What considerations has CCP made for PvE after Resist nerf?

That means they’re considering it, genius.

Ahh you must be new.

Monitoring generally means “no action for years” in CCP speak.

5 Likes

Yes, I’m claiming exactly that. You can use exactly the same Polarised Garmur for Team, Wolf for Burner Succubus and Cruor, Harpy for Daredevil and Enyo for Guristas. CCP nerfed resist modules, but not weapons and ships entirely aka, bonuses, PG, CPU, Capacitor, speed etcetera. But they improved close range ammo and they didn’t improve the Burner NPC ships as they did few years ago. Therefore, it doesn’t cause mess in fittings. I’ll just suggest to carry a standard Exile or Blue Pill booster and learn the ship skills into V respectively, in this meta. Because, I noticed that 3-4 Smashes (x2 more dmg compared to default hits) strikes in a row can cause troubles.

Fits to improve:

  1. Burner Angel. It just needs two A- or X-Type Explosive Hardeners. With your overheated Void ammo he can still shred your Daredevil faster due to, as mentioned, few Smashes in a row.
  2. Angel Transport. I did it with two T2 Armor Explosive Hardeners, but it’s risky. Better use two A-Type Explosive Hardeners.
  3. Burner Ashimmu. Improve resistances and passive tank as I mentioned above. Don’t change the fit, just use a bit stronger modules and 15 Vespas I into your ship’s cargo :slight_smile:
  4. Burner Carrier is doable with crazy expensive implants, but avoid that :slight_smile:

The last nerf, especially with regard to the shield and armor modules, is so blatant that I decided to give up this game. I’ve been through a lot of nonsense from developers since 2006. Countless great ships, such as the Ishtar, was broken down. I put billion ISK in the sand. Now it was the turn of the shield and armor modules. It’s just not fun anymore. I hope CCP, you have more players running away so you can see how stupid you are. Best regards, Raz0r

A tiny resist nerf impacted you that much… wow.

Your response to a 20% nerf of the % of the resist you get basically comes down to a “You’re a stupid head”. Are you 10?

2 Likes

And you’ve come to the forums for the first time on a character that hasn’t done anything for three years just to tell us that?

…we’ll miss you?

2 Likes

That’s a plain lie. It’s not a tiny nerf, it’s a huge one for anybody not using meta resist modules.
People can still adapt and do the same activities(besides some that require a huge tank). Does not change the fact that it literally made some fits unusable. Does not change the fact that the new fit cost just more.
Does not change the fact that besides having to invest again money for PVE activities, it won’t change a thing for PVP activities and won’t have an effect on PVE activities once people have adapted. It’s just a straight requirement to invest for PVE people, and a very minor change to PVP.

2 Likes

Glad to see tier 5’s aren’t impossible after all.

1 Like

learn to read

Funny that you need to ignore the part of my post in order to try to have a point. Like you were intellectually unable to understand a post with more than two sentences.

1 Like

If people can adapt, as you put it, then what’s the problem? Not trolling, just trying to understand as I’ve not done any pve content like that.

I don’t know, read what people who claimed there was a problem wrote ?

People can always adapt, eg by leaving the game. Adapting and there being a problem or not are completely unrelated.

CCP made changes, people apparently are able to adapt. Unless someone can specifically state an actual issue I don’t see a need for an outrage thread other than “whaa change is bad, dey tuk er jubs”.

my theory is that the changes were made to avoid stalemate in abyssal pvp
red modules (the worst idea ever ) transformed eve in a diablo like rift game , so even with cruisers that do 800 dps + people could tank for ever and that was not fun
now people are adding even more crazy dps and there is no way to tank , problem solved

I’m assuming you mean Abyssal mutaplasmid modified modules?

Which ones increased Resistances again? Besides the DCU, since that wasn’t touched with this nerf.

If CCP removed 20% resistances from all modules in all situations to avoid stalemates in abyssal pvp, why didn’t they remove resistances in abyssal pvp areas instead?

I’m pretty sure CCP meant to hit resistances for all situations.

2 Likes

Did you forget our conversation?

Well since you did not specify you were actually answering to this, but instead were answering to something else, yes of course.

I recently ran a mission which highlighted the difference the resistance changes made.

Serpentis Blockade, level 4. Which I was doing with an Apocalypse. Yes, I know it’s not the best tool for the job. But that’s not important right now.

What is important is that the armour tank I was using was no longer sufficient to cope with the mission.

Which was an Imperial Navy large armour repairer, and 4 hardeners, 2 th, 2 kin. Now then, an Imperial Navy LAR is a fairly substantial improvement over a LAR II.

Now, the particular peculiarities of Serpentis Blockade L4, is that there is at least one wave of npcs where it includes a bunch of annoying sensor-damping cruisers which you have to eradicate before you can turn your weapons on the battleship npcs, so you’re taking damage from the BS npcs for a fair while before you’re able to reduce the incoming dps.

So, with the resistance reduction, this mission was a lot harder to complete than before.

Now, I’ve been using Apocalypses and Navy Apocalypses as my characters mission-running ships for years, and this is the first time that a single LAR with 4 hardeners was insufficient for a Blockade mission. They were always on the edge a bit, as they would go down to maybe 80% armour before I had reduced the incoming damage, but this time, my armour was down to 25%, and I was beginning to get structure damage, even when I was using the afterburner to move around to reduce incoming damage.

Now the Apocalypse is a relatively accessible ship for a fairly new player, and L4 missions are reasonably accessible too, for newer players. So, in my opinion, the change has probably made several missions significantly harder for newer players in tech1 ships.

People flying blinged out Marauders and the like probably wouldn’t notice.

But hey, that’s just my opinion.

I can’t believe it. People are intentionally going out and using poorly suited tools and then blaming CCP when it doesn’t work out.

2 Likes

“poorly suited tools”

Funny that you like to claim BS that much. It’s actually the opposite : since he is using two SUITED hardeners he is losing much more tank than if he was using less-specific hardeners. Because the 20% reduction impact much more high-resist modules.

Also you need to learn the difference : “not the best” != “poorly suited”. But yeah having a point that makes sense would actually deserve your opinion so you rather claims retarded BS instead.

2 Likes