EVE Online's Revenant expansion, set to launch on 12 November 2024, is the game's fifth full expansion since the return of the content format in November 2022. The patch notes are fairly extensive and dense. I find reading lengthy patch notes rather boring, so I also like to go to other sources for information. The format of the official patch notes for Revenant is a little unusual as I don't see as many bullet points as in previous expansions. Still, I'll try to add something to the patch notes.
This fourth post in the series breaks the order of the content in the patch notes. The developers rebalanced several ships in Revenant, with some of the changes considered nerfs. As such, why bury the bad news at the end and leave players with nasty surprises? The first ships mentioned are Marauders.
Marauders continue to be incredibly dominant in all areas of space, so we’re removing the bonuses which provide additional hitpoints to buffer modules fit to them. The intention here is to focus them more around their specialization of large bonuses to active tanking. Since active tanking requires capacitor, heat and module management, the hope is that this will increase their skill floor and make them harder to use as ships of the line and be more difficult to multibox efficiently.
- 100% bonus to Shield Extender hitpoints removed
- 50% bonus to Armor Plate hitpoints removed
- 5% additional bonus to Reinforced Bulkhead hitpoints removed
I guess the Minmatar marauder, the Vargur, put too much of the "win" in Winmatar.
Even with the above adjustment to all Marauders, the Vargur still stands out as the worst offender amongst them, it currently is the #1 highest damaging ship on average for all killmails in null security and wormhole space. So we’re cutting back a bit of the falloff bonus to reduce projection with AutoCannons and also reducing the CPU output. In the Viridian expansion, we added a 6th lowslot to the Vargur which actually increased its fitting ability by allowing it to fit additional co-processor modules which inadvertently made fitting multiple XLASBs much easier and viable despite us reducing the shield boost bonus per level it had.
- Falloff Bonus reduced from 10% per level to 7.5% per level.
- CPU output Reduced from 625 to 600
The developers actually felt sorry for a few ships. The first one mentioned in the patch notes was the Ammarian command ship, the Absolution.
The Absolution is struggling a little with usage so we’re giving it a bit of QoL. This change keeps the overall damage per second of the Absolution the same as before, but now that the rate of fire bonus is baked into the damage bonus, it no longer consumes as much capacitor as before to fire which should make it feel better.
- 10% bonus to energy turret damage increased to 20%
- 5% rate of fire bonus for energy turrets removed
The Myrmidon Navy Issue is currently the least used Combat Battlecruiser in the game, so we’re making some improvements to its mobility and repair amount to help it out. Many players doing PVE do not feel like the Myrmidon Navy Issue is worth upgrading to from the Myrmidon, since the stasis webifier drone bonus isn’t very valuable in PVE and if they only use drones and don’t rely on its higher damage hybrid weapons it’s not as attractive of an upgrade, and in PVP it’s fairly slow so can be difficult to use blasters so we’re hoping that the increased repair amount and speed will help it stand out more for both PVE and PVP.
- Armor Repairer amount per level increased from 7.5% to 10%
- Base velocity increased from 155 m/s to 160 m/s
- Agility improved from 0.7x to 0.67x
The Harbinger Navy Issue currently has low usage, so we’re increasing its base powergrid amount up to the same as the regular Harbinger hull, which was buffed in an earlier balance pass which the HNI missed out on.
- Powergrid increased from 1,495 MW to 1,550 MW
The Cyclone Fleet Issue is incredibly dominant right now, so we’re making some adjustments to bring it back in line. We’re reducing the powergrid on it so it will have a harder time fitting 100mn afterburners or large cap battery modules for fleet fits, and we’re also lowering the rate of fire bonus to tone down the damage it can put out.
- Powergrid reduced from 1,215 MW to 1100 MW
- Rate of fire bonus for missiles reduced from 9% to 7.5% per level
The Exequror Navy Issue is still incredibly dominant and the most used navy ship in the game, so we’re making a small suite of changes, reducing the falloff bonus and then hitting it’s mobility slightly and increasing the signature radius, so it’ll be worse at mitigating damage and can’t project as far as before.
- Medium Hybrid Falloff Bonus reduced from 10% per level to 7.5% per level
- Base velocity reduced from 280 m/s to 270 m/s
- Agility nerfed from 0.4x to 0.44x
- Signature Radius increased from 110m to 120m
The SFI can sometimes feel awkward when upgrading from the regular Stabber by losing the falloff bonus, and the SFI could also use some love! So we’re extending the smaller falloff bonus we added to the Republic Fleet Firetail last winter onto the Stabber Fleet Issue to improve its versatility.
- New Bonus Added: 5% bonus to Medium Projectile Turret Falloff per level
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