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[Odyssey] Ship Resistance Bonuses

First post First post
Author
Van Mathias
Dead Space Continuum
#461 - 2013-04-14 16:01:07 UTC
Kitty Bear wrote:
Looks like a good change ..

review it on test. and if needed shave another 1% off

3% per level is still plenty imho



Um, what? This has to be a troll.
Ereilian
Doomheim
#462 - 2013-04-14 16:11:25 UTC
Okay, 20 pages and no input or defense from CCP. Come on Fozzie, this is F+I, a little indication that you are listening to us would be appreciated.
Spc One
The Chodak
Void Alliance
#463 - 2013-04-14 16:14:00 UTC  |  Edited by: Spc One
TrouserDeagle wrote:
How about 3% instead. 4% is still loads.


Kitty Bear wrote:
Looks like a good change ..

review it on test. and if needed shave another 1% off

3% per level is still plenty imho


No, it needs to be 2.89112% 3% is still too much.
Ugh
Pelea Ming
Royal Amarr Institute
Amarr Empire
#464 - 2013-04-14 16:22:35 UTC
Ereilian wrote:
Okay, 20 pages and no input or defense from CCP. Come on Fozzie, this is F+I, a little indication that you are listening to us would be appreciated.

It's the weekend, let him have his time off of work like the rest of us appreciate, lmao.
Pelea Ming
Royal Amarr Institute
Amarr Empire
#465 - 2013-04-14 16:23:22 UTC
Spc One wrote:
TrouserDeagle wrote:
How about 3% instead. 4% is still loads.


Kitty Bear wrote:
Looks like a good change ..

review it on test. and if needed shave another 1% off

3% per level is still plenty imho


No, it needs to be 2.89112% 3% is still too much.
Ugh

Just to help the ISPs find the troll, let's get a -5% resist "bonus" on the hulls!
Kitty Bear
Deep Core Mining Inc.
Caldari State
#466 - 2013-04-14 17:15:14 UTC
Van Mathias wrote:

Um, what? This has to be a troll.


no .. 3% is + 15% to all resists
nonstacking bonus is the best bonus
I still feel that would be a very good trade-off due the nature of how they adjust tanking mechanics

Fozzie already showed the math behind it in his op
maybe 3% will take resist bonus below +x% to repair bonus in terms of effectiveness


but why should that be wrong .. you get one type of benefit and incur a penalty elsewhere
that means there are consequences to your choices ....... i see it now ..... it explains your whiney complaint

Kaarous Aldurald
Black Hydra Consortium.
#467 - 2013-04-14 17:15:15 UTC  |  Edited by: Kaarous Aldurald
Wow. So, let's see, hopefully we can at least get some acknowledgement that this broad brush nerf will require the rebalancing of just about half the Caldari and Amarr T1 lineup. That would help reassure me (and a ton of Caldari and Amarr players) that the actual good ships in their hangars aren't going poof.

Quote:
This affects 44 ships total.

Shield:
Ibis, Taipan, Merlin, Worm, Harpy, Cambion, Moa, Gila, Eagle, Onyx, Broadsword, Drake, Ferox, Nighthawk, Vulture, Tengu, Loki, Skiff, Mackinaw, Hulk, Rokh, Scorpion Navy Issue, Rattlesnake, Chimera, Wyvern.

Armor:
Impairor, Punisher, Vengeance, Malice, Malediction, Maller, Sacrilege, Mimir, Vangel, Devoter, Phobos, Prophecy, Absolution, Damnation, Loki, Legion, Proteus, Abaddon, Archon, Aeon.


Ok, and what? 7 of those actually deserve to be nerfed? Most of the ships on this list have been balanced around having the EHP and resists they have on live. (cough, Punisher, cough).

Also, lol, the list isn't complete. You forgot Procurer at least.

I am not even going to take the Battleship tiericide into account when I say this, because most of the ships in this list are not battleships, but this makes an awful lot of the ships on this list un-flyable.

Merlin, Moa, Drake, Ferox, Rattlesnake (frag it, just remove all pirate BS but the Mach, since you are damned determined to functionally remove or replace them it seems), and so on. I am not too familiar with shield ships, but seriously? Who looks at the old Rattlesnake and screams OP?

And the situation only gets worse for the poor armor ships, who thanks to the utter imbalance between shield and armor (hint, shield is better), REQUIRE the EHP they have in order to even step up to the plate in comparison.

So my question boils down to, seeing as you will be pretty much gutting a lot of these ships in order to nerf a few that are OP, what will you be doing to correct this? And has it not occurred to you to simply lower the base resists of the offending ships instead?

[Edit: And while we are on the subject, since this will turn PVP into even worse of an alpha festival than it already is, are we going to see a 10% reduction to artillery alpha? Because that is the real problem here. The so called OP ships in this lineup are called so because they can actually take a hit or two from the all powerful arty. The disuse of other ships is because of the toxic pvp environment that currently stands. Which is pretty much entirely the fault of Minmatar Artillery ships, specifically those using Large arty.

"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.

Morrigan LeSante
Perkone
Caldari State
#468 - 2013-04-14 17:59:52 UTC
My rattler disapproves :o/
Disturbed Drake
Caldari Provisions
Caldari State
#469 - 2013-04-14 18:21:32 UTC
all u need to change it`s not shield/armor resistance. All u need it`s make a slave set analog for shield . No need to brakw that work fine FOR YEARS!
Van Mathias
Dead Space Continuum
#470 - 2013-04-14 19:14:45 UTC
Disturbed Drake wrote:
all u need to change it`s not shield/armor resistance. All u need it`s make a slave set analog for shield . No need to brakw that work fine FOR YEARS!



It's called a Crystal set, and the problem is that a Crystal set is also so much better with resists.
Disturbed Drake
Caldari Provisions
Caldari State
#471 - 2013-04-14 19:26:47 UTC
Van Mathias wrote:
Disturbed Drake wrote:
all u need to change it`s not shield/armor resistance. All u need it`s make a slave set analog for shield . No need to brakw that work fine FOR YEARS!



It's called a Crystal set, and the problem is that a Crystal set is also so much better with resists.

Crystal Alpha
This ocular filter has been modified by Guristas scientists for use by their elite officers.

Primary Effect: +3 bonus to Perception

Secondary Effect: 1% bonus to shield boost amount

Set Effect: 15% bonus to the strength of all Crystal implant secondary effects

Note: Does not affect capital class modules.



Slave Alpha
This ocular filter has been modified by Sanshas scientists for use by their elite officers.

Primary Effect: +3 bonus to Perception

Secondary Effect: 1% bonus to armor HP

Set Effect: 15% bonus to the strength of all Slave implant secondary effects


Where they same?
Eve Online players need bonus to shield HP . IMO
Vaerah Vahrokha
Vahrokh Consulting
#472 - 2013-04-14 19:29:38 UTC  |  Edited by: Vaerah Vahrokha
CCP Fozzie wrote:

So our plan for Odyssey is to remove 1% per level from all the standard ship and subsystem resistance bonuses, setting them at 4% per level.

At 4% I believe these bonuses are still very powerful, and this may not actually go all the way we need it to. However I think it's an area we can make the small adjustment and then tweak further as necessary.
The fact that this is a very moderate shave off the top of the bonus instead of a more significant change is intentional, as we plan to watch the effects of this tweak on the ecosystem and learn from our observations.

This affects 44 ships total.


One day, you'll understand that the one most overpowered thing in this game are the zero penalty blobs.
No other game allows complete, unpenalized super-blobbing, fostering the lowest skill and quality kind of PvP: the "F1 spam" of an heavy FOTM doctrine mega fleet.

I understand that massive fights are a signature mark of EvE's combat but unlike everything else in EvE, blobbing does not have downsides nor real counters.

Start working around that, you'll hardly have to re-factor or nerf other things like you need to now.

Obsessive RR, obsessive alpha, totally stacked doctrines: those are the aspect you have to nerf and nerf hard.

Some call them "teamplay" but guess what, most PvP games are best played with teamplay and yet they are made so that teamplay only scales up power, does not multiply it. They also introduce diminishing returns for the direst cases, something EvE does not.

As long as you keep blobs unpenalized, people have to play other PvP games to get their fill of skillful PvP, sorry to tell it frankly in the face, beyond 10v10 EvE PvP is some of the worst PvP in the industry, below 20v20 PvP, EvE is some of the most fun and best in the industry.
Van Mathias
Dead Space Continuum
#473 - 2013-04-14 20:29:33 UTC  |  Edited by: Van Mathias
Vaerah Vahrokha wrote:
CCP Fozzie wrote:

So our plan for Odyssey is to remove 1% per level from all the standard ship and subsystem resistance bonuses, setting them at 4% per level.

At 4% I believe these bonuses are still very powerful, and this may not actually go all the way we need it to. However I think it's an area we can make the small adjustment and then tweak further as necessary.
The fact that this is a very moderate shave off the top of the bonus instead of a more significant change is intentional, as we plan to watch the effects of this tweak on the ecosystem and learn from our observations.

This affects 44 ships total.


One day, you'll understand that the one most overpowered thing in this game are the zero penalty blobs.
No other game allows complete, unpenalized super-blobbing, fostering the lowest skill and quality kind of PvP: the "F1 spam" of an heavy FOTM doctrine mega fleet.

I understand that massive fights are a signature mark of EvE's combat but unlike everything else in EvE, blobbing does not have downsides nor real counters.

Start working around that, you'll hardly have to re-factor or nerf other things like you need to now.

Obsessive RR, obsessive alpha, totally stacked doctrines: those are the aspect you have to nerf and nerf hard.

Some call them "teamplay" but guess what, most PvP games are best played with teamplay and yet they are made so that teamplay only scales up power, does not multiply it. They also introduce diminishing returns for the direst cases, something EvE does not.

As long as you keep blobs unpenalized, people have to play other PvP games to get their fill of skillful PvP, sorry to tell it frankly in the face, beyond 10v10 EvE PvP is some of the worst PvP in the industry, below 20v20 PvP, EvE is some of the most fun and best in the industry.


Right, here is a good direction to go into:

Give a stacking penalty to damage and reps, but instead of making the 4th rep/dps useless, adjust the penalty to allow up to 8 people to deal damage effectively on one target at one time.

That brings fleet combat to a squad vs squad level, with each squad having 8 dps and 2 support ships. That way, bringing extra squads over your opponent means you can reinforce the squad that is dealing damage effectively once they pull out, but you wont be able to just kill entire squads outright in the first 5 seconds of the exchange by massive alpha. It also makes piling into one grid location less attractive, which is good for the servers.
Benjamin Hamburg
Chaos.Theory
#474 - 2013-04-14 20:32:48 UTC
CCP you need to let Tech 3 keep their 5% bonus to let logi and RR tech 3 competitive agaisnt other form of PVE ship
MisterAl tt1
Native Freshfood
Minmatar Republic
#475 - 2013-04-14 20:52:04 UTC
Vaerah Vahrokha wrote:

One day, you'll understand that the one most overpowered thing in this game are the zero penalty blobs.
No other game allows complete, unpenalized super-blobbing, fostering the lowest skill and quality kind of PvP: the "F1 spam" of an heavy FOTM doctrine mega fleet.

I understand that massive fights are a signature mark of EvE's combat but unlike everything else in EvE, blobbing does not have downsides nor real counters.

Start working around that, you'll hardly have to re-factor or nerf other things like you need to now.

Obsessive RR, obsessive alpha, totally stacked doctrines: those are the aspect you have to nerf and nerf hard.

Some call them "teamplay" but guess what, most PvP games are best played with teamplay and yet they are made so that teamplay only scales up power, does not multiply it. They also introduce diminishing returns for the direst cases, something EvE does not.

As long as you keep blobs unpenalized, people have to play other PvP games to get their fill of skillful PvP, sorry to tell it frankly in the face, beyond 10v10 EvE PvP is some of the worst PvP in the industry, below 20v20 PvP, EvE is some of the most fun and best in the industry.

This! Again and again and again!!!
But Vaerah, he will not undertand what you are saying, he is a goon.

I remember years ago playing PK in one Korean MMORPG. My skill allowed me to fight outnumbered under high risks. Something that is in my eyes is more and more rare in EVE.
Travasty Space
Pilots of Epic
#476 - 2013-04-14 20:58:04 UTC
Van Mathias wrote:
Yes, but at 50% resists, you have doubled your EHP, and at 75%, you have quadrupled it. Each additional point of resist is more powerful than the last. This gets really broken on subcaps above 80%.

To be honest, subcap resists should be capped at 85% at most, capitals at 90% and super resists at 95% (Although this would necessitate rebalancing several tanks).


I know this, but that wasn't why I posted that 50%/75% thing, I was pointing out that while it is a nerf to resists, it is partly conteracted by the fact 'resist modules'.

What I would like to see is a 3 tiers of resist bonuses, 3% for bs/caps area, 4% for cruisers/bcs and 5% for frigs because frig often have fewer resist mods on them and are more affected by this nerf then the others.
Pelea Ming
Royal Amarr Institute
Amarr Empire
#477 - 2013-04-14 21:03:01 UTC
Kitty Bear wrote:
Van Mathias wrote:

Um, what? This has to be a troll.


no .. 3% is + 15% to all resists
nonstacking bonus is the best bonus
I still feel that would be a very good trade-off due the nature of how they adjust tanking mechanics

Fozzie already showed the math behind it in his op
maybe 3% will take resist bonus below +x% to repair bonus in terms of effectiveness


but why should that be wrong .. you get one type of benefit and incur a penalty elsewhere
that means there are consequences to your choices ....... i see it now ..... it explains your whiney complaint


and exactly what sort of benefit are all these hulls recieving in return for taking this penalty then?
Brinxter
Bite Me inc
#478 - 2013-04-14 21:20:21 UTC
Liang Nuren wrote:
Fozzie,

First, let me say that resist bonuses are very powerful. I think we all know and agree with this. However, I was personally fond of your previous approach to balancing resist bonuses: by restricting the ships in other ways. The implication here is that ships with a resist bonus are frequently slower ships, or have less fittings, or less damage, or less range, etc. You specifically bring up nerfing the Nighthawk, despite neither the ship or it's tank being that big of a deal. Furthermore, you're talking of changing ships that already work as intended, and would need to be rebalanced again. I contend that nerfing resist bonuses is an untargeted solution that ignores actual ship balance.

Another thing I want to bring up is that you're concerned that buffing active tanking ships to benefit more directly from remote repair would be a buff to remote repair. I contend that's probably not true. Resist bonuses are still strongly favored due to the extra EHP and the active tanking ships in question would still be the weak link in the kind of logi blob we're talking about.

That said, I'm completely ok with active tanking ships not getting the RR bonus, because there should be ships that are better in certain metas than others. It's ok that certain ships are good in fleets and others aren't. It's ok that certain ships are good solo and others aren't. From my perspective, it's even ok that entire races are heavily biased towards one meta or another.

I don't think you need to nerf resist bonuses.

-Liang



I felt this was worth reposting, well said Liang.
Little Dragon Khamez
Guardians of the Underworld
#479 - 2013-04-14 21:33:25 UTC
Dear Fozzie and Rise,

I too am deeply concerned that after 10 years of eve in which 5% per level has been perfectly fine it's taken 1 recent thread full of Gallente whine to cause this sudden change.


Given that the ships affected are primarily Amarr and Caldari (which is every ship I own) I understandably unhappy. These ships have for the most part previously been balanced with the 5% resists in mind, some ships have had their signatures increased, their buffer decreased, they've lost hull, armour and shields, turrets, missiles, scan resolution and a whole host of other attributes all in the name of balance.

You have told us they were balanced. Now suddenly they are not. Does this mean that you are incompetent? A few weeks ago I would have thought not, but recent posts in this Features and Ideas section are rapidly bringing me around to the conclusion that you are incompetent and should be removed from your position as head of balance team.

Let me make this plain. I do not want your version of balance....

I want an edge. I want to get into a ship and know that it has at least 1 tangible advantage over any other ship in it's class. I want it to do something well, something I can train my skills around to accentuate whatever that ship does. When all ships do something well that's balance. The way I see it your plans will result in an eve online experience of utter blandness. A few years from now we will undock in a generic frigate or cruiser or whatever, that is fitted with a generic weapon system that does the same generic damage as any other. It might look different to the ships of my enemies and it's guns may elicit a different graphical effect, but that's all it will be.

My generic skills will be unimportant as these nerfs have only served to lessen the impact of skills on performance. I trained BC to 5 to get BC 4 performance out of my guns and missiles, armour, shields and hull, now with the 5% resist bonus dropping that will probably drop to BC 3 equivalence under the old scale.

Will our old ships get buffed with extra buffer in return for the resist nerf? or higher base resists I doubt it as according to you guys they weren't balanced back then, despite you telling us that they were.

There's more I can say, but I don't want to turn this into a wall of text. Let me be clear after the winter of nerfs and soon to come summer of nerfs you guys have used up all of my good-will. All of it. I feel like starting a riot in Jita, when the player base kicks off you tend to listen then.

And as for the political shiv of telling us to vote in the CSM if we don't like it, that sets a stupid and dangerous precedent where future balance issues get settled by the politicians. If we had a vote everytime something major came up for balance and it went through the CSM, the nullbears would get everything their way, the game would get balanced around fleets and alpha, we'd have 0% resists and alpha buffs, because everyone knows the CSM has no high sec representatives.

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

Nightfox BloodRaven
Federal Navy Academy
Gallente Federation
#480 - 2013-04-14 21:38:44 UTC
Totally agree... key game changes should not fall on the CSM... as it is your job to begin with.. dangerous precedent to set ...