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Aqil Aegivan
The Southern Legion RISE of LEGION
117
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Posted - 2013.05.13 05:15:00 -
[1] - Quote
I've seen the idea of buffing other suits as opposed to completely nerfing logi posted as a response in a few threads, I'm glad it's getting it's own topic because I think it's the way to go.
On the topic of the specific bonuses in the OP, If you look at the current assault bonuses they are divided between tank and gank. We get the 5% per level shield repair and a weapon based skill. The bonuses proposed vary in that the blanket damage boost provides more gank but some of the suits get tank and some get gank. Furthermore, several of the skills double up on bonuses from other skills such as armor repair efficacy.
Why do we have class bonuses at all? My assault class bonus doesn't stack or apply to other suits, it is more like a racial bonus that happens to be the same across races, the same thing applies to the logistics bonus. While armor repair is a sensible bonus to give to the logistics class and I approve it doesn't seem sensible to give a linear bonus to suits whose armor values vary so much.
I really think we should split the blanket assault skill into separate race assault skills with each suit getting specific bonuses to tank and gank. The logi class skill should keep its armor rep but make it +1% of base armor repaired per level rather than just +1 so that the non-shield logis get as much benefit from it.
If the Caldari logi is losing its extender bonus I'm not sure the assault needs it to achieve balance, the base stats support keeping the shield repair bonus as this saves you from having to fit a crippling shield booster to service the enormous amount of shield you will have. The reload skill also makes sense for a long range/sniping race and it translates well to other situations. Most of the balance here is about bringing the Caldari logi into line with this suit and removing its extender bonus achieves a lot of that already. If people still consider a reload speed buff UP I'd recommend recoil reduction for hybrid weapons as that seems a good ranged buff that is a bit stronger.
I also think that a speed penalty modifier for the Gallente suits make more sense than an efficacy bonus. Armor rep is fitted in proportion to armor HP, active rep doesn't really put enough of a dent in enemy dps for it to be your primary tank. You still need a lot of passive armor HP and this pushes the Gallente assault towards the heavy suit in terms of performance. We should be giving it -10% armor plate speed penalty per level. I know this pushes it more towards passive buffer but active tanking doesn't translate well to Dust. While we are getting ferroscale plates eventually I think that keeping full armor plates and their higher HP bonus competitive for armor tanking races is necessary, partly because ferroscale will be implemented. For gank a hybrid weapon damage buff fits nicely here but at a lower rate of gain to keep it in line with other races' bonuses.
As far as the Minmatar assault suit is concerned the clip size bonus is an odd one. It makes sense to some degree but percentage based clip size bonuses scale weirdly, especially for a race who vary between small clip weapons like the mass driver and flaylock pistol and large clip weapons like the SMG. Splash damage radius bonus doesn't make sense (not all Minmatar weapons have splash), ROF increase doesn't make sense (too OP for machine guns). I'll leave this one up to you guys. With few low slots and built in armor rep this speed suit would probably get the most out of a bonus to shield regulator fitting to further incentivize playing as a fast hit and run style suit.
I already like the Amarr weaponry bonus and would agree that it should be left the same. An armor resistance boost would fit well here as it has the advantage of increasing eHP with less need for rep, as befits the more independent medium frame suit.
As far as the specific logi, scout, and heavy bonuses go I don't play as those roles enough to make any substantial suggestions. |
Aqil Aegivan
The Southern Legion RISE of LEGION
117
|
Posted - 2013.05.14 04:42:00 -
[2] - Quote
Logi Bro wrote: So, just to get this straight, you think we should completely remove class bonuses and give two racial bonuses per suit? Personally, I wasn't looking to re-write the entire passive bonus system, as I don't see any huge errors with the current system, even if it is a little iffy lore-wise.
It's not so much that I want a complete re-write, it just appears that the class bonus doesn't really work like a class bonus as you need to train it each time for each race. It's more like a race bonus that is coincidentally the same, but sucks because right now it suits some races better than others.
Logi Bro wrote: To the +1% armor repair for logi's, I actually don't see how this would help the low-armor logi's more than the high armor, seeing as it would actually give a larger bonus to Min, Amarr, and Gal then they currently have, and give even less to the Cal than current.
I was less clear about that than I should have been. It's not intended to help low armor logis. In fact it's intended to slightly buff high armor logis so that the time to rep their suit's base armor is the same across races. I feel I should emphasize I'm talking about a % of base armor so a Gallente logi still wouldn't passively rep all armor as fast as a shield tank.
Tbh, I'd forgotten that the Caldari logi's armor went under 100 which means it would lose rep (at level 5 you'd get .5 hp per second less). Chalk this up to an assault player sticking his nose into logi business. It's just that at level 5 the Caldari logi repairs its base armor in 18 seconds while a Gallente logi needs 36. With a percentage in place it's 20 seconds for base and then whatever you need for armor/shield modules. |
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