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IIshira
School of Applied Knowledge Caldari State
346
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Posted - 2013.12.25 02:18:00 -
[1] - Quote
Destination SkillQueue wrote:When training a skill higher means you make the module worse it's bad game design. I don't care how you balance it, but higher skill level should never be a direct handicap. The problem really is, that how the skill works is in direct conflict with how the module is designed to work. The entire module is relient on being kept on the whole time or it loses its entire purpose, so the skill should reflect that design and not increase the cap cost/second. This isn't a hard concept to understand. Either change the skill or change the module.
You do know that it's also this way with armor repairers? The higher your repair systems skill the faster they cycle and the more cap they use. |
IIshira
School of Applied Knowledge Caldari State
346
|
Posted - 2013.12.25 04:07:00 -
[2] - Quote
FT Diomedes wrote:IIshira wrote:Destination SkillQueue wrote:When training a skill higher means you make the module worse it's bad game design. I don't care how you balance it, but higher skill level should never be a direct handicap. The problem really is, that how the skill works is in direct conflict with how the module is designed to work. The entire module is relient on being kept on the whole time or it loses its entire purpose, so the skill should reflect that design and not increase the cap cost/second. This isn't a hard concept to understand. Either change the skill or change the module. You do know that it's also this way with armor repairers? The higher your repair systems skill the faster they cycle and the more cap they use. It makes sense to train Repair Systems higher, because the shorter cycle time makes your tank that much better. Just as training Rapid Firing to V is good because it increases your DPS. On the other hand, the OP's point is that Training Armor Resistance Phasing does not really make the module substantially better.
The whole point of a Reactive Armor Hardener is it reacts to the incoming damage type. Hence the name.
Having that skill at level 5 means it's going to "react" twice as fast to the incoming damage type. I'm not sure what yours or the OP's idea of "substantially better" is but working twice as fast sure qualifies in my book. |
IIshira
School of Applied Knowledge Caldari State
346
|
Posted - 2013.12.25 04:11:00 -
[3] - Quote
One might have a valid argument that the module uses too much cap but I don't see any argument about how this skill works. It makes the module change resists faster at the cost of more cap. Exactly the same as repair systems makes an armor repper repair more armor at the cost of more cap.
How is it worse to have it change resistance faster? Yes it uses more cap but it works BETTER doing so. |
IIshira
School of Applied Knowledge Caldari State
535
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Posted - 2013.12.25 15:00:00 -
[4] - Quote
Daenika wrote:IIshira wrote:One might have a valid argument that the module uses too much cap but I don't see any argument about how this skill works. It makes the module change resists faster at the cost of more cap. Exactly the same as repair systems makes an armor repper repair more armor at the cost of more cap.
How is it worse to have it change resistance faster? Yes it uses more cap but it works BETTER doing so. Problem is the timing. A repair system works faster for the entire fight. A turret works faster for the entire fight. A RAH only works faster until its at optimal resists, at which point it's nothing more than a hardener tailored to those resists. If you're taking variable damage over the course of a fight, sure, it's fantastic, but if it's just there to tailor your resists to your single opponent, that skill only benefits you for the first ~minute of the fight, after which it's purely a penalty. The same cannot be said of repair, boost, or turret systems.
You do have a valid point there. Maybe the thing needs to stop using cap once it stops changing resists. I would guess this would be too complicated on the server end though.
I would say that having it react faster would still outweigh the extra cap it uses. Of course everything is situation in Eve but most PVP fights I've been in went by in a few minutes. You either die horribly or you kill the enemy fleet. I do know some battles last longer so maybe in that situation a RAH isn't the best choice. |
IIshira
School of Applied Knowledge Caldari State
535
|
Posted - 2013.12.25 15:03:00 -
[5] - Quote
Sal Landry wrote:While we're at it can Tactical Shield Manipulation be changed to something that isn't counterproductive for actually tanking?
This is an interesting skill. You have to get it to level 4 for the T2 module but from what I've been told at level 5 it's actually worse on everything sub capital. I'm not sure if that's 100% true though. |
IIshira
School of Applied Knowledge Caldari State
599
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Posted - 2014.01.15 12:10:00 -
[6] - Quote
(Removed reply which discussed issues of bumping old form threads which is not in line with original thread post.) |
IIshira
School of Applied Knowledge Caldari State
673
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Posted - 2014.02.09 00:38:00 -
[7] - Quote
Pinky Hops wrote:Destriouth Hollow wrote:Anthar Thebess wrote:Lvl 3 is max even for capitals. Read skill before you train it. For subcaps lvl 2 is optimal. For PvE lvl 0 is optimal (: Fix please? I don't think there's an "untrain skill" option yet. This is why it's always good to read what the skill does before you train it |
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