Legacy items
" Very simple: I earned it. I got my legacy Soultaker AFTER it went legacy. I had to grind for weeks to get it. Come back when you have spent 150+ ex on an item and then tell me how you would feel if it was nefed into oblivion. Last edited by Faendris#5470 on Feb 9, 2014, 1:29:10 PM
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" Noteworthy noble glorious act playing video game! If it would get updates as it should you have two options blame yourself for buying something ridiculous which healthy mind identify as bullcrap on spot or blame the chimps who allow this on first place. It's your call. So did Legacy items naturally goes away as intended or they still core of standard economy 4 years later after they became "feature". Last edited by nexuscz#0322 on Feb 9, 2014, 1:35:11 PM
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" I guess I am better at RL too but that is way harder to prove, right? |
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" Oh, fair enough. Yeah, it will mostly hurt players who already bought legacy versions, not dropped them years ago. |
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" How on earth do you figure the Temp leagues are 'the balanced leagues'? If anything they are the experimental leagues, where Qarl tries his hand at changing the meta from the results of the last league, the players are practically lab rats. Were Exiles balanced in Anarchy?..nope, apparently not as they were re-balanced afterwards, were the uniques that dropped?..apparently not as they were removed, are shrines & nemesis mods balanced?..how about the IIQ nerf & everyone wearing the same 3 uniques to get quant? The ONLY thing that is imbalanced in Standard is the legacy items, other than that it has every balance & re-balance the game has to offer. The temp leagues basically serve as a test bed for Standards balancing...a beta league if you will. Even when you look at the economy, for the most part Standard is quite stable. Sure there are the 1% but for the most part the economy has matured & plateau'd. Gear has an equivical value, orb rates are stable & the buying/selling market is fairly balanced. Temp leagues have wild fluctuations in economy. 2res + hp items are initially valuable but soon drop off, leveling uniques are initially valuable but soon drop off also. If someone finds an ex on the 1st day they immediately have a market advantage, god forbid they find a mirror. Temp league economies are balanced for about the first 10s of the league, from then on they are a rollercoaster. So overall I just cannot believe anyone would feel that the temp leagues are 'the place to find balance' compared to Standard. It's like comparing beta to release. |
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" I didn't mean to be personal, just wanted to discuss with others and i thank you for your contribution. You guys are indeed right it would hurt people who buy it after it went legacy. So did Legacy items naturally goes away as intended or they still core of standard economy 4 years later after they became "feature". Last edited by nexuscz#0322 on Feb 9, 2014, 1:39:33 PM
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" I apoligize for being a bit over the top with this. Maybe some background information helps to understand why I feel so strongly about this: In open beta I invested a lot of time and effort into a dual ice-spear mf witch. Then 1.0 arrived and as a side effect of the dual-spork -nerf my witch was nerfed into the ground. So I chose a new character. And again, I invested a lot of time and effort to get this marauder to where he is now - with very good equipment, including legacy stuff. It would simply be too much to be hit AGAIN come the next mini expansion. |
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You point on something i originally took away from my post.
" GGG does nothing else then taking something away. I wanted to make dual sporker as example instead balance and even evolve popular build they stomp it to the ground with these nerf cycles. Do you expect summoners to not be laughable crap next update when its a "big" thing now?:) So did Legacy items naturally goes away as intended or they still core of standard economy 4 years later after they became "feature". Last edited by nexuscz#0322 on Feb 9, 2014, 1:55:40 PM
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"It's not full-on "running wild" when the new version of the gems (whether weaker or stronger) are also available in the same economy. But it would be a little wild; it should be. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
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" This is largely untrue. There's a key difference between your perspective, and reality: we (anarchy players) wanted the challenge of super punishing exiles. They were nerfed when they migrated to the permanent leagues, because no HC player would have enjoyed being caught unawares by an OP Igna. Many of us were sorely disappointed in how trivial exiles became after the migration, and I, at least, absolutely loved it when an OP exile spawned in the boss room of an OP map. Meanwhile, none of this has to do with the kind of balance Scrotie was talking about. He mentioned, specifically, the economy. The only way to balance it, is through wipes. Ergo, permanent leagues for players who want to save their items, and temporary leagues for players who want a fresh economy. This has absolutely nothing to do with otherwise experimental rules--they're just a perk for those who enjoy such things, adding an extra flair of something new to an otherwise fully explored and realized game. Their existence has no bearing on whether or not a perk of temporary leagues is a balanced economy. Devolving Wilds Land “T, Sacrifice Devolving Wilds: Search your library for a basic land card and reveal it. Then shuffle your library.” Last edited by CanHasPants#3515 on Feb 9, 2014, 3:40:19 PM
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