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Pokey Dravon
OSG Planetary Operations Covert Intervention
1142
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Posted - 2013.12.02 05:52:00 -
[1] - Quote
I think in general damage in this game is grossly inflated. Even a small reduction to this skill's effectiveness may be in order. Perhaps from 3 to 2%?
Also.
Kasote Denzara wrote:No. My Commando needs them.
Your signature.
HARMONIZE WITH ME MAGGOT!!
Love me some AoT:Abridged.
ADS Reports - Defining Racial Themes
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1142
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Posted - 2013.12.02 06:18:00 -
[2] - Quote
CharCharOdell wrote:KING CHECKMATE wrote:Tectonic Fusion wrote:Damage mods aren't as good as shields. They are a choice between tank and DPS... They are actually , and surprising , EQUALLY effective.
Except , you dont get a 15% Shield efficiency with a skill.... well...u actually get 25% efficiency...with lvl 5
True but compared to armor plates, a complex shield extender not only has similar base HP to a basic armor plate, but it also gains less of a bonus from the skill because of its low base bonus. This effectively means that not only do armor tanks get more base HP from modules and more bonus HP from skills, but also get the benefit of boosting their HP with damage mods.
This skews the benefit of damage modules severely on the side of armor tanks, which is why they're used so frequently now. Why damage modules are high slots, I'll never know.
ADS Reports - Defining Racial Themes
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1147
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Posted - 2013.12.02 07:34:00 -
[3] - Quote
Jaysyn Larrisen wrote:Pokey Dravon wrote:CharCharOdell wrote:KING CHECKMATE wrote:Tectonic Fusion wrote:Damage mods aren't as good as shields. They are a choice between tank and DPS... They are actually , and surprising , EQUALLY effective.
Except , you dont get a 15% Shield efficiency with a skill.... well...u actually get 25% efficiency...with lvl 5 True but compared to armor plates, a complex shield extender not only has similar base HP to a basic armor plate, but it also gains less of a bonus from the skill because of its low base bonus. This effectively means that not only do armor tanks get more base HP from modules and more bonus HP from skills, but also get the benefit of boosting their HP with damage mods. This skews the benefit of damage modules severely on the side of armor tanks, which is why they're used so frequently now. Why damage modules are high slots, I'll never know. The other major factor in shield vs armor tanking is that with the capability to generate significant stacks of damage increase options it effectively negates the shield recharge aspect...you're dead before you can recharge. I actually think that damage mods should be considered equipment and you then need to make a serious choice. I admit this still doesn't solve the LogiMonster issue but I suspect that CCP will be looking into that aspect pretty soon.
Well I know we've talked about this before in match, but damage output in this game is stupidly inflated. The ability to stack multiple complex damage modules is way too easy to pull off. Im personally against the Damage Mod Equipment Slot concept for the very reason you stated, The LogiMonster.
I think its best to try and avoid re-writing the book and focus on using existing EVE mechanics and themes to properly balance Dust. Tweak the slot position and resource cost and I think a lot of the damage problems we're seeing now would be greatly diminished.
ADS Reports - Defining Racial Themes
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