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Posts
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Joined
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Quote:I still think a price cap of 0 inf would be better because I want everything right now and for free.I've been out of the forum a few days, so I missed this when it first went around. But let me just say here that I completely agree with the capra hircus of the shadow realm. Please, try to convince the devs to implement price caps. I, for one, feel that even 250M may be too much. Perhaps lower it to 200M, or possibly even 100M.
RagManX -
I'd probably swap the Abs. Amazement: Stun for an Acc/Mez HO to get better acc.
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Quote:I know, but I've intentionally avoided most of the info related to I19. I haven't even touched Test Server...ahem since it is in open beta I feel free to share my answer on that...
Quote:Level 50 stuff is going to hit the fan in the market once I19 hits live.
By that I mean the current gap between the least desirable and most desirable is about to explode at level 50. The incarnate crazed folks (like me) are going to be playing at level 50 like there's no tomorrow at very high difficulties meaning more drops and more inf. -
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Frogfather, it may be pointless, but I find it hilarious.
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Quote:It would stop what you think is abuse of the market. The market, as made by the devs, by design allows you to sell items for as much as you can carry influence. It is not a bug, nor a glitch, thus selling items for this much is not abuse.So, maybe I missed that post. Could you repost where somebody in this thread gave historical real world data of this price cap situation. Beyond that, it seems you missed one post of mine. If the Devs presented a buy it now function in the markets, this would effectively cap all prices on all items SUCCESSFULLY. Cause if you try to sell an enhancer for 2,500,000,000 when your customer can buy the recipe for 500,000,000 you will be standing there a very very long time. That is why I keep getting flamed, called ignorant, told off, and suffering the slings and arrows of the malcontents. It has the possibility of ruining their abuse of the market, making the game more fair, and more fun.
If you could sell items for negative influence or have both the seller and the buyer gain influence in a sale that would be abusing. As far as I'm concerned, the devs shouldn't think it's wrong that people sell items for the influence cap. I think the situation where things go for above the inf cap is slightly broken, but only because it needs more than one trade to complete the transaction.
Off the top of my head, there are maybe 3 posts in this thread (with at least one of them including a link) describing the result of price caps in real life. I think you should pay more attention to what you read so that you'd learn more and have to complain less.
EDIT: The reason why you're getting told off is because you refuse to learn and continue with your preposterous claims. -
Quote:However, there is data, collected by people other than the devs, showing that controlling the market is impossible for longer periods of time and that the system is not FIFO as you claimed. We have shown facts that disprove your claims, something we shouldn't have needed to do in the first place because you had no data to back them up in the first place.The only one with access to spreadsheets of buy/sell data are the Devs. i am not a Dev. Therefore i do not have this data at my fingertips to show you. You know that, so you keep demanding it.
I only keep demanding facts, because assertions that cannot be proved have zero validity.
Quote:What you are trying to avoid, is the stated purpose of the OP.
Quote:2 billion is too much for any enhancer.
Quote:Anyone selling at this price (or above) is a greifer. By greifer I mean someone trying to mak the game worse for another player.
Oh wait, this "thread of logic" doesn't work, does it?
Quote:We clear?
I suggest reading what I wrote about the burden of proof again. After that I suggest thinking about it. When you've done that, I suggest learning the rules of the market game. Then? I guess I'd like you to re-evaluate your own thought processes in this thread, but I doubt you'll make it that far. -
I don't think ignoring him is the best solution, to be honest. If everyone who knows what they're on about ignores him, and he goes on with his crusade in another thread, people who haven't yet decided their sides might join his because no one is out there to point out how preposterous his claims are.
I think this is how cults of all kinds are formed in remote locations. -
Quote:Hmph.This is the first line of defense of any petty criminal, or market mastermind for that matter. "Prove it" part B of this is that they always want you to prove it with a simple one sentence statement, or show a picture of them sticking a knife in someone's back. If you dare to start discussing concepts, exploring ideas, or following threads of logic, the insults only get louder, and the indignant statements flow like water.
In any proper discussion, the person who presents a statement as a fact has the burden of proof. You have presented us with "marketeers control the market, and drive prices up so that the casual player cannot afford anything", so it's up to you to prove it. If you don't do that, your claim has as much validity as me saying "Earth is a hundred years old".
It's just stupid (yes, stupid) to present an argument with no facts to back it up. I could claim just about anything to be true and it would have to be accepted because nobody knew anything to prove it otherwise (e.g. claiming a god does or does not exist). This is why it is a custom in any scientific examination that the person who presents a theory also proves it.
EDIT: Just to make sure you understand what I'm saying (hey, English isn't my first language), I'll add some definitions for burden of proof.
"burden of proof
–noun
1.
Chiefly Law . the obligation to offer evidence that the court or jury could reasonably believe, in support of a contention, failing which the case will be lost.
2.
the obligation to establish a contention as fact by evoking evidence of its probable truth."
And a better fitting one (with the most important bit bolded):
"When debating any issue, there is an implicit burden of proof on him or her making a claim. This burden does not demand a mathematical or strictly logical proof (although many strong arguments do rise to this level such as in logical syllogisms), but rather demands an amount of evidence that is established or accepted by convention or community standards."
And no, you feeling some way does not equal the community standards here. We want some hard evidence, data points, so to speak.
EDIT3: For ultimate clarity:
"The fallacy of argument from ignorance is a fallacy of asserting that a claim is true as long as it has not been refuted. In other words, X is not proven simply because "not X" cannot be proven. This is related to the burden of proof, because one is placing the burden on the refutation, rather than on the proof of the assertion."
EDIT2: P.S. If your intention was to get me mad and now you're chuckling "lol i gots him mad and made him waste his time with writing an essay", you're wrong. I'm not mad (actually I find this quite hilarious) and I'm not even wasting my time because practicing my English is never a bad thing. Especially because I haven't even finished school yet, so there are exams to come. -
Quote:1) I'll give you a definition because it seems it needs to be posted here:1) Want to give a definition of griefer, or just throw that like a rock?
2) I am not sure what world you live in. This one is rigged (Primal Earth, not the game). Those with money ensure teir children get better education, better degrees, better looks, socialize with better people, and make better money. Politicians routinely gut the education system, bloat the defense budget, and send the half educated populace off to war, to die. Can a natural genius frm the ghetto with a penchant for studying rise above, yes, but the system is rigged against it. How many well educated people in america are jobless over the last couple years because of market manipulation?
3) I love how you throw out that I do not know the rules of the game. In fairness, the City of Franchise has many convoluted areas that are difficult to understand, and sometimes it takes me a while to grok the knowledge. However, I am a regular layer, have been for quite a while, and have tread many areas of the game quite deeply. But my refutation of your statement is long winded and convoluted. It lacks that instantaneous bit of "Nyah Nyah big poopy head market good you dumb". Still, it brings up an excellent point. The world (City of this time) should be set up so that an average player with average time over a period of a year and a half can build a really nice character.
"griefer or grief player (ˈɡriːfə)
n
an online game player who intentionally spoils the game for other players
grief player or grief player
n "
I'll repeat it: griefers are those who intentionally spoil the game for other players. The aim of people who jack up the prices of their niches is to create a price spike (because it is pretty much impossible to maintain it) and make profit. No intention to harm other players.
The intention of those who pay higher prices than they have to? I'm not sure, but I often post things for 15mil and have them sell for 25. It's the buying end of the chain who mostly drives the prices up. Are they griefers?
2) This has no relevance whatsoever to CoH, though. The principle I first posted was meant to point out "if you don't learn, you won't excel", but I guess you missed it like you missed most of the other points made that are against your personal views. In CoX everyone has exactly the same chances to learn stuff unless they have a learning disability, which sadly is something that makes life unfair in pretty much every aspect. I believe you are a perfectly healthy gamer, so you have exactly the same chance to learn the game as I do regardless of your economical state.
3) It very much seems you do not know the rules of the "market game". A casual player using these rules to their advantage can very much make a really nice character in a short time. I'll give you an example: one of my RL friends was wondering how I was able to kit out all of my 50s with IOs and I told them about marketeering. After a week of getting familiar with the interface and testing different items, he started marketeering. In about two months of VERY casual playing he made it to the influence cap. We only played our duo (not level 50) about one hour every other day, and it was the only character he played.
In a year going with the same rate (assuming he doesn't get any better at it and doesn't have a wider range of bids and sales at any given moment), he'd make 12 billion in a year which is more than enough to get a very pimped out toon. A dream as you say it.
What matters is learning the stuff and putting in the effort, something you don't seem to be ready to do. I'll say it again: if you don't bother learning the rules of a game, don't cry when you don't win.
Quote:Originally Posted by Blue_Centurion1) 7 years is a reasonable figure using A merits and casual drops only. 40 days (with no breaks) per Purp. 25-30 purps, depending on whether you 5 or 6 set them. that is 1,200 days for the 5 sets of purps alone. Then a couple PvP sets? Yeah.
2) So, with market prices above 2 bill for some enhancers (as you stated) , you admit that it would take over one year to afford one enhancer.
3) The ulcer thing is just nice. Shows class.
4) So, earlier you said it took you a year to get all the stuff you needed to pimp one character, without purps. But now you are going do fully purp a character in one weekend. Hmmm, someone is contadicting their own statements.
2) Maybe. If you aren't doing it effectively, of course it'll take longer. I routinely make a billion every month, and I'm playing maybe 5 hours a week. The definition of "normal play" is also a bit blurred here. Mission architect, farming, TFs, marketeering, I'd call them all "normal play", as in available to pretty much everyone. What I wouldn't call normal play is along the lines of soloing AVs, GMs and TFs.
If you want to cherry pick features that fit your idea of normal play and then use this definition to make an examination on the availability of influence (or any other thing), it is not objective. My definition of normal play isn't objective either, because I can only speak from my own experience. It is pretty much impossible to define "normal play" because there are so many variables. How many hours a week is normal play? At what level does normal play happen? Does normal play include TFs, and if it does, how many per unit of time?
I'd bet calling your gaming "normal play" when you have purples is way off the charts, though, no matter how they were formulated. I'd guess the average result for a CoX normal player is someone who never reaches level 50. Doesn't play for longer than a year. Is not interested in IOs. Doesn't do TFs often. These are the key differences: you want to reach 50 and get IOs, but you're unwilling to adapt your playstyle to it.
3) Calling marketeers "market griefers" also shows class. Insults have happened on both sides so don't pretend you're any better.
4) Reading comprehension ftw. It took him a year to amass (probably his first) two billion, but it only takes a weekend to blow away a lot of influence, while implying that nowadays he can make influence so easily it's no big deal to spend that much in a weekend. No contradictions outside than your outlandish theories. -
I don't think you know what the term "griefer" means.
Besides, before you accuse anyone of cornering a single item in the market, go try yourself and see if it is even possible. In a game like this where it is impossible (yes, IMPOSSIBLE) to control the supply completely, you can't totally corner an item.
The items that you think are cornered (selling for 2bil) are a special case. Their market value is higher than 2bil, so everyone who gets them for 2bil is actually getting them for less than what they're worth. I see no problem here.
As for getting your dream character and how fast that should be? I don't know, but I think we have it about right currently. Playing effectively you can get heaps of influence really easily. I've only tried one other MMO seriously (that-other-game) and it was HEAPS and HEAPS more difficult to get the really good gear there.
Playing how you like to play and what is the most effective way are often two different things and people should accept that. It's pretty much the same in real life, too. To get paid well you have to study, and many people don't like studying so they don't do that and get paid less.
As I've said before: if you don't bother learning the rules of a game, don't cry when you don't win. -
I want to be able to start TFs alone, but I think adding a badge for completing TFs alone is not a good idea. How are people with Emp/Elecs or something to that effect supposed to get these badges without having to tear their hair off? It'll just effectively lock some people out of getting the badges on their badgers.
I'd rather have the badge awarded for TFs you do under the current minimum team size. That way it's a bit better balanced between ATs and builds. -
Quote:You call (most of) us that and whine about players insulting you? We (the marketeers) are the players using the market to make influence, so don't even bother saying you didn't mean us.Originally Posted by Blue_Centurionripped off by market griefers
Now what was that story about a pot and a kettle...
P.S. Isn't there a forum rule that forbids calling other players griefers/trolls? -
Live build is basically identical with the slotting. All I'm doing for I19 is swapping Fitness for Siren's Song, Assault and Vengeance.
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It can solo pylons easily. I've done only two runs but didn't need any inspirations on either. Both times were between 5 and 6 minutes, I think the better one was 5 minutes 30 seconds. I have the time posted in the Scrapper forum pylon thread if you want to check.
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As an /Invuln, I think it's worth getting your S/L/E/NE Defenses to the 35-40% region when one enemy is in melee range. F/C Defense isn't something I'd focus any IO sets on mostly because F/C damage is rare and often comes with an S/L component.
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*Uses self-rez*
I19 is coming closer so I want my planned build finished ASAP! Currently looking at the Spiritual Alpha slot tree for +Rech and +Heal for a seamless attack chain, near perma Hasten and better heals.
I'm going to change the power order of this build to fit Flashing Steel in earlier for exemping purposes, but slotting and power wise I doubt I'll change much. I'll be using Doctored Wounds for placeholders in Dull Pain and Aid Self while I procure the slightly more elusive Panaceas.
One thing I guess I could do is drop one of the Rech IOs in Conserve Power and let the alpha slot take care of that, and move that slot to Flashing Steel in the form of an Acc/Dam HO. I'd get nearly the full percentage of the Alpha boost in Conserve Power so it'd be an extra 33% at first and almost 45% extra later. Then again, I could just use the second freespec to move that slot later on...
Any opinions?
Hero Plan by Mids' Hero Designer 1,601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Katana
Secondary Power Set: Invulnerability
Power Pool: Leaping
Power Pool: Medicine
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Gambler's Cut -- Hectmb-Dmg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(5), Hectmb-Dam%(5), Achilles-ResDeb%(7)
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A)
Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-ResDam(13)
Level 4: Dull Pain -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(7), Panac-Heal/Rchg(9), Panac-Heal/EndRedux/Rchg(9), Panac-Heal(11)
Level 6: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(39), RechRdx-I(40), RechRdx-I(40)
Level 8: Divine Avalanche -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(42), HO:Lyso(43), LkGmblr-Rchg+(43)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(15), Ksmt-ToHit+(45)
Level 12: Aid Other -- Heal-I(A)
Level 14: Aid Self -- IntRdx-I(A), Panac-Heal/EndRedux(15), Panac-EndRdx/Rchg(36), Panac-Heal/Rchg(37), Panac-Heal/EndRedux/Rchg(39), Panac-Heal(46)
Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam(25)
Level 18: The Lotus Drops -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(19), Erad-%Dam(19), C'ngBlow-Dmg/EndRdx(23), C'ngBlow-Acc/Dmg(23), C'ngBlow-Dmg/Rchg(43)
Level 20: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21)
Level 22: Kick -- Mako-Dam%(A)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(25), RctvArm-ResDam(37), RctvArm-EndRdx(37)
Level 26: Soaring Dragon -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(31), HO:Nucle(34), LdyGrey-%Dam(36)
Level 28: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(29), HO:Cyto(29)
Level 30: Weave -- LkGmblr-Rchg+(A), HO:Cyto(31), HO:Cyto(31)
Level 32: Golden Dragonfly -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Dam%(34), FotG-ResDeb%(34)
Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(36), DefBuff-I(45)
Level 38: Resist Energies -- Aegis-Psi/Status(A)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42)
Level 44: Physical Perfection -- P'Shift-End%(A)
Level 47: Resist Elements -- GA-3defTpProc(A)
Level 49: Flashing Steel -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(50), Erad-Acc/Dmg/Rchg(50)
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Level 1: Brawl -- Mako-Dam%(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Heal-I(A)
Level 1: Critical Hit
Level 4: Ninja Run
Level 1: Swift -- Run-I(A)
Level 1: Hurdle -- Jump-I(A)
Level 1: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(46), Numna-Heal/EndRdx(46), Mrcl-Rcvry+(48), Mrcl-Heal(48), RgnTis-Regen+(48)
Level 1: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(39), P'Shift-End%(45), P'Shift-EndMod/Rchg(50)
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Here's what I'm planning to do with my Cold/Sonic/Mace. Build looks quite similar to yours, but it might give some ideas. I sacrificed S/L soft cap (got ~43%) for slightly better recharge and better Energy defense to get more varied damage protection.
Hero Plan by Mids' Hero Designer 1,601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Defender
Primary Power Set: Cold Domination
Secondary Power Set: Sonic Attack
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Ice Shield -- LkGmblr-Rchg+(A), GftotA-Run+(3), GftotA-Def(3)
Level 1: Shriek -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(21), Decim-Acc/EndRdx/Rchg(21), Decim-Acc/Dmg/Rchg(23)
Level 2: Scream -- Decim-Acc/Dmg(A), Decim-Acc/Dmg/Rchg(9), Decim-Dmg/EndRdx(11), Decim-Dmg/Rchg(17), Decim-Acc/EndRdx/Rchg(17)
Level 4: Howl -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rng(5), Posi-Acc/Dmg/EndRdx(9), Posi-Dam%(11)
Level 6: Glacial Shield -- LkGmblr-Rchg+(A), GftotA-Run+(7), GftotA-Def(7)
Level 8: Fly -- Flight-I(A)
Level 10: Hover -- Zephyr-Travel(A), Zephyr-ResKB(39)
Level 12: Arctic Fog -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(13), LkGmblr-Def/EndRdx(13), LkGmblr-Def/EndRdx/Rchg(15), S'fstPrt-ResDam/Def+(15)
Level 14: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(19), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(31), RedFtn-EndRdx(33)
Level 16: Shout -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(23), Thundr-Dmg/Rchg(25), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(27), Thundr-Dmg/EndRdx/Rchg(27)
Level 18: Benumb -- Acc-I(A), RechRdx-I(29), RechRdx-I(29), RechRdx-I(31)
Level 20: Assault -- EndRdx-I(A)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
Level 24: Snow Storm -- EndRdx-I(A)
Level 26: Sleet -- LdyGrey-DefDeb/Rchg(A), LdyGrey-Rchg/EndRdx(36), LdyGrey-DefDeb/Rchg/EndRdx(36), TmpRdns-EndRdx/Rchg/Slow(37), Achilles-ResDeb%(37)
Level 28: Siren's Song -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(34), FtnHyp-Acc/Rchg(34), FtnHyp-Sleep/EndRdx(34), FtnHyp-Plct%(36)
Level 30: Amplify -- GSFC-ToHit(A), GSFC-ToHit/Rchg(39), GSFC-ToHit/Rchg/EndRdx(40), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(40), GSFC-Build%(42)
Level 32: Heat Loss -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod/Rchg(43), P'Shift-EndMod/Rchg(43), P'Shift-EndMod/Acc/Rchg(43), P'Shift-Acc/Rchg(46)
Level 35: Screech -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(37), Stpfy-Acc/EndRdx(39), Stpfy-Stun/Rng(46), Stpfy-Acc/Stun/Rchg(50), Stpfy-KB%(50)
Level 38: Vengeance -- LkGmblr-Rchg+(A)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), DefBuff-I(42), LkGmblr-Def/EndRdx(42)
Level 44: Web Envelope -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(45), GravAnch-Acc/Rchg(45), GravAnch-Immob/EndRdx(45), GravAnch-Hold%(46)
Level 47: Summon Disruptor -- S'bndAl-Dmg/Rchg(A), ExRmnt-Acc/Rchg(48), ExRmnt-Acc/Dmg(48), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-EndRdx/Dmg/Rchg(50)
Level 49: Frostwork -- Dct'dW-Heal/Rchg(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 4: Ninja Run
Level 1: Swift -- Flight-I(A)
Level 1: Hurdle -- Jump-I(A)
Level 1: Health -- Numna-Regen/Rcvry+(A)
Level 1: Stamina -- EndMod-I(A)
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This is going to be interesting...
My Kat/Inv is going for Paragon Core definitely to allow a gapless GC > GD > GC > SD chain. Elec/SD will probably take muscular for more damage and better endurance management. I have no idea what I'll do with all my other characters, but I know I'm going to be running a lot of TFs! -
Quote:Why would we sell things for 250mil in the market when we could get loads more outside of it?Actually, although I am sure this statement will be twisted, vilified, lampooned, and generally walked on, I care about gameplay. I fully have the ability to market, although it has been insinuated on the boards that basic addition escapes me. I think of myself, new to the game a few years ago, and what would make the experience more enjoyable for a new player. One simple solution to the entire problem would be market caps. Say, cap any listing price for Purps at 250 mil. Cap any for common salvage at 10,000 , etc. All of these valuations have already been placed by the designers. By enforcing a market cap on them they would allow the market to work, yet reduce the abuse to their system of the few preying on the many. I game mostly with adults when I play, having a couple channels where hard core gamers congregate stored on my toons. Great Task Forces, Hami Raids, a sweet ride. This took a long time to develop. i still remember street hunting in Port Oales with no idea what I was doing. I also remember finding out how twisted the market truly was. One of the reasons I play this particular game is the complexity of character design, from costume/animations/thru build out. For a small percentage of the gaming community to corner the market on rare (but not nigh impossible) to get items is silly. It does nothing to forward the goals of NCsoft in marketing the game to new players. This is my true belief, and the information that i will be sending to the development staff.
I'll give you an example (Note, this situation is completely made up. Just pointing it out so that you don't miss something obvious as has happened in your previous thread and this one.):
You (Blue_Centurion, yep, you) get a purple drop. You go to the market. You see it sells for 250mil, which is now the market cap. You happen to notice, though, on a global channel that someone is buying said purple for 500mil. Do you put it on the market or sell it privately to this someone?
If this situation is the rule rather than the exception (which it would become for many items), how nice do you think it'll be to the new player when most rares are completely non-existent on the market because of artificial price caps? They plan a build and go check the market, last purple they want was sold two months ago. Just means they can't get it even if they had the money, which is even worse than we have it now, when you can't get something if you don't have the money. -
Lol.
That's all I have to say about this. I'll elaborate, if you ask nicely. -
I think it's hilarious when people play a game but refuse to learn the rules and then complain when they lose.
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I look at enhancements such as PvP IOs like this:
First: Shiny! I want that.
Then: I see how much it costs.
Then: I look for a cheaper alternative.
Then: I find it after a minute of looking.
Finally: I pick the cheaper alternative for a fraction of the cost.
Usually I can get enhancements that are at leasy half as effective as the purples/PvP IOs I was looking at for less than 10% of their price.
Besides, the price of everything on the market is determined by players so shouting at devs won't help. You're barking at the wrong tree. -
Quote:Ok, let me get this clear...Do YOU read what I type? I said a personal value judgement can't be argued because it's PERSONAL. You may think the builds I've been shown can sufficiently mitigate endurance issues. That's YOUR assessment. YOUR value judgement. Mine is different.
Builds with all of the key powers from their both sets that are also able to run a good attack chain all while never running out of Endurance unless facing Sappers or something are not "sufficiently mitigating endurance drain"?
Good luck trying to convince us to have Endurance totally removed, then.