Enots

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  1. I used to actually monitor the markets on a daily basis, changing bids, and relisting; with about 3 blueside and 3 redside designated marketeers. I was probably clearing 500 mil a week each side.

    Now I have gotten into buying and crafting items checking back once or twice a week. The same 3 (each side) make around 30% less, but with much less time investment.
  2. Quote:
    Originally Posted by EarthWyrm View Post
    I keep reading through this thread and thinking, "Man, there's gotta be something I can say that would be constructive and demonstrate the core problems with the system being proposed that hasn't already been said." But then I find something like this, that really gets into the psychology and player retention aspects of why the change would not be good, long-term, for the game, and I realize I couldn't possibly have said it any better.
    I play the game from a pretty narrow view. Did I ever think I had the perfect solution, no, but playing the way I play my idea would have been beneficial to most other people. I would help resupply the market with mid-level IO's that get deleted otherwise. I already move the my purple / PVP IO's/ uniques around to a few builds that I particulary enjoy at that time, I get bored rather quickly. The reason why I asked my question on the boards is to get a broader view and idea of how it would work with other people; clearly, it would be taken advantage of.

    Back to the drawing board I guess.
  3. Quote:
    Originally Posted by The_Alt_oholic View Post
    The game has longevity because it takes time to do things.
    Inf sinks are built into the game to suck inf out of the economy.

    Trying to avoid "wasting IO set IO's by respec" is very time consuming.
    A making it easier to keep IO set enhances in the economy is eliminating both a time and inf sink in the game.

    The game is playable with out IO sets. IO sets are meant to be rare.

    I agree with time sink. I don't see how you see recipes being deleted as an inf sink. 90% has already gone to another player, wouldn't Reciple A pull out more inf if Recipe A was traded more instead of being deleted?
  4. Quote:
    Originally Posted by Santorican View Post
    I guess thats true but Obliteration offers better recharge and accuracy numbers then GFCS
    I lose soft-cap to ranged and aoe then.


    Edit: for some reason the mids I just put in is giving you phalanx fighting with 1 ally in range. I couldn't for the life of me figure out how you got softcap with all that.
  5. Quote:
    Originally Posted by Santorican View Post
    I was able to wring out some more performance out of your build by changing a few things.

    I increased your global recharge bonuses and recovery while decreasing your end usagage. Also the defense debuff resistance in Grant Cover is unenhanceable, I think lol.

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    I believe the DDR is enhanceable by Hami-O I haven't tested it be its a good IO for that power anyway.
  6. Quote:
    Originally Posted by Santorican View Post
    You're going to want to have a set that increases your accuracy in Soul Drain otherwise you're going to find it difficult to hit all of your targets.
    I currently run at 66% global acc and 7% tohit buff. Soul drain has a 90% to-hit base, I have no problem hitting +4s with this build atm. This is part of the reason for my 4 slotted def toggles.
  7. Quote:
    Originally Posted by Tonality View Post
    Cytos offer 20% Defense and 33.3% End Redux
    Enzymes offer 33.3% Defense and 20% End Redux
    I'll let you decide which one you like better.

    As for sustaining the ST chain, yeah, you'll probably need those. While you'd save some end having tough slotted more effectively, it doesn't compare to your attacks. Given that you're stacking your mez prot, I might actually suggest swapping grant cover with OWTS and throw that GA 3% there and get a hami res/end in tough.
    Ok Enzymes work. :P
  8. The problem with Shield is the squishyness. This can be overcome with sets or power pools. Without the fighting pool and travel power like combat jumping, you're going to go splat fairly quickly. Medicine will help you in between fights and not so much in the middle if you aren't softcapped (which you won't be).

    Using only SO's this is how I would build.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    SO fire/shield: Level 50 Magic Scrapper
    Primary Power Set: Fiery Melee
    Secondary Power Set: Shield Defense
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Medicine

    Hero Profile:
    Level 1: Fire Sword
    • (A) Accuracy IO
    • (3) Accuracy IO
    • (17) Damage Increase IO
    • (34) Damage Increase IO
    • (37) Endurance Reduction IO
    • (45) Recharge Reduction IO
    Level 1: Deflection
    • (A) Resist Damage IO
    • (40) Resist Damage IO
    • (40) Defense Buff IO
    • (40) Defense Buff IO
    • (43) Defense Buff IO
    • (43) Endurance Reduction IO
    Level 2: Cremate
    • (A) Accuracy IO
    • (3) Accuracy IO
    • (11) Damage Increase IO
    • (15) Damage Increase IO
    • (17) Recharge Reduction IO
    • (45) Endurance Reduction IO
    Level 4: True Grit
    • (A) Healing IO
    • (5) Healing IO
    • (5) Healing IO
    • (9) Resist Damage IO
    • (9) Resist Damage IO
    • (11) Resist Damage IO
    Level 6: Build Up
    • (A) Recharge Reduction IO
    • (7) Recharge Reduction IO
    • (7) Recharge Reduction IO
    Level 8: Hurdle
    • (A) Jumping IO
    Level 10: Active Defense
    • (A) Recharge Reduction IO
    Level 12: Battle Agility
    • (A) Defense Buff IO
    • (13) Defense Buff IO
    • (13) Defense Buff IO
    • (15) Endurance Reduction IO
    Level 14: Health
    • (A) Healing IO
    • (46) Healing IO
    • (50) Healing IO
    Level 16: Against All Odds
    • (A) Endurance Reduction IO
    Level 18: Fire Sword Circle
    • (A) Accuracy IO
    • (19) Accuracy IO
    • (19) Damage Increase IO
    • (23) Damage Increase IO
    • (34) Recharge Reduction IO
    • (43) Endurance Reduction IO
    Level 20: Stamina
    • (A) Endurance Modification IO
    • (21) Endurance Modification IO
    • (21) Endurance Modification IO
    • (23) Empty
    Level 22: Phalanx Fighting
    • (A) Defense Buff IO
    Level 24: Hasten
    • (A) Recharge Reduction IO
    • (25) Recharge Reduction IO
    • (25) Recharge Reduction IO
    Level 26: Incinerate
    • (A) Accuracy IO
    • (27) Accuracy IO
    • (27) Damage Increase IO
    • (31) Damage Increase IO
    • (31) Recharge Reduction IO
    • (31) Endurance Reduction IO
    Level 28: Grant Cover
    • (A) Defense Buff IO
    • (29) Defense Buff IO
    • (29) Endurance Reduction IO
    Level 30: Boxing
    • (A) Empty
    Level 32: Greater Fire Sword
    • (A) Accuracy IO
    • (33) Accuracy IO
    • (33) Damage Increase IO
    • (33) Damage Increase IO
    • (34) Recharge Reduction IO
    • (45) Endurance Reduction IO
    Level 35: Shield Charge
    • (A) Accuracy IO
    • (36) Accuracy IO
    • (36) Damage Increase IO
    • (36) Damage Increase IO
    • (37) Recharge Reduction IO
    • (37) Recharge Reduction IO
    Level 38: Tough
    • (A) Resist Damage IO
    • (39) Resist Damage IO
    • (39) Resist Damage IO
    • (39) Endurance Reduction IO
    • (46) Endurance Reduction IO
    Level 41: Weave
    • (A) Defense Buff IO
    • (42) Defense Buff IO
    • (42) Defense Buff IO
    • (42) Endurance Reduction IO
    • (46) Defense Buff IO
    Level 44: Aid Other
    • (A) Empty
    Level 47: Aid Self
    • (A) Healing IO
    • (48) Healing IO
    • (48) Healing IO
    • (48) Interrupt Reduction IO
    • (50) Interrupt Reduction IO
    Level 49: One with the Shield
    • (A) Resist Damage IO
    • (50) Resist Damage IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Critical Hit



    You will be able to handle large mobs if you pop 2 small purples, 3 with heavy defense debuffing mobs. Use One with the Shield for your more difficult fights. You need hasten on a shield build to get shield charge up more. You could probably replace one of the acc enhancements with a recharge, as you should be popping build up before every shield charge. With shield charge make sure to run into the mob and get yourself the AAO damage buff before you use it.

    I would start frankenslotting right away (using cheap IO's to get more bonus out of your slots). I believe fulmens has a good guide on frankenslotting.
  9. Fixed again. Ty Tonality, I already bought the cyto's, is there some other reason to use enzymes besides cost?

    I might copy him over to test to see if I can sustain a single target attack chain without those end reducers. I highly doubt I will though.
  10. Quote:
    Originally Posted by Aura_Familia View Post
    If the devs rumored mail system comes into existence in GR, then I can never see this idea coming into reality.

    Having enhancements unlocked with such a system would indeed make it stupidly easy to move stuff from one character to another. I personally would never use the market again. I would never buy anything or sell anything. EVER. And there would be no point to inf.

    Between all my IO'd out 50s I have every recipe I'd ever need. If other vets did this that would hurt the game for new players, as the best IOs would never get onto the market. There would be no need to sell them, as there would be no need to buy anything. Anyone new coming into the game would have a harder time IOing out there toons.

    This is a bad idea just based on that alone.

    I'll stop there.

    EDIT: Even without the mail system, I can still pretty much move IOs and inf around CURRENTLY very easily. If enh were unlocked I'd never use the market even NOW with the current lack of a mail system.

    Missing the point completly again. This isn't about the IO's being moved from charecter to charecter, its about the wasted IO's, that will never be placed on the market again. I can already move the desirable IO's fairly easily.

    A respec is currently going for 150 million redside. So the total sales from selling IO's that I pull off of a toon has to equal around 170 million for a small profit. Any IO's that are on my build worth less than 17 million stay there, wasted IO's that could be dropped on the market. I dont even care that much about making a profit my problem is that these IO's that can be valuable to someone get completly ignored. If I make a profit along the way great.

    I liked Arcanaville's idea better than mine. I just don't believe the devs would put that much time into such a small issue. I provides an inf sink, supplies the market and puts the IO's to use. Provided it brings up other issues. If anyone has a better idea I'm more than welcome to suggestions on what could be done with the extra IO's.



    Edit: I thought neg rep was for having questionable behavior, not merely suggesting an idea someone disagrees with?
  11. Quote:
    Originally Posted by macskull View Post
    It would make everything more aquireable - that's part of the problem with it. Lots of this game's players have altitis: they'll play something for a while and then go on to something new, oftentimes never touching the old character unless they log it in for badges or something. If they want to IO those characters, they need to invest the time and inf into doing so for each individual character. With your proposal, they wouldn't, and they'd have no real need for the market as a purchasing tool. While the example you quoted might be a bit extreme, I don't think it's that far off base - when people have a few of each of the types of IOs they commonly use, they'll simply shuffle IOs between characters as they see fit (basically, as a particular character becomes their "main"). Would be interesting for those who keep a stable of characters, though. Basically, after a certain point, people would simply stop using the market because they'd already have access to all the IOs they could possibly want.

    For a real-life in-game example of this, hop over to the test server and check out the market there: it's pretty much dead and prices are rock-bottom on most things, because people IO characters there by copying loot over from their characters on live. When I PvP'd on test (or was trying out level-bumped characters during closed betas), for example, it was nice to have essentially infinite amounts of enhancements to tweak a build exactly as I pleased. The devs have pretty much come out and said that copying IOs over from live to test is just the way the system works, and they're okay with it for testing purposes (heck, they even go so far as to recommend testing a respec on the test server before actually committing on live).

    The high priced "game-breaking" IO's are already jumped from character to character. Its the wasted mid-priced IO's that I hate deleting or sitting on unused toons. I think a better system would be a "quick respec" (like mids) and that any unslotted non-generic enhancements get dumped on the market.

    A system like that seems (I have a general lack of programming knowledge) to have a lot of work involved, along with bringing up certain other issues. That is why I proposed that enhancements just become unlocked. Personally I would still buy the mid-priced stuff because it would be too much of a hassle to move that stuff around. Like i've said before I doubt anything would be done about it, I just wanted to promote discussion on an idea that I thought could help the midrange market.

    Fulmens mid-level project is what got me to thinking about other ways of increasing the mid-level IO market. I believe it's sad that a number of players actively have to lock down toons to even create a supply.
  12. Quote:
    Originally Posted by Fulmens View Post
    Unlockable might be MORE work than otherwise- it's entirely new [far as I know] fundamental code.

    Most of these ideas look, to me, like you'd get EVERYTHING in the market looking like, say, level 50 Multistrikes: 85 for sale, 0 bidding, last 5 for 5000 inf. Which returns the game to "inf means nothing and there's nothing to buy."

    Which makes it just like the days before IO's but way higher-powered.

    Which makes it a lot like Issue 4. No thanks.
    Do you really think this change would make everything that available? I don't; I just think it would help make some mid-level IO's more aquireable, as well as getting the good but not great IO's more aquireable.
  13. Quote:
    Originally Posted by Arcanaville View Post
    Part of the point to the current system is to act as an influence sink for people with tons of IOs. If the devs were willing to give you the proceeds, they would also have allowed you to sell them.

    At best the devs might accept redemption at the intrinsic cost of the enhancements; i.e. something near the value of the recipes for them at the stores. But the point to the suggestion was wondering if a system that added supply to the market that also obeyed the devs current design constraint to not allow people to fully profit from those extra IOs (without significant effort and extra expense) was still agreeable.

    The suggestion also creates opportunities to prevent flooding: if Dr.B gets too many of certain kinds of enhancements and the supply reaches a critically high level, Dr.B could be programmed to destroy them to prevent the market from being oversupplied.

    I'm just thinking out loud: I don't know if the devs would go for such a system, or if they did if its practical to implement, because I'm not sufficiently familiar with the implementation of the markets. But the notion of market makers for certain items has always struck me as an interesting one to pursue in general. Perhaps ironically, possibly the best way to implement this idea would be with an in-game marketeering bot.
    I'm not kidding myself into thinking that this is a big enough issue for the Dev's to really to put that much time and money into. That is why I liked my idea of enhancements just becoming unlockable, it would be an easy (easier) fix than any other way, that I could think of, to get those enhancements back onto the market. I don't really believe it is a big issue, rather a small and easy way to help supply the market.
  14. Quote:
    Originally Posted by Miladys_Knight View Post
    You must do respecs very differently from me then. For me a respec happens once, perhaps twice in a characters life time.

    I usually level it up using commons, or cheap frankenslotting and perhaps a few top end IOs that I know that they will be keeping like a -KB, or a Numinas, Miracle or steadfast res/def.

    Once I've played it long enough to

    A) decide I'm keeping it and

    B) decide which powers and synergies I like/want.

    I plan my final build from there and start saving up recipes and IOs for the end build.

    Once I hit 50 I respec and slot the permanent IOs. I usually don't respec again after that.

    All of my toons have all their vet respecs, and only 2 have used a respec trial respec. Otherwise it's all been free specs that have been given out with every issue.

    To date I've sold all the respec recipes that I have received as drops.
    I tend to level a toon to 50, build it to its maximum potential, then move onto something else. When I run out of room I strip my least favorite builds of their top-shelf IO's and delete the toon along with 50-60 "good" IO's. Even with my 3 vetspecs, if I use one or two leveling up, thats not many open slots to grab IO's to put onto the market.
  15. Quote:
    Originally Posted by Miladys_Knight View Post
    Wouldn't it be a lot easier for the devs to just increase the drop rate of respec recipes?
    It is not just the cost, but the time it takes to respec. I wouldn't go through the hassle of respec just so I could throw some lvl 35 doctored wounds on the market.
  16. Either system would be better than the one currently in place.
  17. Quote:
    Originally Posted by Arcanaville View Post
    Alright, suppose (I'm actually digging up a weird suggestion I made in I9 beta, but retooling it for a serious purpose) whenever a player respecs, all IOs that would ordinarily be "destroyed" actually get sent to a market-maker: we'll call him Dr. Brainstorm. Dr. Brainstorm would then be programmed to sell those enhancements on the markets at a reasonable rate so as to not suddenly flood the market, and at prices consistent with the current trading activity. He would do so randomly, so the person respecing would have no specific advantage to timing the market for when those enhancements got sold.

    This would put those IOs back into supply, but they wouldn't profit the person respecing just as happens now. If this could be done, would this theoretically satisfy the basis for your suggestion?

    I actually really like this idea.

    I think a great system would be for the non-generic IO's to be put up for 1 Inf, and the proceeds go to the seller/respecer. That way the market is supplied, the seller/respecer is still getting more than they originally would. Everybody wins. This is assuming that you can still keep ten enhancements if you wish to move them to another toon.
  18. Quote:
    Originally Posted by Lohenien View Post
    I don't think supply would increase as more people would stop farming once they get the amount of IOs they want to move between toons. With demand going down, people may sell less often as well since people arent buying.
    As both of our views are pure speculation I think we will have to agree to disagree on this one.
  19. Quote:
    Originally Posted by Lohenien View Post
    Twinking toons, as many have already said, still happens. The medium in which it happens is influence rather than IOs themselves. This is good because it allows supply and demand to exist. If you are the kind of person that wants to twink toons, you can do that in game.

    Introducing the OP's idea would eventually trickle demand away from the high end players and supply away from the low end players. Because the high end players could buy up what they needed to swap around - stuff would no longer be sold because no one would need influence after getting everything they want. Now the low end players could not get these items at the market and must rely on drops instead.

    It would make the game too easy if everyone could twink without having to put some kind of effort into it. The bar is pretty low on that, you can make 30-100 mil a day farming AE for an hour a day and more than that if you use the market.
    How would supply growing and demand decreasing make it harder for lower level/caliber/experienced players to get their hands on items?
  20. This is my live build right now. I am only missing Invader. I'm looking to get every inch of performance out of this toon. The only ways I can see to get more is combining Hami-O's to get a miniscule amount more out of those slots and replacing the endurance reduction IO's in smite and gloom with procs. My concern is that my single target attack chain won't be sustainable then. If anyone else can see any way to pick up more performance let me know. Thanks!

    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Darklocked2: Level 50 Magic Brute
    Primary Power Set: Dark Melee
    Secondary Power Set: Shield Defense
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Smite
    • (A) Hecatomb - Chance of Damage(Negative)
    • (3) Hecatomb - Damage/Endurance
    • (3) Hecatomb - Damage/Recharge
    • (5) Hecatomb - Accuracy/Damage/Recharge
    • (5) Hecatomb - Accuracy/Recharge
    • (9) Endurance Reduction IO
    Level 1: Deflection
    • (A) Luck of the Gambler - Recharge Speed
    • (7) Luck of the Gambler - Defense
    • (7) Luck of the Gambler - Defense/Endurance
    • (9) Luck of the Gambler - Defense/Endurance/Recharge
    Level 2: Battle Agility
    • (A) Luck of the Gambler - Recharge Speed
    • (11) Luck of the Gambler - Defense
    • (13) Luck of the Gambler - Defense/Endurance
    • (13) Luck of the Gambler - Defense/Endurance/Recharge
    Level 4: True Grit
    • (A) Numina's Convalescence - Heal
    • (15) Numina's Convalescence - Heal/Endurance
    • (15) Numina's Convalescence - Heal/Recharge
    • (17) Steadfast Protection - Resistance/+Def 3%
    Level 6: Swift
    • (A) Run Speed IO
    Level 8: Siphon Life
    • (A) Hecatomb - Damage
    • (11) HamiO:Golgi Exposure
    • (17) HamiO:Golgi Exposure
    • (27) HamiO:Nucleolus Exposure
    • (31) Dampened Spirits - Recharge/Endurance
    • (31) Siphon Insight - Accuracy/Recharge
    Level 10: Active Defense
    • (A) HamiO:Membrane Exposure
    • (33) HamiO:Membrane Exposure
    • (33) HamiO:Membrane Exposure
    Level 12: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (34) Luck of the Gambler - Defense
    • (34) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (34) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (37) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 14: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (23) Miracle - +Recovery
    • (23) Numina's Convalescence - Heal/Recharge
    • (25) Numina's Convalescence - Heal
    • (33) Miracle - Heal
    Level 16: Against All Odds
    • (A) Endurance Reduction IO
    Level 18: Dark Consumption
    • (A) Efficacy Adaptor - EndMod/Recharge
    • (19) Performance Shifter - Accuracy/Recharge
    • (19) Performance Shifter - EndMod/Recharge
    • (27) Performance Shifter - EndMod/Accuracy/Recharge
    Level 20: Stamina
    • (A) Performance Shifter - Chance for +End
    • (21) Performance Shifter - EndMod/Accuracy
    • (21) Performance Shifter - EndMod
    • (46) Performance Shifter - EndMod/Recharge
    Level 22: Phalanx Fighting
    • (A) Luck of the Gambler - Recharge Speed
    • (31) Kismet - Accuracy +6%
    Level 24: Hasten
    • (A) Recharge Reduction IO
    • (25) Recharge Reduction IO
    • (50) Recharge Reduction IO
    Level 26: Soul Drain
    • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
    • (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (39) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (40) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    Level 28: Super Jump
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (29) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (29) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 30: Boxing
    • (A) Empty
    Level 32: Midnight Grasp
    • (A) Touch of Death - Chance of Damage(Negative)
    • (40) Touch of Death - Damage/Endurance/Recharge
    • (43) Touch of Death - Accuracy/Damage
    • (43) Touch of Death - Damage/Endurance
    • (43) Touch of Death - Damage/Recharge
    • (46) Touch of Death - Accuracy/Damage/Endurance
    Level 35: Shield Charge
    • (A) Obliteration - Chance for Smashing Damage
    • (36) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (36) Obliteration - Damage
    • (36) Obliteration - Accuracy/Recharge
    • (37) Obliteration - Damage/Recharge
    • (37) Obliteration - Accuracy/Damage/Recharge
    Level 38: Tough
    • (A) Gladiator's Armor - TP Protection +3% Def (All)
    Level 41: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (42) Luck of the Gambler - Defense
    • (42) Luck of the Gambler - Defense/Endurance
    • (42) Luck of the Gambler - Defense/Endurance/Recharge
    Level 44: Gloom
    • (A) Apocalypse - Chance of Damage(Negative)
    • (45) Apocalypse - Damage/Endurance
    • (45) Apocalypse - Damage/Recharge
    • (45) Apocalypse - Accuracy/Damage/Recharge
    • (46) Apocalypse - Accuracy/Recharge
    • (50) Endurance Reduction IO
    Level 47: Dark Obliteration
    • (A) Ragnarok - Chance for Knockdown
    • (48) Ragnarok - Damage/Endurance
    • (48) Ragnarok - Damage/Recharge
    • (48) Ragnarok - Accuracy/Damage/Recharge
    • (50) Ragnarok - Accuracy/Recharge
    Level 49: Grant Cover
    • (A) HamiO:Cytoskeleton Exposure
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Fury
  21. I believe the point is being missed here. I am not worried about people twinking or swapping with top-end IO's. That happens already, I do it, other people do it.

    Its the supply of the mid-range and mid-level stuff, stuff that just gets deleted in respecs for lvl 50 IO's or the stuff thats not worth buying another respec for to switch out or put back onto the market.

    With people having to create sgs to create a mid-range supply this could be another way of getting some mid-range enhancements back onto the market.
  22. Quote:
    Originally Posted by EmperorSteele View Post
    I believe Posi once said something along the lines of even being able to keep 10 enhancements in our inventory after a respec was "generous".

    Along that thinking, as well as the lack of a global in-game item mail, the inability to invite your alts to an SG without outside help, and other nuances, I'd say the game's design philosophy is squarely set against the idea presented in the OP.

    If you pimp-out a character, you're pimping out THAT character, not saving IOs for your alts for when you get bored. IOing a character out is an investment unto THAT character and that character alone. Now I'm no mind reader, but that seems to be the Devs' idea on this sort of thing.

    And it's not a "wrong" idea to have. I mean, if you're so bored with your 50s that you're liable to just swap resources and delete them (if it were easy to do so), how long before you did this to all your alts, ultimately got bored, and left the game? CoX needs all the subscribers it can get, and fostering to impatience is NOT a good marketing strategy.

    Anyway, if for some reason the Devs allowed this sort of thing, we'd see prices drop pretty much everywhere, as even fewer characters would need anything, and more people would be trying to sell their existing IOs for ones they want. This isn't bad in and of itself, though since this game employs a "carrot on a stick" philosophy to keep people playing, allowing everyone to get their "carrots" might end up being a bad thing in the long run.

    I understand this line of thinking as well. I'm thinking as a consumer that wants it all. I believe that the overall good of this idea out-weighs the bad; of course, im biased.
  23. Quote:
    So, the only way an IO could dissapear would be if a user actively deleted it but the rate of drops stays the same?
    Yes.


    Quote:
    Originally Posted by TopDoc View Post
    I believe you're wrong. I could store every purple drop, all the unique heals, the incredibly expensive unique PvP IOs, 5 LotGs, and misc others in about 2 Enhancement bins. I could then swap them to any character I have, making them silly overpowered. I wouldn't swap every IO, just the really expensive ones. It wouldn't take very long, and it wouldn't be a hassle unless I had to do it frequently.

    If I did this, I'd be able to sell off a lot of the purples and other expensive IOs I currently have. Other people would similarly buy a single set of everything and swap as needed. Say I had 4 completely twinked characters on a server. I could strip them and keep about 2 chars worth, and be able to completely twink any char I had on the entire server. I could sell my spares and that would enable someone else to do the same. So we go from 4 twinked chars to potentially 24 twinked chars. That would raise the bar throughout the entire game by significantly increasing the number of silly overpowered chars.

    In Diablo II, you could trade gear freely. I built up some powerful rare low level gear I would give to every char I started and it made the initial levels a cake walk. Sure the low level bonuses are small in that game, but they add up when every single item you have has 5 decent bonuses. Imagine if every character at level 10 got KB protection, Res/Def and Def/TP, and Regen Tissue and Panacea uniques. Add a Miracle unique at 20, up to 5 LotGs at 25, and a Numina at 30. Note that you can do exactly this today, and it just takes a single respec (or freespec) to strip out the really nice stuff. I expect some people actually do play this way. But if everyone could do it, the game would just become too easy.
    I agree with most of what you said but, I believe that moving these twinked builds around that much would only be done by expierenced players that can already do this because of vet-specs. I do it with my big ticket items all the time. Its the midrange items, the ones I constantly delete and mid-level items that are my main concern.

    Another point is if you already have one extremely good build, whats the harm in having 2? You can only play that one at a time.

    I would probably still kite out multiple toons for convenience.

    Quote:
    You have to realize anyone who "plays" the market will be devastated by this idea. It will simply destroy most if not all of the high end "niches" and their profits will simply disappear. Of course anyone in that position is gonna post a significantly scathing "anti idea" against the OP's good idea.
    I'm a silent marketeer as well. I play the market almost everyday. This would increase supply, especially mid-range stuff most people just delete because of the lack of enhancement space.


    I have always hated the respec system in this game, I think this change would make it bearable.
  24. I was respecing some IO's from my ss/shield (War Diety) to my dm/shield (Darklocked)brute today. I think that if Dev's made it so that enhancements were not locked so IO's could be more easily be taken off of toons we would see a decrease in demand as well as an increase in supply.

    The reason I see this helping is I have a lot of semi-valuable (obliterations, crushing impact, numina's....) IO's on my SS/Shield the time and cost of respecing to get those IO's off of War Diety means that I will probably never get those off of him. It cost around 100 mil to buy a respec, I can only get ten IO's and I have used all my vet specs. I can still turn a profit by buying the respecs, but I hate spending 100 mil just to get semi-valuable IO's back. If I could more easily move those onto the market or onto another toon I would not need to rebuy them.

    I could see a problem arising with people taking highly valuable IO's and moving them around differn't toons, I believe that the time it would take to move these around would be a big enough hassle to keep people from doing it too often.

    Also this would not include changing the powers or slots, just the enhancements.

    Just would like to hear your comments and concerns, good or bad idea?