remote repair modules. Remote repair systems are extremely powerful in the current EVE meta...


Ah, ok. So the imbalance lies with remote reps.

I have a radical idea. BALANCE REMOTE REPS IF THEY ARE IMBALANCED, NOT THE RESIST BONUS. Crazy, I know.

Here's the kicked. If you implement this 4% bonus, I expect buffs to the 44 ships that are affected. Because, you know, they were designed with the bonus in mind. If you decide to implement this change, I expect the Merlin's shield buffed within 7 days.

On the other hand, you can rebalance remote reps... stacking penalty, rep amount, etc.

So either you change two modules (shield and armor reps), or buff 44 ships.
Askulf Joringer
Sebiestor Tribe
Minmatar Republic
#390 - 2013-04-13 22:20:54 UTC
Noisrevbus wrote:
CCP Fozzie wrote:

Finally it's important to look at the value of these resistance bonuses combined with remote repair modules. Remote repair systems are extremely powerful in the current EVE meta, and I have stated in the past that we do not intend to increase the power of the highest end repair strategies (Tech Two Logistics and capital remote repairing) because they are on the edge of overpowered. Remote repair gameplay is some of the most fun gameplay we have (and is my personal favourite activity in 0.0) but is also responsible for discouraging fights and for forcing the rise of alpha-only strategies. Spidertanking strategies like Slowcat carriers are some of the post powerful tactics in the game, and it's no accident that those strategies rely entirely on resist bonused ships


I think you are making a serious mistake, and that is based on the underlined part. What you say is definately related, but i would argue that the issue lie in the opposite of what was underlined:

The unchecked power of alpha and numerical scaling is what has cemented the popularity of buffer-RR and dumbed the game down to alpha-only strategies.

It's disheartening to see that CCP do not learn from their mistakes.

We do not have alpha-only strategies because that is the only way to deal with powerful resistances, buffers and RR; we have alpha-only strategies because that has gradually become the most powerful way to deal with any resistance, buffer or RR. The buffer-RR tanking strategies splashing over into Carriers is simply the result of buffer-projection scaling to the next level. This does not provide alternatives to subcapital blobs any more than the HP-nerf provided alternatives to supercapital blobs. The king is dead, long live the king.

Lowering buffers lower the barrier of entry to alpha-only strategy, but it does not encourage other tactics, smaller ships, smaller gangs or fighting undermanned. The first few months of BC3 should have taught you this. What happened to all those (smaller-) gangs roaming the map in BC3?

Most of the interesting smaller-scale action (think: RnK movies) in the game involve defensible gangs, utilization of other effects (EW, control) than sheer volley damage and sticking one's neck out in order to overcome the status quo. When that status quo exist you also see all those other inventive ways to deal with buffers and RR.

Look at any undermanned action and you will see that they favour highly defensible gangs (100mn, cloaking, drops etc.).

It's a terrible shame to see you getting it backwards, again, and heading towards implementing changes that feed the blob, discourage undermanned engagement (so we get more "nah, they had more dudes, let's not even try to fight them") and send more smaller entities from the holistic interactive sandbox and into peer-active themeparks... again.

Baddons, Rokhs, Loki, Tengu, Archons et. al. are favoured because too many ships or weapons Alpha other options even easier and tackling people have become far too easy so it's just a matter of sitting still and projecting both tackle and damage. Who sticks their neck out, take that risk chasing after those targets to land that precious tackle anymore? Who grabs that extreme damage SR weapon and overheat his guns like a madman to break through anymore? Now, we'll have even less reason to do it.

If you want to switch-up the paradigm you do it by affecting the offensive power of damage projection first; improve counters to bubbles, points, webs and painters - depreciate alpha, reach and ammunition flexibility. Then couple that with bottom-up economy, changes to infrastructure and all those prioritized issues that we expect you to fix by this summer.


And this is why we need a dislike button

A very modest nerf to an overpowered bonus has been needed for years...

-1 from me towards this personal bias evaluation.
Super Chair
Project Cerberus
Templis CALSF
#391 - 2013-04-13 22:22:28 UTC
I honestly see this as a move in the wrong direction. You've already balanced the frigs, cruisers, and BC and now you're going and nerfing a lot of them because of a specific trait? Most of these ships are hardly competitive in the first place (lolpunisher, lolferox, loleagle). You would have to give every ship nerfed by this change a buff. I honestly believe this change is completely unnecessary to sub-BS, and sub-tech 3 hulls, especially shield ones.

Shield ships sacrifice a lot to even fit tank in the first place. If i were to stack resists on a shield ship to even get anywhere near the resists of an armor ship i'd have to sacrifice a lot of utility (webs, point, cap booster, eccm, sebos, tracking comps, prop mod, etc). Armor gets get to fit most of these modules AND tank AND damage mods. So when a shield ship stacks resists, it loses out on a lot of things that give it some glaring weaknesses since it can't fit for every contingency like an armor ship. One could argue "oh but you get all those lows to fit damage mods!". Yes, shield ships get to fit damage mods in their lowslots, but the issue is, CCP's "balance" forces most of these ships to fit a fitting modules of some sort in that lowslot (most of these ships have 4 or less lowslots) to even get enough PG to use all their weapons+a propulsion module+ and at least 1 shield extender. Damage control? Gotta have that too. Now we're down to a possibility of two lowslots or less. Two damage mods? Great, you just might have the dps to match one of these armor ships that does not have any damage mods since a few shield ships (particularly caldari) have no damage bonus to even begin with (ferox/rokh anyone?). Let's not forget that most of the armor ships because of the imbalance in EHP between armor and shield tanks do infact get to fit damage mods. Want to be faster than an armor ship? You won't get much of a noticeable difference with that unless you fit at least one nano. (unless you're minmatar, which don't have the pg fitting issues, lack of damage bonuses, and have good speed to begin with).

CCP has done a lot by buffing armor ships recently (armor honeycombing and improving a lot of base speed for armor ships, particularly gallente, so shield speed advantage pretty much gone there), (ancilliary armor repairer, and the recent buff to active armor tanking bonuses on some hulls). Where is the skill to reduce the signature radius penalty (since armor tanking enjoys such a benefit of also having low sig radius too....) on shield extenders? Where is the shield version of a slave set? Where is a bigger version of a LSE? (since armor tanking get 1600 plates too). A lot of these shield ships NEED that resist bonus.


Quote:

Ship resistance bonuses also have the huge advantage of not being stacking penalized in a bonus category that is very often a few layers deep into the stacking penalty once the ship is fully fitted.


The first resist module or rig you put on a resist bonused ship is stacking penalized. I should be able to get 55% em resist on my moa (25% resist bonus +30% from 1 anti-em rig) This comes out to 48%, not 55%. But wait, that's not all! Ships base resists without the cruiser skills bonus are stacking penalized. (A moa (like all T1 hulls) has a 20% base thermal resist for shield, with cruiser V and no modules fitted, I get 40% when it should be 45%... (since 20+25% should be 45%)). The bonus I get for shield resists to explosive is even smaller, a mere 13%, not 25%. So... the resist bonus is stacking penalized before you even fit a module to your ship. I can't believe you're even trying to make an argument here with that. Do you even play your own game? If you think resist tanking is a problem in this game make stacking penalty formulas harsher so it affects all ships instead of hitting several ones that are already are under-powered to begin with (even though they've been "rebalanced").



Noisrevbus
#392 - 2013-04-13 22:28:41 UTC  |  Edited by: Noisrevbus
Askulf Joringer wrote:


And this is why we need a dislike button

A very modest nerf to an overpowered bonus has been needed for years...

-1 from me towards this personal bias evaluation.


Is that why i have more likes than you?

If you take exception to my arguments...

Here's a novel idea:
Try to raise some points against them, leave that safety railing and come discuss the topic in earnest.

There is no bias here, it's just a simple statement that if you wish to make PL and Goons even more dominant in their respective fields: this is how you do it. It's not rocket science, it's simply understanding the game, applying logic and following trends. Something you'd expect from game designers.
Veshta Yoshida
PIE Inc.
Khimi Harar
#393 - 2013-04-13 22:32:08 UTC
Super Chair wrote:
The first resist module or rig you put on a resist bonused ship is stacking penalized...

Just a correction for as you seem to confuse the way resists work with stacking. The 25% on hull leaves 75% for the rig to reduce, which it does 75*0.3=22.5 .. 22.5+25 = 47.5 .. it is done that way so that one can never become immune.

That is not stacking, would be if the rig had less than 30% effect on resists which a second resist mod that affects EM will have.

Carry on.
KIller Wabbit
MEME Thoughts
#394 - 2013-04-13 22:41:24 UTC
OP Summation: CCP needs more money. Let moar destruction begin!


CSM is a joke.

You're changing way to many things at once this round. Give it 6 months. Jeez.
Askulf Joringer
Sebiestor Tribe
Minmatar Republic
#395 - 2013-04-13 22:42:35 UTC
Noisrevbus wrote:
Askulf Joringer wrote:


And this is why we need a dislike button

A very modest nerf to an overpowered bonus has been needed for years...

-1 from me towards this personal bias evaluation.


Is that why i have more likes than you?

If you take exception to my arguments...

Here's a novel idea:
Try to raise some points against them, leave that safety railing and come discuss the topic in earnest.


Omg, some nice "how many likes do you have" **** measuring going on here, get over yourself bud.

As for the reasons? They have been explained by fozzie and most certainly will be going live. Resistance bonus is overpowered and has been for a long time.

I'd rather not go into excessive detail to explain why you're point are full of **** as the points have already been made many times during this thread. In the end, only fools are denying the fact that 5% resistance per level is broken. As usual these fools will come around and understand the necessary reality of this change in due time.
Noisrevbus
#396 - 2013-04-13 22:49:35 UTC
Askulf Joringer wrote:

I'd rather not go into excessive detail to explain why you're point are full of **** as the points have already been made many times during this thread. In the end, only fools are denying the fact that 5% resistance per level is broken. As usual these fools will come around and understand the necessary reality of this change in due time.

No, seriously do try to explain all those points you claim to have made. Give it a try, don't be shy.

What are the problems? More importantly, how do you perceive this change fix those problems?

You need to connect the dots.

Anyone can say that there is a problem, but i would like to hear how you think this would solve it.

What do you expect to come out of this change? I am very curious about that.
Askulf Joringer
Sebiestor Tribe
Minmatar Republic
#397 - 2013-04-13 22:57:45 UTC  |  Edited by: Askulf Joringer
Noisrevbus wrote:

What do you expect to come out of this change? I am very curious about that.


I'll address this one question you make, as for the rest. Go read the thread.

What do I think will come out of this change? A modestly more well balanced eve which is pretty much guaranteed by this inevitable balance pass.
Van Mathias
Dead Space Continuum
#398 - 2013-04-13 23:02:31 UTC  |  Edited by: Van Mathias
Askulf, you privately suggested to me that this nerf in combination with a 10% omni resist boost to inherent resists for all battleships might be a good combination. I would like to publicly offer support to this idea, because it's a good one. There is an imbalance between BS hulls, but BS hulls really need to be made tougher in comparison to smaller ship classes. There just isn't enough right now to differentiate them from Navy BC's at this point.

Edit: In fact, I'm might be a good idea to look at having a different base resist layout for each class size of ship. It would add some variety, and make balancing different classes of ship against each other easier and more granular.
Noisrevbus
#399 - 2013-04-13 23:06:29 UTC
Askulf Joringer wrote:
Noisrevbus wrote:

What do you expect to come out of this change? I am very curious about that.


I'll address this one point you make, as for the rest. Go read the thread.

What do I think will come out of this change? A modestly more well balanced eve which is pretty much guaranteed by this inevitable balance pass.


That's just a blanket statement. What balance or imbalance are you referring to?

I expect you to have enough understanding of- and insight into the game to be able to predict trends by arguing logical conclusions.

If, for example, you'd argue that the resistance% bonus is "overpowered" to the damage% bonus (esp. on slow-firing weapon systems like Artillery) it wouldn't take much effort to disprove you.

I am giving you the benefit of doubt here and don't write you off as that stupid, so take this opportunity to plead your case. I am assuming that there is a very specific balance you must be referring to because the content-driving "balance" in EVE right now is Alpha on free platforms (Goons) vs. Supers (PL). If you'd refer to some balance in general, that would be it.
Bigg Gun
T.I.E. Inc.
#400 - 2013-04-13 23:10:01 UTC
Can we please have all local rep armor bonuses transferred to 4% armor resistance bonuses??? Who uses local reps anymore anyway??? I'd rather not take a lot of damage than repair a lot of damage.