HelinCarnate

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  1. What is so wrong with just having half of the -20% debuff resistable?
  2. Is there even a tier 1 attack that without slotted recharge ends up costing 0 endurance by the time it is up again?

    What I mean is you could have 10 endurance and just spam your tier 1 attack and have a net gain of endurance over time. This is assuming no enhancements being slotted.
  3. Quote:
    Originally Posted by Techbot Alpha View Post
    So, it's my fault that I cannot purchase SOs before 22, only have a certain ammount of slots to put in powers till that point, run out of insps due to using them during fights and that mobs take a while to kill due to base chance?

    Yeah, I'll buy that like I'll buy a pound of horse manure, thanks.



    (Sorry, its been a long night, and I really don't appreciate being told what seems like a slightly rusted game mechanic is somehow my fault)
    Not your fault that you cannot purchase SOs before 22. It is however your fault if you play like you had SOs before 22. Not your fault about the number of slots you have. It is your fault if you do not use them to include room for end redux. Not your fault for having a small amount of room for insprations. It is your fault if you pop a blue every time you are at half a bar instead of waiting until you are at 1/4 or less when it is actually needed.

    Other common blue bar killers are using toggles that are not needed. IE mez protection vs mobs without mez or energy resist vs mobs that only do S/L.

    Overkill is a common blue bar killer. Using heavy hitting attacks vs mobs with only a few HP or using aoe attacks on single mobs. A little patience for another attack to charge saves that blue bar some damage.

    Leaving sprint on while fighting or rushing to the next mob with half a blue bar is another common mistake. If you are at half a bar and just turn off sprint and just jog over to the next group you will have more endurance at the start of the fight and you will need to rest less often. Now on brutes I can see using sprint alot since your damage is based off of your fury bar. But anyone else needs to either learn patience at the lower levels or expect to be out of breath. It is your choice.

    It seems far too many people get used to their level 50 toons and expect their new lowbies to perform the same. Sorry, it just does not work that way.
  4. Quote:
    Originally Posted by Tenzhi View Post
    I was never really "pre-jaded." The early levels have felt like a tedious grind to me since the beginning. It's the most ridiculously tedious 20 levels of character creation I've ever trudged through...



    Since I consider the mechanic itself to be broken, sidestepping the mechanic almost entirely is "fixing" it. Increasing expenditures as you level without increased resources to compensate is bad. Like having static HP as you level while the enemies' damage increases would be bad.
    So enhancemnts never increase? Yes you gain other powers that have higher endurance useage but you also can reduce your endurance costs by a higher degree as you level. At least if you make the choice to. Toggles cost less to run, attacks cost less to use unless you decide to not invest in those improvements. In effect you can do more with the same amount of end compared to previous levels. Also most sets have some means of edurance recovery available at the time when it starts to become an issue.

    Now I can get behind the idea of rest recharging faster. The earlier levels is when I seem to need it the most and it is never up fast enough. Higher levels, in most cases, I don't even have it on my UI since it is never needed. However if I did need it, I would have lvl 50 recharge SO or IO vs a lvl 6 TO. Yea rest could use a boost much more than having stamina just given to everyone because some people do not want to pay the costs associated with getting the power.
  5. Quote:
    Originally Posted by Techbot Alpha View Post
    Inspirations are finite. Believe me, I've blown through so many damn blues on my MA/SR scrapper it's unbelievable. And, guess what? Im STILL back to 0 endurance by the end of the fight.

    I would seriously ask for Rest to be given 0 recharge. Maybe a boost to base recovery, the debuff to Stamina only if it wound up with the same combined numbers in the end.

    None of this is about 'Waaah, I don't want to rest!'. Believe me, I'd like to rest more. But I can't. And I object to being made to feel like sub-par for the 12-22 range, through no fault of my own. The fact that it has happened on every character EXCEPT those with /Regen or a Defender says a lot.
    And yet others do not have the same issue. That points to the issue being the player more than the game. If you are at 0 end at the end of every fight while popping blues the issue is probably you.
  6. Quote:
    Originally Posted by SwellGuy View Post
    There're at least 2 I can think of. Impervium Armor boosts it 2.25 with 4 enhancements and one bumps it 1.8 (weird number) but I cannot recall which. Of course I couldn't work in more than 2 4-sets of the Imp Armor on him (Eclipse and Black Dwarf).

    I'll return at lunch with the name of the 1.8 set I have on him.
    Gift of the ancients does the 1.8
    Decimaiton also grants 2.25 so you ranged folks still have the option to add to your end bar without shields.
  7. Quote:
    Originally Posted by SwellGuy View Post
    It seems to me most players have not learned to use inspirations to overcome their character's issues.

    It is far rarer to be able to dump an inspiration on a team mate than to get the message their inventory is full and they don't have room for it.

    If I were the devs I would not touch fixing endurance as long as the data shows a lack of inspiration usage.
    Soooooo true. If I see a player sucking wind I will toss em a blue. If they are about to die I throw em some greens. Most of the time you get the message that they do not have room. The tools are there but far too many people would rather have a solution that did not involve having to click an inspiration every once in a while.
  8. Quote:
    Originally Posted by Blue_Centurion View Post
    Two words - Kinetic Combat. How could it not be knockback heavy?

    "The kinetic energy of an object is the extra energy which it possesses due to its motion. It is defined as the work needed to accelerate a body of a given mass from rest to its current velocity. Having gained this energy during its acceleration, the body maintains this kinetic energy unless its speed changes."

    Say it with me folks "Knockback"
    .67 mag Knockback ends up being knockdown to even level mobs. Just because it is knockback heavy does not mean that mobs will be flying everywhere. How many mobs did you see in the video which went flying? 1 for sure on an aoe KB. Could have been that the mob that went flying was lower level since the other mob just fell down. There was one other power that looked like it could have been KB but without knowing what level the mob was compared to the Hero there is no way of knowing for sure.

    Say it with me folks DOOOOOOOM
  9. Brute or scrapper. WP is easy mode. When you get higher levels in many cases you can put your aoe attack on auto in the middle of a fight and afk if needed. Most times you will still be alive with all the mobs around you dead when you come back.
  10. Quote:
    Originally Posted by SpittingTrashcan View Post
    It's been mentioned several times already, but it's worth repeating: the "speed" issues with TF and ET have a lot to do with when the attack effects are delivered. It'd probably take some animation tweaks to justify (and we all know how popular those are), but if TF and ET delivered their effect within a second or so of activation and then wound down, both the perceived speed and the actual utility of the powers would be notably improved.

    I'm not sure what a character could do for 1.67 to 2.33 seconds after delivering a powerful blow that wouldn't look silly, though. Rub their knuckles?

    Hm, what if ET started with the double-punch lunge and huge blast of energy, the energy halos around the fists then disappeared, and the charge-up portion of the current ET animation played as the halos restore? And for TF, a leaping two-handed uppercut, with the remainder of the animation being the landing and return to fighting stance.

    Well, I'm not BaB.
    Ever been hit by that toxic attack on a hero heavy that makes you puke? After you toss your cookies there is a couple seconds where you appear to hunch over and catch your breath. 1.67 seconds of that. IMHO not nearly as bad as looking at your fists for a couple seconds and saying "Im going to hit you with this once it gets done charging!"

    And I am all for putting the damage on TF up front or perhaps even half the damage up front as they jump up and the other half as they hit on the way down.

    With those changes they could keep their long animation times and still allow EM players to contribute to teams more than the current setup allows.
  11. Somethin to shoot for. Personally I dont like Darkest night due to the fact that you have to keep putting it on. Not saying it is worthless, just personal preference.


    Villain Plan by Mids' Villain Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    DB WP aoe: Level 50 Magic Brute
    Primary Power Set: Dual Blades
    Secondary Power Set: Willpower
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Teleportation

    Villain Profile:
    Level 1: Power Slice
    • (A) Kinetic Combat - Damage/Endurance/Recharge
    • (3) Kinetic Combat - Accuracy/Damage
    • (3) Kinetic Combat - Damage/Endurance
    • (5) Kinetic Combat - Damage/Recharge
    • (5) Pounding Slugfest - Accuracy/Damage
    • (7) Pounding Slugfest - Damage/Recharge
    Level 1: High Pain Tolerance
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (9) Numina's Convalescence - Heal
    • (11) Numina's Convalescence - Heal/Endurance
    • (11) Numina's Convalescence - Heal/Recharge
    Level 2: Ablating Strike
    • (A) Kinetic Combat - Accuracy/Damage
    • (13) Kinetic Combat - Damage/Endurance
    • (13) Kinetic Combat - Damage/Recharge
    • (15) Kinetic Combat - Damage/Endurance/Recharge
    • (15) Pounding Slugfest - Accuracy/Damage
    • (17) Pounding Slugfest - Damage/Recharge
    Level 4: Fast Healing
    • (A) Numina's Convalescence - Heal
    • (17) Numina's Convalescence - Heal/Endurance
    • (19) Numina's Convalescence - Heal/Recharge
    Level 6: Typhoon's Edge
    • (A) Obliteration - Accuracy/Recharge
    • (7) Obliteration - Damage
    • (21) Obliteration - Damage/Recharge
    • (21) Obliteration - Accuracy/Damage/Recharge
    • (23) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (23) Obliteration - Chance for Smashing Damage
    Level 8: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (9) Shield Wall - Defense
    • (25) Shield Wall - Defense/Endurance
    • (25) Shield Wall - Defense/Endurance/Recharge
    Level 10: Indomitable Will
    • (A) Luck of the Gambler - Recharge Speed
    • (19) Shield Wall - Defense
    • (27) Shield Wall - Defense/Endurance
    • (29) Shield Wall - Defense/Endurance/Recharge
    Level 12: Swift
    • (A) Run Speed IO
    Level 14: Super Jump
    • (A) Jumping IO
    Level 16: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (31) Numina's Convalescence - Heal
    • (31) Numina's Convalescence - Heal/Endurance
    • (31) Regenerative Tissue - +Regeneration
    • (34) Healing IO
    Level 18: Rise to the Challenge
    • (A) Numina's Convalescence - Heal
    • (33) Numina's Convalescence - Heal/Endurance
    • (33) Numina's Convalescence - Heal/Recharge
    • (33) HamiO:Golgi Exposure
    Level 20: Quick Recovery
    • (A) Efficacy Adaptor - EndMod/Accuracy
    • (27) Efficacy Adaptor - EndMod
    • (34) Efficacy Adaptor - EndMod/Recharge
    • (34) Efficacy Adaptor - EndMod/Accuracy/Recharge
    Level 22: Stamina
    • (A) Performance Shifter - EndMod/Accuracy
    • (29) Performance Shifter - EndMod
    • (36) Performance Shifter - EndMod/Recharge
    • (36) Performance Shifter - EndMod/Accuracy/Recharge
    Level 24: Vengeful Slice
    • (A) Kinetic Combat - Accuracy/Damage
    • (37) Kinetic Combat - Damage/Endurance
    • (37) Kinetic Combat - Damage/Recharge
    • (37) Kinetic Combat - Damage/Endurance/Recharge
    • (39) Pounding Slugfest - Damage/Recharge
    • (39) Pounding Slugfest - Accuracy/Damage
    Level 26: Sweeping Strike
    • (A) Armageddon - Damage
    • (39) Armageddon - Damage/Recharge
    • (40) Armageddon - Accuracy/Damage/Recharge
    • (40) Armageddon - Accuracy/Recharge
    • (40) Armageddon - Damage/Endurance
    • (42) Armageddon - Chance for Fire Damage
    Level 28: Heightened Senses
    • (A) Luck of the Gambler - Recharge Speed
    • (42) Shield Wall - Defense
    • (42) Shield Wall - Defense/Endurance
    • (43) Shield Wall - Defense/Endurance/Recharge
    Level 30: Mind Over Body
    • (A) Gladiator's Armor - Resistance/Rech/End
    • (36) Gladiator's Armor - Resistance
    • (43) Gladiator's Armor - Recharge/Resist
    • (43) Gladiator's Armor - End/Resist
    • (45) Gladiator's Armor - TP Protection +3% Def (All)
    Level 32: One Thousand Cuts
    • (A) Obliteration - Damage
    • (45) Obliteration - Accuracy/Recharge
    • (45) Obliteration - Damage/Recharge
    • (46) Obliteration - Accuracy/Damage/Recharge
    • (46) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (46) Obliteration - Chance for Smashing Damage
    Level 35: Boxing
    • (A) Accuracy IO
    Level 38: Tough
    • (A) Titanium Coating - Resistance
    • (48) Titanium Coating - Resistance/Endurance
    • (48) Titanium Coating - Resistance/Recharge
    • (48) HamiO:Ribosome Exposure
    Level 41: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (50) Shield Wall - Defense
    • (50) Shield Wall - Defense/Endurance
    • (50) Shield Wall - Defense/Endurance/Recharge
    Level 44: Strength of Will
    • (A) Resist Damage IO
    Level 47: Recall Friend
    • (A) Interrupt Reduction IO
    Level 49: Resurgence
    • (A) Recharge Reduction IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Fury
    Level 0: Ninja Run
  12. Without knowing what you are shooting for overall this is a build that is softcapped.

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    |-------------------------------------------------------------------|
  13. There is your problem. Most of the time you were solo. While solo you tend to miss the things that end up being frustrating on teams. You can look at the mobs health and decide what attack that you have ready that you should use to kill it. You can jump up in the air, grab a drink, take a bio break and smash that minion with TF for a one shot kill. You can see that LT has just enough health to kill him in one shot with ET.

    Now you do the same thing on a team that is heavy on the AoE and you just ended up loosing endurance or damaging yourslef and doing very little or even 0 damage to anything else. I have one shotted minions with KO Blow before TF finished. Was not trying to be mean, its just that teams move so fast that you cannot pay attention to everything that everyone is doing. Solo EM is still a monster for brutes even with the reduction in cast time for ET. On teams however you end up hardly contributing alot of the time.

    If the devs insist on the 2.67 cast time, I still believe EM would make a comeback if the damage was done right away with the old animation of 1 second followed by 1.67 seconds of your toon catching their breath a couple times while they are hit with the HP loss. This would keep the longer cast time and prevent double stacking ET in one BU useage and allow the attack a greater chance of causing damage to a mob while on a team.
  14. HelinCarnate

    Cut scene spam

    Quote:
    Originally Posted by TonyV View Post
    /agreed

    To people who engage in this practice:

    I honestly can't remember a cutscene task force recently where someone wasn't spamming the channels. It's like a hundred brat kids are telling you the same stupid knock-knock joke over and over and over. It's not cute. It's not funny. It's not clever. It's not original. Trust me, you are not the one gem of a cutscene spam comic in the midst of all of the spam dregs. And yes, I've seen entire spam conversations. And yes, I've seen people in cutscenes doing elaborately planned out "skits," complete with emotes and everything. If that's not impressive to me, trust me, you sure as hell aren't.

    Personally, I'd love it if they completely silenced all team, broadcast, and local chat for however long the cutscenes last, it irritates me that much. I know they won't do it, because it falls into the realm of not really causing any harm, but it annoys me enough that I'd still like it nonetheless.

    Cutscene spam was clever exactly one time.

    /my humble opinion, I realize I'm probably in a minority.
    Perhaps they don't give a rats hindquarters what you think. Maybe they are just having fun and are doing it for their own enjoyment and not yours.
  15. While it would work for farming purples easier, your other invention IOs will be at whatever level mob you are facing. Demand for a lvl 48 recipie is much lower compared to a lvl 50. Another thing to consider is your build. If you have low KB like .67 it works as knockdown on even or higher level mobs. On lower level mobs you may end up scattering mobs all over. Again this is only if you have KB and use it on a regular basis like on footstomp. SS may not be the best bet to farm lower levels because of this. But if you plan on just upping the difficulty and running at 50 or higher anyway, that would be fine.
  16. Epic powers can get in the way of combo attacks with DB. Between tough and weave or patron pools, I went with tough and weave with mine.
  17. Quote:
    Originally Posted by Black_Marrow View Post
    All that means is you didnt bring enough DeBuffs. I only ever had 1 team unable to down honoree. My next team had 1 Defender, 1 Controller, 3 Corruptors, TanCrab (me), Fire Scrapper, Sonic Blaster. Didn't Stand a chance. It's all in the team makeup.
    So you had up to 7 out of 8 members with debuffs. If every Defender, controller and corruptor was a stormie, emp or FF then that still leaves you with venom grenade for -20 resist and the sonic blaster with on average -36% resist if they keep up a decent attack chain.

    Granted that is not as great as having huge -regen but you still should (keyword) have been able to take him down. Or maybe this was before they fixed the TF. Before you could be 35 and SK up but you would be doing crap damage. Too many lowbies was a recipe for disaster before they fixed it.
  18. If you want to taunt something. Punch it in the face. Many brutes skip taunt or take it very late in their builds.
  19. Quote:
    Originally Posted by Ocularis View Post
    First impression I got from the animations was it looked very DBZ-ish. Like when he gathers energy prior to his blasts. (macro the comegetsome emote prior to all attacks for the whirling hands of lolsmash)

    KB and KD are very easily managed by a player with moderate gaming experience. I don't see that being an issue.

    It looks to have lots of 2-handed animations, do you think it can be used with shields? Hmm, maybe not. I would be tempted to pair it with something like SR or DA.
    The animations are in seconds, not hours so not sure how it reminds you of DBZ.
  20. Why don't you go back to noobville...

    Is that anywhere near Atlas Park?


    OMG I'm crying.
  21. Quote:
    Originally Posted by Ezoran View Post
    probably.

    why play an arc that is not going to give badges, decent xp, or good drops?

    who here HONESTLY thinks otherwise?
    Depends on the toon I am playing. If it is a toon that I have finished slotting then I don't mind. Anything else where I still need to make xp and money, hell no.
  22. Quote:
    Originally Posted by Captain Fabulous View Post
    ED, GDN, and AoE caps were all instituted to discourage and slow farming, and this was well before loot was introduced. The merit system was introduced to further slow the rate at which rare items could be obtained (with rewards based solely on time, not risk, which is in complete violation of their #1 mantra of "risk vs reward"). Oh sure, they'll let us farm, but only on their terms and at their pace. Which kinda defeats the point of farming.

    Considering that Positron vowed to delete characters that were shown to have reached level 50 too quickly I think shows how they feel about powerleveling. It's also one of the main reasons they implemented the super-sidekicking system; to eliminate the use of bridges and manipulated SK levels for faster XP gain. Again, PLing is ok as long as it's done on their terms, meaning slogging thru tired old content.

    And Castle has stated numerous times the market is out of control and inflation has run rampant, with prices for items being many times higher than they ever imagined. Yet despite admitting to this they still do everything they can to limit supply of these rare items, further fueling demand, and skyrocketing prices even higher.

    So they're really ok with farming, powerleveling, and a broken market so long as they have complete control over all of it. Which means you're not really doing any of the things you think you are. And when you are actually ARE farming, powerleveling, and getting what you want without dealing with the market, giant red flags get thrown up leading to a swift and heavy-handed nerf with the excuse "well we never intended this to used in this way even though we designed it this way and were completely fine with it until you started doing stuff we didn't like with it".

    Are you really so naive to think it DOESN'T work like this?
    They also made it possible to spawn an 8 man mish solo or with only 1 other person sitting at the door. Would they do this if they were anti-farm anti PL?

    How many people were actually banned after Posi made that statement? Didn't he also follow up with an appolgy stating basicly that he was out of line?

    Part of the reason the prices are so high is because of how easy it is to make tons of money by using the AE farms and by being able to solo farms set for 8. (pause for the irony to sink in) Since so many people were doing AE farms and so few people were farming regular missions the supply of purples decreased while demand increased. At the same time the AE farmers also had tons of money to spend and were apparently willing to part with it since there have been plenty of sales with prices in the hundreds of millions.

    Now that many AE farms have been nerfed, many folks will move back to normal mission farms. This will bring an increase in the purple supply which will slowly bring down prices. Hopefully it will also slow the inf/hour earning rate which will also help bring down prices.

    Finally just because something may go on for a while before it is fixed does not mean that the dev staff was ok with it going on. They just had other things that were higher priority to deal with.
  23. Another part of the problem for damage taken badges is that only damage that takes you below your base HP counts. So if you have a bunch of +hp accolades and IO sets or use WP with the bonus HP or invuln or regen with Dull pain up for most of the time you will not add to the damage badge even though you may have taken millions of points of damage.
  24. Quote:
    Originally Posted by Captain Fabulous View Post
    I stopped trying to figure out what the devs of this game wanted a long time ago. I don't think they even know what they want. They tell us they hate farmers, they hate powerleveling, and that the market is out of control, yet they put items in the game that require farming to get, furthering the desire to powerlevel, and do everything they can to limit the flow of rare items that have destabilized the market.

    So no, I am clearly not surprised they put buffbots in AE only to nerf them a year or so later claiming "we never intended people to use them this way". Really, well how exactly DID you intend for them to be used? And considering the game's history, how exactly could you NOT foresee them being used in a manner you now claim is inconsistent with your intent?

    Honestly I'm so sick and tired of the hypocrisy. The endless carrot-on-a-stick is finally breaking my last nerve.

    I have yet to see any action that the devs hate farming, PLing or think the market is out of control. Farming is just fine as long as it is not providing more reward than intended. (good luck getting a dev to say how much of a reward is ok for a farmer however)

    PLing is discouraged but not hated. If they had that degree of hatred they would just not allow sidekicks at all. Or they would find out who is getting PLed and whip out the banhammer. Granted this would be foolish but strong emotions like hatred tend to drive people to do stupid things.

    Also they have stated that the markets are not as they would like to see them but no mention of being out of controll. If they, in fact, believed the markets to be "out of controll" why would they be taking measures to bring the markets back under controll?