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Quote:While I understand the direction you're going here, I have to respectfullyOriginally Posted by Adeon HawkwoodA large part of the problem is due to the player choices and actions rather than anything the devs control
disagree somewhat.
It's true that they're player choices, but players *respond* to changes the
devs have made. I would argue that things like perception and demand
for these items follows as responses to the way the Devs have tailored
current gameplay.
It logically follows that there may be changes which could be made which
produce responses that increase market health rather than diminish it.
Some examples (just off the top of my head) might be:
* Merged Market - no brainer here. This one has been debated to death.
* Non sellable recipes - crafted IO's can only be traded, or sold at market.
Why not do the same with Set IO recipes? Sure, many will still be deleted,
but some will not - supply increases. It's not like vendors pay much for these anyway.
* Merits: Currently you get enough that a non-merit-farmer could afford 3-5 IO's
in their career through normal play - why such a low ratio? A toon gets ~100+
slots over their career... Why not give out a merit for any mission, for
instance, or set exchange pricing to be 20-25 IO's over a career. Most
folks just hoard these till L50 as a direct result of their rarity and their
very limited utility... Many never get used at all...
* Merit Rolls - Why NOT allow the roller to specify the *exact* level they
want? What does the current mechanism do? It favors high-level supply.
* Subject to exploitation checking, why NOT let normal AE missions drop
normal salvage? Recipes? Why bupkiss?
The point I'm making is that these are ALL Dev choices that players respond
to with certain behaviours, which in turn lead to certain game consequences.
Different choices would lead to different results... I don't know that they'd be
better, but I'd wager that the Devs don't know either. What I think I know
is that a market that only caters to L50 players, or has large inventory gaps
even in 2nd tier items isn't much of a market imho.
Regards,
4 -
Quote:Sadly, I don't have any toons I prefer to switch, and as of this moment II was listening to a discussion on one of the local channels and people were talking about reasons to go Rogue. People seem to believe that Villains will all be jumping on to blue side because its better then red. Personally, I love red side more, but I will be changing factions from red to blue JUST because more people play blue. What are your personal reasons to change? Is it because of player base/ markets/ better TF/SFs or something else? Cheers to all who give their reasons.
don't have any plans to even purchase the upgrade.
I've not seen any compelling (or even interesting) reasons for GR yet, insofar
as my playstyle is concerned, so I'm definitely in the "wait and see" camp.
Regards,
4 -
I'm potentially interested in the idea.
I have my own solo SG and VG on Freedom, but I'd be willing to roll a toon
on either or both sides for this effort.
My interests are towards lower-still set IO's (typically L25-L28), so I'd
probably lock my toons there.
I can probably contribute an evening per week to do doing this if there's
sufficient interest...
Regards,
4
PS> I'm typically a solo player, so let me know what ATs would be most
helpful to the group for me to roll. -
Quote:Indeed Bill.Originally Posted by BillZBubbaWow. That's farking negligible. I done learned somethin new today.
I find the lack of mid-range supply especially disconcerting and I agree
about the key causes probably being (in no particular order): Merits,
Levelling Speed, AE (that didn't drop anything), Player perception (like
yours) where a player feels that low level IOs aren't effective enough,
thus refusing to get involved with them until much, much later levels,
and finally, I-16 farming where a> it's done by L50's b> It's not worth
the time for non-50 players to bring mid-level stuff to market so they
vendor or even delete it.
This is particulary vexxing for me because I might be the poster-child for
using low-mid level IOs and sets.
I start it much sooner than most - L10 Common IO's at L7, L15 Common IO's
at L12, Frankenslotted Set IOs at L25-L28 (augmented with simple Commons
as appropriate). I haven't used TOs, DO's or SO's for at least a year now.
While commons are no problem, mid-level set IO's are becoming increasingly
difficult to get simply due to lack of availability. To me, that points to an
unhealthy market, which I would hope could be looked at.
Sadly, that doesn't seem to be on the dev's radar as far as I can tell...
Regards,
4 -
My "vote" would also be for Ninja Blade.
It's Single Target Melee, and it definitely has the feel of a precision, surgical-like
assassin to it...
I find it a very deliberate and tactical playstyle, and I love the synergy it
has with Ninjitsu as well...
Even from an RP standpoint (if you lean that way), the solitary ninja trained
assassin stalking his target, covers the full stereotype of the AT in spades...
YMMV - but my Nin/Nin is most definitely a "stalker's" stalker, imho.
Regards,
4 -
While I have my "namesake" on all servers, each of those is a unique (and
unrelated) toon of various AT's and builds.
As far as identicals (or near identicals), I have a couple of those too...
One of them is a stalker I had on Guardian - when PvP there dried up, I
rebuilt him (identical powers, different costume look/name) on Freedom
rather than shell out $10 of real cash to transfer him.
I also have two very similar and like-named PB's on the same server. The
first was the basis of a guide I was writing at the time, and the copy was
one I used in an SG there (which I felt more comfortable changing). So
they started identically in look and powersets and gradually levelled
differently (I had some specific guide criteria that the first couldn't change).
Cheers,
4 -
I'd agree with Clave_Dark_5 on Hide.
Turn it on when you log in and don't touch it again...
One really nice perk with it - even when your T9 Retsu power "crashes"
and drains all your End, Hide still works, which eliminates a lot of the
downside... Pop a CaB or hit Rest and you're right back in biz. As long
as you don't have a mob's active aggro it's completely safe.
The one time I do occasionally toggle Hide is with Kidnap/Escort missions
where the "victim" AI is moronic to the point where I find myself wanting
to kill them as a public service to Village Idiots everywhere (eliminating
competition for their job position).
In those cases, I toggle Hide off, during escort, until I see the NPC
ambush chat line, flip it back on to deal with that (they're usually "spot"
ambushes) and then carry on leading the NPC moron to the door
afterwards.
That's the only useful exception I've ever found for toggling Hide.
Regards,
4 -
I've not dabbled with Dark (that's not to say it won't work well,
I just don't know that personally).
Any of the builds you listed in point #2 can be quite effective in
my own experience.
As for the best setup, that depends somewhat on your playstyle.
You might want to look at some of the guides for build ideas that
suit the way you want to play.
Regards,
4 -
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The oldie but goodie that always makes my stalkers smile...
some dead guy: Why don't you fight me without Hide, you coward...
Cheers,
4 -
Hi TeaLeaf,
I don't know about the "beginner stalker" part, but Nin/Nin makes a fine
stalker for either PvP or PvE - My primary stalkers (on diff servers) are
both Nin/Nin and I've had excellent success.
A few thoughts for you to bear in mind. It's an ST killer, without range
or AoE to speak of. As such, managing aggro is important for that build.
Secondly, in PvE especially, Divine Avalanche and Caltrops are beautiful
things. DA will let you easily softcap your melee defense and scrap out
boss fights that otherwise could be difficult for squishies, and trops will
mitigate incoming attacks as PvE mobs will spend much of their time
trying to run out of them rather than attacking you.
Third, if you get trops, get TpFoe. The synergy is simply too good to
deny, and it's a fabulous way to "divide & conquer" when you get mob
spawns that are either too close together or too nasty to deal with as
a whole.
Finally, at least the way I play it, it's a very deliberate and tactical
playstyle with plenty of ways of dealing with PvE foes. Played well
and carefully, you should be virtually impossible to kill unless you
get sloppy or overly aggressive (ie. bite off more than you can safely
chew)
If you're used to playing scrappers that simply rush in and start wailing
on stuff this might not be the build for you, and you might want to look
at /regen, or possibly /wp which can be a little more "reckless".
With a little tactical patience though, it's a pretty interesting stalker to
play imho.
Regards,
4
PS> I'm a 90%+ solo player, so all of my advice is from that perspective.
Also, if PvP becomes a consideration for you, there are a number of other
considerations to think about as well.
Finally, in this thread I tossed out an example build that is pretty close
to the one I use on Freedom (more PvP oriented) if you're interested... -
As an additional thought, I've found on my PvP Stalkers that I can
simply do without Stamina altogether.
The primary reasons are:
1> I build some endrdx into the powers (esp attacks) as part of
the sets I slot.
2> As a stalker I choose the timing of my attacks, and the duration
of my stay. A good attack chain is enough to get in, get a kill, and
get out. I've never even come close to running out of End in PvP.
Of course, that requires a bit more patience in playstyle and a
recognition that I'm not playing a scrapper or a brute. Also note that
I'm *not* saying a stalker cannot stay in a fight and scrap it out,
but if that's your normal approach, then your build needs to reflect
that requirement - Mine typically don't have that need. YMMV.
Regards,
4 -
Also, if they show up in a /whoall you can cut & paste that name
(or simply type it now that you see it) into the /getglobalname
command to find their global.
I do that all the time in Zone PvP to see who I'm dealing with, which
is pretty handy for spotting folks that run a lot of different alts.
Regards,
4 -
I have to agree with a number of posters here on a few points.
1> Each AT has some mobs that are a real pita for them especially, but no
particular problem for other AT's.
2> Some mobs just have to die first - Regardless of what you're running or
what else is in the room (Sappers are definitely the poster child for this)
3> Some are just level based problems because you don't have the tools to
deal with them yet.
4> Some are just plain irritating and should go the way of the dodo (I'd
put KoA troppers in here and PPD Glue Gunners... use that glue gun to
build a house somewhere buddy! I've got places to go - d*mnit!)
A few that have been particularly pesky to my AT's over the years:
* I3/I4 Voids to my first Peacebringer -- It took me 20+ levels to get that
handled (they're a LOT easier these days than they were back then). There
were definitely a few days/missions where I seriously thought about retiring
that PB...
* Freak Tanks to my Elec/Elec Blaster - seemed like a 10 minute end-draining
battle only to have the @^#@^%# rez at the end of it - he hated those
(My friend's Ill/Stormie loved them - PA ftw).
* Consigliere's for my stalker - AS... Bam! out pops Singularity and there
I go getting bounced round the room for a bit...
* Also on my stalker - Carnie Master Mistresses... AS... Bam - I'm suddenly
in the middle of a 5v1 furball, and worse yet, the hag herself is phasing in
and out but still able to attack.. I want *that* power!
* Widows vs my Ice/Kin Corr - killing them, np... finding the next target
after being blinded (for what seemed like an hour) - impossible. For my
stalkers, widows are just a tasty snack, but irritating as heck for that
corr.
* Bane Scout also vs Corr - Stealth Strike (Owww) and Placate...
Hmmmm, I guess I'll run like heck now and come back later, ok???
Cheers,
4 -
Quote:Or, if you're chintzy like me
Throwing out a Ranged damage power slotting without really trying to optimise.
Salvo Quad
Maelstrom and Entropic Chaos D/E/R
Ruin and Decimation A/D/R
Ruin A/E/R
Before ED
Acc 62%
Dam 78 (so a little light)
Recharge 80%
End 62%
range 8%
So compared to Sailboat I have too much acc and too little damage. Thats easily adjustable though.
They key is grabbing as many triples as you can. Each is like having 1.5 SOsand don't want to hunt in the rarer pools
for quads and triples, and you don't mind the cheapo off-brands, then ...
In just 5 slots you can do this for your ranged power (pre ED math)
using L25 set IO's:
Code:Set Type ACC DAM END RCH ------------------------------------------------- Salvo: Acc/Dmg 20 20 -- -- Tempest: Acc/Dmg 20 20 -- -- Volley Fire: Acc/Dmg 20 20 -- -- Dmg/Rch 20 -- 20 Dmg/End 20 20 -- ------------------------------------------------- 60 100 20 20 (95+ Ed)
and put in more than a +3 DO of recharge and End Rdx.
Additionally, you'll get a 4% Regen bonus, and a small boost to max health
at any exemp level down to L20. And, of course, you have that saved
slot that you could put elsewhere (a BIG bonus for Khelds)
Finally, depending on the actual power, it can often-times accept
certain other off-type sets (like, say Slow) so, you could put an IO like
Tempered Readiness: End/Rch/Slow in a 6th slot and end up with a
+2 SO's worth of EndRdx and Rch and a DO of slow, or even throw
in a Proc later instead (ie. Devastation: Chance to Hold) or some such.
In general you can end up with a nicely slotted power you never have
to look at again, and you can often do it for pretty darn cheap as well.
Regards,
4 -
I'll chime in with my $0.02 here as well.
I have an L40's NB/Nin Stalker (a re-roll on Freedom of a build I began on
Guardian), and I like it well (I tend to wander around Siren's with it currently).
It has been effective, but I agree that it requires a lot of patience to play
well. In cautious hands, he's a hard one to pin down long enough to kill,
but getting kills is also difficult in full health battles. He does fine with
opportunistic tactics.
The biggest drawback I find with the NB part of the build is ... Range.
I can ambush a player easily enough in most cases, and hit hard with AS,
and usually Soaring Dragon as a follow-up... The problem? It generally
won't kill him, but it will (most often) get him on his horse and bailing.
Without Range Attacks - he's gone... No kill for joo, and somewhat
frustrating besides. If you're in to Teaming, that can mitigate that
drawback somewhat, but it's a pita (Pain in the...) solo.
As for Nin, I really like that secondary a lot, and in PvE it is fabulous. In
PvP, the main issue I find is that Caltrops in general isn't worth much
because most folks have SS and/or SJ and basically just run out of it
(getting you back to the Range issue above). It's great in PvE for ghetto
control and damage mitigation, but much less helpful in PvP.
However, the heal, the perception and the anti-status powers still make
it a good secondary imho.
So, while I'm still chipping away at getting him to L50, I've also started
working on a Spines/Nin instead... I think it will be quite a bit more
effective for bagging the guy before he can get away - We'll see.
Regards,
4 -
My original main (E3 Blaster) loves the Shard. Until I started marketing
with him, the Shard was his retirement home, and self-claimed stomping
grounds, because of course, few go there...
In the day, that was also the only place you could get neverending
missions (pre newspaper and other such game additions), and of
course, there were the (pre-nerf) kora fruit caves as well.
While I never looked up the resistance numbers, it always seemed that
those mobs were quite susceptible to Electric powers to me, so it was
doubly fun with my solo blaster (that could just be my perception though).
Of course, these days he hangs out in Wentworth's, but now and then
he still makes a nostalgia run or two back to the Shard...
Cheers,
4
PS> To the OP - as others have pointed out, Cimeorans are nasty - I find
that my NB/Nin Stalker tends to split them up with TpFoe and Caltrops a
lot more than he does with other factions... Divide and Conquer! -
I'd be in the Kheldian PB camp for this as well...
Travel powers built in, nicely slotted nova (from the respec), the advantage
of height (not a lot of low-level mobs fly), longer range than average
Blaster attacks, two AoE's, knockback mitigation, and Essence Boost
(+HP/heal).
If you go to L12, you can also have Build Up as well...
Further, at that point, I'd use L15 common IO's as they outperform DO's
but are still pretty cheap to get.
Seems custom designed for the job to me...
Cheers,
4 -
Quote:lol - while this is fine from a purely financial perspective, it misses out onLord people, just dont eat at McDonalds 2 days this week and you'll have the cash for the transfer.
Are you honestly saying that 40 hours of your time is only worth $10.00?
two key points.
1> Rather than add money to transfer existing toons, I'd rather put the
$15 I've already paid this month to good use by playing (and levelling)
a new toon - giving me a nice pvp character on both servers
2> Better still (and possibly even more important in my book), is that the
$10 I didn't spend on the transfer (or McDonald's) can now be allocated to
the purchase and consumption of some fine Canadian Whiskey...
Cheers,
4
PS> As a Market player, I can fund (from inf) the new toons, and pvp (such as
it exists now) is hardly worth being in a rush to dive into, or spend anything other
than in-game play money to participate in (for me, at least)... YMMV -
Another off-the-wall idea to double check is that you don't have some sort
of Left-Arrow bind in the game that is playing a part (assuming the old
keyboard and the new one show the same odd behaviour)
4 -
Interesting discussion points folks - thanks for sharing.
My friend and I have been chatting about this the past few days over lunch.
It caught my eye recently as I started a couple new vills over the 2XP weekend
and noticed that things I used to buy (easily) for other newbies are now
scarce or unavailable. This isn't about cost or patience as I've had bids
out since they had their first few million infamy (ie. L10-L15 or so). They're
both closing in on L30, and many of those bids are out there still because
there are 0 for sale.
I think a big part of the discussion we had centered around this question:
Has the game (through the past several issue releases) created and
fostered a player culture of "Ignore sets until after reaching L40-L50"
along with "Mid-level sets are either: not that valuable, too expensive,
or unavailable, so don't even bother with them"?
A big part of the problem (to me) isn't that mid level recipes aren't being
produced (I think they are now with I-16), but rather, it seems they're
not getting TO the market at all even when they are produced...
Some points in support of this:- Levelling in general is a LOT faster with AE, Patrol XP, I16 Level
slider etc. Players will hit L50 much sooner, so why bother with mid-level
stuff when you can pop cheap SO's in over the short term? ie. Why
take the time to shop and craft in mid levels when you could be levelling
instead? - Set recipes aren't worth much - unless you dump them for 1, you're
really gimping a market slot's income potential when you sell them. I
think this really is setting a culture of Vend 'em or Delete 'em. - I'm not sure that many players know/believe how powerful Frankenslotting
is, so I get the sense they don't consider using mid-level recipes
much - a lot of the focus appears to be on high level set bonuses,
it seems. - Game Changes like merits and AE really tanked supply of non L50
items for several months, leading to a perception of "Sets aren't
even available until high levels". - Short of farming, it'll take a long time (for many non-marketeering folks)
to earn enough inf or merits to purchase sets, and equipping solely
through drops is virtually impossible, so once again, hold off with
purchasing "good stuff" until L40-L50. - Supply of L50 items is a LOT higher than any other levels making
those the easiest to buy - if you want to wait that long...
To be sure, I think the culmination of game change mechanics lead to that thinking,
but I think it has become the culture now.
As an avid frankenslotter who'd like to see much more mid-level supply, I'd
support a change to random rolls allowing specific level choice, and I'd also
support the idea of making set IO recipes non-vendorable at all (just like the
crafted IO's currently are).
I'd like to hope that would encourage folks to throw them on the Market
(like many of us do with common salvage). Of course, many folks would
simply delete them, but in that case, things would be no worse than they
already appear to be. I continue to be curious about your thoughts on this.
On a side note, I only have a few toons that are level-frozen, and in all of
those cases, it's for RP reasons (Hush, Goat!!!) rather than marketing.
Regards,
4 - Levelling in general is a LOT faster with AE, Patrol XP, I16 Level
-
Quote:Alas, I have no answer for #1 except to suggest mercilessly exploiting theJust came back after a long break and logged on a few characters then hadn't seen action in a while. One of them was parked at the WW and apparently had sold a small green Respite for 400,000,000 inf. I have two questions?
1. How in the world can I afford purples if a plain green inspiration is worth 400mm inf?
2. Why aren't the 10 other ones I just posted for 300,000,000 selling? Should I wait until the weekend for the higher demand?
=)
casual gamer for untold amounts of time and inf. As for number #2, many
of us are saving up to buy the Luck Charms that Fulmens listed for 2-Billion
each... (just to say we can)...
4 -
To Fulmen's link, I'd also like to add -> Use the Protective Purchase Method
(listed at the bottom of the page if you're going to transfer)!
If you do that one properly, it cannot get intercepted...
4 -
Quote:If I may be so presumptuous, allow me to mend this issue for you.The real problem with this guide is that it relies on a team-based paradigm. And when you're mainly a solo player, which I am, most of the team-based advice is useless.
I solo 90%+ of my game time, and have done so with a lot of ATs including
so-called difficult soloists like Emp Defenders. I think I can distill this excellent
guide (nice work PK) into something that soloists can find applicable too.
First, a LOT of the points made DO apply to solo play - especially these:- Know your AT - its primary role, its main strengths, and its risk areas.
The descriptions provided are good guidelines, but only actual play will show
what you can and can't do well... You should have a pretty good idea of that
for any toon you play by L10 or so... (Yes, it can change as you level, but
the basic gist will still apply). - Know your Enemy - which factions are most difficult for your toon, and which
mobs within a faction are most dangerous (ie. Quants/Voids for khelds,
Sappers for most folks, mezzers for Blasters etc.) - Know the Terrain - All of the Line of Sight advice applies to soloists - even
moreso than teams. For instance, my Stalker will even use pillars in a room to
funnel/split mobs - My troller loves corners for herding mobs into (via hurricane),
and my Blaster loves them for pulling and ducking around. - Knockback IS defense - especially for soloists... Most of my squishies get
Air Superiority, my Tanker loves his Ice Patch, and my PB Nova always opens
with his knockback blast -- Don't underestimate how helpful it is for reducing
incoming attacks. - Inspirations can be battle changing - use them... You'll get more...
multi-player co-operative attack strategies, for instance, so I'll add some Tips
that I think *are* helpful.
* Pace
As part of the "know your AT" item, know the pace at which it fights. Clearly,
an Emp Defender won't go as quickly as a Brute - ever... Even two of the same
AT may fight at different paces based on build particulars (Hasten, Stamina,
Pets, etc).
Fight within the pace for your toon. When in doubt, Slower is Safer.
* Aggro Management
You're on your own - no cavalry is coming... The number one way to help yourself
is to control the amount of aggro you generate.- The first point here is scout the fight - determine who will aggro when
you attack and plan accordingly to minimize aggro. - Prioritize the targets - kill the most dangerous first (Be aware that
might not be the highest lvl mob/Lt). If you don't have a high priority
target, then take out the easiest 1-shot target you can... 1 less enemy
is *always* a Good Thing for the soloist. - Use snipes, holds and status effects to "sequence" the battle. Use terrain
to funnel combatants to areas that favor your attacks and prevent theirs.
For single target killers - take charge of the order that you'll kill the mobs.
For AoE killers - take charge of the placement of mobs to maximize the
powers you use (see point below). - Don't be shy about getting out of Dodge if things go south.
When in doubt - Leave Sooner than you Think. You can *always* come back.
Further, mobs chase at different speeds - you can often string them out
this way (for ST sorts) or herd them to an ideal ambush point (for AoEs) - Divide and Conquer - Any time you can split groups it's good for ST guys
(terrain, snipe pulls, Tp Foe, holds) all let you do this... For AoE guys, any
time you can funnel them into a contained area it's good for you and many
of the tricks to separate them can be used to funnel them instead - be
creative - Have an "Oh Crap" plan... Have an escape route to bail if needed (usually
the way you just cleared out works). Also, for squishies, pick up an Etheral
Shift (phase power) or get Phase from the Pool Powers or Hyper Phase from
a Warburg patrol... In short, give yourself any/every opportunity to live
through the battle even if it does go south. Don't be shy about using it...
Teams prevail through brute force as a general rule, and soloists prevail through
guile...
If your toon is squishy - get some form of Stealth - it doesn't have to be at
PvP levels, but it is (imho) very beneficial for Scouting, Aggro Managment, and
Fight Sequencing.
There are only three choices for dealing with a mob... Kill it, Bypass it, or
get wrecked by it. Stealth won't help you on the last of those, but it's a
big help for the first two cases.
Remember - for you, First Strike often IS first kill... Stealth gives you First Strike.
* Slotting
Most times that battles go south on me can be attributed to two reasons:
Bad Aggro Management OR I whiff on a target at a bad time...
As a soloist, I slot my attacks well... The *only* way to get XP is kill stuff,
so, I always try to achieve 60+% ACC and 90+% DMG on my attacks...
Whether you do it through SO's, IO's, Sets, or Procs, is up to you, but keep in
mind that you're going to miss 1/20 of your attacks (95% Max to-hit) on your
best slotting... Why make it any worse than that if you don't need to???
* Difficulty
I know with I-16 and that handy slider it's tempting to set difficulty up...
In the "know your AT" category, set it to your strengths.
I don't recommend changing it from default until SO time frame (L22+), but even
so, set it to your strengths...
For instance, My Stalkers (as a single tgt killer) sets it to +2/X1 - Difficult mobs,
he can kill... 1 at a time... Groups are hard for him... My Troller and Tank set
for 0/X4... Bring on the groups... My troller is squishy, so he doesn't want
the Tough guys, and my Tank kills slowly, so he doesn't want to take all
day to handle one group...
Set your difficulty based on your toon's strengths...
There ya go - that's my take on strategies for the soloist, and I hope you
find them helpful... YMMV
Regards,
4 - Know your AT - its primary role, its main strengths, and its risk areas.
-
I'm wondering if anyone else is seeing a trend here or if they think it's
just a short-term blip.
Since the release of I-16, it is looking like a lot of folks got out of the
AE, and back into the "real" worlds of Pargon City and Rogue Isles.
This has been (imho) beneficial in terms of salvage, which has reverted
(mostly) back to abundant supply and inexpensive prices. Rares have
returned to somewhat higher prices, like they used to be. Personally, I
think that is good, because, once again, common IO's are easily crafted
now, and in the cases where rare salvage is needed, it's typically still
worth the mildly increased price for it (ie. Set IO's).
The issue that I think I am seeing is a repeat of what occurred with merit
hoarding. Namely, supply of L50 set IO's is high, but recipes below that
level are scarce, or all too often, unavailable entirely, especially red-side.
I suspect the cause is the difficulty slider. I think it is a great incentive for
farming, which is why salvage has greatly improved, (yay), but unfortunately,
I think it also means that most of the supply is being produced by L50's,
reducing the quantity of recipes below that level.
I *am* somewhat surprised that the Halloween event hasn't upped the
mid-level recipe supply appreciably - I can't think of a reason that explains
that (except possibly that folks are just vendoring all of their drops to keep
focussed on ToT'ing <shrug>).
I'm also wondering if the player paradigm is now/(still?) this:
Level toons in AE to 50 - Farm/Equip toons through normal content @L50?
The questions I'd ask are:
1> Is anyone else seeing this trend too?
2> If so, What other factors do you think are contributing to it?
3> What ideas/suggestions could we propose to entice mid-level folks to
bring their set recipe drops to market?
I'd be interested in seeing your thoughts...
Regards,
4