FourSpeed

Legend
  • Posts

    1554
  • Joined

  1. I still spin my toons on here.

    Now that they're at the level caps I intended for them, I don't play them as
    often, but when I do, I play with with the mindset of getting merits and AE tickets
    for generating craftable/sellable drops.

    Also, I'm in AZ (MST) and on late even there, so there's rarely anyone on
    during my typical on-time for these toons. I also naturally tend towards
    solo play anyway, but these are two exceptions assuming there's anything
    going on in-group during my normal play times.


    Regards,
    4
  2. I disagree on the idea of PvP Merits on two grounds.

    1> The Merit system was the beginning of the Market woes we are seeing now.
    There are other factors, of course, like AE, but merits started the downhill snowball imho.

    The three big factors merits introduced were: Merits *instead* of tf drops -- ie. Posi's
    Bait and Switch move away from the original "in addition to" statement.

    That was a BIG hit to supply.

    Merits being non-tradeable and non-sellable lead directly to hoarding behaviour,
    and again, a distinctly reduced supply of items to market.

    Finally, the way merit rolls were implemented led directly to a skew towards
    higher level players being the largest group of rollers, getting drops at the
    top level of the io ranges which is a notable factor in the lack of mid-range
    supply.

    2> The devs will make the same problematic system with PvP merits.

    Typically, you wont get enough of them until high level - a disincentive to
    PvP at anything other than L50. PvP is already skewed towards L50 now,
    but a PvP merit system would push it even further in that direction.

    It will be a dead certainty that PvP merits won't be tradeable either and you'll
    get the exact same behaviours that we see in the existing merit system
    with the corresponding issues.

    No Thanks.

    The real problem is (and has been) that the last several major game changes
    have directly lead to a> Supply Shortage b> Correspondingly more inf
    chasing fewer goods, which is compounded by the L50 inf bug fix, and AE
    producing many L50's (that generally spend less inf in the mid levels during
    their run to 50).

    A PvP Merit system is not going to correct, or even address those core problems
    and, imho would just add yet another similar core problem...


    Regards,
    4
  3. Some interesting replies - Thanks.

    The point about filling your role is a good one. My PvP toons are damage
    dealers typically, so, my #1 point on kill/ratio really can be interpreted as
    "is my toon performing it's role effectively" - I don't play support toons, so
    the kill ratio *is* the role for me... A good point though. I agree with it.

    I'm also especially pleased to see Supermax's response as a player with just
    SO's. You demonstrate the point I was trying to make in the original market
    thread. Clearly a toon can be effective with just SO's - for certain AT's,
    and certain situations - I agree entirely.

    In other scenarios, for some toons, SO's aren't enough. As an analogy, I'm
    pretty sure that nobody has won an Olympic cycling event or a Tour de
    France with a bike purchased off the shelf at WalMart. But LOTS of people
    get from A to B quite regularly with such bikes. That's to say they can
    still be used effectively within certain limits and expectations.

    Arena matches tend towards more upper tier PvPer's (on average), so I'd
    also expect the builds need to be more upper tier as well... Zone, not so
    much...

    Your experience appears to me to validate the way I was thinking about
    the issue.

    @Barrier: lol - why am I not surprised?

    @Empire Forgotten: You contradict yourself from your stance in the Mkt thread.
    Quote:
    Barrier causing someone to rage and emo out is /win.
    Barrier can achieve this "win" from anywhere - no level req or IO req.

    Also just "winning" is a bit meaningless in this context - it's like saying
    "rich" is what I want to be... It's too nebulous and undefined to measure
    an actual success or failure point generally. Barrier's case may be the
    exception proving the point because any broadcast "tears" can be seen
    and counted...

    But, what is "winning" in Sirens, for example - Are you a failure if your team
    doesn't control the zone? How about Warburg or Bloody Bay? How do
    you "win" there???

    How do you "win" if you play solo?

    Arena has clear-cut criteria for "win". So, if your SO build serves as the
    agro bait, and your team ambushes the other guys enough to get a victory,
    were you not competitive? Was that not a "win" wherein you played your
    role well?

    Do you need IO sets if you actually plan to be vengeance fodder (per
    your "death isn't guaranteed failure" statement)?

    In short, you yourself have pointed out multiple roles that, by your own
    admission a> don't count as failure and b> require nothing special in
    either level or build...

    Given that, I stand with my original statement in the other thread.

    You *can* viably PvP with an SO'd build on a non L50 under certain scenarios
    within certain limitations and be successful in a number of ways...

    I appreciate the replies to this thread - it was an interesting question to me too.


    Regards,
    4
  4. Quote:
    Actually, what I wanted to mention was that there's an important bit of data that I don't have but the devs should. How much inf do you earn as you level up, ignoring the market?
    I'm guessing that an enterprising soul (with too much time on their hands)
    could come up with a ballpark estimate of that.

    Edit: I see Catwhoorg was thinking the same way I was.

    In the simplest estimate, I think that P-Wiki has the number of minion kills
    needed per level and we have some insight into basic droprates, so a rough
    vendored drop value could be estimated. Adding those up would give you
    a L1-L50 estimate for folks who levelled through simple street sweeping.

    Given mission bonuses and such, that initial estimate would be a simplistic
    but useful lower limit to compare against the approximately 18 Million costs
    (over career) for store-bought SO's (from one of your previous posts
    awhile back, Peter).

    I'd venture a guess that the number would easily be 5X or more than that 18M...
    My I-3 main had over 30 million on him when he hit 50, and it's much easier
    these days.


    Regards,
    4


    PS> I like some of Fulmen's inf sink ideas, and I'm especially fond of one
    of Smurphy's old ones (rent a billboard for your toon's name/pic for a week
    for an exhorbitant sum). Certainly, creative ways to drain inf could be both
    useful and fun for the playerbase...
  5. To further clarify:

    If you build a toon (any toon), and you PvP with it, what criteria would
    you consider before you would call it successful at PvP?

    A thread in the market forum (of all places) is prompting this query, mostly
    because (as I read it) their position appears to be that you need a L50
    with IO's (typically sets, if not procs and purples) to be competitive at all...

    Personally, I disagree with that position, having several toons that meet
    the "success criteria" listed below. Toons count as successful at PvP for
    me if they meet the following criteria:

    1> Kill Ratio > 1:1 (I kill more than I get killed)

    2> The toon is able to gain 400 rep honestly (ie. killing 400+ guys that were
    trying not to die)

    3> I have more fun than ire when I PvP with it (which is usually true by
    default if points 1 and 2 work out).

    That might be fairly naive criteria, and you might note that Level and
    Enhancements aren't even factors in the equation, so I'm curious to hear
    other viewpoints.


    Thanks in Advance,
    4
  6. Quote:
    But I really disagree with the best gear comment. This game is balanced around SOs. Its been stated that several times and is the basic premise for why the market is fine as is - atleast that's what I am gathering from this discussion post.

    Since the game is balanced around SOs, I should be able to compete in PvP with SOs. This isn't possible given the current engine. Even if I build my team to counter my ineffectiveness, I still cannot compete. I'm forced into a mini game I don't want to play inorder to PvP.
    My take? You can compete in PvP with an SO build. You can compete in
    PvP with a non-level 50 toon. I have yet to get an L50 toon for PvP and
    yet, I feel the builds I play in PvP are competitive (I do Frankenslot my
    toons). I have personally seen builds with no bonuses achieve PvP victories, so successful PvP with SO's is clearly possible.

    Here's the wrinkle though - there are limitations.

    For instance, SO's are the baseline for PvE - all the standard content is
    playable that way. However, can you solo a Rikti Pylon or solo an AV
    on an SO build? I sure as heck can't.

    In the same regard, my PvP toons are competitive in the sense of kill ratio
    and rep, and thus, in my mind, successful. However, I don't own any
    PvP toons that I think would win against everybody. I further think that
    would still be true even with Purples (which none of my PvP toons can
    currently even use).

    So, the question I'd ask in return is: How do *you* define "competitive"?


    Regards,
    4

    PS> This is seems distinctly off the OP topic, so this might be better
    served in a different thread.
  7. Having read that thread and this one, I once again find myself shaking my
    head at the utter lack of understanding and simple logic from many of the
    posters.

    A gedanken experiment - What if:

    A> The devs made a change that upped drop rates on everything by a
    factor of 1000? Every day, you get 1000X the amount of salvage, recipes,
    T/D/SO's and inspirations... Literally clog the system full of goodies...

    What would the market prices do?

    B> Flip side - The devs cut the drop rate by that factor of 1000... Now you
    have to kill 1000X as much just to get 1 insp or 1 salvage, or 1 recipe...

    What would prices be in this case?

    ------------------------------------------------------------------

    Did anyone fail that experiment? Is there anybody who cannot actually
    see that in Case A, prices would plummet, and everybody would be literally
    deleting stuff non-stop just to make room?

    Is there anybody who can't actually see that in Case B, prices would go
    astronomical? Everything would be rare - anything you get you'd hoard for
    simple fear of not being able to get it again. Anybody who has anything
    desirable at all would get top dollar for it (probably Off-Market) if they
    chose to sell. The market would be literally devoid of items for sale (of
    anything not universally considered pure junk).

    These are (intentionally) opposite extremes. The nice thing about them is
    that there is little doubt what would happen if they were in place.

    So, changing one simple thing (drop rates) can span the entire gamut of
    results. Not surprising, given it's one of two key drivers in all economics -
    supply.

    Obviously, the game situation lies between those two points, but given
    that PvPIOs are being sold off-market currently, and certain salvage
    (Clockwork Winders most recently) are unavailable at times, it seems
    we're getting closer to B than A as a result of the past few releases.

    It has nothing whatsoever to do with flippers, casual players, inf cap,
    inflation, hyper-inflation, RMT, or whatever the latest ebil marketeering
    scheme is thought to be happening this week. There is *nothing* we are
    currently seeing in the market that is NOT adequately explained by
    identifiable game changes and their corresponding effects on economics -
    most notably, supply.

    It is amusing (in a head-scratching sort of way) to read posts from people
    saying that they don't need/want to understand economics, while at the
    same time being confident that their "tweaks" to the economics of the
    game will solve all the problems.

    Unsurprisingly, the proposals from those folks who fail to understand simple
    economic factors are typically woefully shortsighted, if not completely
    ludicrous.

    In other words - a typical day on the forums...


    Regards,
    4
  8. FourSpeed

    Stamina?

    Color me in the "not necessary" camp.

    Roughly, I'd guess that 1/3rd to 1/2 of my toons don't have it. In my opinion,
    they're no worse for it's lack.

    That said, Stamina will be helpful for just about every AT, and a few
    (my Rad/Elec defender for instance) would be darned near unplayable
    without it.

    Generally speaking, Frankenslotting can go a long ways towards reducing
    or possibly eliminating Endurance issues.

    Some AT's, like my Stalkers have very deliberate playstyles and don't need
    it at all, because they pick and choose their fights under optimal situations...

    Several (like my E3 Blaster, my Fire/Ice Tank, my PB's) have End recovery powers
    to replenish endurance without any need for Stamina.

    A Few (like that Defender, and my Widow) pretty much require it to be effective.

    It really comes down to the specific AT/Build and your playstyle. Both of
    these greatly affect the perceptional need (and perhaps actual need) for
    Stamina.

    tl:dr version: It Depends...


    Regards,
    4
  9. As a player that has a couple NB stalkers, I'm inclined to agree...

    I'm not sure I'd say "trash" per se, but I definitely wouldn't say "great" either.

    You can make it work, but it has the drawbacks of resisted damage type
    and a complete lack of anything ranged. Due to the first drawback (you
    won't do as much dmg as you like), you'd want/need ranged to finish the guy
    off if/when he runs, but then you get bitten by the 2nd drawback - no range.

    Defensively, Divine Avalance does help in extended melee fights (vs
    certain Scrappers, Tanks etc.), but you won't get that far in battles
    where burst damage rules (ie. vs Blasters and the like), and it is
    nowhere near as helpful in PvP as it is in PvE in any case.

    If you're not already vested in an NB build, I wouldn't start one for PvP.
    That said, I wouldn't shy away from playing it if you have levelled one though.


    Regards,
    4
  10. Two words: Dual Builds

    Play the first build human only til your heart's content.

    Play the other build as a triform (or whatever).

    You'll get a great basis for direct comparison that way all in the same toon...


    GL & Have Fun!


    Regards,
    4
  11. FourSpeed

    Grav/FF solo?

    I've got one in the mid L20's that I built purely for concept/story.

    I solo virtually all of my AT's, and this one is no exception. I agree with the
    ST attacks/holds for a solo player though. The AT plays like a weak blaster
    to me in some ways.

    Still, sensible difficulty setting and reasonable aggro management make it a "fair"
    solo toon. It's neither as fast or as durable as many, but it's not the worst, or
    even especially problematic if you're reasonably careful and deliberate in your
    playstyle.

    I've had a pretty good experience with mine (so far). If you like the toon,
    I wouldn't worry to much about levelling speed...

    That said, you might also want to build something else that you can switch
    to periodically if its deliberate pace does begin to bother you...


    Regards,
    4
  12. To clarify a little bit:

    If you slot: Bruising Blow: Acc/Dmg and Bruising Blow: Dmg/Rch into a
    power, you will get the bonus (1% recovery, I think).

    You CAN also slot another pair of Bruising Blow: Acc/Dmg, Dmg/Rch in a
    *different* power and get another 1% recovery bonus as well...

    You can get the same bonus up to a maximum of 5 times.

    You CANNOT slot Bruising Blow: Acc/Dmg twice in the *same* power.

    If you slot: Bruising Blow: Acc/Dmg in one power and Bruising Blow: Dmg/Rch
    in a different power you don't get any bonus at all... bonuses apply for
    multiple IO's of a set in the same power. You just can't repeat IO's within
    that power.


    Regards,
    4
  13. Quote:
    If you want to organize them this way blue-side, knock yourself out.
    Done.

    Blueside, looking towards the 6 racks from the crafting table, "A" is the
    near left, moving away and clockwise to "Z" on the near right.

    In the other room, the first two racks are being used (so far) as "overflow"
    and the last one is holding "event" salvage like Recluse Masks and the like.

    Same rules on both sides.

    1> Only 5 of a particular item will be kept.

    2> It's group salvage - if you need a piece, take it.

    3> I'll tidy and re-sort periodically and sell off "excess". Proceeds from the
    sales are group funds that I'll track and keep in escrow for use as the group
    decides. I'll report those proceeds here from time-to-time.

    4> Blue side also has rares - I advocate keeping those in vault if you
    want them, so any in the racks will be treated normally with rules 1 - 3.



    Excess on Blueside:
    18 Inert Gas, 3 Masterwork Weapons, 2 Nevermelting Ice, 3 Spell Ink,
    2 Stabilized Mutant Genome

    Net Proceeds (after fees) were: 371,725


    Regards,
    4
  14. MLC - Redside Update

    In the absence of any direction on my prior post, and confronted with full
    salvage racks, I made a proactive/executive/flunky decision to keep no
    more than 5 of any specific salvage item.

    After re-sorting, the following "excess" items were liquidated (listed for 11
    on BM and sold ... vendored if they didn't sell after 5-10 mins).

    1 Boresight, 1 Brass, 1 Circuit Board, 1 Clockwork Winder, 3 Human Blood
    Samples, and 3 Improvised Cybernetics.

    Net Proceeds (after fees) were: 13,332

    This is "group" influence that:

    A> Could be converted to Prestige
    B> Kept in escrow for players that need some cash (I'm more than willing
    to track this amount going forward as it grows)
    C> ??? Whatever the group wants to do with it.

    With that in mind, I'd advocate the following ideas.

    A> If you're adding salvage to the racks, keep/sell it if we already have 5
    of that particular item. If you'd rather not deal with it, chuck it in the racks
    and I'll take care of it at the next sorting trip, and tally it here.

    B> If it's rare (orange) keep it in your Vault. I'd prefer to avoid the "responsibility"
    of managing million inf salvage (other than my own)

    C> If you need some salvage to craft - grab it... That's the point of having it.

    D> We could use a few more salvage racks - I'd volunteer to manage
    them, if you like, but currently, I don't have the "power" to add any.


    Finally, I'm only doing this is on red-side currently - If folks want the salvage
    kept organized on blue-side, let me know...

    The reason I'm doing this in the first place is my OCD pings red when I
    have to look in *every* rack to find 1 piece of specific salvage to craft
    something - so, for me, organizing it is easier than obsessing over it.


    Regards,
    4
  15. FourSpeed

    Your welcome

    That's a painful one. Have some sympathy.

    That's an honest sentiment btw (no /sarcasm) - Few, if any, of us marketeers,
    got our inf without having at least one monumental mistake - my worst (so far)
    cost me 73 Million, and I'm one of the fortunate ones...

    The worst I can recall was 600 Million about a year ago...

    The good news is -- your kid OWES you now, and once they hit an appropriate
    age, you should remind them about it -- daily...


    Cheers,
    4
  16. "Manuel Labor" <--- Isn't he "El Presidente for Life" of Mexico (that's what I heard)???

    btw - thanks for getting the storage permissions fixed Redside (you know
    who you are).

    I went and organized all the salvage alphabetically (from L 2 R facing the racks),
    so it'll be easier to see what we've got while crafting your particular shinies.
    I'm willing to volunteer to keep those organized (I'm already doing that with
    inspies) if nobody else is so-inclined, or feels strongly about it.

    We may (or not) want to set some consensus for how many pieces of any
    particular item to keep - In some cases we have 5 or 6 of an item...

    In my own VG (with a friend) we keep no more than 3 of anything, and try to
    have at least 1 of everything (we use our own Vaults for rares), and that
    seems to work well for the two of us, but I'm not sure if that works as well
    here or how much crafting is likely to be done or how "excess" should be
    handled... Anyway, just something to think about if deemed useful...


    Regards,
    4
  17. Welcome to the Game, OP.

    I'm going to toss out a few thoughts on bootstrapping a character with 0 influence.
    I do this with every new character I make and it's quick and reliable.


    1> Do the tutorial - it's insipid after the first couple times, but worth it.
    1a> Get the two large inspirations and the 2 training enhancements.


    2> Sell the training enhancements to a Trainer or Quartermaster. Inf now > 0.
    2a> At the Black Market (Mercy Island or Port Oakes) or WentWorth's
    (Atlas Park or King's Row), sell your two inspirations... List them for 1 each.
    This, by itself, probably gets you your 10K (maybe more, maybe less).

    3> At the market, open up Crafted Enhancements -> Normal (TO's, DO's and
    SO's). Look at SO's at L35+ (Enhancements listing only a Single Origin). If
    you see any for sale, with 0 bidding, bid 100-500 for it. If you don't buy it
    immediately, cancel the bid and move on...

    Odds are very good you can get a full enhancement tray of 10 of them on
    the cheap in just a few minutes. Sell these to the Trainer or Quartermaster...
    One pass of this should get you to the 100K range, and you're off to the races.

    Steps 1-3 can be done at Level 1-2 (You're at Level 2 if you finish the
    tutorial normally), and should take about 1/2 hour in total...

    From then, on, I rotate into the standard Recipe Vendoring (see my sig for
    a guide) approach, along with playing normal content, to get to 10-20M.

    This is enough to keep your toon in fresh DO's, SO's and common IO's for
    their entire career... Sets, cost a bit more, but the Recipe Vendoring method
    scales well to 100M or so, which is plenty... Beyond that, you'll want to
    look at additional techniques if you want the inf to buy the super shinies.

    Hope that helps, and again, welcome aboard...


    Regards,
    4
  18. Sadly, I'll still be at work during the Katie...

    In the meantime, would somebody with some clout Redside fix the
    permissions on the salvage racks please - there are two of them
    that can't be used by us "working grunts"

    Thanks,
    4
  19. Or, you could, of course, read the definitive guide on recipe vendoring
    (published in Oct 2008) that covers the topic in extensive detail...

    It all still works as good today as it did then... See the link in my sig...

    Regards,
    4
  20. Quote:
    I have recently rolled my first tank and got him to level 10 - and I enjoy playing him. He's fire/ice
    The only Tank I've ever played to L50 was fire/ice.

    It turned out to be one of my most powerful PvE toons of all the ones I have
    (it's awful in PvP though).

    Burn and Ice Patch have a synergy that is beautiful to behold, and it has
    a number of other mitigation tools for healing and end recovery to make it
    both durable, and an effective build to play.

    For me it was one of the very few builds where enemy "con" was totally
    insignificant - if I came across it, I could fight it... It has enough damage
    output for most things (like soloing the wall in Cimoera) and enough survivability
    to fight things like Kronos Titan, and Pylons and the like to a solo draw
    (neither of us can kill the other)

    Hope you have fun with yours - I sure did with mine...


    Regards,
    4
  21. Quote:
    Originally Posted by Necrotech_Master View Post
    i wasnt talking about a mob of 3 enemies, im talking a map spawned for 3 people (mob size about 5-8 enemies)

    i could handle a 3 enemy mob (solo spawn), but not much more than 4 enemies at a time
    My Bad - I misunderstood that point.

    On the one hand, that is the case where Divine Avalanche, Kuji-In Retsu,
    Dull Pain, and similar powers really make a difference.

    On the other hand (imho) you're starting to edge up to the border line
    where a "stalker" might not be the best AT for that playstyle.

    Historically, stalkers excel at taking out a vital and difficult mob leaving the
    riff-raff masses for other AT's.

    Don't get me wrong - stalkers *can* stick around and scrap it out to some
    degree, but I don't personally think that's the AT's forte.

    For Stalkers I tend to set my difficulty at +1 or +2 and my mobsize to 1
    rather than 0 / +3 or +4.

    As others have mentioned, AoE isn't typically a core strength of the AT
    for the most part.


    Regards,
    4
  22. Quote:
    Originally Posted by Ironblade View Post
    I think that was already covered. You get an SO when you defeat an AV.
    They are DEFINITELY available below level 25 as I have personally gotten an SO below level 10.
    The SO level is based on CHARACTER level.
    I saw that part - I'm just a bit surprised / skeptical that somebody would
    fight a dozen AV's or so, in order to fill out a L8 character with SO's, but
    to each their own, I guess.

    Regards,
    4
  23. Quote:
    Originally Posted by Forbin_Project View Post
    Thanks for proving my point FourSped.

    The venom and bile expressed above is an example of the type of person that would go out of his or her way to harrass someone with a drive-by buff if they saw that someone was in an SG named "No Buffs Please".

    He or she wouldn't be stupid enough to stand there and spam unwanted buffs on one person repeatedly because that could get them nailed for griefing. No it would always be an "accident" every time they saw someone in that SG.
    Well Forbin,

    Thanks for making that carte-blanche assumption without reading any of
    my other posts...

    You know, those posts where I specifically state that the buffs are
    "combat" related, or where I outright state that a simple, tell asking me to
    not buff further would be honored.

    Instead, I'm sure you'd much prefer that I set up my toon to cater to the
    <1% of the playerbase that hates buffs, but are too lazy, self-centered,
    or whatever, to take advantages of tools in-game to set any "self-challenge"
    levels they'd like, completely free of *any* interaction with other players themselves.

    Concurrently, you'd evidently prefer that I bide my time and let players
    suffer defeat, because they were too busy trying not to die to notice
    my well-intentioned, and completely politically correct question asking
    them if they would like some assistance.

    Okie Dokie. I will pubicly appologize In-Advance to that 1% population
    right here, and right now, for buffing them.

    Because, when it comes to push & shove, I *am* going to buff a player
    in a combat situation, if I feel that buff will be beneficial to their fight.

    Furthermore, I am *not* going to set up a bind, or waste time in unneeded
    chatter beforehand to determine whether they'll be offended or not.

    I *will* be perfectly happy to entertain that discussion *after* the bad-guys
    have been defeated, providing ample leisure discussion time for such a chat.


    So, 1% folks, "I'm sorry for buffing you without your express consent".


    Now, for those 1% folks who'd care to send me their in-game global names,
    in-advance, I will be happy to edit my playernotes.txt file accordingly ahead
    of time, thus avoiding any misunderstandings in the future...


    Cheers,
    4


    PS> I think that about concludes my contribution here - Carry On.
  24. Quote:
    Originally Posted by Impish Kat View Post
    Hey, y'know what? There's this really cool thing that people keep mentioning called a "keybind" or "macro".

    With just one press of a button you can send a catchy phrase either as a tell or in local chat to your target! And, as many "pro-buffers" have pointed out, a really clever person can have a ready-made reply as well!

    Heck, a really, really, really clever person could set up this thing called a "rotating bind", that rotates through a string of appropriate responses!

    But we know this thread isn't really about being clever, now, don't we?
    Hey - you know what???

    My characters use binds and macros for things *they* deem useful...

    Pandering to *your* playstyle because *you* are unable to grasp the simple,
    logical concept of selflessly aiding a player that appears to be in need, in a
    HERO genre game, and further failing to understand that this objection of
    yours is a minority behaviour, is simply not worth the 2 minutes it would
    take me to write a bind for it...

    So, when you get drive-by buffed, suck it up sunshine, because sensible
    players aren't going to give your whiny complaint a second thought, and
    there isn't a GM in the game who's going to consider that griefing...

    Carry On.

    4