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[NERF] Serpentis web bonus change

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TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#81 - 2013-11-27 12:34:05 UTC
For daredevil I'd start by changing the hybrid bonus into a blaster bonus. A big part of the problem with the web is links, namely interdiction maneuvers, which still hasn't been fixed (i.e. nerfed down to a reasonable bonus like 5-10%, or changed into something more sensible). Swapping the web strength out for, say, web resistance or scram immunity would keep the range dictation without being an exploitable blob tool. Pretty much the only daredevils I see are rails, links and faction web (totally immune to getting caught by anything), or part of a gatecamp for efficient blobbing of honourable solo pvpers.

I'd look at just toning down webs in general loads, they're silly. I'd like to see something like standard webs being -50%, or even less. I'd also look at using a much steeper stacking penalty than normal, so things could not be webbed beyond, say, -70% max.

Oversized prop mods would need to be done away with at the same time though, because those are dumb and broken.

The point of this is more relevant small ships in gang fights, other than long range interceptors. Being able to avoid damage from larger ships flown by competent people just never seems to happen. CCP seems to try to work around this by dropping mwd sig bonuses everywhere, which are nice for kiting ships I guess, but not much good on a brawler other than for safely flying over to the things that will kill you, instead of dying on the way there. I think a rework of propulsion, webs, links and tracking/sig would do better. I'm also mad at dread blapping, and want it to go away. It's one of those things like mwd/cloak warping - ccp have made attempts to fix it, but seem to have just given up after they all failed.
Nyancat Audeles
Center for Advanced Studies
Gallente Federation
#82 - 2013-11-27 12:39:44 UTC
TrouserDeagle wrote:
For daredevil I'd start by changing the hybrid bonus into a blaster bonus. A big part of the problem with the web is links, namely interdiction maneuvers, which still hasn't been fixed (i.e. nerfed down to a reasonable bonus like 5-10%, or changed into something more sensible). Swapping the web strength out for, say, web resistance or scram immunity would keep the range dictation without being an exploitable blob tool. Pretty much the only daredevils I see are rails, links and faction web (totally immune to getting caught by anything), or part of a gatecamp for efficient blobbing of honourable solo pvpers.

I'd look at just toning down webs in general loads, they're silly. I'd like to see something like standard webs being -50%, or even less. I'd also look at using a much steeper stacking penalty than normal, so things could not be webbed beyond, say, -70% max.

Oversized prop mods would need to be done away with at the same time though, because those are dumb and broken.

The point of this is more relevant small ships in gang fights, other than long range interceptors. Being able to avoid damage from larger ships flown by competent people just never seems to happen. CCP seems to try to work around this by dropping mwd sig bonuses everywhere, which are nice for kiting ships I guess, but not much good on a brawler other than for safely flying over to the things that will kill you, instead of dying on the way there. I think a rework of propulsion, webs, links and tracking/sig would do better. I'm also mad at dread blapping, and want it to go away. It's one of those things like mwd/cloak warping - ccp have made attempts to fix it, but seem to have just given up after they all failed.

You claim that this change will improve small gangs. I tell you, it will not - small gangs need to be able to hold targets in place, and needing one of the few ships able to do that properly is NOT the answer.
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#83 - 2013-11-27 12:46:45 UTC
Nyancat Audeles wrote:

You claim that this change will improve small gangs. I tell you, it will not - small gangs need to be able to hold targets in place, and needing one of the few ships able to do that properly is NOT the answer.


Why do they in particular need to do that? I think you're bad.
Mariner6
The Scope
Gallente Federation
#84 - 2013-11-27 12:51:51 UTC  |  Edited by: Mariner6
-1 to this nerf. If they were OP then you would see the sky blotted out with them, but you don't. Because plenty of them die even to T1 boats despite its web bonus. Is the web bonus strong? Sure, but your paying big isk for it and its short range more than balances it. It is certainly not OP. I mean, how can that even be uttered when all you need is one griffin on the field and you can just perma jam a daredevil or vigilant and probably the Vindi too? Leave it be and stop making this game E-V(anilla)-E
Buhhdust Princess
Mind Games.
Suddenly Spaceships.
#85 - 2013-11-27 12:54:13 UTC
Well, I'd like to add my 2 cents to this.

The Serpentis have been designed around these web bonuses, and the reason their ships are so expensive is because of their utility.

I think changing these web bonuses entirely will really detract from what the Serpentis ships are designed to do, I mean, you made the Ishtar and Dominix MASSIVELY overpowered, so why would you reduce the bonus that Pirate BS (That cost billions more I might add) have over their tier 1 counterparts? It makes no sense?

I'd suggest thinking alot about how small/med scale alliance use these before you go nerfing them to oblivion, they give us the force multipliers we need to fight greater numbers, without that, EVE will just become blobfest.
Justin C4se
Iron Whales
Goonswarm Federation
#86 - 2013-11-27 12:57:24 UTC  |  Edited by: Justin C4se
Nerf all things!!!!!

Funny how people get rapped by these ships cuz they cant fly their own ships then the best thing to do: "CCP Please, that m8 raped my drake in his DD and Idk what to do...Please please.... Nerf it NAO!"

Fly safe,

Gripen
#87 - 2013-11-27 12:58:00 UTC
Reduce base web strength to 30% and make it so that from multiple webs on target only best one would apply. K, thx.

And seriously, webs are in need of much more powerful nerf than minor bonus change. They are really a bane of EVE and killing most of creative combat maneuvering that was proven in nanoship age: while high ship speeds were indeed stupid dynamic combat flourished at that time because of high ship inertia used to make it possible to counter webs somehow.
Xolve
State War Academy
Caldari State
#88 - 2013-11-27 12:59:21 UTC  |  Edited by: Xolve
Buhhdust Princess wrote:
The Serpentis have been designed around these web bonuses, and the reason their ships are so expensive is because of their utility..


Probably has more to do with Syndicate being a small gang pvp haven and Fountain changing hands recently, but im'ma let you finish.

It's a pretty **** idea though.
Makkuro Tatsu
Spontaneous Massive Existence Failure
#89 - 2013-11-27 12:59:36 UTC
CCP Fozzie wrote:
One thing I can say for sure though is that we consider the solo Daredevil and the force multiplier Vindicator to both be too strong in their current states, and that we recognize that the primary source of their disproportionate power is the web bonus (for different reasons as I said above).

Are you actively trying to ruin incursions for everyone step by step? Wasn't it enough to nerf booster efficiency, make most ships except pirate battleships quite useless for incursions, even marauders? Now you consider nerfing Vindicator web efficiency bonuses on top of all? The Vindi has been hit badly enough by the reduced web ranges due to booster changes.

To me this feels like you continue considering ships only in terms of PvP over PvE and just steamrolling ahead with your "vision" without concern for pilots who play the game differently from how you want them to play it. Very sad!
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#90 - 2013-11-27 12:59:51 UTC
Mariner6 wrote:
the sky blotted out with them


You don't need fleets of these. That doesn't mean they aren't broken.
Caitlyn Tufy
Perkone
Caldari State
#91 - 2013-11-27 13:03:41 UTC
Cordelia Mulholland IV wrote:
Caitlyn Tufy wrote:
I am telling you right here and right now - my vote will be with my account subscriptions.

I genuinely lol'd at that. Thanks for brightening up my day. It was a joke right? I mean, no EvE player would threaten to rage quit because a couple of OP ships are at some point going to be rebalanced somehow... right???


Let me ask you a question: which ship takes over Serpentis' role of ultimate brawlers? Note that unlike navy ships, pirate ships always bring something unique to the table.

I don't mind the rebalance - in fact, if you'll check my past comments, you'll notice that I supported a vast majority of them, Marauders and RML changes included. What I do mind is complete removal of webs, because there is no ship line in game that does what those ships do (anymore). Serpentis ships right now are the go-to choice for the ultimate close range brawling, with a bonus to closest range weapon in game, a tracking bonus AND a web to ensure that their close range dps is applied and overwhelming. However, they also have a clear weakness: they're not the fastest boats around and as soon as something starts kiting them, they have a serious problem.

The problem is, with web removal, that role is gone. For instance, a Vindicator without the web is little more than a bigger brother to Navy Megathron, a clear departure from the current pirate lineup. It would be like turning Machariel into a more powerful Fleet Tempest or Rattlesnake into Raven Pirate Issue. Note that role change itself isn't a problem, we've had many in the past. However, in the vast majority, those changes added to the game, rather than took from it. For instance, a Cyclone change hurt a lot of people, but there was still the Hurricane to take over its old role. Marauder changes are unpopular, but it's fine because their old roles are still there, more or less. Even the recent RLM changes, while hurting a lot of cruiser lovers, are a good thing, because they return HMs to the field, increase the relative presence of Corax and introduce a different (albeit currently unpopular) playstyle.

What does removal of webs from Serpentis ships add? Nothing at all. If 90% webs are overpowered, nerf them by half, add a propulsion that's immune to them, remove the range bonus from faction webs, whatever. That would still be fine, because it still keeps those ships' roles. But as soon as webs are gone, so too is the ships' unique feature and an entire role dies.

That, my friend, is why I disagree with the change and that is why I said what I said.
Nyancat Audeles
Center for Advanced Studies
Gallente Federation
#92 - 2013-11-27 13:14:57 UTC
TrouserDeagle wrote:
Nyancat Audeles wrote:

You claim that this change will improve small gangs. I tell you, it will not - small gangs need to be able to hold targets in place, and needing one of the few ships able to do that properly is NOT the answer.


Why do they in particular need to do that? I think you're bad.

These are more significant in small/microgangs because of the ability to hold targets (eg. Logi) on field and allow small gangs to work their way up to an equal DPS distribution. The same does not apply to large gangs with plenty of webs, scram, and tackle ALREADY.
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#93 - 2013-11-27 13:18:38 UTC
Nyancat Audeles wrote:
TrouserDeagle wrote:
Nyancat Audeles wrote:

You claim that this change will improve small gangs. I tell you, it will not - small gangs need to be able to hold targets in place, and needing one of the few ships able to do that properly is NOT the answer.


Why do they in particular need to do that? I think you're bad.

These are more significant in small/microgangs because of the ability to hold targets (eg. Logi) on field and allow small gangs to work their way up to an equal DPS distribution. The same does not apply to large gangs with plenty of webs, scram, and tackle ALREADY.


I'm reading this as just the usual "we small gang pvpers need [overpowered thing] to fight the blobs, why does CCP hate small gang pvp so much" you get with every nerf that gets announced.
CCP Rise
C C P
C C P Alliance
#94 - 2013-11-27 13:19:22 UTC
You guys really don't need to lose your minds so far ahead of time.

We haven't said anything specific about any of this and that's because we aren't actually making any changes yet. Webs might change some, they might not. We have to put in time actually looking at the problem and go through a process before we have something concrete to ask for feedback on.

@ccp_rise

Hulemand
Coreli Corporation
Pandemic Legion
#95 - 2013-11-27 13:19:33 UTC
The web bonus is just fine because of two things:

1) The price you actually pay for the ship with the bonus

2)The fact, that these ships still only comes with tech I resists.


I do not see a situation where the web bonus is overpowered! Are you thinking solo PvP? Because most of the time, solo'er gets blobbed anyway!

-1 for a change to Serpentis web bonus

Admiral Hulemand Core Operations Overseer

Kagura Nikon
Native Freshfood
Minmatar Republic
#96 - 2013-11-27 13:21:52 UTC
Nyancat Audeles wrote:
Kagura Nikon wrote:
Grath Telkin wrote:
Bouh Revetoile wrote:


They can remain unique and with a clear serpentis without 90% web.


The realm of Fozzie and Rise's creativity seems to be limited to 'add tracking /damage/tanking/optimal range bonuses and then add an ROF bonus and then give it a mwd sig reduction and we've now made that ship balanced and unique".

You see I know because they've had all t1 and t2 ships save recons now to 'be creative' with and all we've gotten in return is 200 flavors of what I just said.

These ships are unique now, and having these two snow flakes put a little magic in them along with that french guy who ignored 300 pages of user feed back does NOT inspire confidence when they just got done going through and making every ship a generic version of each other.

Pray tell fine poster what bonus could be given over to the Serpentis line that would keep their unique feel and performance while not being the same stupid bonuses that have been given to the other ships already?


Maybe something like a web bonus right?



Well they coudl simply nerf the bonus on the vindi and devil to 7.5% per level...

You have obviously never flown either of the ships or you would understand why 7.5% is not enough.



You have obviously no clue on what we do , otherwise you would know how many DD we use.

And We do think that 90% web its overpowered.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Kagura Nikon
Native Freshfood
Minmatar Republic
#97 - 2013-11-27 13:23:32 UTC
Hulemand wrote:
The web bonus is just fine because of two things:

1) The price you actually pay for the ship with the bonus

2)The fact, that these ships still only comes with tech I resists.


I do not see a situation where the web bonus is overpowered! Are you thinking solo PvP? Because most of the time, solo'er gets blobbed anyway!

-1 for a change to Serpentis web bonus



The price is the result of the ship being powerful, not the other way around. Do not use it as an excuse.

Your secodn reason means htat Dominix, Typhoon, armageddon, apocayplse, tempest, maesltroms, hyperion, raven, rokh,m scoprion all should have 90% web bonus.


Of all the attempts to justify it, this is the weakest I have ever seen.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Morwennon
The Tuskers
The Tuskers Co.
#98 - 2013-11-27 13:24:42 UTC
Roime wrote:
Morwennon wrote:
I don't think it's so much a question of 90% webs being overpowered as it is of webs themselves being a bit too generally useful at the moment. As it stands, a regular 60% web is simultaneously a powerful tool for range/transversal control and around twice as powerful as a target painter for increasing the damage applied to a target due to the way the tracking formula and missile damage expression work. If you decoupled the range/transversal control from the direct effect on damage application, you'd probably make the game as a whole a lot more interesting as well as giving target painters more of a role and solving the "problem" of Vindicators acting as overtanked force multipliers (I'm not convinced that the DD having good range control is particularly problematic).


Stasis Webifier II range: 10km
Target Painter II range: 45+90km

Minmatar recons have bonuses to both forms of ewar, and similar ranges on both when fit appropriately.

"Hmmm yes I will fit target painters on my pvp rapier rather than webs" said no one ever
Kagura Nikon
Native Freshfood
Minmatar Republic
#99 - 2013-11-27 13:24:58 UTC
Caitlyn Tufy wrote:
Cordelia Mulholland IV wrote:
Caitlyn Tufy wrote:
I am telling you right here and right now - my vote will be with my account subscriptions.

I genuinely lol'd at that. Thanks for brightening up my day. It was a joke right? I mean, no EvE player would threaten to rage quit because a couple of OP ships are at some point going to be rebalanced somehow... right???


Let me ask you a question: which ship takes over Serpentis' role of ultimate brawlers? Note that unlike navy ships, pirate ships always bring something unique to the table.

I don't mind the rebalance - in fact, if you'll check my past comments, you'll notice that I supported a vast majority of them, Marauders and RML changes included. What I do mind is complete removal of webs, because there is no ship line in game that does what those ships do (anymore). Serpentis ships right now are the go-to choice for the ultimate close range brawling, with a bonus to closest range weapon in game, a tracking bonus AND a web to ensure that their close range dps is applied and overwhelming. However, they also have a clear weakness: they're not the fastest boats around and as soon as something starts kiting them, they have a serious problem.

The problem is, with web removal, that role is gone. For instance, a Vindicator without the web is little more than a bigger brother to Navy Megathron, a clear departure from the current pirate lineup. It would be like turning Machariel into a more powerful Fleet Tempest or Rattlesnake into Raven Pirate Issue. Note that role change itself isn't a problem, we've had many in the past. However, in the vast majority, those changes added to the game, rather than took from it. For instance, a Cyclone change hurt a lot of people, but there was still the Hurricane to take over its old role. Marauder changes are unpopular, but it's fine because their old roles are still there, more or less. Even the recent RLM changes, while hurting a lot of cruiser lovers, are a good thing, because they return HMs to the field, increase the relative presence of Corax and introduce a different (albeit currently unpopular) playstyle.

What does removal of webs from Serpentis ships add? Nothing at all. If 90% webs are overpowered, nerf them by half, add a propulsion that's immune to them, remove the range bonus from faction webs, whatever. That would still be fine, because it still keeps those ships' roles. But as soon as webs are gone, so too is the ships' unique feature and an entire role dies.

That, my friend, is why I disagree with the change and that is why I said what I said.


They do not losoe the ultimate brwler title. They still do more damage than ANY other ship. if the web bonus is reduced that would still keep them completely in control of that title.

Even if the bonus is reduced to 1% per level they would still be good at brawling.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Nyancat Audeles
Center for Advanced Studies
Gallente Federation
#100 - 2013-11-27 13:26:53 UTC
Kagura Nikon wrote:
Nyancat Audeles wrote:
Kagura Nikon wrote:
Grath Telkin wrote:
Bouh Revetoile wrote:


They can remain unique and with a clear serpentis without 90% web.


The realm of Fozzie and Rise's creativity seems to be limited to 'add tracking /damage/tanking/optimal range bonuses and then add an ROF bonus and then give it a mwd sig reduction and we've now made that ship balanced and unique".

You see I know because they've had all t1 and t2 ships save recons now to 'be creative' with and all we've gotten in return is 200 flavors of what I just said.

These ships are unique now, and having these two snow flakes put a little magic in them along with that french guy who ignored 300 pages of user feed back does NOT inspire confidence when they just got done going through and making every ship a generic version of each other.

Pray tell fine poster what bonus could be given over to the Serpentis line that would keep their unique feel and performance while not being the same stupid bonuses that have been given to the other ships already?


Maybe something like a web bonus right?



Well they coudl simply nerf the bonus on the vindi and devil to 7.5% per level...

You have obviously never flown either of the ships or you would understand why 7.5% is not enough.



You have obviously no clue on what we do , otherwise you would know how many DD we use.

And We do think that 90% web its overpowered.


Tell me, how is it overpowered? A squishy ship that could be permajammed by a Griffin, absolutely destroyed by a solo Crucifier, murdered by a Keres, and utterly disabled by a Hyena? A Tech 1 ship with Tech 1 resists that can barely fit any tank, and when hit, turns into an expensive boom?

If anything, these ships help small gangs get on equal footing with large gangs. If that makes it overpowered for you, then I guess we're done here.

But the great thing about these modules & ships is that it does not work in reverse - large gangs already have plenty of webs, Raipiers, tackle, etc, so it does not help them overpower small gangs at all.