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[Odyssey] Ship Resistance Bonuses

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Author
Jessica Danikov
Network Danikov
#521 - 2013-04-15 12:47:26 UTC
The bonus is strong, you have to be stupid to contend that. However, a strong bonus does not make ships overpowered if they are balanced with the bonus in mind, which... I'm fairly sure the tiercide process has been doing.

Strictly speaking, there's two elements to consider- firstly, assume all level V skills and ignore the fact that the bonus is a bonus- just roll it into the stats for the ship then worry about what those stats are. Secondly, consider the strength of the bonus and how badly gimped new players are by having skills at low levels.

I'm all for nerfing such a strong bonus as it really does hamstring new players and their effectiveness in such ships. However, while there are balancing issues with a number of the ships mentioned, I think it's incredibly unlikely that all the ships with this form of bonus are unbalanced in this manner and need to be nerfed categorically.
Buhhdust Princess
Mind Games.
Suddenly Spaceships.
#522 - 2013-04-15 12:51:15 UTC
Jessica Danikov wrote:
The bonus is strong, you have to be stupid to contend that. However, a strong bonus does not make ships overpowered if they are balanced with the bonus in mind, which... I'm fairly sure the tiercide process has been doing.

Strictly speaking, there's two elements to consider- firstly, assume all level V skills and ignore the fact that the bonus is a bonus- just roll it into the stats for the ship then worry about what those stats are. Secondly, consider the strength of the bonus and how badly gimped new players are by having skills at low levels.

I'm all for nerfing such a strong bonus as it really does hamstring new players and their effectiveness in such ships. However, while there are balancing issues with a number of the ships mentioned, I think it's incredibly unlikely that all the ships with this form of bonus are unbalanced in this manner and need to be nerfed categorically.


But if new players weren't gimped using the ship with lower level skills. What is the point of having the skill at level 5? As much as it's trying to be balanced between new and older players, you have to remember that older players have been training for these ships to be effective for years! Changing that would make this game almost entirely pointless.
-Buhhd
Morrigan LeSante
Perkone
Caldari State
#523 - 2013-04-15 12:55:03 UTC
Hannott Thanos wrote:
Baww baww baww, everyone assumes that all ships with resist bonuses have to be rebalanced now, as if CCP were totally oblivios to the coming of the nerf to resist.


Well, yes.

But equally I dont recall a comment anywhere saying "we know this overtunes the hull, but because of impending resist nerf, it is temporary, don't worry"
FT Diomedes
The Graduates
#524 - 2013-04-15 13:01:27 UTC
Tyberius Franklin wrote:
FT Diomedes wrote:
I do not think this change is necessary or a good idea. Sure, a resistance bonus is powerful. So is a rate of fire bonus. That's not a reason to remove it or nerf it. And it is immensely stupid to apply the nerf across the board without regard to whether it is OP.

If it is too powerful when used in conjunction with a buffer tank, slightly lower the armor/shield HP amount on a ship-by-ship basis.

Seriously think long and hard about this before you go nerfing expensive ships like Supercarriers, Dreads, Carriers, T3s, etc.

The only thing keeping many T2 or even T3 ships viable in PvP or PvE are the high resistances.

Additionally, remember that it almost NEVER matters that a resistance bonus makes a ship better at both buffer tank and local tank because the ship is going to rely on one or the other. It just means the ship has some versatility and can be fit more than one way.

It was stated that this is a powerful bonus to all types of tanks, a fact which no proposed alternative has fully addressed as of yet. Reducing base HP still gives an RR effectiveness advantage and local rep effectiveness close to that of ships with active tanking bonuses.


So what!

It doesn't matter that it gives a powerful bonus to all types of tanks! That is the point! It makes the ship versatile rather than being pigeonholed into one optimal fit.

And a nerf to resistances will not do anything to correct the perceived problem. The perceived problem seems to be that remote repair is too effective in a large blob fleet.

If I am in a PVP fleet, I am relying on a combination of buffer tank and remote reps. The resistance bonus helps make those two methods effective. With a good buffer, I have time to call for remote repair from my friends. This is especially important with an armor fleet, where reps land at the end of the cycle. Once those reps land, they are more effective than if they landed on an unresisted hull. Nothing wrong with that, it makes remote repair effective.

The resistance bonus is powerful, to be sure, but it is ultimately what makes the tanking option effective. Nerfing armor/shield resistances simply means that blob fleets will have to bring a few more logistics ships, increasing the overall size of the blob. Or, it may mean that a couple more doctrines add another EANM to the fit, lowering the overall DPS/Alpha of the fleet, and further encouraging a fleet to bring more ships to the fight.

This nerf seems to be a belated rage against the old Drake-blob... nevermind that no one flies the Drake blob since that already got nerfed into the ground.

As for slowcats, there is a really good counter to that doctrine. You just have to have the testicles to employ it.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

FT Diomedes
The Graduates
#525 - 2013-04-15 13:04:36 UTC
Jessica Danikov wrote:


I'm all for nerfing such a strong bonus as it really does hamstring new players and their effectiveness in such ships.


How does it hamstring new players? Because they haven't trained the appropriate ship skill to Level 5?

It won't get any easier for them after this nerf... instead of getting 20% bonus to resistances with Level 4 skill, they'll only be getting 16%.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Johan March
The Scope
Gallente Federation
#526 - 2013-04-15 13:28:19 UTC
I know I'm very late to this party, but my recommendation would be to extend repair amount bonuses to both local and remote repairs. It would open up a lot of different ships to be fleet doctrines. I don't have anything against this slight nerf and agree with it, but in addition to the reduction in resist bonuses to 4% CCP should open the booster bonused hulls to remote boosting. That will open a bunch of minmatar and gallente ships to fleet doctrines.

Even though I'm in a big 0.0 bloc, I like small gang and often, even a 10 ship fleet will have a couple of T1 logi cruisers (thank you Fozzie). Remote reps, in my opinion, encourages cooperative play and cooperative play is really what makes Eve fun.

Little Dragon Khamez
Guardians of the Underworld
#527 - 2013-04-15 13:30:31 UTC  |  Edited by: Little Dragon Khamez
FT Diomedes wrote:
Jessica Danikov wrote:


I'm all for nerfing such a strong bonus as it really does hamstring new players and their effectiveness in such ships.


How does it hamstring new players? Because they haven't trained the appropriate ship skill to Level 5?

It won't get any easier for them after this nerf... instead of getting 20% bonus to resistances with Level 4 skill, they'll only be getting 16%.


I agree with that, on top of the stealth nerf to active tanking in which skill bonuses suddenly dissapeerd from active modules there is less benefits to skills over time. It seems to me that the future of eve will be much like freelancer when that was still running on a global server. Pick a ship, fit it for weapons and fly at it. The older players will be saying things like 'I remember when we used to have skills now any 1day old toon can fly everything in the game and fit everything'.

From where I am standing that's the future I foresee with eve, the dumbing down has already started with the recent changes to modules names. It saddens and sickens me.

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

Anthar Thebess
#528 - 2013-04-15 13:54:01 UTC
Leave as it is on ships smaller than BS.
On BS class reduce it by 1%
Remove it on all capital/super capitals.
Pelea Ming
Royal Amarr Institute
Amarr Empire
#529 - 2013-04-15 14:02:18 UTC
Naomi Knight wrote:
Tyberius Franklin wrote:
FT Diomedes wrote:
I do not think this change is necessary or a good idea. Sure, a resistance bonus is powerful. So is a rate of fire bonus. That's not a reason to remove it or nerf it. And it is immensely stupid to apply the nerf across the board without regard to whether it is OP.

If it is too powerful when used in conjunction with a buffer tank, slightly lower the armor/shield HP amount on a ship-by-ship basis.

Seriously think long and hard about this before you go nerfing expensive ships like Supercarriers, Dreads, Carriers, T3s, etc.

The only thing keeping many T2 or even T3 ships viable in PvP or PvE are the high resistances.

Additionally, remember that it almost NEVER matters that a resistance bonus makes a ship better at both buffer tank and local tank because the ship is going to rely on one or the other. It just means the ship has some versatility and can be fit more than one way.

It was stated that this is a powerful bonus to all types of tanks, a fact which no proposed alternative has fully addressed as of yet. Reducing base HP still gives an RR effectiveness advantage and local rep effectiveness close to that of ships with active tanking bonuses.

So? What is so bad about having a bonus to all types of tanks?

Resist bonus = tank bonus ----> makes your ship tank better in every situation
Dmg bonus = damage bonus :P ----> makes your ship do more dmg in every situation

Still nobody said what is so op about these resist bonused ships ,yes the bonus gives good tank bonuses ,still you have to look it at the ship as a whole ,as they are balanced with all the effect the 5%resist bonus gave them in mind.
But the only argument they came up with is that rokh,abaddon , archon ,chimera(?) , are used mainly in huge remote rep fleet fights. Oh no the 2 races' ,with fleet doctrine in mind, battleships and carriers used more in fleets, what and absurd situation,nerf nerf.

Strangely they dont point out that the other two races focused on smaller scale warfare ,
and their smaller ships(which are more suitable for the job) dominantes roaming/camping,gank gangs.
Rapier , huginn, cyna, vaga , scimitar, talos are the majority of the ships used there.

Seems worth repeating this to me because from what I've seen, this hasn't been properly mentioned to date.
Veshta Yoshida
PIE Inc.
Khimi Harar
#530 - 2013-04-15 14:03:10 UTC  |  Edited by: Veshta Yoshida
Johan March wrote:
I know I'm very late to this party, but my recommendation would be to extend repair amount bonuses to both local and remote repairs. It would open up a lot of different ships to be fleet doctrines. I don't have anything against this slight nerf and agree with it, but in addition to the reduction in resist bonuses to 4% CCP should open the booster bonused hulls to remote boosting. That will open a bunch of minmatar and gallente ships to fleet doctrines.

Even though I'm in a big 0.0 bloc, I like small gang and often, even a 10 ship fleet will have a couple of T1 logi cruisers (thank you Fozzie). Remote reps, in my opinion, encourages cooperative play and cooperative play is really what makes Eve fun.

Sounds good on paper, but how do you propose one goes about killing an all rep + logi (Incursus/Brutix/Myrm/Hype) fleet without bring the exact same? It would break both on the small as well as on the large scale .. as evil as a resist decrease is, it is the lesser of the evils available.

If such a bonus were to be applied, it would have to be on attached to a module available to everyone such as buffer modules. Something as simple as +7.5% remote armour received per plate might work .. more plates, more returned .. fit gank and fill your lows with small plates for maximum RR loving and prey to your deity of choice that the enemy doesn't have some of the new Geddons to **** your logis up Big smile
Pelea Ming
Royal Amarr Institute
Amarr Empire
#531 - 2013-04-15 14:21:54 UTC
Draydin Warsong wrote:
"IMPORTANT NOTICE: If you feel strongly about this change, either liking or disliking it, you should vote for CSM 8 and tell your representatives how you feel. CSM 8 will be taking office before the launch of Odyssey."

Funny, the sentence that gets the biggest rise out of me isnt the nerf but the very last sentence LOL.

While I did vote the only thing "telling your representatives how you feel" is going to do is get you laughed at or trolled. I havent read anything that would suggest any of the CSMs running has anyone elses but their own or their corp/alliance interests in mind and in their mind, anybody elses views are irrelevant. They are simply going to push for the most beneficial to them (No nerf if they use shield doctrine, more nerf if they use Armor doctrine/active reps).

Actually, tbh, the candidates should be monitoring forum threads like this regardless. (and at least one of the candidates for it was smart enough to post up to show he is in fact doing that, and thus has gotten my vote).
Templar Dane
Amarrian Vengeance
Ragequit Cancel Sub
#532 - 2013-04-15 15:40:56 UTC
X Gallentius wrote:
Jonas Sukarala wrote:
its progress at least now maybe a brutix can outrep a prophecy.... now for making armour repping competitive please.
Active repping has its space, but with these changes the "space" of ships with active repping bonuses (like the Myrm) won't be invaded by actively repped, resistance bonused ships (like the Prophecy). So +1.

If everybody is worried about the loss of EHP, then just buff the baseline tanking stats of the affected ships.

Edit: Another benefit is that the "space" of T2 ships with resistance bonuses has increased a bit. It will be more beneficial for them to receive remote reps compared to these ships with resistance bonuses.


Well, I'm sure we'd agree that the shield boost bonused ships are "fine" because of ASBs. There's been endless bitching about them being overpowered. I don't see any complaints about the hawk, cyclone, sleipnir or maelstrom being underpowered.

So, they're nerfing 44 ships because the incursus(which I think is fine as is), the myrmidon the astarte the eos [and non sleip command ships blow anyway] the hype(which is looking pretty damn good on paper now) are not "in line".

Buff the armor rep amount bonus on those ships. 10% per level. Fixed.

Flyinghotpocket
Small Focused Memes
Ragequit Cancel Sub
#533 - 2013-04-15 15:45:27 UTC
Templar Dane wrote:
X Gallentius wrote:
Jonas Sukarala wrote:
its progress at least now maybe a brutix can outrep a prophecy.... now for making armour repping competitive please.
Active repping has its space, but with these changes the "space" of ships with active repping bonuses (like the Myrm) won't be invaded by actively repped, resistance bonused ships (like the Prophecy). So +1.

If everybody is worried about the loss of EHP, then just buff the baseline tanking stats of the affected ships.

Edit: Another benefit is that the "space" of T2 ships with resistance bonuses has increased a bit. It will be more beneficial for them to receive remote reps compared to these ships with resistance bonuses.


Well, I'm sure we'd agree that the shield boost bonused ships are "fine" because of ASBs. There's been endless bitching about them being overpowered. I don't see any complaints about the hawk, cyclone, sleipnir or maelstrom being underpowered.

So, they're nerfing 44 ships because the incursus(which I think is fine as is), the myrmidon the astarte the eos [and non sleip command ships blow anyway] the hype(which is looking pretty damn good on paper now) are not "in line".

Buff the armor rep amount bonus on those ships. 10% per level. Fixed.


^^^ this

Amarr Militia Representative - A jar of nitro

FT Diomedes
The Graduates
#534 - 2013-04-15 16:27:03 UTC
Templar Dane wrote:
X Gallentius wrote:
Jonas Sukarala wrote:
its progress at least now maybe a brutix can outrep a prophecy.... now for making armour repping competitive please.
Active repping has its space, but with these changes the "space" of ships with active repping bonuses (like the Myrm) won't be invaded by actively repped, resistance bonused ships (like the Prophecy). So +1.

If everybody is worried about the loss of EHP, then just buff the baseline tanking stats of the affected ships.

Edit: Another benefit is that the "space" of T2 ships with resistance bonuses has increased a bit. It will be more beneficial for them to receive remote reps compared to these ships with resistance bonuses.


Well, I'm sure we'd agree that the shield boost bonused ships are "fine" because of ASBs. There's been endless bitching about them being overpowered. I don't see any complaints about the hawk, cyclone, sleipnir or maelstrom being underpowered.

So, they're nerfing 44 ships because the incursus(which I think is fine as is), the myrmidon the astarte the eos [and non sleip command ships blow anyway] the hype(which is looking pretty damn good on paper now) are not "in line".

Buff the armor rep amount bonus on those ships. 10% per level. Fixed.



I support this change. It sure beats nerfing everything else.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#535 - 2013-04-15 16:45:25 UTC  |  Edited by: Sergeant Acht Scultz
Sounds reasonable as choice and steps.

*Take a little 1% might already have a positive effect and make players think about other options but the all resist one.

*Observe the impact of this change on the great scheme of things.

*Adjust if necessary.

Now, this little change will of course have a minimal impact at first view on the small/solo scale, however this is an important change for large fleets and tactics, and imho is a necessary evil.

However, the efforts made until now on global armor tanking philosophy by changing and adding modules/skills must continue until it gets to a satisfying level and don't get me wrong, I already know there will always be some that will always dislike whatever is done but having critical opinions doesn't necessarily means it's a bad thing.

When it's better than before, it only means more can and should be done once numbers are looked at with some distance and by testing.

Go for it !!

EDIT: other options for balance armor/shields and active/resist ones you (CCP Fozzie) have explored and explained would indeed bring other issues on the table for later such as mods or logistics but, all being part of an incredible ecosystem this choice is a very smart one.

removed inappropriate ASCII art signature - CCP Eterne

Jessica Danikov
Network Danikov
#536 - 2013-04-15 16:49:53 UTC  |  Edited by: Jessica Danikov
FT Diomedes wrote:
Jessica Danikov wrote:


I'm all for nerfing such a strong bonus as it really does hamstring new players and their effectiveness in such ships.


How does it hamstring new players? Because they haven't trained the appropriate ship skill to Level 5?

It won't get any easier for them after this nerf... instead of getting 20% bonus to resistances with Level 4 skill, they'll only be getting 16%.


With sub-level 5 skills, you are in essence using a sub-standard version of the hull- with covert ops previously, it was so bad, it was unusuable, because the nerf for not having level 4 or 5 skills was substantial. The same goes for the resistances. Because it's such a strong effect, level 5 becomes mandatory, because anything apart from it is hamstringing your effectiveness with the ship.

By narrowing that gap without changing the result (e.g. move 5% of the bonus onto the hull, drop the bonus to 4% per level), you actually accomplish to move the end-result (high resists) onto the base hull somewhat and highlight any potential imbalances for any individual hull far better on a hull by hull basis, while making the ship far more usable at low skill levels because its performance will not be so distant from the maximum.

To do a little more practical math with a practical Rokh fit, there was a 13k EHP difference between level 1 and level 5. After the change, that would drop to a 9k difference (making stopping/making do at level 4 that bit less painful).

That isn't to say that you can't go too far in the other direction and make a bonus pointless and ineffective- but that obviously isn't the case here with a bonus everyone agrees is strong. You have to tune the effectiveness of the ship- how the ship looks with all level 5 skills- separately from how quickly and how much skills contribute to that effectiveness.
Little Dragon Khamez
Guardians of the Underworld
#537 - 2013-04-15 16:57:40 UTC
I don't see why some ships cant have a buffer bonus per skill level, e.g. +5% bonus to armour/shields/hull etc depending on ship design and race etc. I don't know what the exact numbers should be that's for the balance team (that I do not support). But if a ship naturally lends itself to buffer what's wrong with that?

Also it's been stated by the balance team that they are also considering the effects of players fitting their ships without regard to the hull bonuses. As far as I can see that's a stupid way to balance the game. I mean if you do not work with your ships design then you deserve what you get.

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

Melek D'Ivri
Illuminated Overwatch Group
#538 - 2013-04-15 17:05:49 UTC
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.

As an avid flier of resistance bonused ships, this will kill the usefulness of most if not all of them (and being honest here, most of those fits were pretty 'meh'.) I don't see why if it's currently less effective than shield boost / armor repair bonuses you want to further the distance between them. Almost any fit I see used by other people either takes the resistance bonus into consideration and focuses on increasing amount repaired or boosted through mods, rigs, or multiple reppers/boosters, or is a repair/boost bonus that focuses on adding resistances.

My end stance is that I am very sad to see the death of resistance bonused ships, but at least you didn't entirely remove this bonus or go even further with it. 6 feet under is plenty for most bodies, no need to be excessive.

I am curious why ship resistance bonuses aren't being reworked in the background on natural ship attributes, and using a new or different bonus in exchange.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#539 - 2013-04-15 17:43:29 UTC
Naomi Knight wrote:
Tyberius Franklin wrote:
FT Diomedes wrote:
I do not think this change is necessary or a good idea. Sure, a resistance bonus is powerful. So is a rate of fire bonus. That's not a reason to remove it or nerf it. And it is immensely stupid to apply the nerf across the board without regard to whether it is OP.

If it is too powerful when used in conjunction with a buffer tank, slightly lower the armor/shield HP amount on a ship-by-ship basis.

Seriously think long and hard about this before you go nerfing expensive ships like Supercarriers, Dreads, Carriers, T3s, etc.

The only thing keeping many T2 or even T3 ships viable in PvP or PvE are the high resistances.

Additionally, remember that it almost NEVER matters that a resistance bonus makes a ship better at both buffer tank and local tank because the ship is going to rely on one or the other. It just means the ship has some versatility and can be fit more than one way.

It was stated that this is a powerful bonus to all types of tanks, a fact which no proposed alternative has fully addressed as of yet. Reducing base HP still gives an RR effectiveness advantage and local rep effectiveness close to that of ships with active tanking bonuses.

So? What is so bad about having a bonus to all types of tanks?

Resist bonus = tank bonus ----> makes your ship tank better in every situation
Dmg bonus = damage bonus :P ----> makes your ship do more dmg in every situation

Still nobody said what is so op about these resist bonused ships ,yes the bonus gives good tank bonuses ,still you have to look it at the ship as a whole ,as they are balanced with all the effect the 5%resist bonus gave them in mind.
But the only argument they came up with is that rokh,abaddon , archon ,chimera(?) , are used mainly in huge remote rep fleet fights. Oh no the 2 races' ,with fleet doctrine in mind, battleships and carriers used more in fleets, what and absurd situation,nerf nerf.

Strangely they dont point out that the other two races focused on smaller scale warfare ,
and their smaller ships(which are more suitable for the job) dominantes roaming/camping,gank gangs.
Rapier , huginn, cyna, vaga , scimitar, talos are the majority of the ships used there.

So you think the resist bonus should obsolete all other tanking bonuses? Why then have the others at all? And even among the ships you point out there are no active tanking bonused ones. Possibly an unintended omission?

But to answer your question directly, having a bonus to all types of tank in and of itself is not an issue, but when that bonus overshadows the bonus to a specific tanking type bonus in its respective area, that is an issue.
FT Diomedes
The Graduates
#540 - 2013-04-15 18:11:15 UTC
"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."

This bears repeating. It doesn't overshadow the bonus to a specific tanking type bonus - those tanking type bonuses are still better on self-rep ships. It's just that those self-rep bonuses do not make ships better for fleet combat. Resistance bonuses do work for fleet combat or self-rep set ups.

With all the drama about resistance bonuses, it bears mentioning that the Maelstrom, not the Rokh is the most common fleet BS. The Maelstrom is clearly crippled by its active rep bonus.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.