View Single Post
Career Officer
Join Date: Dec 2012
Posts: 785
# 45
02-25-2013, 02:11 PM
Quote:
Originally Posted by borticuscryptic View Post
1) Max Hitpoints/Shields Increases
...

The recent thread titled "Spike vs. Pressure" paints a picture that seems to indicate that this would end up being a bad thing for Space PvP, resulting in the very real possibility of matches where ships never died.
You are correct. This would be a very bad idea for space pvp unless there are major changes to healing/damage abilities at the same time.


Quote:
Originally Posted by borticuscryptic View Post
2) Healing -OR- Damage Output Decreases

...

Applying Healing effectiveness reduction to PvP maps would lead to extremely volatile matches unless it came hand-in-hand with limitations to Spike Damage potential. While limiting overall damage output would likely be a bad idea because it impacts "Pressure" DPS more profoundly than "Spike" -- not a great idea to exacerbate this issue. This probably means that this option is even less likely to be a good idea, than the previous notion. At least for Space PvP.
You are correct here, too. This would be a bad idea for space pvp because of its implications for spike/pressure balance.

Quote:
Originally Posted by borticuscryptic View Post
3) Reduction in Status Ability Effectiveness -OR- the Resistance Thereof

...

In PvP however, the combination of extreme skill stacking and high resistance factors, cause us difficulty when attempting to find the correct balance point of an ability's effectiveness. We have therefore theorized that allowing us to limit one side of the equation or the other, ONLY in PvP, might allow us to tune these abilities in a more focused, controlled manner.
This is true. If you have fine enough control to dial down some the sci resists in PVP maps (can you do this for individual boxes in the skill tree or only for all at the same time?), this could help restore some of the sci powers that fell victim to the skill tree change.

BUT: Sci resists have no relevant impact in PVE, so there is no reason why one would need to address them via pvp map global variables instead of simply fixing the skill tree directly.



Your assessment of the possibilities that these things bring are correct, but from what I can see there is only the chance that this might restore some of the sci powers (your 3rd point), whereas 1 and 2 are - as you correctly observe - probably not suited for space pvp without significant other changes at the same time.


What saddens me is that none of these possible modifications have any chance of dealing with the recent power creep in terms of massive "free" resists that has led to the sorry state of affairs that you can see in the Spike vs Pressure thread. You correctly noted that 2 of your 3 options are not suited for space pvp changes, and so I hope that you don't spend too much time trying to fix things for the (comparatively) tiny ground pvp community before you move on to the big issues in space pvp.
http://hilbertguide.com

Last edited by mancom; 02-25-2013 at 10:54 PM.