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Alena Ventrallis
Osmon Surveillance Caldari State
179
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Posted - 2013.11.30 16:13:00 -
[1] - Quote
Reduce the effectiveness of damage mods across the board. I've heard 2%/4%/7% for std/adv/pro. Now that they deal less damage...
Give assaults a role bonus that increases damage mod effectiveness by such a percent that it brings them back to their original effectiveness.
A logi should be able to stack damage mods if they want. But an assault should be able to do it better. Now it takes logos more damage mods to reach the equivalent of an assault suit. |
Alena Ventrallis
Osmon Surveillance Caldari State
180
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Posted - 2013.11.30 16:19:00 -
[2] - Quote
Why not make it a 50% cut in effectiveness? Te numbers can be whatever. The concept remains the same: remove a percentile of the damage from them, and give assaults a role bonus that brings damage mods back to their original effectiveness.
This balances logis against assaults. TTK is a separate issue. |
Alena Ventrallis
Osmon Surveillance Caldari State
180
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Posted - 2013.11.30 16:30:00 -
[3] - Quote
Thorn Badblood wrote:Lower CPU and PG on Logis so they can't fit everything without sacrificing some tank or DPS. Change the racial bonus on Gallente suits.
Increase CPU and PG on assaults and add a hi or low slot depending on the race. Logos should be more tanky than assaults. Assaults should deal more damage than logis. This is there tradeoffs, and how they balance against each other. As of now, logis can do more damage and have more tank. The role bonus corrects this, and doesn't hurt logibros at the same time.
I've already been proposing making the shield recharge bonus a damage bonus, but a role bonus increasing damage mod effectiveness makes things balance easier. Your suggestions would hurt logibros as well, which isn't fair to them. |
Alena Ventrallis
Osmon Surveillance Caldari State
181
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Posted - 2013.11.30 16:40:00 -
[4] - Quote
As do I. Logis need to kill, plain and simple. But assaults need to be able to kill better. This goes toward fixing the imbalance. Perhaps not all the way, but a step in the right direction. |
Alena Ventrallis
Osmon Surveillance Caldari State
181
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Posted - 2013.11.30 16:46:00 -
[5] - Quote
Cody Sietz wrote:Alena Ventrallis wrote:Reduce the effectiveness of damage mods across the board. I've heard 2%/4%/7% for std/adv/pro. Now that they deal less damage...
Give assaults a role bonus that increases damage mod effectiveness by such a percent that it brings them back to their original effectiveness.
A logi should be able to stack damage mods if they want. But an assault should be able to do it better. Now it takes logos more damage mods to reach the equivalent of an assault suit. I've said to give Logis a higher stacking penalty. People pissed. This changes established mechanics, making one item have a different penalty than others. Plus, CCP would have to write a separate formula just for this one module. A role bonus let's them use the existing formula. |
Alena Ventrallis
Osmon Surveillance Caldari State
181
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Posted - 2013.11.30 17:05:00 -
[6] - Quote
How is this a Nerf? |
Alena Ventrallis
Osmon Surveillance Caldari State
181
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Posted - 2013.11.30 17:31:00 -
[7] - Quote
emtbraincase wrote:Alena Ventrallis wrote:How is this a Nerf? Because for those of us who use Logi's as Proto Equipment carrying cases, instead of as mobile turrets, any larger reduction in CPU/PG would not allow me to carry my Proto equipment into battle and still bring my Dren AR to protect myself. Taking anything away from logi's now will only serve to make life even harder for those who aren't logi-tanking. Stop trying to nerf Logi and Buff the rest instead. I've got several posts for this very reason Leave my Logi alone, and give people a better reason to play something else (like bonus plates for heavies and bonus damage mods for assaults). As it stands, almost no suit can do it's role better than a logi can do it. Versatility should require a sacrifice (be it damage, armor, shields, etc.), but that sacrifice should be in the form of a boost to other fits, not weakening the logi. Did you read my post? This does not hurt CPU or pg at all. Just reduce the effectiveness of damage mods, and give assaults a role bonus for damage mod effectiveness. Where did you get Nerf from that? I'm being sincere. |
Alena Ventrallis
Osmon Surveillance Caldari State
188
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Posted - 2013.12.01 03:02:00 -
[8] - Quote
Poonmunch wrote:emtbraincase wrote:That is about the only way to nerf a logi without altering the suit makeup. They will always be able to stack more mods than anyone else, so unless that is changed there will be no way to nerf a logi unless you either take away slots or PG/CPU. Either of those would penalize someone like myself (who dies much more often than I need to, see also "rep tools don't fire projectiles") just to get back at those people using logi's to slay people instead of reviving and repping them.
So again, please don't nerf my Logi, just give those who want to mainly kill with it a better alternative. Built in bonuses are the only way I can think of without weakening a Logi, used for repping, to the point of uselessness. Unless people are just hating on Logi's in general, regardless of playstyle, any nerf will mean those of us non-proto rep/rev logi are gonna be finding a new line of work. If that is the goal, then please nerf away. I would rather see Assaults be able to deal more damage, Heavies take more damage, and Scouts avoid conflict easier as opposed to logi's having some random weakening implemented that means I can't protect myself because a group of people thought Duvolle's, cmplx dmg, and proto logi suits were a great combo (they are, I'm sure) and others thought they were satan
Again, leave the logi alone, and make better alternatives. If something can kill faster than a logi, those you are upset with will flock there. In order to preserve the intended use of each suit perhaps CCP should consider giving each type of suit a focussed bonus that directly boosts the suits intended role. Specifically, the assault class needs a boost that will make it the preferred choice for those wanting to do CQC. Increased armor, PG/CPU or perhaps an extra high slot might help. Boosting stamina or speed might also be useful. Any of these things or a combination thereof will help. Munch This is why I proposed damage modules as a role bonus. They are better at killing than slayer logos, while logibros get more health, as survivability is the logis tradeoff for less damage. |
Alena Ventrallis
Osmon Surveillance Caldari State
191
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Posted - 2013.12.02 06:22:00 -
[9] - Quote
Zekain K wrote:Hows about we make it so damage mods simply do not work on logi suits. because that's the freedom of New Eden. You can fit whatever you so please. However, some modules only really work well with certain suits.
In EVE, there is nothing stopping me from taking a lgi ship and fitting combat modules on it. Only I'm going to die if I go against a ship that was built with combat in mind. Conversely, a combat ship can fit all the logi modules it pleases. But It's not going to be anywhere near as good as a logi ship with those modules.
I propose making the shield recharge bonus be a 2% increase in damage per level, and give assaults a role bonus that improves damage mod efficiency. Current TTK makes this seem extreme, but TTK needs to be fixed across the board regardless of the balance between assault and logis. Therefore, these changes still hold merit. I also propose removing the 10% damage buff from all weapons to help with TTK. |
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