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Old Jun 11, 2006, 01:50 PM // 13:50   #61
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who cares what the price is, anet wont "balance" that, if it did, the whole market system would be utterly useless.

if you dont like the fact that you only get 9 more hp for 35k more, then dont buy the friggin rune.

as for me, ill stick with superior vigor.

and, im suprised you werent complaining about sup abs when the prices were 65k+

just stop complaining
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Old Jun 11, 2006, 02:11 PM // 14:11   #62
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Apparently, you haven't heard. All prices in GW are based on supply and demand. All the runes started at the same price (I remember when there were no rune traders, and I was there when they first appeared.). The only reason Sup Vigor is expensive is because lots of people want it.
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Old Jun 11, 2006, 02:24 PM // 14:24   #63
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I am not complaining about prices. It's simply my counter-proposal. On the other hand NO, please open your eyes: it's not only supply-demand, but also drop rate. The drop rate is lower for superior runes than for minor ones. If the drop would be equalized, then we would see
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Old Jun 11, 2006, 03:21 PM // 15:21   #64
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Drop rate (supply) is controlled by A-net. So, A-net ultimately controls prices. Forget the capitalist "supply and demand" model. It just doesn't fully apply here.
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Old Jun 11, 2006, 03:37 PM // 15:37   #65
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Originally Posted by TheLordOfBlah
IMO, 9hp is not equal to 35k
Superior Vigor is expensive because of its "perfection", not because of 9hp. Even if sup vigor only added 45 health, its price would be still much more expensive than major when everyone wants their char to be "perfect".
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Old Jun 11, 2006, 06:19 PM // 18:19   #66
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Theres just 1 thing i never understood. Why do Major Vigours give 41 health and not 40...
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Old Jun 11, 2006, 06:41 PM // 18:41   #67
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Originally Posted by Evilsod
Theres just 1 thing i never understood. Why do Major Vigours give 41 health and not 40...
The only explanation I could find is the following:

Minor rune + upgrade component +30 health = +60 life
Major rune + upgrade component +29 health = +70 life
Superior rune + upgrade component +30 health = +80 life
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Old Jun 11, 2006, 06:52 PM // 18:52   #68
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Yeah that was the only thing i could come up with too. A non-perfect upgrade giving a nice number...
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Old Jun 11, 2006, 08:32 PM // 20:32   #69
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...and to think, they were worried about the economy back when the rune traders got reset.
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Old Jun 12, 2006, 07:22 AM // 07:22   #70
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Quote:
Originally Posted by Zakarr
Lower major vigor to 40 hp so then there is 10 hp diffrence. <--- /signed
Common sense

/unsigned

I don't think they should alter the vigor rune line altogether. As stated above, it doesn't have any balancing flaw, it's just something you buy to top off your character when you have too much money. Ultimately, it makes using superior runes a bit sweeter, but it's a good thing it doesn't fully compensate the health loss.

Anyhow, an increase in the drop rates could be a good thing : it's the only universal rune, which drives demand way up, meaning only the 'rich' can afford it (correct me if I'm wrong, but isn't vigor the most expensive rune in each category ?). On most over points, differences between new players and uncle scrooge are mostly cosmetic : I mean, come on, I don't _need_ a perfect character, and 19% longer enchants is not that different from 20%. When it comes to vigor, the +20-30 points difference is like having a full extra upgrade just 'cause of farming money.
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Old Jun 12, 2006, 10:11 PM // 22:11   #71
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Update - Wednesday April 26, 2006
Increased probability of finding Superior Vigor and Superior Absorption runes.
everybody seems to know about the sup absorp, but nobody remembers the part about sup vigor...
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Old Jun 12, 2006, 10:56 PM // 22:56   #72
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I'm suprised this topic keeps coming up, but I guess I will put in my two cent since it is on the recent forums anyways.

50 is enough for a Superior Vigor rune, it is enough to totaly cancel a major rune penalty, but still leave a penalty on a superior rune.

I find it kind of odd that Major Vigor is 41, an odd number to place it at, they can simply reduce it to 40, and then it will be even, and it will be 10 points more from Major to Superior Vigor. Minor Vigor is 30, make Major Vigor 40, and then Superior 50, 10 appart with a higher baseline provided by Minor.

But I think the whole point of making Major 41 and Superior 50 is because they wanted the improvement to be smaller from Superior. And I also think Superior is maxed at 50 because it is a balance issue. Currently we get 11 more health from Major, and 9 more from superior, making for less improvement with higher runes, this in itself reduces the value of Superior. Making Superior Vigor even better will just increase the amount ppl will sell them at exponetially, if people are willing to play an extra 50-60k for 9 more health, how much more would they covet it if it was better? Improving it woln't solve anything. On the other hand it would probably unbalance equations for Rune effectiveness given on Armor, this makes it doubley negative.

I am more interested in seeing All other Major Rune penalties reduced to -25. It is madness that minor rune have no drawback, but Major runes have -50, wile superior runes have only 50% more drawback for maximum efficiency. Naturally, Minor rune is small enough to overlook a penalty, Major should be reduced to -25, that way there is a legitimate penalty for using the maximum effect of a superior rune, and a significant advantage to using a Major rune instead of Superior. Minor rune = no penalty, major rune = small penalty, superior rune = large penalty. Major rune shouldn't have a big penalty, with Superior rune having only a slightly larger penalty for maximum points, this just pushes players to use minor runes and avoid penalty altogether, or move up just 25 more health penalty for superior runes, making Major runes the undisputable worst option. They could instead add -25 penalty on minor runes, but nobody wants to see that.

So reducing major runes is the best option, in penalty for normal runes in particular, and maybe for Vigor runes. But honestly, why make our major vigor runes worse, just be happy that there is a small gap between major and superior so you don't have to sweat 9 health for 60k.....

Last edited by BahamutKaiser; Jun 12, 2006 at 11:00 PM // 23:00..
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Old Jun 12, 2006, 10:59 PM // 22:59   #73
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well it is the universal rune which is why it has such a low drop rate in the first place and that increased probablitiy doesn't help much but it is better than nothing
for me.. I been getting loads of sup deadly arts runes instead of other sup runes
luck plays a part if you really will find a particular rune
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Old Jun 13, 2006, 12:34 AM // 00:34   #74
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Quote:
Originally Posted by BahamutKaiser
I am more interested in seeing All other Major Rune penalties reduced to -25. It is madness that minor rune have no drawback, but Major runes have -50, wile superior runes have only 50% more drawback for maximum efficiency. Naturally, Minor rune is small enough to overlook a penalty, Major should be reduced to -25, that way there is a legitimate penalty for using the maximum effect of a superior rune, and a significant advantage to using a Major rune instead of Superior. Minor rune = no penalty, major rune = small penalty, superior rune = large penalty. Major rune shouldn't have a big penalty, with Superior rune having only a slightly larger penalty for maximum points, this just pushes players to use minor runes and avoid penalty altogether, or move up just 25 more health penalty for superior runes, making Major runes the undisputable worst option. They could instead add -25 penalty on minor runes, but nobody wants to see that.
What the heck are you talking about? How long since your last login? A month? Major runes health penalty was reduced to -35.
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Old Jun 13, 2006, 08:10 AM // 08:10   #75
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Originally Posted by Deathwingg00
What the heck are you talking about? How long since your last login? A month? Major runes health penalty was reduced to -35.
I for one logged in last night, and I hadn't noticed either. Maybe because I don't use major runes ...

I see the logic in BahamutKaiser's post, but I don't think -25 is a good number (I'm actually barely convinced by the -35). At -25 health for major and -75 for superior, I'd be more than willing to take 3 major, totaling -75 health and +6 attribute points. That would free up a lot of points to bump up my secondaries, leading to a less focused, but more powerful, character. I'd probably even go for 4 major + whatever vigor I can afford.

That kind of unfocused, self-sufficient build is, imho, beside the point in Guild Wars, as does not lead to cooperation.
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