Logi Bro wrote:Since I get the feeling that most people write and read in General Discussion exclusively, I am copying and pasting this from Feedback/Requests.
Racial bonuses create imbalances in the game. They seem completely and utterly arbitrary, and the game's overall balance suffers for it. We all know the most glaring and over-discussed racial bonus, the Caldari logi shield extender buff(fixed since when this was first posted), but what about the heavy's "weapon feedback damage reduction?" What about the shield recharge rate increase to all the assault suits, even though it mostly benefits Amarr and Caldari? If any of these bonuses have any real reason behind them, may a Dev feel free to come in and tell me about it, but otherwise, I suggest a complete re-work of racial bonuses, and class bonuses.
Assault
Assault Dropsuit Bonus- 2% hand-held weaponry damage increase per level
Caldari Assault Bonus- 5% shield recharge rate increase per level
Gallente Assault Bonus- 10% basic armor plate movement penalty reduction per level
Minmatar Assault Bonus- 3% hand-held weaponry clip increase per level
Amarr Assault Bonus- 5% reduction to energy weapon heat build-up per level
Logistics
Logistics Dropsuit Bonus- +1 armor repair per level
Caldari Logistics Bonus- 10% nanohive efficacy increase per level*
Gallente Logistics Bonus- 5% equipment CPU/PG reduction per level
Minmatar Logistics Bonus- 5% hacking speed bonus per level
Amarr Logistics Bonus- 5% repair module rate increase per level
Sentinel
Sentinel Dropsuit Bonus- 5% base shield and base armor increase per level
Caldari Sentinel Bonus- 3% shield module PG/CPU usage reduction per level***
Gallente Sentinel Bonus- 3% heavy weapon reload rate increase per level
Minamtar Sentinel Bonus- 2% movement/run speed increase per level
Amarr Sentinel Bonus- 2% module efficacy increase per level
Commando
Commando Dropsuit Bonus- 3% light weapon CPU/PG decrease per level
Caldari Commando Bonus- 10% ammunition carry capacity increase per level
Gallente Commando Bonus- 3% light weapon dispersion decrease per level
Minmatar Commando Bonus- 2% light weapon RoF increase per level
Amarr Commando Bonus- 3% light weapon range increase per level
Scout
Scout Dropsuit Bonus- 5% scan profile reduction per level
Caldari Scout Bonus- 5% scan precision decrease per level
Gallente Scout Bonus- 10% dropsuit scan radius increase per level
Minmatar Scout Bonus- 5% melee and nova knife damage increase per level
Amarr Scout Bonus- 5% stamina/stamina regeneration increase per level
You can see, the bonuses have been changed to fit the role of the suit. The assault dropsuit's role has been strengthened for long life and general combat, the logistics dropsuit's role has been strengthened to triage and miscellaneous activities, and the heavy dropsuit's role has been strengthened to survivability beyond the assault dropsuit. Scouts still retain their recon and intelligence roles, the Commando suit is a master of combat, and they are all spec'd to do what they are meant to do. Most importantly, there were no dropsuit base stat nerfs, which seems to be most people's ideas to fix imbalances.
Feel free to make your own amendments, and comment, as I am always willing to make changes to my own ideas if you make a reasonable argument.
*(this includes number of nanites, resupply rate, and for triage nanohives, armor repair rate.)
***(this includes ALL shield related modules, i.e. rechargers, regulators, energizers, and extenders.)