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[Odyssey] Ship Resistance Bonuses

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Author
Kaarous Aldurald
Black Hydra Consortium.
#681 - 2013-04-19 18:38:18 UTC
Tyberius Franklin 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.

Then your opponent here is racial trends. The attack cruiser line contains no resists bonused ships however the Gallente and Minmatar options are faster than their counterparts. The disruption line follows the same trend. It's not just resist bonused ships. Furthermore the resist bonused ships don't suffer any particular "nerf" to speed for resist bonused ships either. In the cruiser class the resist bonused options are actually closer in speed to their Gallente and Minmatar counterparts.

If speed is your concern than the issue is racial trends, not the resist bonus. It effectively has nothing to do with this nerf.


No, my opponent is the guy trying to spin things his way, ignoring that THE most powerful bonus in the game is speed, in an attempt to justify a nerf to a playstyle he personally doesn't like.

And if you think the resist bonused ships don't suffer from being resist, you clearly have never attempted to fly a Maller, it's like driving a drunken-robotic-zombie-cow-shopping cart-hybrid. Or, for that matter, any Amarr ship. Our entire ship line suffers in agility and speed, with few exceptions.

"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.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#682 - 2013-04-19 18:39:16 UTC
Tilo Rhywald wrote:
...what Kaarous Aldurald said.

Responded to that. TL;DR This issue and racial speed differences aren't directly related as there is no particular speed nerf associated with the bonus specifically.

Tilo Rhywald wrote:
Don't assume to much; nowhere did I say that I'd be opposed to making ships with a repping bonus more versatile or to addressing the specific "problem" (that I haven't heard being mentioned at any time before a week ago) of resistance boni plus RR - maybe by tweaks already suggested many times in this very thread ("having resists "resist" RR" etc.).
As someone who flies 3 races and regularly uses a resist bonused ship I don't understand the "Have resists apply to reps" suggestion. Especially not from anyone arguing in favor of the bonuses versatility. Mainly because this attempts to kill that versatility just to keep a now more meaningless number. To be frank I'm sure incursion runners and WH dwellers and PvP'ers using resist bonused ships + RR would appreciate having a 20% RR bonus as compared to 0%.

Tilo Rhywald wrote:
Alpha-blobs have been around much longer than Rokh fleets as the original reasons for the alpha-doctrine lie elsewhere. I think it was at last year's fanfest when CCP Yitterbum showed a graph of ship usage (giving indications on how to balance the hulls) - the Rokh was coloured yellow as it had not been the go-to-tool of nullsec blobs up to that point in time. As the lack of resistance boni on the other alpha-ships seems to not have played a role till just a year ago, I'm more than certain that a 1%-nerf will achieve close to nothing in diversifying large fleet engagements. So how does this justify the blatant blanket nerf to all other forms of PvP in the effected hulls? Hint: It doesn't.
If alpha blobs were the only reason for the nerf we could call it a blanket nerf from the blob, but it isn't. And if it doesn't nothing in diversification, meaning the Rokh still remains good for the job, what are you really fighting for? We also have to consider the age pf the data and time for shifts in trends as that was only shortly after the hybrid buff. That buff is a part of why the Rokh is as capable as it is now. I'm not sure that we could expect a large fleet doctrine shift between crucible and the following FF, or that data which monitors trends over time would begin to show strong indication of training or adoption.

This is all speculative, but between then and now we haven't had any large scale disruptions in the BS + world of large fleet combat, so it doesn't stand to reason that something more recent had a terribly strong effect in pushing the Rokh into prominence.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#683 - 2013-04-19 18:44:03 UTC  |  Edited by: Tyberius Franklin
Kaarous Aldurald wrote:
No, my opponent is the guy trying to spin things his way, ignoring that THE most powerful bonus in the game is speed, in an attempt to justify a nerf to a playstyle he personally doesn't like.
I'm going through 30 days of training to keep the bonus on my mission ship I currently have so I can continue to engage in "gameplay I don't like". Go figure.

Kaarous Aldurald wrote:
Our entire ship line suffers in agility and speed, with few exceptions.
Exactly. It's not just the resist bonused ships. Therefore it's not a penalty for the resist bonus.
Kaarous Aldurald
Black Hydra Consortium.
#684 - 2013-04-19 19:03:29 UTC
Tyberius Franklin wrote:
Kaarous Aldurald wrote:
No, my opponent is the guy trying to spin things his way, ignoring that THE most powerful bonus in the game is speed, in an attempt to justify a nerf to a playstyle he personally doesn't like.
I'm going through 30 days of training to keep the bonus on my mission ship I currently have so I can continue to engage in "gameplay I don't like". Go figure.



And then we have this:

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. I guess so long as variety consists of resist bonus ships everywhere but local tank bonuses only flown at the lower number engagement range you consider it balanced. So long as tanking bonuses are not homogenized, all bonus BUT the resist bonus will lend themselves to certain types of engagements.


Which is little more than whining that the races that have active tanking bonuses aren't good in blob fleets. So yeah, when I hear cute little entitlement language like "trample on" ( Roll cut the histrionics please) and other passive aggressive language, I do deduce that it comes from a personal dislike for the tactic involved.

The gist of what you said is even sadder. So, basically, I can keep all the inherent disadvantages of my own race, but my advantages must be nerfed to justify making two other races feel better about theirs? Yeah, no thanks, I don't bow to QQ.

Furthermore, when you say "resist bonus ships" you are not talking about the vast majority of ships on that list. You are talking about the Rohk, the Abaddon, and the Archon. So no, resist bonuses don't lend themselves to every kind of engagement, where other poor less fortunate bonuses only get applied to a few. Resist rears its head at and above Battleship class, and that is about it. Nerfing 45 (they forgot to include the procurer in their list btw) ships just to get 3 that are being cried about out of the meta is not how game balance is done. That's dropping a nuke on an anthill.

Guess what? Players are like that, they find the thing that has even 1% of a mathematical advantage and cookie cutter the crap out of it, and then it becomes the current meta. It happens in every damn game on this godforsaken internet. Deal with it. Because it certainly doesn't mean that you have to dump on half the game's races just to appease Winmatar, because alpha arty fleets are the only people who get anything out of this.

"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.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#685 - 2013-04-19 19:30:18 UTC  |  Edited by: Tyberius Franklin
Kaarous Aldurald wrote:
Tyberius Franklin wrote:
Kaarous Aldurald wrote:
No, my opponent is the guy trying to spin things his way, ignoring that THE most powerful bonus in the game is speed, in an attempt to justify a nerf to a playstyle he personally doesn't like.
I'm going through 30 days of training to keep the bonus on my mission ship I currently have so I can continue to engage in "gameplay I don't like". Go figure.



And then we have this:

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. I guess so long as variety consists of resist bonus ships everywhere but local tank bonuses only flown at the lower number engagement range you consider it balanced. So long as tanking bonuses are not homogenized, all bonus BUT the resist bonus will lend themselves to certain types of engagements.


Which is little more than whining that the races that have active tanking bonuses aren't good in blob fleets. So yeah, when I hear cute little entitlement language like "trample on" ( Roll cut the histrionics please) and other passive aggressive language, I do deduce that it comes from a personal dislike for the tactic involved.

The gist of what you said is even sadder. So, basically, I can keep all the inherent disadvantages of my own race, but my advantages must be nerfed to justify making two other races feel better about theirs? Yeah, no thanks, I don't bow to QQ.

Furthermore, when you say "resist bonus ships" you are not talking about the vast majority of ships on that list. You are talking about the Rohk, the Abaddon, and the Archon. So no, resist bonuses don't lend themselves to every kind of engagement, where other poor less fortunate bonuses only get applied to a few. Resist rears its head at and above Battleship class, and that is about it. Nerfing 45 (they forgot to include the procurer in their list btw) ships just to get 3 that are being cried about out of the meta is not how game balance is done. That's dropping a nuke on an anthill.

Guess what? Players are like that, they find the thing that has even 1% of a mathematical advantage and cookie cutter the crap out of it, and then it becomes the current meta. It happens in every damn game on this godforsaken internet. Deal with it. Because it certainly doesn't mean that you have to dump on half the game's races just to appease Winmatar, because alpha arty fleets are the only people who get anything out of this.

Lets take into account what I was responding to. I was responding to a claim that resist bonuses were balanced because those ships should be able to perform just as well at lower number engagements with active tanks as active tank bonused ships while retaining flexibility that allows them to accell in ranges beyond that as well.

It had nothing to do with active tank bonuses being preferable in fleet combat. It had to do with their lack of advantage in the only area where they could be brought to bear.

One other thing. Considering local repair was even bought up and the nerf extended down through the classes suggests it is not just the larger combat engagement size that this is targeted at.

Lastly, when I say resist bonused ships that is what I mean. Any that apply to the scales of combat addressed. Extrapolate what you want from my words, but if all you have are defensive insults and claims of entitlement don't count on convincing ccp to change their plans.
Kaarous Aldurald
Black Hydra Consortium.
#686 - 2013-04-19 19:51:44 UTC
Quote:
Lets take into account what I was responding to. I was responding to a claim that resist bonuses were balanced because those ships should be able to perform just as well at lower number engagements with active tanks as active tank bonused ships while retaining flexibility that allows them to accell in ranges beyond that as well.

It had nothing to do with active tank bonuses being preferable in fleet combat. It had to do with their lack of advantage in the only area where they could be brought to bear.

One other thing. Considering local repair was even bought up and the nerf extended down through the classes suggests it is not just the larger combat engagement size that this is targeted at.

Lastly, when I say resist bonused ships that is what I mean. Any that apply to the scales of combat addressed. Extrapolate what you want from my words. But if all you have are defensive insults and claims of entitlement don't count on convincing ccp to change their plans.


While the claim you were responding isn't correct, resist bonuses are not, as you suggest, broken in and of themselves. As for the statement that it must be a problem at all fleet sizes of combat because the devs are nerfing all of those ships, that is entirely circular logic. They are doing that to be lazy, pure and simple, and at the time they had no idea of the implications.

The entire premise behind this proposed nerf is that resist bonuses are broken in conjunction with remote reps. Only one of these things is being blamed for this problem. Myself, and several others in this thread as well, take issue with this. We also take issue with a huge blanket nerf being handed out, and as you just clarified even you only mean the few ships that are in the "problem area", meaning that this nerf is being handled the wrong way. My thought is that it could just as easily be a local nerf to the hulls of those ships, rather than a blanket nerf.

You also fail to take into account, as I mentioned, is that most resist ships PAY for their bonus. They are pretty much the only ships that do so. What do Gallente pay for their active tanking boost? What do Minmatar? They lose nothing from the base stats of their hull for the bonus they get. If anything Minmatar get unreasonable advantages just from the nature of shield tanking, but that is a thread for another day. Most resist ships are even less maneuverable than the already typically slow ships from their respective races.

You seem to have an issue with the player attitude relegating active tanking ships, (and when I say that let's face it I mean Gallente because Winmatar have no shortage of representation in pvp) to the hangar when it comes to large scale fleet battle. Guess what? That will NEVER change. Even the smallest passive bonus is preferable to one that activates only from local reps, because the value of a passive increases with scale. Anything in an attempt to fix this will break the game further, much like they are trying to do now.

"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.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#687 - 2013-04-19 20:08:01 UTC  |  Edited by: Tyberius Franklin
Kaarous Aldurald wrote:
While the claim you were responding isn't correct, resist bonuses are not, as you suggest, broken in and of themselves. As for the statement that it must be a problem at all fleet sizes of combat because the devs are nerfing all of those ships, that is entirely circular logic. They are doing that to be lazy, pure and simple, and at the time they had no idea of the implications.
Doing more work and knowingly incurring the possibility of creating imbalances doesn't seem terribly lazy to me. If they were doing this lazily they would only have done BS+ sized ships. There was no reason to affect lower classes and risk obligating yourself to further balancing if you were trying to just be lazy.

Kaarous Aldurald wrote:
The entire premise behind this proposed nerf is that resist bonuses are broken in conjunction with remote reps. Only one of these things is being blamed for this problem. Myself, and several others in this thread as well, take issue with this. We also take issue with a huge blanket nerf being handed out, and as you just clarified even you only mean the few ships that are in the "problem area", meaning that this nerf is being handled the wrong way. My thought is that it could just as easily be a local nerf to the hulls of those ships, rather than a blanket nerf.
It's not just remote reps. It's local reps and EHP and remote rep all in the same package. It's versatility. I'm trying my best to not be accusatory here, but it seemes you are determined to ignore parts of arguments selectively to allow oversimplification in your benefit. I don't want to throw out counter entitlement claims here, but really, you are making it hard not to.

Kaarous Aldurald wrote:
You also fail to take into account, as I mentioned, is that most resist ships PAY for their bonus. They are pretty much the only ships that do so. What do Gallente pay for their active tanking boost? What do Minmatar? They lose nothing from the base stats of their hull for the bonus they get. If anything Minmatar get unreasonable advantages just from the nature of shield tanking, but that is a thread for another day. Most resist ships are even less maneuverable than the already typically slow ships from their respective races.
They are in a line which CCP developed as not being as agile as other lines within the same class and are not consistently more penalized then their non-resist bonused brethren in different lines within the same class.

Kaarous Aldurald wrote:
You seem to have an issue with the player attitude relegating active tanking ships, (and when I say that let's face it I mean Gallente because Winmatar have no shortage of representation in pvp) to the hangar when it comes to large scale fleet battle. Guess what? That will NEVER change. Even the smallest passive bonus is preferable to one that activates only from local reps, because the value of a passive increases with scale. Anything in an attempt to fix this will break the game further, much like they are trying to do now.
I can only repeat what I have said here, I'm not sure how else to say this:

Tyberius Franklin wrote:
Lets take into account what I was responding to. I was responding to a claim that resist bonuses were balanced because those ships should be able to perform just as well at lower number engagements with active tanks as active tank bonused ships while retaining flexibility that allows them to accell in ranges beyond that as well.

It had nothing to do with active tank bonuses being preferable in fleet combat. It had to do with their lack of advantage in the only area where they could be brought to bear.
Kaarous Aldurald
Black Hydra Consortium.
#688 - 2013-04-19 20:35:46 UTC  |  Edited by: Kaarous Aldurald
Quote:
Doing more work and knowingly incurring the possibility of creating imbalances doesn't seem terribly lazy to me. If they were doing this lazily they would only have done BS+ sized ships. There was no reason to affect lower classes and risk obligating yourself to further balancing if you were trying to just be lazy.


Stopping and thinking first is never the act of a lazy man. Further, and especially judging from the tone of the original post in the first place, the fact that almost every single one of those ships on that list has in fact just been rebalanced puts the lie to any forethought in this. As does their damning silence.

As to the rest, I am hardly ignoring the point of view that it creates an issue. But any issues from resists are in no way large enough to justify this, especially when 90% of the ships on that list, as has been thoroughly detailed, not in any way a problem. It creates far more problems than it solves.

It is only a problem on battleship class or larger ships, and only then in fleet battles. The OP even says this.

So yes, it is not as directly iterative as other bonuses are. But so is Rate of Fire. No one is suggesting that be nerfed to 4%. It is very literally better than any other dps bonus. The game is full of this kind of thing. Sig radius being a big one. That is probably the most important and powerful (although behind the scenes) tanking bonus there is. It's a large part of the reason T3 cruisers are the powerhouses they are, it sure isn't their versatility. (because half their subsystems suck)

And as for my own reasons for this, it's not entitlement. It's cynicism. I don't honestly think that if this knee jerk blanket nerf makes it live that they will do a thing about fixing what they broke with it for a long, long time. Especially not with the laundry list of things on their plate in Odyssey. (including PoS reworks, from-the-ground-up remake of scanning, and so forth) I don't think they at all intend to take with one hand and give with the other, aside from their "oops, we made your ships un-fittable, here is a bone!" Beam changes.

So, to sum it up for you.

I think they are going the wrong way with the nerf entirely.

I think they are doing it the wrong way besides.

I think that this, combined with a few of their other less well thought out changes and the current sorry state of Amarr guns, will render a great deal of our ships sub par at best.

I think that the shiney isn't even dull on my newly stamped "Tiericide Seal of Approval" on all those ships, and now they are eating a blanket nerf.

So yeah, I disagree with just about every aspect of this. That's why I am against it.

"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.

Taoist Dragon
Okata Syndicate
#689 - 2013-04-19 21:23:49 UTC
Resist bonus is silly!

Swap it for a straight HP bonus and you'll be fine.

This help defend against alpha and stops rep amounts beating the active rep bonussed stuff. Maybe even making the active rep bonus affect remote reps recieved (but this may make then OP in spider tanks setups)

That is the Way, the Tao.

Balance is everything.

Dersen Lowery
The Scope
#690 - 2013-04-19 21:29:17 UTC
Kaarous Aldurald wrote:
As to the rest, I am hardly ignoring the point of view that it creates an issue. But any issues from resists are in no way large enough to justify this, especially when 90% of the ships on that list, as has been thoroughly detailed, not in any way a problem. It creates far more problems than it solves.

It is only a problem on battleship class or larger ships, and only then in fleet battles. The OP even says this.


I just read the OP. It says, "Resistances have the huge advantage of applying equally well as a buffer bonus, a magnifier of local reps, and a magnifier of incoming remote reps." I don't know where you get the idea that it's only a problem in fleet battles, because fleet ships don't run local tank (except possibly LOL XLASB).

The nerf to 4%/level is not serious. Resist-bonused hulls will still be able to sport brick tanks, and they will still be among the preferred choices for any fleet with logi support. Local-tanking an Amarr hull will still be possible. It just won't be nearly as efficient as a ship that is specifically bonused at 7.5%/level for local tanking, with higher resists and significantly more EHP besides.

If anything, this nerf is designed to make active tanking viable at all, outside of solo PVE and a couple of outlier fits (triple-rep Myrm, etc.). Large fleets imply logistics, whose use implies high resists, so the primary intent is to spur the use of active tanks in solo and small-gang warfare. Resist-bonused hulls will continue to be useful everywhere. They just won't be the obvious choice (especially for armor tanking) in all cases any more, which is as it should be. There has to be a reason to consider putting an active tank on a ship with a bonus for active tank.

Proud founder and member of the Belligerent Desirables.

I voted in CSM X!

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#691 - 2013-04-19 21:33:22 UTC
Kaarous Aldurald wrote:
It is only a problem on battleship class or larger ships, and only then in fleet battles. The OP even says this.
Pardon me for snipping out the rest of yout post, but at this point I feel that this lies at the heart of our disagreement.

Lets step back to the OP and see what it actually says:
CCP Fozzie wrote:
This imbalance was becoming more and more of a problem as we started work on battleships and command ships.
The imbalance became more of an issue on BS and CS. This would indicated the opposite of the stance that there was no issue in smaller classes, but rather that coming to the BS class finally convinced them they need to do something about it. At least, that is my interpretation of the comment. I can also see how it could be interpreted in the opposite manner, that they weren't an issue till then, but if that were the case there was no preexisting imbalance to become "more of a problem" but instead would have been the origin of one. Cleaver wordsmithing? Maybe, but then again he could be saying exactly what he meant.

"and only then in large fleet battles"

This was what I was referring to when I said you were selectively excluding factors. RR was mentioned yes, it also had the greatest emphasis on it as far as an individual reasoning. However, there were things emphasized here besides just the strength of the bonus, but identifying it's effects and manifestation and also why it was unhealthy in their opinion. It also identified that they were not of the opinion that RR was broken outside of resist bonuses as an attempt likely to preempt the claim that RR itself was broken, and tied that into a reason another potential solution was rejected.

All that said that wasn't the only reason presented. Those other factors weren't excluded by any of the language in the OP as being part of the issue. There was an entire paragraph about how "resistance bonuses completely overshadow local repair bonuses." And there is a notable lack of mention regarding fleet battles to that point. It was even clearly stated that "a resistance bonus dominates in most situations." so I'm not sure how a claim could be made that this could only apply to one specific type of engagement.
Croowdrio
Astrometric Aggression
#692 - 2013-04-19 21:52:40 UTC
I still agree with one of the first.

RIP AMARR
Kaarous Aldurald
Black Hydra Consortium.
#693 - 2013-04-19 21:53:02 UTC  |  Edited by: Kaarous Aldurald
Quote:
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.


This is pretty much the only time in that post that he mentions a specific strategy. Idk about you, but I would consider arty alpha and slowcat large fleet strategies.

And as for it being their opinion, I think they are wrong. I think RR and alpha are the problem, as together they both create an unreasonable amount of external factors that cause balance issues in any scale of combat. I also think that they can't cherrypick which "unintended 5%" bonus to scourgify like this. If this goes, RoF definitely should, because everyone dps tank = best tank. (the fundamental principle behind arty, btw, kill them before they kill you). But because of the external factors, it is easier to nerf resists than it is to truly balance between reps and alpha. So they pretty it up with a bunch of statements about how nerfing EHP of popular ships will discourage alpha fleets.

As to "more and more". I take that to mean more and more obvious.

And as Dersen Lowery wrote,

Quote:
fleet ships don't run local tank (except possibly LOL XLASB).


Why is this, gentlemen? I really would like to hear you opine on the matter. Why are local reps unviable in fleets?

"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.

Kaarous Aldurald
Black Hydra Consortium.
#694 - 2013-04-19 22:14:47 UTC
Also, critically, I noticed an error when you quoted me.

My quote says "fleet battles". Your "" show "large fleet battles".

I really hate to seem like I am nitpicking, but I will explain myself.

In a 1v1, if you are active tanking as Amarr, you are a fool. If you are in fact getting reps, it's not from yourself. So the "extra bonuses" of resists do not come into play solo. Yes, you do double dip the bonus in pve. But not one of the Amarr T1 resistance ships is a mission boat. Anyone here ever mission in a Maller? *chirp, chirp*

Caldari, I know less about, but I know they definitely stand to benefit more from double dipping than Amarr do, mostly because active shield tanking as a concept is actually workable and viable. Armor tanking is not. So again we get back to the Gallente. The Have-nots of EVE.

"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.

Celestial One
Militant Miners
#695 - 2013-04-20 05:18:10 UTC
Kaarous Aldurald wrote:


Stopping and thinking first is never the act of a lazy man.


Wrong, many a lazy person wants to do something only once rather than have to repeat something because they wasted time doing it wrong.
Pelea Ming
Royal Amarr Institute
Amarr Empire
#696 - 2013-04-20 13:00:14 UTC
Celestial One wrote:
Kaarous Aldurald wrote:


Stopping and thinking first is never the act of a lazy man.


Wrong, many a lazy person wants to do something only once rather than have to repeat something because they wasted time doing it wrong.

And being a lazy man, I will confirm, if I do it, I do want to do it right rather have to later put in more effort for it being done wrong :P
Pelea Ming
Royal Amarr Institute
Amarr Empire
#697 - 2013-04-20 13:03:12 UTC
As for my time on Duality, PvP wise, results as expected, these nerfs produce noteable results in making the affected ships much worse off then before, the Abaddon specifically is even more so relegated to the ranks of large or blob fleets so it can try to hide behind higher priority targets.

PvE wise, again, results as expected, all ships have to work much harder over tanking the sites, the Abaddon (at least until they put in the laser cap bandaid) actually even has to warp out occasionally rather then being it's traditional brick and squatting there.
Van Mathias
Dead Space Continuum
#698 - 2013-04-20 20:35:06 UTC  |  Edited by: Van Mathias
And thusly CCP has balanced resists being too good with RR by making resist ships even more reliant on RR. Surely this will not result in greater usage of the tactic.
Pelea Ming
Royal Amarr Institute
Amarr Empire
#699 - 2013-04-21 00:16:15 UTC
Update: Only ships on Duality atm with the nerfed resists are the Abaddon and Rohk. So, get on there, give them a thorough shake down, and report to the Battleship threads for each ship (not here, they will be reading those threads for updates in regards to the Battleships those threads go on).

Information obtained from OP on Duality Test thread (they specifically ask that you post to the relevant pre-existing thread in regards to each change available for testing):https://forums.eveonline.com/default.aspx?g=posts&m=2904662#post2904662
Buhhdust Princess
Mind Games.
Suddenly Spaceships.
#700 - 2013-04-22 13:02:02 UTC  |  Edited by: Buhhdust Princess
Bumping this becase:
Clearly CCP are showing no interest on reverting this change, which is complete stupidity.

Start looking CCP, change it back.