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.
It's the racial bonuses. 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, 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- 3% shield extender increase per level
Gallente Assault Bonus- 5% armor repair module rate increase per level
Minmatar Assault Bonus- 5% hand-held weaponry clip increase per level
Amarr Assault Bonus- 5% reduction to energy weapon heat build-up per level
Logistics
Logistics Dropsuit Bonus- Keep +1 armor repair per level
Caldari Logistics Bonus- 10% nanohive nanite capacity bonus per level
Gallente Logistics Bonus- 5% equipment PG/CPU reduction per level
Minmatar Logistics Bonus- Keep 5% hacking speed bonus per level
Amarr Logistics Bonus- 5% repair tool rate increase per level
Heavy
Heavy Dropsuit Bonus- 2% hand-held weaponry damage received reduction per level
Amarr Heavy Bonus- 2% dropsuit shield and armor increase per level
Scout
Scout Dropsuit Bonus- Keep 5% scan profile reduction per level
Gallente Scout Bonus- 10% dropsuit and active scanner scan radius increase per level
Minmatar Scout Bonus- Keep 5% melee and nova knife damage increase per level
You can see, excluding scouts, 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, 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.
EDITS: Assault Dropsuit Bonus changed from 3% to 2% per level, Heavy Dropsuit Bonus changed from 3% to 2% to match.
Amarr Logistics given back 5% armor repair module rate bonus, was previously +5% repair tool rate per level, Amarr Assault given back energy weapon heat build-up reduction per level, was previously +5% armor repair module rate per level.
Minmatar Assault Bonus changed from +5% sidearm clip size to +5% any hand-held weapon clip size per level.
Even more changes: Gallente Assault given +5% armor repair module rate, Amarr Assault given +3% armor plate health bonus per level, Amarr Logi given back original +5% repair tool rate per level.
Amarr Assault Bonus changed again, now to 5% reduction to energy weapon heat build up per level.
Gallente Scout Bonus affects dropsuit AND active scanner radius now.