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Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.14 07:18:00 -
[1] - Quote
If we look at Caldari suits, the only problem is the commando.
The sentinel has the same recharge rate as the assault (30 hp/s), and shorter delays. Whereas the commando has only 20hp/s and longer delays.
I suggest buffing commando recharge and delay (all races) to the level of assaults. It's silly that the Cal sent recharges at 30 whereas the commando is only at 20.
I don't support changing other suits. There's no reason at all to nerf scout shield regen.
To help shield tanking in general I suggest buffing shield rechargers and energisers. Or nerfing armour hp mods a bit.
(P.S. Off topic, but nerfing range extenders was more about preventing logis abusing passive scans.) |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.14 08:12:00 -
[2] - Quote
Just to correct some history. Yes armour was buffed a lot, and shields were nerfed a little. But since then armour plates were nerfed and shields were buffed.
I've said what I think about base stats, just buff commando base shield regen. Leave the rest.
If we are talking about shield tanking in general, allow me to repost my thoughts on this from a past thread. Hopefully this should explain my reservations about some ideas posted, and provide some ideas:
"My thoughts on shield tanking? Assuming it should be buffed (a little), I think it should be done in a way that maintains the design distinction from armour tanking, i.e. lower hp, higher regen, cover based. Here are some options.
Buffing base regen stats is bad, as it is too draconian. Suits are already sufficiently differentiated by base stats. We should have a reasonable amount of freedom to fit how we like. Also we need to encourage the fitting of shield regen mods to promote variety and discourage dual tanking or hp stacking. If base stats are too good there is no incentive to fit regen mods. The exception is commandos, who should have their shield regen stats buffed to sentinel levels.
Buffing regulators - Possibly a good idea. However, a delay is necessary as having to take cover to regen is central to the design of shield tanking. Currently it is possible to get very low shield delays by fitting complex regulators. I feel that mlt, std and adv regulators need a buff however.
Buffing extenders. I don't support this. Tanking style should be based upon which regen mods you fit. Stacking hp is a boring meta. Encouraging extender stacking works against the design of shield tanking as a high regen style. It also encourages dual tanking and reduces the efficiency of fitting damage mods, or other high slot modules.
Buffing energisers / rechargers. This would be a good option in my opinion. These are good modules to build a distinctly shield based tank. They have good synergy with extenders and regulators, so discourage dual tanking. They also compete in high slots with extenders and damage mods, so they discourage hp stacking, however they need to be a valuable module to be worthwhile. They also exemplify the design goals of shield tanking, providing high regen at the cost of hp stacking, but still requiring the user to find cover. I feel the current potential regen is not enough for the sacrifices you have to make compared to armour, especially the fact you have to take cover and wait to regen.
Another good (alternative) option would be to nerf armour. I suggest reducing the hp of all plates (including reactive and ferroscale) by 10%. Hp stacking has been the dominant meta for pretty much all of dust. We are moving in the right direction, however hp is still king. Reducing the value of hp mods will in turn increase the value of other mods. Ofcourse, by reducing armour hp, shield tanking automatically becomes a more viable alternative." |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.14 08:47:00 -
[3] - Quote
Can I also say I don't think there is any need to change the fundamental way in which shield tanking works. It's been proven to work the way it does fine.
A good example is the Caldari scout back in 1.8. This suit was often used very effectively as a slayer. I big part of this success is the comparatively good shield stats. Delays and regen worked just how it does now. Caldari assaults now can get considerably better shield stats than a scout.
I'm not saying the shield/armour balance can't be improved. I'm just saying it can be achieved with simple buffs/nerfs. A complete redesign is unnecessary. |
Varoth Drac
Dead Man's Game
1
|
Posted - 2015.09.14 12:18:00 -
[4] - Quote
Dont-be-a-D1CK wrote:30hp/s on Heavy Frames, 35hp/s on Medium, 40hp/s on Light, starting value. Shield deplted delay's balanced equally among them, Commando=Sentinel, Assault=Logi, so Commando and Assault get a buff by having Shield stats closer to the others. Shield Modules - Regulators, Rechargers could use a buff imo, but that may not be needed if you buff base stats ^^ Random note: I was surprised to see Cal Heavies given 400+armour, and a pure Shield version would be interesting I like it. Are these suggestions for Caldari suits or a baseline to be modified racially? So long as people don't feel their base regen is high enough and give up on rechargers in favour of all hp.
I wouldn't put Caldari commando delays equal to Caldari sentinels though. I was thinking more just buffing them to assault levels. I suspect the Caldari sentinel was given extremely low delays (especially depleted) to allow it to function with an HMG, but without the ability to be supported by a rep tool like an armour sentinel. I'd be hesitant to buff Caldari commando delays as much as that, or to nerf the sentinel. |
Varoth Drac
Dead Man's Game
1
|
Posted - 2015.09.14 21:57:00 -
[5] - Quote
Aeon Amadi wrote:XxBlazikenxX wrote:Will Minmatar scouts have the same recharge as they depend entirely on shields as well? Assume that they did, how would the overall balance spectrum be affected if they were the only exception? Assume that they didn't, how would you go about balancing them? If you wanted to balance a shield regen reduction to scouts, to put them in line with a shared racial shield profile, a good method would be to look at the modules that could be used to bring them back to stats equal to what they have now.
So for example, if a min scout's shield recharge was nerfed from 40 to 25, a shield extender could be replaced with an energiser to get back to 40 regen. If you then buffed the hp (after skills) by 84 (one shield extender plus the energiser penalty) you will get back to the original stats, thus maintaining balance.
If the delay was nerfed from 4 to 6 seconds this could be countered with a regulator instead of a profile dampener. You could then buff the scouts profile by -25% db to get back to the original stats.
So in summary, min scouts regen stats being nerfed to 25hp/s and 5/7s delay could be balanced with a +84hp and -8db buff. |
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