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Posts
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Quote:FTR, I don't TO/DO/SO my DM/SD scrapper, nor does she have Hamis and purples, standard IO sets only, and she is more than capable of taking on an AV solo, TYVM.If you want to run normal stuff that the devs expect people to run ala radio mishes and TFs and whatnot, SO'd DM/Shield scrapper will do fine. If on the opther hand you want to solo AVs, cut down pylons by yerself and tell a farm group that you'll take this side of the map and they can have the other half, and then take your side and then go help them, then you'll need Sets and expensive crap like that.
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The only answer I have for the OP is this one: http://boards.cityofheroes.com/showthread.php?t=192554
"If you don't want to go out of your way to get purples, you will lose out to the people who want them more than you do. " -- Fulmens -
Quote:The issue was his, not yours. I wouldn't give him the opportunity of the indignity of kicking me off the team, either - I would leave the team on my own after an exchange like this one, although I would wait until immediately after the mission is completed just to not leave the other team members in the lurch.As a new player, this exchange with a Tank was an eye-opener for me yesterday.
What's the issue here? As you can see, I wasn't able to get much in the way of explanation.
This exchange began after I cast PA to save my redlined toon who had a stray boss pounding him. At +3 to me, he'd resist attempts at Blind, and since I cast RI in the middle of the main group (where it affected more targets), I didn't have it as protection on my stray. Without help from the Tank or another teammate, it was PA or death.
Or is there another issue in play?
There's absolutely nothing wrong with an illusionist in a team. I am currently playing an illusion/storms character that probably the potential to create more battlefield chaos than any other type of character I know of and yet I have never had any complaint about how I play. And if a leader invites me to a team and then after seeing my power sets (something they should know about for every member of their team) decides they'd rather not have me on their team, that's fine. I understand the concern some leaders might have with someone playing this power set. But if you've already started the mission, or an arc, or a task force, then the leader has absolutely no right to even suggest kicking you from the team unless you are indeed causing the team to fail due to persistently poor play. But this has to do with the player, not the archetype or power sets.
You did the right thing. And if someone - anyone - has an issue with your power sets, find another team. You'll be better off for it, even if they aren't. -
Quote:Which is why I only two-slotted it with Rech/Hold and End/Rech/Hold. While the extra defense by six-slotting Lockdowns is nice, that's 4 slots I decided to allocate elsewhere, although I wondered whether the proc in this set was worth it or not.All of the effects of the gas are autohit, and the power does not accept accuracy enhancements. That means the accuracy component of the Lockdown IOs is wasted.
Thanks for your analysis. I have wondered how the mechanics (the 'tick' cycle) of the PT works, and you've described it very well. -
Quote:Same here, I rolled up a DM/SD scrapper as my third character not really knowing how good the combination was in practice. DM and SD, even on paper, looked like a fantastic combination. She's now 48th level and I'm savoring the last level and a half before she hits 50 and maybe does her first and only respec. I like the current build as it pretty easily evolved over the levels. She probably played more solo than any of my other (six) characters, yet she shines within a team too.DM/SD - My current pet Scrapper. I actually rolled her up before I knew it was uber, because I saw all the custom shields and had to have them, and the conversations I'd had with people on test said shields was weak on mitigation, so I picked the primary with the self-heal. Eventually I went on to solo AVs and stuff with her.
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Quote:Ditto again.Ditto. For a high end item like that, and assuming there are not a lot of others for sale... I'd just wait. If there are a significant number of others for sale, then I might pull and relist it, but only if i really needed the money from a quicker sale (or to free up slots).
I generally never list for the actual going or peak rate. A couple of things to always consider:
1. If there are virtually no others for sale, then you're much safer listing at the price you actually want to sell at.
2. If there are a lot of others for sale, then you want to list low enough that it will sell, but high enough that you won't be lowballed. This is admittedly trickier with a high-end item like you're selling. For normal (uncommon/rare) level 50 IOs I tend to calculate how much it cost me to create and determine my minimum sell point, and then make sure I'm listing at something that isn't a round number... so if I want to sell for over 2 million, I will list at 2.1 mill, or even 2,000,001. Just so people don't bid 2 mill exactly and grab it. If I'm content to sell at 2 mil then I'll actually list at maybe 1.9 mill or something. If the going price is about 5 mil, and there are quite a few for sale, I might list much lower... 3.6 mil, 3.1 mil. The odds are good that I'll sell in a day or two and probably for the going rate of 5 mil.
I've listed things too high on several occasions... often with semi-expensive rare IOs. At one point I listed a bunch of Aegis Resist IOs for something like 27 million a piece, when 29-30 mil was the high water price. I sold a few but I wound up with a lot that wouldn't sell, and the price fell to below 20 million. I think I was buying the recipes for less than 10 million, so listing them for so much was just me being greedy. I eventually had to pull them down and relist them at something more reasonable, like around 20 mil. I've done the same thing with LOTG Defense IOs, which sell for a lot but I've accidentally listed them close to the high water price, and there was always someone selling them or less than me.
But if I see that there's only 1-5 of something for sale, I'll list it at the best price I think I can get.
A lot of what determines the selling price are:
1) Number for sale - If this is high, sell at a discount of the going rate - often you'll get the going rate anyway except for the occasional creep-bid buyer. If this is low, sell close to the going rate or just below it. For exceptionally rare items, consider selling above going rate.
2) Number of bids - If this is high, sell closer to the going rate. If this is low, quote your sales prices somewhat below the going rate.
3) Turnover (frequency of sales of an item) - If this is high, sell closer to going rate. If this is low, you many want sell at a slight discount of the going rate to get the item out of the slot.
4) Margin (differential between buying price plus costs and the selling price) - If this is high, there could be future competition and/or market correction, so be prepared to sell at a discount of the going rate (sometimes I'll actually hold some as well as put up for sale some of the same items like these, waiting for the ones for sale to go and then see if competition or market correction narrows the margin before putting the remaining held items up for sale). If this is low, sell close to going rate.
5) Price volatility - If prices are volatile, i.e., there is a wide range between the lowest buy price and highest buy price (excluding outliers), then sell under the peak price, but above average/mean price. Volatility tends to go in daily and/or weekly cycles (as well as special events) and you'll want your selling price (and sales timing) to be in the crest of the cycle.
Obviously, none of these exist alone and all five (and likely other) factors apply, and sometimes are contradictory.
And I agree about pricing. Never use round numbers. If for example I want to get the going rate of 13m for an item but 12m will still give a decent margin, I will put it up for something like 12.350m. This avoids the 12.222's and 12.345 type bids. If there are a lot for sale (dozens or over 100), I may lower this to something like 11.88 to capture the sale and still clear 12m if hit with a lowball bid. I also never sell two of an item at the same exact price. Spreading selling prices, even within a narrow range, provides for some protection against flucuations in the market - I'd rather sell half a rack than none of it. So, in the example just given, if I were selling 10 of an item, I might put them up with selling prices ranging between 11.88m and 12.35m, avoiding round numbers and streaked numbers (i.e., 1111, or 1234).
After practicing with this for a long time, it tends to be almost instinctual what sales price will pick up the best bids and how quickly it will sell. I try not to overthink it. -
Quote:Although it's late September, happy Halloween for your bro!haha, this. My brother did this in the first halloween event. Had an eochai spawned in steel canyon, sort of in front of icon, but down the steep drop on him... my brother told me after he had spun the camera around to see if Eochai was chasing him and watched the slow motion flaming pumkin get closer and closer until...awww...
(Soon enough, soon enough...) -
Quote:Yeah, exactly, stalkers have a single or duo shot KO opportunity that even the best of scrappers don't have. While they might not have the lasting power scrappers have, stalkers are one of a kind. Already having played a DM/shield scrapper to 48 (soon 50 no doubt) I'd like to try my hand with a stalker. Scary, very scary.Lol, a bit serious? Although it was only half-sarcasm.
The OP says Stalkers can't scrap. And you call out *MY* statement as idiotic and half-educated!? LOL again.
Nothing against Scrapper DM, but Stalker DM is a monster. It takes the rounded out parts of Dark Melee and sharpens it into a fine, specialized point. Yeah, Stalker DM ultimately has less AoE but DM itself is pretty poor AoE anyway. In exchange, Stalker DM does *MORE* ST damage, *MORE* upfront burst damage and 2 effective pacifying powers instead of just 1.
So Scrapper DM = Amazing DPS, Great Burst potential (saturated Soul Drain), great utility (Dark Consumption is nice but not the corner-stone of the set. The utility comes primarily from Siphon Life), wonderful mitigation but Poor AoE.
Stalker DM = Similarly amazing DPS, Even Better Burst potential (Build up is static and AS adds to this), decent utility (the loss of DC ain't hurting much), *Better* mitigation (just add Placate and stir) but Poor*er* AoE.
The same pretty much goes for Electric Melee. Stalkers get pretty much the same out of it as Scrappers but do *more* burst and ST damage (thanks to AS and controlled AoE crits) but less mitigation (awww, no Lightning Clap).
Take what you will from that. Not saying Stalkers are better than Scrappers but Stalkers definitely get advantages for what they sacrifice (mainly that extra HP). -
Quote:True, this. Dark melee itself provides a strong debuff component against any enemy that takes its effects, particularly when a scapper's power sets are focused towards that end.What you described is not force multiplication...
Scrappers do not provide game mechanical force multiplcation, except through some Leadership powers or -Defense debuffs
Your DA Scrapper can slow the speed at which foes are able to harm your team, but not multiplicatively increase speed the speed with which your team can harm the foes. At best, you can reduce the amount by which the foes can slow your team. This means your ability to benefit your team is limited by how much the foes actually threaten the team, where as offensive buffs are limited only by the AT caps.
You're right in saying that the scapper's contribution towards the "force multiplier" is not necessarily beyond that provided by other team members. Such is the wonder of a well balanced team with the many other archetypes and powers. And that's where the concept of "combined arms" (a balanced mix of offense and defense effects) come into play.
A scrapper in particular has the advantage in "local combat superiority"; that is, capability to take on a single or a few or several foes in an area of conflict and deliver more damage and effect than they receive, while protecting the remainder of the team from adverse effects due to the aggro drawn. Combined with dark melee, the shield defense truly allows a scrapper to go "against all odds" (a power) versus an entire enemy group.
Whether this is a multiplicative effect depends a lot on the team makeup, because many of the other team members can contribute just as effectively, depending on their archetype and power sets. The good thing about the scappers sets, though, is that it's almost always at least complementary, if not multiplicative. -
Quote:With a dark melee / shield scapper, my experience is that she is not only an asset to a team, but sometimes a key player for mission success. She is built more for effect than damage, enabling both she and the rest of the team to take down the most difficult opponent(s). She is fierce, willing to jump into the heat of the battle against the toughest of opponents, enabling the team to take on a mission with yet more confidence in one of their players.It's worth emphasizing that "provides force multiplication" is not equivalent to "is an asset on a team."
It's also worth emphasizing that, while Scrappers can indeed be assets to teams, their well-rounded effectiveness specifically sets them apart from Holy Trinity ATs - Tankers, Blasters, and Defenders - who are specifically designed around sacrificing some aspect of their solo capability in order to obtain unparalleled power in another aspect. In short, Scrappers can be useful on teams, but the trinity are designed around teaming with complementary archetypes, and provide a great deal of benefit when they do.
Pick what military science buzzwords you prefer, whether it's "force multipication" or "combined arms" or "local combat superiority". A good scrapper can provide for all of these. -
Quote:Good post. Likewise, I try to +stealth ss instead of taking the stealth power, and the power shifter comments are spot on.I took on Dr. Vahz with my level 18 Traps/AR last night. I was half-expecting the sort of epic running battle I got when I soloed him with my TA/A way back when TA was new. Sure, he's weak to lethal, and I had a resistance debuff...but my TA/A had those advantages, too, and was forced to kite him all over the map.
Vahz folded like a cheap suit. I believe it's the first time I ever soloed an EB on a defender without using any inspirations at all, and I never dipped below half health. I know Vahz is about the easiest of the AVEBs, but I still find this rather promising.
I finally got your build loaded (Mids keeps breaking on me, for some reason), and looked over it. It's not really a bad build, but there are some design choices in it that I wouldn't have made. What follows is just my opinion, of course--build however you like--but I think some changes would make the build significantly more effective.
I would never willingly skip Tenebrous Tentacles on any build with Dark Blast. It's a major part of your AoE damage, it's an excellent immobilize, and it's even easy to turn into a proc-monster. Tentacles + Night Fall is the minion melter combo. It should go particularly well with Traps, since--as RiverOcean pointed out--it can be used to keep the mobs in your trapzone when they would otherwise run away.
I can understand taking Life Drain, as it offers a little healing to cover damage that gets past your traps, but I have never liked the power. You may decide it's worthwhile, but I would drop it in favor of Tentacles.
Night Fall is underslotted. It will provide most of your overall damage, so you should enhance its damage to the break point. I would suggest adding the Posi Damage/Recharge, at least. The Posi proc is pretty nice in it as well, and would give you a 9% accuracy bonus for the set. I actually slot 5 Posi IOs (skipping damage/range to make it easier to use with Tentacles), which gets me the recharge bonus as well.
In your primary, you skipped Trip Mine. I really, really recommend finding a place in your build for this. Trip Mines will provide a major chunk of your damage in the later levels, I believe, whether you toe-bomb with them or set up minefields and pull mobs into them.
You took Stealth, which I avoid these days. Stealthy play works well with Traps, I find, but you already have Super Speed, which provides half of what you need. I would recommend slotting a stealth IO in Super Speed or Sprint instead. It doesn't cost extra endurance, doesn't debuff your speed, and it doesn't tie up a power and pool choice. The only things you lose are the defense buff (half of which suppresses with your stealth) and a place to slot Red Fortune IOs for bonuses; the first three RF bonuses are pretty minor, and you can get the two good ones (recharge and ranged defense) back by moving two of those slots to FFG.
Slotting Performance Shifter in Stamina for bonuses isn't very efficient. The accuracy and recharge components are wasted, and the bonuses aren't that good to start with. Two level 50 generic EndMod IOs will get you fairly close to the ED soft cap. You could slot a third to get the last 16%, save the slot for something else, or slot the PerfShifter proc in the third spot.
That's probably more than enough to consider for now. -
Quote:Boom. Kicked. Whut?!Lol.
One of my SG mates, in response to a rhetorical question about "what this scrapperlock" thing was, stated: "it was something you had before you ever rolled a scrapper".
"You weren't listening to the team chat and the leader orders for us to get the hell out of there."
In scrapperlock, the only thing that exists is what's in front of your nose, not what's on the screen. -
A look at bored.com might be enough to give you some second thoughts. Some games listed there:
Cannon Blaster 2 (And you're still the squishy)
Ninja ("Use your ninja skills to dominate your opponents, be wise, and be weary", i.e., get some end-reds)
Pyro 2 (A fire/kin's dream)
Warbringers (The world of... the other guys)
Gravitee 2 (Complete with a space travel pool power)
And...
There's Only One Level (That's right, 1. Now, that's boredom!) -
Great post and the most logical one I've read on this "issue".
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Quote:For a single piece, yes. But if you replace two level 30 damage IO's with two level 40 damage IO's, you will see a 7.6% increase in the power's damage. This increase may occasionally, for example, make the difference between it taking three shots to take out an enemy versus four shots, reducing the number of total attacks it requires to take out a mob. (Of course, with ED, if you slot three instead of two, the returns diminish very rapidly as it approaches the ED limit.)The difference between a common level 30 damage IO and a level 40 is a whopping 3.8% increase. A set IO triple enhancement, like Touch of Death D/E/R? 1.9% per attribute. Once ED is taken into account, I personally feel those small amounts have very little practical in-game effect, especially when compared to set bonuses.
This effect is even more pronounced with multi-aspect IO's. Assuming you (franken) slotted, for example, A/D/E, A/D/R, A/E/R, D/E/R and changed all those up from level 30 to level 40, you would see a 5.7% increase in all four attributes of A, D, E and R, for a total 22.8% across the board increases in a 4-slotted power. And it does have an effect on game play, as you hit just occasionally more often, while just occasionally taking fewer shots to have to take an enemy out, while having just slightly a faster recharge time to take the shot again, while incrementally reducing the endurance to do all of this. And that's just for one power. Particularly with a melee type AT like a scrapper, the effect this kind of upgrade from 30 to 40 across the board is quite noticeable in the attack chain, as it has an effect on both the player (attack rate and endurance) and on the enemy (hit frequency and damage).
Also, in some areas, such as defense, those small percentages have much greater impact as you approach the soft cap. That 3.8% near (or to reach) the overall defense soft cap is of much greater effect than 3.8% standalone.
Yet, you're right. After level 30, the returns diminish rapidly relative to the increases between 10-20-30. But you could also say those lower-level increases are very large 'jump' increases relative the the 'normal' 3.8% increases between 30-40-50. I agree, though, that there are times where these small percentages contribute less to the overall build relative to other bonuses, in particular set bonuses. I think finding this balance (and the inf balance!) is both an art and a science without any one single correct answer for a character as a whole. -
Well, after reading your post I thought I'd at least give a 45th level bots/traps MM a try at the Cimerora Wall just to test their limits. The (still original non-respec'd) economy build is fairly solid with pretty much standard full or partial IO sets in all powers along with the +def/+res procs for the bots.
After seeing the Cimeroran infantry on the lower wall started at 52nd level, I rose to the upper wall where there were some 50's and 51's to try out first. I realize the numbers start getting really stretched when going against +5 enemies, much less +6 or +7.
Not comfortable with having no retreat route in two directions, I began with the west edge of the upper wall where a line of 51's stood. Instead of the more usual tactic where I'd seeker drone the mob, and then jump into the midst of the enemy stealthed to lay the rest of the traps, I set up a heavily trapped firebase and used the drones and the mortar to pull them in. The pull went well with only 4 of the infantry rushing into the firebase position away from their Surgeon. At first it seemed to go well, but the infantry turned out to be very resilient and even when they got hit, it didn't put much of a dent in their health bar. What eventually happened, though, is that they got split up, with two of them getting knocked back over the wall, leaving only two left up top to get whittled down in short order. The ones over the wall? They just stayed down there, with one of them taking a swim!
The second half of this first mob went similarly, with two more over the edge and the remainder of the squad being taken out, leaving the Surgeon completely on his own to be picked off. Following this, I carefully went down exiting the west edge of the top wall (where the bots could easily follow without attracting attention from those 52's and 53's on the lower wall!) and we were able to whittle the beached/swimming stragglers away one at a time.
Then we went back up and took on the second line, which consisted of 50's. Much easier, as it turned out, and I began using the web grenade to keep them on the wall so we wouldn't have to go down to finish off those infantry going AWOL for a beach holiday.
Lips smacking, stomach churning, we headed for the lower west wall to try 52's. And what a huge difference a single level makes, perhaps even more so than between 50 and 51. I'm not sure what the numbers are, but it had to be approaching min/max levels if not already there. The first pull brought 5 of the 52's in and we were immediately in trouble, with them hitting and us not hitting them so much, with them seeming to be unfazed by the drone strikes and poison trap and us glowing in burn patches with spears hitting their mark. And although I was doubly stealthed (power, plus a proc in sprint), somehow I got seen and suddenly had two spears sticking out my back too! The beacon wasn't coming even close to repairing the damage we were all taking.
Retreat! Jumping backwards (facing fowards) I drop another round of drones, caltrops and a mortar and ordered the bots to follow, giving a us few moments respite while the Cimeroran infantry made chase. I popped a few inspirations into the larger bots to get them back in shape and toughen them up for another round. And what a long round it was! The resilient bots held their own just as I was able to get yet another beacon up along with a several rounds of traps as they lit up in readiness.
And still... 4 out of 5 of them fully up and the bots getting whittled down again. Then, two lucky shots and over the edge the two of the infantry go (I didn't even dare trying to web them). The battle against the remaining two up top with our backs at the edge of the far end of the wall went on and on. Eventually, the mortars had worn down the two infantry up top and the tide eventually turned our way to take them out.
With our backs to the west edge of the wall, I warily eye the remainder of the Cimeroran squad with the Surgeon giving them a glow. The pull this time didn't work so well and all the rest of the squad came at us. And somehow, although I was stealthed, I got seen very early on with two Cimororan infantry having my number, even as they were getting shot at by the bots. Boom, two hits, and my health bar goes red, I pop a green and a purple for good measure, another hit and it goes red again, pop another green and... like a yoyo, at one point dropping to less than 10%, maybe less than 5%. Meanwhile, one protector bot bites the dust, the assault bot starts to fall apart and the bot cascade begins. The first bot wouldn't even touch the ground yet if I tried to resummon them, as I'd be toast standing there.
Retreat! again, but this time I'm the only one to make it out, with the bots quickly whittled down to none and my speeding over the edge of the cliff, going into flight and fleeing the battlefield.
No, I didn't weep, but it's going to be a little while before the firebase bot squad takes on those 52's again.
The limit? 52 >> 51 > 50. -
Quote:Same here! Although I have 5 characters now between 37 and 50, I rolled a Peacebringer and an illusion/storms controller two weeks ago and I'm having a lot of fun playing both of them, now at 15 and 17. I've already spiffed them up with some generic IO's, a few frankenslots, and the illusionist now with a full set of Entropic Chaos! (And that last set pretty much says it all in terms of fun play style for him.)I'd delete a character long before any of those levels
Then again, I generally enjoy all my characters long before those levels... often having the best time in the 1-20 game!
I'm still relatively new at the game (about six months now) and I still have a lot more archetypes and power set groups I'd like to try out, even at the lower level. It's actually refreshing for a change to play a simpler (though no less effective at their level) character. -
Quote:It's never really too soon to start. I begin as early as level 7 to do something simple as frankenslot an IO set level 10 acc/dam with a rech/dam or something similar into a primary attack or two. The total bonuses are considerably higher, especially if you use doublets/triplets from IO sets. Typically the cost of doing this at lower levels is fairly low, as these recipes and associated salvage tend to sell at giveaway prices, although it's more expensive than slotting TO's (and later, DO's/SO's). In order to keep my character optimized, I like to do level upgrades every 5 levels, starting at 12, then 17... up to 47, maybe every 10 levels instead of 5 if I'm leveling fast. I've never found inf to be a problem in doing this. I accept the replacement cost as part of the cost of keeping my characters optimally slotted throughout their career so that I can enjoy playing them a notch above standard enhancement performance. After all, a character will spend most of their career playing below 50th level.I never really got into the whole AH thing. Now, I really only go there to sell stuff so I can buy SOs and distribute to my other toons.
I understand the concept of IOs and the crafting part, but have a question.
What is a good time to "start" slotting your character with IOs to get the set bonuses? If you start at the lower levels, you outlevel to quickly. If you start later in levels, it almost becomes not worth it.
But it also depends on your play style and how often you level and want to upgrade as you level up. If you are racing through the first 22 levels, you might wait you get to 22 to start slotting generic 25's (which is where generics start to really shine) and starting looking at IO sets then. Also, a lot of the more advanced IO sets start at level 25 or 30, so it might more sense to wait to slot these if you don't want to replace lower level IO sets that only run up to level 30 or 40. To check these sets out, have a look at Paragon wiki under the Invention Origin tab.
In short, do what you're comfortable with and willing to spend a little time on, maybe more a favorite character than another. You'll have no regrets doing it either sooner or later as you can always do it anytime you want (and have the inf for). -
Quote:Our SG originally adopted this method, but newer SG members found they had problems retrieving things that they had put in, usually temporarily for dealing with their overflow or for crafting. So we set up one separate storage area where newer SG members could both add to or take out from.First of all, you will need to be on a toon that has editing permissions.
Editing permissions are granted by rank through the SG settings screen.
Then, you go to the storage unit you wish to change, and click on the "show permissions" button. Edit them as desired. You will need to do this for each individual storage unit (bin/table/rack).
We have our permissions staggered: anyone can place an item in any rack or bin, but only higher ranked toons can take from rare/high level storage units. -
Gratz! You really do look like your namesake, too. Nicely done.
(And all this while, with your many helpful posts, I had thought you had already done it!) -
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As a fairly new player to the game for a little over six months, I'm proud to share this with you ebil folks.
My first character, on Freedom, who is the first to earn her field crafter badge.
My second character, on Virtue, who has also earned her field crafter badge.
Two guys (third and fourth characters) red-side are better than half way there.
Finally, thanks everyone here for your guides, tips and tricks. Good thing you're not collecting a commission for them! -
Quote:Good questions, really.We know that the forums are a very small part of the playerbase. For every post like the OP, how many people do NOT come here and post, just walk away from the market? How many people WOULD be using it if they didn't think that it was pointless. Yes, educating people who come to the market forum is great, but it's also trying to empty the ocean with a paper cup. What is everyone who walked away from the market could be converted into regular buyers and sellers? And what would it take to make the average player, one who never visits the forums, WANT to use the market?
I was introduced to this game early this year by a friend who has been playing for years.
To this day, he still goes the TO/DO/SO route on all of his characters and hasn't dabbled hardly at all with IO's and he likes it that way. After years of play, he can do the level-to-level upgrades quickly, knowing exactly what to do and where to go to do it with a minimum of time. His play time is like 95% play, 5% TO/DO/SO upgrades and inspiration pickups and close to 0% IO buying/creation time, visiting the market occasionally on the way only to drop off things that might sell higher on the market.
On the other hand, as a new player coming into the game after invention origin enhancements were introduced, I've gone IO generics and frankenslots and full sets almost from get go, even with the lowest level characters. My time is more like 50% play, and 50% combination market play and IO buying/crafting time. And I also spend more time reading these threads and the set tables/descriptions in Paragon wiki.
I would venture to say that there is still a large player base who still stick with the old TO/DO/SO paradigm. Why? Perhaps because it's what they're used to and they really don't want to fool around with IO's or the market any more than they have to. It's not difficult to generate enough inf during play and selling drops to vendors or the market to fully slot a character with SO's in the later levels, so inf isn't an issue either. It still surprises me to check the description of many characters even within the markets and see so many without a single set bonus under their power lists.
It's a trade off, really, of time vs desired results. Some folks seem to prefer to spend almost all of their time in play and do things the pre-invention way rather than invest additional time into learning what all the IO sets are and how to slot them as well as learn the some of the intricacies of working the market. People like most of you here in the market forum (as well as me) like spending our time with researching the market and/or IO builds in addition to the time we play.
You're probably right, too, in suggesting that there is a base of players who'd *like* to enter into the IO set / market game, but aren't quite sure how to go about it, nor are sure how much time they would need to invest in addition to play time, and that's where these forums (and Paragon wiki) provide an invaluable resource if they wish to do so.