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Thread Statistics | Show CCP posts - 4 post(s) |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8722
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Posted - 2015.05.14 00:12:00 -
[1] - Quote
CCP Rattati wrote:Since I am already looking at flattened slot progression, this could be a double whammy. I see you insist on nerfing cynicism.
I want a respec.
There's never enough sh**posting going on, so let's add a few more teaspoons of the guy posting after me to the recipie!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8725
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Posted - 2015.05.14 09:50:00 -
[2] - Quote
CCP Rattati wrote:
No, as they still need to exist as 3 different entities, due to different PG/CPU capacity.
Why not fold the PG/CPU capacity into the dropsuit skills rather than tiering the suits?
IE divide the difference between STD and PRO by 5 and add that amount at each amarr assault or min sentinel or whatever.
Accomplishes the same thing without having to keep the additional database clutter or price tiering
There's never enough sh**posting going on, so let's add a few more teaspoons of the guy posting after me to the recipie!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8725
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Posted - 2015.05.14 10:09:00 -
[3] - Quote
It may be effort intensive but it would be worth it to simplify the progression for players As well as reducing market and Ui clutter.
The more intuitive DUST is to the averrage player, the more likely we are to see some player retention.
There's never enough sh**posting going on, so let's add a few more teaspoons of the guy posting after me to the recipie!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8834
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Posted - 2015.05.16 15:08:00 -
[4] - Quote
Varoth Drac wrote:Aero Yassavi wrote:Percentage base HP is irrelevant in an FPS, it's all about total additional HP value. I am certain this is not true. For example, a shield extender has much more value on a scout than a sentinel, as the sentinel will take much more damage overall. The extender is therefore much more likely to save the life of the scout than the sentinel. Percentage based shield extenders would only give scouts around 25 extra HP at 25% base value while giving a sentinel over 100. That's less than half a scrambler shot. Closer to 1/4th of a max skill scrambler hit (uncharged).
A better solution for scaling defenses would be modules that were intended for different suit sizes.
Percentage based tank mods invariably leave logis and scouts even more squishy than they already are.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8836
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Posted - 2015.05.16 16:05:00 -
[5] - Quote
Varoth Drac wrote:I'm not suggesting making hp modules % based. I was just pointing out that, when modifying hp, the percent by which you change it is important, as different classes have varying methods of mitigating damage, meaning a set value of hp is worth different amounts of survivability to different suits.
It's not quite as simple as % hp = worth of hp, as scouts (for example) are expected to accomplish more without taking dangerous amounts of damage compared to sentinels. Hp arguable has more use to a sentinel than a scout.
In reality, all classes take threatening amounts of damage and are expected to survive, so hp is always important. Doubling your hp as a scout, is therefore much better than increasing your hp by 20% as a sentinel.
On the subject of % based hp modules, I think they should have been % based from the start, but it is much too late to change it to be this way now. It would require a complete rewrite of suit base hp across classes, as well as changes to hp module downsides, regen issues, fitting, balancing. Probably best not to go there at this stage. I was expanding on your point, not correcting it.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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