Greetings, this is dumnem, also known as Theorchero, but you can call me Theo. I'm an experienced Tarkov player and I'm writing this guide to try and assist new Tarkov players learn the game, because it has one hell of a learning curve. We'll be going over a lot of different aspects of this guide, and it is going to be huge. Feel free to digest this in parts. Additionally, this is a work in progress. I will write as much as I can in one Reddit post, but subsequent parts will be in additional comments. Google Docs Version (Note: Link is placeholder atm) Disclaimer: I haven't played Tarkov regularly in a couple months. It's possible there has been extensive changes that I have not kept up with. If there is anything I have gotten wrong or may have omitted, please let me know. This is Primarily directed towards Tarkov Novices. It hopefully includes everything you need to know to be able to go into a Raid equipped for success and to successfully extract with gear. Want to play with friends? Want to have fun and learn Tarkov? Check out my discord here.
Escape from Tarkov is a tactical, realistic, FPS with MMO elements developed by Battlestate Games. It is currently in closed Beta. The game features several maps in which your primary character, your PMC, goes into Raids in order to find and salvage loot and useful equipment to survive and thrive in Tarkov. Death is very punishing in Tarkov. If you die you lose everything you had on you when you die (with the exception of what's inside your Container and your melee weapon) including any equipment you brought with you or what you found inside the Raid. Enemies can be players (PMCs) or 'Scavs' (Scavengers) that are either controlled by AI or by players. Unlike many shooters, AI enemies in Tarkov are deadly - they can and will kill you on sight. It features beautiful and immersive environments, intricate and in-depth weapon modification system, a complex health system, attention to detail with loot placement, and options for combat. Do you want to play slow and stealthy, to avoid fights, or set up a deadly ambush on an unwary foe? Or do you prefer to raw combat, where only your quick wit, placements of shots, and tenaciousness determines who gets out alive? It's your Tarkov. You make the rules.
Tarkov Resources - Useful links
I take no credit or responsibility for any of the content in these links. To the best of my knowledge, these are updated consistently and are accurate, but user beware.
Quick-Reference Ammo Chart
Created by SirKilljoy, you can find it here. Note: As of 6/2/19, Outdated. Searching for updated file. Send if you have one! An updated ammo chart can be found here. It's not fancy or quick reference though. Sorry!
Tarkov Wiki
Absolutely fantastic resource. You can visit them here. It is a massive collection of everything that we players have been able to find. They contain trades, user-created maps, lists of ammo, parts, weapons, loot, etc. If it's in the game, it's on the Wiki, somewhere. I highly recommend opening the wiki page for the Map that you plan on raiding in. Factory Customs Woods Shoreline Interchange The Lab ('Labs')
Map Keys and You
Huge collection of all the keys in the game. These are also on the wiki, but this page has them all on one page, and tries to inform the user if the key is worth keeping or using. Check it out here. This section is open to revision. Mention me in a thread (or in the comments below) about a resource and I'll see about adding it here.
Tarkov's Weapon Compatibility Guide
Pretty self explanatory. Also includes a Key guide and a Mod guide. Check it out here.
HUGE Reference Bible by Veritas
Courtesy of Veritas (Send me his reddit username?), It's located here. (Open in new tab.) Contains: Detailed information about: Ammunition, Health, Firearms, Body Armor, Helmets, Rigs & Backpacks, Labs & Quest keys.
Tarkov's Maps
Tarkov features several maps - ranging from wide, beautiful vistas to ruined factory districts, to an abandoned laboratory where illegal experiments were being conducted. It is important to learn the maps you intend to play. In order to keep your gear, you must 'extract' at one of your designated exfiltration points. Not all exfils will be active every game, and some are conditional.
To see what extracts are available to you, double tap 'O' to show raid time and your exfils. If it has a ???? it might not be open.
You can load Raids in an OFFLINE status, which allows you to explore the map or practice against AI without losing gear. You do not keep any EXP or gear you find in the OFFLINE Raid, though. To access OFFLINE Raids, head into a Raid normally until you see this screen. Simply check 'Enable OFFLINE mode for this Raid' and you're good to go! You even have a choice on whether or not to add AI. You can also control how many AI enemies spawn, fewer than normal or a great deal more! You can even make Scavs fight each other. (Framerates beware.)
Gate 3 Extract A small, fast-paced map that was primarily created for PvP. Scavs spawn in all the time. Very close quarters, shotguns and SMGs tend to dominate here. PMCs can only access one Exit (Gate 3) without the Factory Exit Key. Good place to go if you need PMC kills as action is pretty much guaranteed. It is recommend NOT to bring in a lot of gear to Factory until you are experienced.
Extract map A fairly large map that was recently expanded. Essentially, players spawn either on 'warehouse' or 'boiler (stacks)' side. If you see a large red warehouse near you (Customs Warehouse), then you spawned on the warehouse side. If you don't, you likely spawned near Boiler side. The location for most quests in the game. Finding geared players here is very easy, so if you are low level attempting to complete early quests (like The Bronze Pocketwatch) it's recommend to AFK in the raid for 20 mins or so, as most players will have moved out of spawns and hit the 'hot' areas already, so it's less likely to be contested, so you may grab your quest item(s) and proceed immediately to Exfil. Contains a Scav Boss, which is a group of scavs with above-average to high-tier gear that has a chance to spawn in Dorms or Gas Station.
Woods Map with Exfil A very large map that is mostly just a large forest, with the occasional bunker, and the Lumber Mill in the center. The Lumber Mill is the primary point of interest, as it contains a couple quest locations and is the primary location to farm Scavs, as Scavs killed on woods is the only known location to find the Arsenal Key, which is the rarest and most valuable key in the game at the moment. Since the map is so large and open, sniper rifles with scopes usually reign king here. You will see a lot of players with Mosin rifles as they are a cheap way to train the Sniper skill (for a quest later on) and are capable of killing geared players and scavs alike. Overall, not usually very populated. An early quest from Prapor sends you here to kill a number of Scavs. A good map to learn the game, as although the loot is not fantastic, you can get experience with how the game runs and operates while fighting AI and possibly getting lucky with a key find off a scav.
Shoreline Map, with Loot, Exfil, etc A very large map, notorious for its FPS hit. Generally speaking, one of the better maps for loot. The primary point of interest is the Resort, but scavs spawn there, and is primarily occupied by hatchlings (players only with hatchet, ie melee weapon) and geared players. Resort has great loot, but requires keys to access most of it. A great map to learn though from new players as the outskirts still contains plenty of loot and combat opportunities with AI scavs. You can hit Villa, Scav Island, Weather station, Docks, etc and come out with a backpack full of valuable gear fairly easily. Location of many quests, including a large quest chain where players are required to kill many, many, scavs on Shoreline.
Detailed map Great, great loot area, but very complex map. Doesn't run very well on old computers. Features a mostly-binary exfil system like Shoreline, but.. kinda worse. Exfil camping is fairly common on this map. Huge map with multiple floors and many many different stores. Communication with teammates is a challenge on this map, but the map is also fantastically detailed. This map features a lot of loot that depends on the kind of store you're in. It's a great place to farm rare barter materials which are valuable to sell on the Flea market or to use for quests. An early quest (from Ragman) sends you here to kill a large amount of Scavs. I'd recommend getting Ragman to level 2 and accepting his quest before going to Interchange, as getting this quest done can take a while as it is and you want all scav kills to count towards progress.
Here's a map. This is a very complex map, so I highly recommend you read the Wiki article and look at all the maps to get an idea of what it's like.
INSURANCE DOES NOT WORK ON THIS MAP.
If you purchase insurance and lose your items on this map, doesn't matter from whom, you will not get them back.
LABS IS NOT LIKE OTHER MAPS. READ THIS SECTION CAREFULLY.
Labs is by far the most lucrative map to play at the moment. You can easily earn several million roubles per hour by killing Raiders (Juiced-up scavs that are ONLY on Labs), looting their equipment, then running to one of the many, many extracts. Extract camping is hard to pull off and pretty much not viable on Labs.
DISCLAIMER: Labs, like much of Tarkov, is under constant development, so issues may be fixed or created without warning. Always check patch notes!
Raiders are the avatars of Death in Tarkov, clad in USEC and BEAR hats, high-end armor, and plenty of firepower to boot. Do not fight Raiders directly. They WILL kill you. Raiders are absolutely broken this patch, and are getting fixed next patch to help fix their exploits of both poor AI and how they're a little.. insane. At the moment, the only way to kill raiders is to camp a hallway, room, or door, and attract the scavs to you, headshotting them the moment they enter before they have a chance to lock onto you. Raiders can see you through and shoot you through surfaces you cannot. This means you have to be very careful when engaging them. They are also often equipped with very high-end ammo, meaning that most faceshields (even Killa helmets) can be useless vs a Scav who spawned with 'big boy' ammo, 7N39. They can shoot your head if it's even slightly visible. They can prone instantly, as they have no ping. If they drop without slumping over, get to cover immediately. Typically, strategies to farm Labs (barring rushing certain rooms for static loot) involve rushing a camp-spot and baiting raiders to your location and taking them out quickly, efficiently, and with no mercy. There are many locations to camp, and since there's so many exfiltrations, it's ultimately up to personal preference. Raiders often spawn with armor (often Troopers and Gen4s) a rig (Sniper or Ana Alpha rig, usually) and a variety helmets and weapons. Always check the ammo the raiders spawn with. If they spawn with ANYTHING other than PS (and 12 gauge) LOOT IT! You can right click their magazine and hit 'unload ammo' to get the ammo without having to grab the mags, which saves space. BS, BT, BP, 7N39, etc can be worth several hundred roubles a round on the market. They're extremely valuable. Additionally, Raiders spawn IFAKS, Morphine, and grenades (F-1 & Flashbangs (Zarya)) with regularity. They can also spawn with random consumables and large clumps of cash in their pockets as well. They can spawn several backpacks, most of them being rather large, if relatively uncommon. Additionally, Raiders can have American names, breach doors, and mumble as if they are a USEC PMC because some of the Raiders are actually USECs. You will learn with experience what the Scavs will or will not say.
Experience Farming on Labs
Labs is perhaps the best place to farm experience on the current patch. Killing a Raider with a headshot awards 1100 Experience. This does not include any looting, inspection (searching bodies), examine, streak, or other experience. Killing a large sequence of Raiders gives additional bonus experience in the form of Streak rewards, usually 100 bonus exp per additional kill. Surviving the raid multiplies all of these sources of experience by 1.5x
Changes coming to Labs
Disclaimer: I am not a BSG developer or employee. This is what I have seen on this subreddit and heard elsewhere. Some might be purely rumor, but other points are confirmed by Nikita. Labs is currently undergoing an overhaul. At the moment, you require consumable Keycards to enter Labs, which may be purchased from Therapist or bartered Mechanic in exchange for 1 Bitcoin starting at Loyalty Level II. They can also be found in drawers and jackets. Scavs can drop permanent keycards that replace most keys used in the previous iteration of labs. The full extent of the changes coming is not known. Remember, you can load a map in OFFLINE mode to practice against bots or to learn the map without fear of losing gear.
Tarkov's Health System
Tarkov Wiki Article Tarkov has a very advanced health system, and while it might seem overwhelming at first, you'll get the hang of it rather quickly. It features a very wide variety of effects and injury, including hydration, energy, blood pressure, blood loss, fractures, contusion, intoxication, exhaustion, tremors and more. Not all of the Health System is implemented yet. Expect changes! Your character (PMC, or otherwise) has a combined Health of 435. Each of his limbs have separate health. Taking damage to a limb that reduces it to 0 'blacks' that limb. Blacked limbs are a problem. They greatly impair the activities your PMC performs, and taking damage in a blacked limb amplifies the damage by a multiplier and spreads that damage among your other non-black limbs equally. You cannot heal a blacked limb. Notes:Bloodloss applies damage to the affected limb and can be spread like other damage to a blacked limb. Treat immediately. Also causes significant dehydration! Losing a limb applies additional effects. Fractures also apply these effects but not the damage amplification (Except for damage if running on fractured leg.) Dehydration is what happens when your Hydration level reaches 0. You can view your Hydration level in your gear page, at the bottom left. Becoming dehydrated is extremely bad. You take constant damage. Taking dehydration damage can kill you if you have a black chest or head. Head/Chest: Bullet damage resulting in losing your head or chest is instant death. Note: Bloodloss resulting in your Head/Chest being black does not result in death, but any damage to them beyond that point will! A back chest will causes you to cough (much like your stomach!) Painkillers: Prevents coughing that comes from your chest. Doesn't help otherwise. Stomach: Massively increased rate of dehydration and energy loss. You must find liquids or exit the Raid soon. Additionally, your PMC will cough sputter loudly, attracting attention. Painkillers: Significantly reduces the frequency and volume of the coughs. Arms: Makes activities like searching, reloading, etc, take additional time, as well as adding a sway, reducing accuracy. Arms have a .7x damage multiplier. Painkillers: Reduces sway, removes debuff Pain. Legs: Blacked legs cause your PMC to stumble and be unable to run. Blacked legs have a 1x damage multiplier. Painkillers: Allows you to walk at full speed and to run. WARNING: Running while your legs are blacked or fractured WILL DAMAGE YOU.
Health Items
Tarkov features many health items - 'Aid' items, which can be used to restore your characters health and to fix ailments or injuries he receives as the result of combat or mishaps. The two most important health conditions to consider are bloodloss and fractures, which have both been covered above. Some food items may have ancillary effects, such as losing hydration. Since in the current patch the only ailments to worry about are bleeding and fractures, it changes which health items are most necessary. We'll go over them below.
Health Restoration
Medical Items on Wiki AI-2 medkit The newb's medical kit. You receive several of these when you start Tarkov - they'll already be in your stash. Available from Level I Therapist, they are cheap and effective way of healing early in the game. They will not stop bloodloss. Because of this, you also need to bring bandages or a higher-grade medical kit. Affectionately called 'little cheeses' by the Tarkov community. Using it takes 2 seconds, and because of how cheap it is, it's often brought in by higher level players to supplement their healing without draining their main kit (which is capable of healing bloodloss or sometimes fractures). Due to its short use time, it's often very useful during combat as you can take cover and quickly recover damage taken to a vital limb. Bandages The newb's bloodloss solution. Available from Therapist at Level I. A better version, the Army Bandage is available at Level II, after a quest. Mostly obsolete after unlocking the Car Medical kit. Activating takes 4 seconds, and removes bloodloss to one limb. Splint The newb's solution to fractures. Cheap, takes five seconds to use, and takes up 1 slot. Not generally recommended to take because fractures effects can be greatly mitigated with the use of Painkillers. Available from Therapist at Level I, no quest needed. Car Medical Kit The newb's first real medical solution. Available LL1 as a barter (2 Duct Tape) and available for Roubles after completing Therapist's second quest. Has a larger health pool than AI-2's (220, vs AI-2's 100), and removes bloodloss. Takes up a 1x2 slot, so requires to be placed in a tactical rig in order to be used effectively. Cheap and fairly efficient, takes a standard 4 seconds to use. Rendered effectively obsolete when the Salewa is unlocked. Salewa Good medkit for use in mid and end-game. Contains 400 total health and can remove bloodloss. Relatively expensive at 13k roubles per kit, though. Same size as the Car medical kit, so requires a tactical rig to use effectively. Because Tarkov does not currently have effects like Toxication in the game at the moment, this kit is favored by most players who go into a raid with at least a moderate level of gear. Unlocked at Therapist Level II after completing a level 10 Prapor quest, Postman Pat Part II. IFAK Fantastic medical kit, and is the one preferred by most players. Features 300 health and the ability to remove bloodloss and a host of other negative effects that are not yet implemented into the game. It does not, however, remove fractures. Taking up only a single slot, it is favored by players in all stages of gear, and it is recommend to carry one in your Secure Container in case of emergencies. Is available at Therapist Level II for a barter (Sugar + Sodium), and may be purchased for Roubles at Level III after completing Healthcare Privacy, Part I. It is a fairly expensive kit, but due to its durability, its small size, and ability to remove bloodloss, it is a very common medical item used by players of all levels. Grizzly The 'big daddy' medical kit, boasting an impressive total health resource of 1800. It is also a very large kit, taking up 4 slots (2x2) - in order to be able to use this quickly, it would require specialized tactical rigs that feature a 2x2 slot. It removes all negative effects (some costing HP resource), including fractures. Used by highly-geared players who intend on staying in raids for an extended period of time, or by players with additional Secure Container space available in case of emergencies. It is available for barter at Therapist Level II, and purchase at Therapist Level 4.
Pain Management
Using any of these items results in your character being 'On Painkillers' which allows you to sprint on fractured and blacked legs, as well as reducing effects of fractures and blacked limbs, and removing the debuff Pain. Essentially, the only difference between most of these items are the speed of use, price, availability, and duration of the effect. Analgin Painkillers The holy grail of pain medication. With the recent changes, "Painkillers" now have 4 total uses, not 1. The total duration is now greater than Morphine and less risk of waste. Takes a short time to use, and is available from Therapist Level 1 for both barter and Roubles. Morphine Quick application of painkillers. Favored by some highly geared players as it has greater usability in combat then it's typical counterpart, Painkillers. Has a longer duration, but only one use. Is required for a fairly early Therapist (and a late Peacekeeper) Quest, so it is recommend to hoard 10 of them, then sell the rest unless you intend on using them. They are worth a good amount to Therapist and take up little space so they are a valuable loot item. Available from Therapist for Roubles at Level 4, after completing Healthcare Privacy, Part 3. Augmentin Basically a cheaper Morphine. One use, 260s. Not recommended over Painkillers due to its cost. No current barter for this item, so usually it's just a fairly expensive, small loot item to sell to Therapist when found. Ibuprofen Powerful painkiller. Lasts 600 seconds and has 12 uses. However, it is not recommended to use it as a Painkiller. It is very valuable because it cannot be purchased from Dealers, it must be found, and it is a barter component to late-game containers, the Keytool and THICC Items Case. Vaseline Powerful medical item. Cannot be purchased from dealers. Has 10 uses. Removes Pain. Golden Star Balm Fairly useful medical item. It can remove Pain and Contusion (not a big deal of a debuff, goes away on its own shortly) and provides a small bonus to hydration and energy. However, because Hydration is usually easy to restore (Liquids are easy to find as 'common' or 'trash' tier loot), and Energy at the moment can't run to 0 within current Raid timers, it is Recommended to just to sell to Therapist as a Loot item.
Medical Injectors are not covered here. Essentially, they are powerful but niche items with strong side effects. Most recommended use is to store them in your Secure Container and sell them either on the Flea Market or to Therapist for roubles.
To be able to Hotkey a medicine item, they must be in a tactical rig or your pockets.
Tarkov's Quest, Progression, and Experience Systems
Tarkov features a very immersive progression system where your main character (PMC) is going into raids to acquire loot - goods that can be sold for a profit to other players, to Dealers (NPC Merchants), or used to fulfill quest requirements in order to complete them and receive your rewards. Additionally, your main character will increase their prowess in a number of skills, which increases everything from how much they can run, increases the ease of which recoil can be controlled, and even how far you can throw grenades. These are referred to 'soft skills.' Additionally, your PMC is assigned a Level. You can increase your Level by earning Experience - which is rewarded by performing numerous tasks throughout the Raid, completing quests, examining new items, killing other players and Scavs, etc. Successfully extracting from a raid will increase the experience you earn from the raid via a multiplier. Increasing your PMC's level will allow you to complete additional quests, which increases your Reputation with certain Dealers (and may reduce your Reputation with others) allowing you access to better equipment to purchase. Additionally, completing quests will often reward you with large sums of currency and sometimes equipment, and certain quests unlock items for purchase from that dealer. A Dealer's arsenal of available weapons, ammo, mods, medication, containers, and etc to purchase by you is determined by their Loyalty Level - or LL, for short. Certain Dealers specialize in different kinds of equipment, and they will pay different rates or straight up not buy particular items. In a future release, eventually Dealers will offer discounts to the player based off their Loyalty Level. Article on Dealers
Increasing Loyalty Level
Increasing your Trader's loyalty level is extremely important to your progression and overall success in Tarkov. Being able to purchase better Ammo and Equipment is essential to being able to fight other players and secure their loot for your own. Owning Prepare for Escape and Edge of Darkness (EoD) editions of Escape from Tarkov will increase your starting Reputations with Traders. It is unclear if this change will stay after the game's full release. Typically though, you need three things to increase your Trader's level.
Reputation
This is accomplished via quests. Completing a quest will reward you with an increase in the quest givers' reputation, sometimes an increase in another trader's reputation, and sometimes will reduce the Reputation of another trader. Not all Traders need a certain level of Reputation to increase their loyalty Level to II. Peacekeeper and Ragman, for example, just need you to spend a certain amount of money with them.
Character Level and Experience Gain
The primary gate behind your trade level (and thus your overall economy and gear leverage) is your Character Level. You increase this by gaining Experience. The easiest way to gain experience is to Loot high value areas, fight players, and kill scavs while completing quests. Generally speaking, your level will advance as you play the game at a moderate pace. One way to farm experience though is to avoid looting all-together and just focus on killing a large number of scavs from a safe distance, after learning where they tend to spawn on any given map. This patch however, labs is fantastic for experience gain. (See above.) Another strategy (albeit one that takes longer) is to loot everything, then drop what you don't want. You gain experience for finding items and picking them up, so picking them up to drop them is technically the best way to gain the most exp per kill. You can receive additional bonuses to Experience earned. Successfully extracting will increase your experience by a multiplier, typically 1.5x the experience gained during the raid, escaping also rewards a 300 exp Escape bonus which is added to your total before the multiplier is applied. You can also receive experience bonuses for Exploration, so visiting different parts of the map will reward you with sums of experience, usually 100 to 300 or so. Killing multiple enemies in a row will reward you with Streaks, whose rewards increase as you get more kills. Getting a kill with a Headshot also significantly improves experience gain from kills. You also receive a (very small) bonus when you survive consecutive raids. Note: Completing a Raid too early (via extraction) will cause you to receive a Run-Through status, which reduces experience earned in that raid by 50%. Most Quests require you to be a certain level to unlock, and upon completion rewards you with a lot of exp and usually the ability to purchase specific equipment.
Money Spent
This is pretty self-explanatory. As mentioned above, Peacekeeper and Ragman can be increased easily just be selling and buying from them. If you need to artifically inflate the amount spent, a good idea is to purchase a large amount of cheap items from them and sell them back to the Trader. You still take a significant loss, usually around 50-60% per purchase, but since the money spent counts both items sold to the vendor and purchases, you get about 140-150% credit per item at about half the cost.
Selling Efficiency
Not all dealers pay the same for certain items. It is important to note that a lot of this is my personal experience, and prices can fluctuate as the Developers may change them for any reason. Use your own common sense and check various dealers before selling particularly lucrative items.
Sells AKs, Magazines, many different Ammo types, Grenades, and weapon modifications. I don't tend to sell to him very often, as he doesn't pay the highest for any items that I have personally seen and because you tend to buy most Ammo and mags from him it's not a particular issue to level him up with money spent.
Sells medical supplies, food and drink, and storage cases, which are items that effectively increase the size of your stash because they have more space inside than they take up. Most storage items are restricted to certain item types. Pays most for items like Keys, Statues, Rolers, Bitcoin, etc. Many of these items should be sold on the market instead of to her, but often times it's not worth the hassle.
Pays least for items, sells items for more than other Dealers. Items other players have sold will appear here. Only sell items to Fence that other dealers will not take! Basically a placeholder for an expanded Market.
Sells various weapons, mods, ammo, Euros, and containers. Pays most for items like Armor, backpacks, headgear, facemasks, flashlights, sights, etc. It is important to note, that Skier will not buy Weapons or most Mods. That means for things like flashlights, you have to take the flashlights/sights off the mount or rail in order for him to buy them, but he pays the best.
Deals entirely in Western equipment, UN armor, helmets, etc. Will buy most items, but will pay USD for them. Deals entirely in USD. One good way to get his money spent requirement is just to buy USD, which is used for a later quest from Skier, which unlocks his quest chain. He has a lot of good deals, experiment for yourself. At the moment his MP5 for 10 'bars' knives (scav knives) is an exceptionally good deal and easy to accomplish for new players.
Sells mostly completed weapons with various modifications and unique names, and mods. Sells magazines and some ammo. Offers containers as you progress. His quests are easy to complete, but often are money dumps in exchange for large sums of EXP more than anything else. Pays the most for modifications (except for sights and suppressors) and stripped guns.
Sells backpacks, armor, tactical vests, and helmets mostly. Offers aesthetic clothing. Can obtain LL2 by just purchasing from him, does not require reputation. In fact, his first quest tasks you with that very objective. As far as I can see, he does not pay the most for any items in particular. But he is a very useful merchant once you have him at level 2. He will sell Scav Backpacks, which are an extremely efficient backpack to use as it's fairly large but very cheap.
Rule of Thumb for selling items at most value
Weapons: Strip the weapon! Take apart ALL pieces of it (including gas tubes, separating flashlights from ring mounts, etc), sell what you can to Skier. For the rest, sell to Mechanic. Keys, Food, Medical Items, Statues, Bitcoin, Rolers, etc: Therapist or the Market. For items like this, ALWAYS check the Market first! A lot of these kinds of items are in valuable trades or are required for quests; this means that other players are often willing to pay more for them, above trader prices.
Continued below in a comment, due to character limit.
Q: I made a post about how statistics and machine learning techniques are showing that while XP changes did in fact make stomps less likely, they aren't turning out as well as the game was back before the "2018 Gameplay Changes": https://heroeshearth.com/b/ghostdunk/read/what-statistcs-and-machine-learning-can-teach-us-about-the-gameplay-changes-in-heroes-of-the-storm/ My question: are you looking at altering the XP changes at all? Would you ever consider reverting the XP changes, or even reverting the game back to 2017? A: Firstly, thank you so much for the analysis! We greatly appreciate the work that went into it. We've got some additional thoughts on it that we'd like to share with everyone shortly!
Q: How do you feel about the state of weirdest heroes Chogall, Murky, Lost Vikings, and Abathur? It looks to me like one of them is too popular and the others are too unfavored. A: This is somewhat of a difficult question to answer, as I believe it is a complicated issue.I really enjoy the weird, unique heroes that our game has to offer. I play the heroes that you listed a lot and enjoy them immensely (just ask any of the other Balance guys who are in this AMA). That being said, in my experience it’s extremely rare that these kinds of fringe characters exist in a space where they enjoy a lot of popularity while also being enjoyable to play with and against. I’ve found this to be true not only in our game, but in just about any game. While I’d love to live in a world where these characters are fun, balanced, feel good to play with and against, while also retaining their full flavor and unique space in the game, I think that it would require an unreasonable amount of work and would have a very high chance of failure. I also believe that, inevitably, most attempts to make these characters more mainstream would result in stripping away more and more of what makes them unique, as their special traits are directly at odds with what makes them unfun to play with or against in the first place. My perspective now with these kinds of heroes is that am not eager to overhaul them, but I would instead massage and tweak them to be better versions of themselves over time. The recent changes to Cho’gall are an example of this, where I was looking to just make the hero more fun to play and have more interesting and competitive choices in their talents. I think we can make these heroes a little more mainstream and fun to use, but it’s important to me to keep their uniqueness as much as possible while doing so, unless they are a large problem at some level of play. If they are creating a huge amount of disruption for many players, then I think it’s more warranted to remove some of their uniqueness in the name of a better play experience for everyone. I hope this adequately answers your question!
Q: But how can you massage Abathur? where are its shoulders? A: Crap.
Q: In most redesigns and recent heroes, you've gone for the "apples to apples" philosophy which basically means that we no longer get to pick the direction of our heroes. Will that be changed? To give an example with Zagara, before her remake she had a viable creep build but that was killed off entirely and now there's basically no build at all for her. You can pretty much random the talents now as they end up doing basically the same thing in slightly different ways. Level 1: You now do a bit more damage in PvE, regardless of what you actually need or want. Level 4: Your auto attacks now do a bit more damage, regardless of what you actually need or want. Level 7: You now have slightly better poke, regardless of what you actually need or want. Level 13: You now gain a slight bit of survivability, regardless of what you actually need or want. Level 16: Your Hydras are a bit more effective, regardless of what you actually need or want. Level 20: Don't even get me started, she has no level 20 unless you picked Nydus. There's basically no point in even having a talent selection system with a tree design like Zagaras, there's no choice of direction at all apart from her lvl 10. The same theme can be seen in hero after hero, especially after being remake. Like Rexxar for example. Will you revert the "apples to apples" philosophy as it basically means no choice of direction at all for the player? A: Short answer: One of the core tenets of design is that by creating limitations, you gain greater freedom in all the areas where you don't limit yourself, and can focus on making these areas awesome. We think the "apples to apples" actually allows us to make more interesting Talents and push the limits of what Talents provide as a whole. Now the long answer: Let's start with the major goals of the Talent system, just so we have a common language. To give a sense of growth to your Hero over the course of the game To add replayability to a Hero by giving you multiple interesting choices that changes the way you play them from game to game To add customization and ownership to your Hero that fits your preferred playstyle Now, over time, we've played with a lot different styles of Talent trees all trying to fulfill these goals, and we've learned a few things. 95% of the time, if a large majority of the Talent tiers offer vastly different choices (aka apples to oranges), one of them becomes dominant. Healers want healing. Damage dealers want damage. While in a perfect world these would all be really compelling and awesome choices, it rarely works out that way even after considerable efforts at tuning post ship. In order for tanky Talents on Valla to be attractive one-off choices, we need to make them really powerful. And if those choices are on almost every tier, then there's the option of Valla building almost exclusively tanky options, which would deviate from how we think the Hero should play. Offering this much variance typically means we need to dilute the effective power of the Talents or remove synergies within them, because if Jaina could choose 6 Talent tiers that all augmented her damage in a synergistic way, there is a huge jump in the power that a Jaina can deal by the end game. So instead we try to concentrate the coolness of the Talents into less choices that can be really synergistic and awesome and BIG COOL WOW MOMENTS. There are a few cases where "apples to oranges" does work, though we usually only do it on a few tiers. Continuing the Jaina example, at level 13 she can choose to take Ice Barrier (survivability), Icy Veins (damage), or Storm Front (something in-between). Now, we can make Ice Barrier a really powerful defensive Talent for Jaina that you can splash into your regular build, and have it feel like a meaningful change to the way you play your character. The most common place you'll see these hybrid tiers are on our Bruisers, as they are hybrid characters to begin with, and often survivabilty = damage for melee characters (staying in the fight means more damage). But we try to only do these 1 or 2 times on a Hero, for the reasons stated prior. Now, if you haven't noticed, we're always working on Talent trees. We can basically tinker with them forever to try and get them right, and we've learned so much over time from iterating on them. Some of the examples you bring up of Zagara and Rexxar have traditionally been difficult trees to get right, and I wouldn't be surprised if you don't see some more work done on them as we continue (you could say that about any Talent tree to be honest). We are trying to add interesting ways to play that are different. We just don't want to take the easy way out and say that simply because Valla can get tanky, it's a fun way to be different. We instead try to focus on more nuanced gameplay, like Hungering Arrow or Hatred Builds, and making sure that there are reasons to take each of these.
Q: Very good design philosophy. Has there been any consideration for talents designed to 'soften' a hard counter? Example: a talent for Butcher that gives him move speed or other small buff when blinded. (You could even call it Blind Rage!) Talents that depolarize the matchup without removing the counter entirely. These can be placed in 'important' talent tiers so you must give something up to avoid the hard counter. Depolarizing these matchups seems a very desirable goal and I feel the talent system is uniquely suited to it. A: We've talked about it in the past, but it's an area we tread lightly. We like the cleanliness of having Physical Armor or Blind be the counter to Basic Attackers. Then saying you could take Talents that say "oh but wait it's not", creates a sort of arms race that isn't something we're excited to pursue.
Q: Now that there's no competitive scene to worry about, does the balance team have more creative freedom than they used to? Are we going to see reworks or even new heroes that push the meta boundaries again like Abathur and Cho'Gall? A: It’s still a bit early to say, as there are people out there who are playing Heroes of the Storm competitively. What I can say that right now we have been exploring being more liberal and less scared to make bolder changes in our balance patches, which you’ve seen over the last couple of months. I personally feel that these changes make the game feel more fresh and fun, and would love to continue doing more of these kinds of changes going forward. I would like to pose the question you all since you own the game just as much as us. Do you like the direction that we have been going recently with larger balance patches that include more functionality changes and influence more heroes compared to what we have in the past?
Q: In the last balance update it was joked that "we're going to make you want to pick Aether Walker". Why not make it so that the mana reduction part of it is always active and only the CD reduction is based on when you last took damage? A: I like the way you think.
Q: Will Chen ever get to see a rework of some sort or balance? A: Yes.
Q: Can we have some spoilers? A: I don't want to give away any specifics, but so far the results have been... Staggering.
Q: Heya! Level 140+ Ming here! What do you think about the Li Ming threads that are asking for the Calamity damage to become baseline and to give her waveclear back? Are you still ok with her 3% scaling for basic abilities and 5% scaling for heroics? (Personally I'm not a huge fan of this) Since Ming is such a mana hungry hero, should all her lvl 1 talents provide more mana efficiency? Maybe Astral Presence increased to 35% (50% was indeed too strong, but 25% feels too late), Aether Walker could remove the mana cost for Teleport unconditionally and only keep the condition for the cd reduction. And also Force Armor could return some mana per Missile that hits an enemy Hero. A: I would say that as a whole we are fairly happy with where Li Ming stands. She is still an incredibly popular hero who is performing adequately for how often she is picked. Her talents could use some improvement, but honestly for how long they have existed compared to how often we have changed them, they have also been doing fairly well. Regarding her talent diversity, I’ve made some strides in this regard recently, and I think you can expect a similar style of changes going forward. In regards to Calamity, I don’t think we’ll see a world where we make it baseline. From her inception, Li-Ming was intended to not have the greatest wave clear in exchange for her powerful poke and ability to dramatically turn a team fight when she scores takedowns. Giving her great wave clear would be a gigantic buff which would inevitably cause us to nerf other parts of her kit that better relate to her core identity. In regards to her scaling, it is something we could look at but it hasn’t caused any issues, so I’m hesitant to change it when she is performing so well already. Her Mana costs are intended to be significant, particularly in moments where she’s getting resets on the enemy team. I can see a world where we make her Level 1 talents a little more potent in this regard, but we definitely still want to see her run out of Mana in long fights or when she gets resets.
Q: I would love to know what's still coming. The role rework is nearly complete, right? What's next after that? Any plans to expose player MMR? Any plans to add all of the ARAM maps to the custom games map list? Is in-game clan support still a possibility? Any hope for an in-game tournament mode? Will I ever be able to spectate a friend's match? Is the public API still in the works? Will we ever be able to read 'official' stats instead of relying on incomplete data collected by fan sites like Hotslogs? I just want to know what to look forward to next :) A: We are discussing the pros and cons of exposing MMR and have asked for the communities thoughts about it :) There are no current plans to add the ARAM maps to custom games, but we do have some plans for ARAM in general that are under development. Clans are still a very real possibility. It's all a matter of passion and prioritizing, and I know this is very high for both the community and us as developers. Tournament Mode is something we have always wanted and we have discussed finding a way to make it a reality. The infrastructure for creating teams (what Team League originally was) is still around, and could be the starting point to automating tournaments. That said, there are so many questions to answer and development time costs to examine. The ability to spectate has been explored and is not impossible, although there are some significant technical hurdles that would have to be solved. Pat talks about that a bit more in depth in another post. A public API is something I would love to get to the players but I don't have any current information on it to share.
Q: What are the highest priorities for the game right now? A: We have some immediate things that we want to do to get the game stabilized, including fixing the AI that we broke recently and delivering the Ranked Play improvements being outlined by the team here today. From there, our ongoing focus will continue to be around making improvements, changes, and additions to the game (design/balance/content/technology) that keep it feeling fresh and fun, as often as we can. As the team settles and we get through some of these urgent endeavors, everyone on the team is empowered to be asking themselves what the most impactful thing they can do for the game and for our players is each day. And we'll do as many of those things as we can, as quickly as we can. Your input continues to be critical in our plans, so thank you for being a part of this.
Q: It looks horrible that you have left the AI broken for so long. It makes it seem like HOTS is just not a priority for Blizzard - since clearly a bug that hurts gameplay so much would be fixed immediately in Overwatch. Actions speak a lot louder than words. Or, lack of action in fixing this bug tell us more than carefully-written words in an AMA. Please fix this soon, as it ruins so many games. A: We agree that the way the AI broke is unacceptable and have been working very hard on a series of fixes that are in test. It's really important to us to fix this without introducing new issues or exacerbating the current issues, so the testing process is more involved than other changes that we make to the game. As you've probably seen from our past missteps, rollbacks and fixes are usually much faster and easier to turn around than this one, and we're really disappointed that things got to this state and are taking this long to rectify. We're eager to get this fixed - thanks for sharing your thoughts.
Q: Balance: How do you feel about Deckard Cain right now? It looks like he's under-performing a lot. A: Deckard Cain is an interesting hero. He was a monster at the higher levels of play not too long ago, and then we nerfed him fairly significantly and have slowly been bringing him back up since. He is still a bit weak, so you can expect him to get some more buffs in the future. We are taking an incremental approach to bringing him back up in his win rate as he can quickly dominate the Healers in the game when he is too strong.
Q: ( Balance ) Why is block based on the number of times attacked instead of a timed amount such as a magic defense buff. I feel the talents that utilize block are easily negated by rapid attacking heroes such as lucio, Dva, and Genji. Am I missing something here, or would this not be a better way to go to make block a more useful talent? On a side note, I would personally like to see more cross universe skins, like the butcherlisk, goblin junk rat, and death wing dva. Just my opinion. Thanks for your continued dedication and support for this amazing game! A: We've traditionally made Block and similar Talents use charge based effects so that they were especially useful when trading. The idea behind them originally was that you could feel free to go in when your Block charges were available, and then back away when they were gone. There's also something visceral about getting a high block value on a few attacks, as opposed to spreading it out over a duration. And if we were to try and create a really short duration high value Physical Armor, it would be noodley since it's much more difficult to anticipate exactly when your opponent is going to Basic Attack you. It's true that it's less powerful against fast Basic Attacks like Tracer or Tychus, but in general we think there are already plenty of counters to Basic Attacks so having Block only be effective sometimes is a positive.
Q: The most recent balance patch has buffed lots of weak talents, rather than nerfing the strong ones like before. Is this related to the cancellation of professional matches? Or just to try a new approach? In addition, almost every hero’s modification has a developer's comment now. Why? Will it continue in the future? A: Since the new year we have been trying a new approach where we make more changes to more heroes. This is something that I have been passionate about for some time, and we feel like it’s a good time to try to be more experimental with our balance patches. We also have been wanting to increase developer communication, and our last balance patch was an experiment with having every change come with a developer comment. This is still something new for us, so please let us know if you want to have larger balance patches like we have had, and if you want to have every change come with a developer comment. This is not something that we have to do and we can change this, but right now we feel like it has been good for the game.
Q: Will it be possible to have fixed teams per seasons (with a Team MMR instead of a personal MMR and special rewards) in the future? A: It is definitely possible! In fact, the original launch of Team League was designed to do this exact thing. While we ultimately changed that design direction, we have very recently started early talks about potentially bringing it back in some form. We all know how incredible and rewarding the game is when played with a static group of friends and we are looking to prioritize the features that would most dramatically help players find and play with their buddies!
Q: The current version has too many ranged mage heroes. A large proportion of the total damage output is of ability damage. Now the DPS contest is more like an exchange of abilities. Valla, Tracer, Greymane and other heroes become less playable, and they require much resources from the supports. Is there any plan to adjust this in the future? A: This is a fantastic question. Honestly we haven’t discussed the parity between Basic Attack heroes vs. ability based heroes at length recently, and I think it is a discussion worth having. I cannot promise any changes right now, but I will bring this up to the team and see where we stand in this regard.
Q: Are there any balance changes coming for valeera? As a long time valeera main I love her to pieces but I feel forced to pick a similar build every game (sinister strike + ambush build), and she feels like she could use some tweaking. Blade Flurry especially feels like a waste of energy in fights, and using it almost always reduces my effectiveness. 40 energy is very steep for an ability that doesn't deal all that much damage, and doesn't help you stick to your target like sinister strike does. I would also like her scope of usefulness to be expanded a little. I very rarely get to pick her in draft as she's so niche, and even in those situations where she can work, i feel a nagging feeling that I could be having a higher impact on other heroes (Like varian in the anti dive role, or most other melee assassins if you're drafting her in a stitches comp or something to blow someone up). In my experience the most uniquely powerful thing she can really do is shut a hero like butcher or artanis down almost permanently with the insane blind uptime from level 13 onward. Ambush build is her best right now, because it allows her to actually secure kills, and because the CDR on vanish is so important. She basically just has to spend her time waiting for imperius to land a Q or kerrigan to land a combo or something like that, then jump on the target and delete them with the team. Easily the most effective way to play her. But not really something exclusive to valeera. Death from above's CDR means you can swap targets more effectively, run away sooner if you need to, and even ambush a second time for even more damage. Unfortunately, this doesn't work with CC so you feel kind of forced into ambushing. Not because it is most effective, but because it gives you CDR on vanish which is just that important. Valeera really misses nightslayer. I'll say that much. The seal fate + sinister strike build basically relies on hunting down people who are wandering around alone late game which won't happen if your opponents have brains, so it really falls off. The teamfight power of this isn't strong enough. She is very bad at diving the enemy team as her damage isn't hard to heal off, she has mediocre escape tools, and she isn't good at switching targets mid fight. She's more like "jump on someone, dump everything on them, and hope they die" which she again isn't really good enough at to play her in that role. Her stun is not long enough to set up kills like other heroes can unfortunately. Being teleported BEHIND the target is often more of a curse than a blessing, as it means you'll be in the middle of the enemy team and easy to punish (another reason why death from above's cooldown reduction is so important, without it you can't even attempt to make a play like this safely, but with it you can do it once in a while). Because of this, she really cannot be the one to initiate on the target, and when your tank is isolating someone you'll get the most out of ambush build to maximize your damage. Her anti-dive power is really limited to shutting down a single diver. Illidan, butcher, genji, and so on can be shut down, but you can only shut down one at a time. She can peel reasonably well against one hero, and that's really it. A coordinated dive with anub, etc, genji, kara, and so on will leave you unable to really do much. She's more of "anti one diver" than anti dive. A: I think we've mentioned this in past AMAs, which unfortunately reminds me that we haven't been able to get changes for Valeera out to you all in a timely manor. I'll try to give you what our current opinion of Valeera is (at least right now): Having a bunch of Talents that focus on only 1 opener isn't ideal, since it discourages you from ever using the other openers She's always towed the line between viable and frustrating, mainly due to having burst and CC on the same kit. One of our original goals for the Hero was to be the "anti-carry", being able to really shut down the throughput of 1 particular character. Obviously there are challenges to make this dream come true without being frustrating if you're the chosen prey of Valeera, so we'll have to see how that goes as we refine her place in the Nexus.
Q: One of the primary criticisms of HotS that's existed since the game's inception (and the primary reason I now believe HotS never took off against primary competitors) is reduced player agency vs other Mobas, i.e. reduced individual impact (or the perception thereof). My question is: Are there any plans to make core adjustments to increase player agency? A: This exact concern is probably the largest and longest running in our bullpen. We love the team-experience that Heroes has brought the genre, but have always been looking for ways to also allow individuals to show off their skill. If you look at the history of the game, a lot of design decisions and changes have been pointed towards this direction. Quest talents were directly evolved from trying to find ways to create skill-based asymmetrical power spikes throughout the game. You will also notice that a lot of our reworks and newer Heroes have dramatically higher skill-ceilings, allowing talented players to really showcase the power potential behind the Hero. As for the future, I don't think we will ever stop trying to find new and creative ways to allow individuals a chance to show-off how good they are and make huge plays. All this said, the heart of the game is based on winning or losing together as a team. For some fun insight - we have done quite a bit of experimenting around ripping out team levels completely but every time we do it, the game starts to unravel and loses a lot of the magic that makes it so incredible. However, I doubt that we will ever stop trying these things because even when they ultimately fail, it helps us understand and reinforce the largest core pillar of our game!
Q: Has the suspension of HGC influenced the development team on the hero/map balancing? A: The short answer is that the change is still relatively new, though we are currently experimenting with being more liberal with our balance changes, and have been making more changes that in the past we would have seen as being too risky with a constant competitive league running. Our focus with our changes is still to make the most fun game possible, and while we will always look at high level play, we are looking to be more bold with our balance changes in the near future. Please feel encouraged to give us feedback on whether or not you like this shift in our balance patches, as this is not something that we always have to do, even if it is what we want to experiment with for now.
Q: Thrall: Recently, development has deliberately walked back the “Quests everywhere!” philosophy they first rolled out on Thrall. The hero is in a good spot, but his tree suffers from over-emphasis on quests (and some that are just too punishing/inferior). Do you intend to go back and brush up his tree to match the departure from over-saturation of quests, or is he in a good enough spot that you’d rather leave him alone? (Thrall is still my favorite hero, BTW, and I really like his rework. Not knocking him or the job you’ve done with him, just curious!) A: One of the cool things about Talent trees is that they can have their own unique flavor on each Hero. In Thrall's case, he has quite a few quests, but we think that's something that makes his Talents different and for the most part work on the character. I wouldn't expect us to do this type of thing very often however. And let's be honest, Thunderstorm isn't exactly a quest Talent, we just use the quest pings for it. In fact (keep this between you and me), we're planning on removing the quest classification of the Talent, which will reduce Thrall from 3 to 2 Tiers of Talents that are quests.
Q: Is there any plan to rework Kharazim's Transcendence and Insight builds? I can't but help feel that the requirement to land free punches in order to function as a strong healer is less about the player's skill and more about whether the opposition chooses to let you do it, either through negligence or lack of coordination or whatever. A: We don't have any plans to drastically rework Transcendence or Insight. While we think there's some small changes we can make to his Talents to allow him to be a little more consistent with his ability to Basic Attack in general, statistically Insight and Transcendence have comparable winrates, and while Iron Fists is the most picked at high level, the other two are still close. We try to walk the line with Kharazim between making Transcendence and Insight a meaningful portion of his power pie, without making the healer feel like he can't heal unless he can manage to punch people an entire fight.
Q: Is there any plan to rework malthael tormented souls and/or buffing "passive" build? Or maybe even reworking him again? A: We don’t have any plans to rework Malthael. However, while Tormented Souls is performing appropriately compared to Last Rites, I agree that it is a little simple and could use some love functionally to make it more interesting. I’ve made a note to see what we can do to spruce it up sometime soon ™.
Q: Are there any situations where you would consider large nerfs in a single patch instead of several small nerfs across several patches? I've noticed that many high-performing heroes like Hanzo and Maiev would receive several, small nerfs over many patches that, at least from my point of view, would do very little to reduce the massive impact they have in my drafts and games. I've also seen this with buffs for heroes like Lunara, who has received a single buff to a single talent across multiple patches as opposed to getting several buffs at once. While I'm sure small buffs and nerfs are preferred to prevent over-buffing or over-nerfing a hero, are there any situations you would consider more dramatic changes to push a hero up or down in power much faster than they currently move? A: The scale of the changes we do to a hero are almost always to scale with the challenges that they are posing at any particular time. I am however fairly comfortable in saying that in most cases small incremental changes are the preferred way to do things. The biggest reason is that, like you pointed out, there is much less risk of overshooting and creating a new problem. There have been some times in the past that we have done larger changes when we felt they were warranted, with some examples being changing Garrosh’s Q or Zarya’s trait tuning when she released. However, generally we feel it’s much healthier for the game to do small changes over time and saving the large, dramatic changes only for times when they are absolutely necessary.
Q: Balance: How do you choose which underperforming Talents to buff and/or to buff first? I noticed you buffed some only, with probably more to come in the future. I love how you balanced the game during the last Season! A: There are quite a few factors we consider when doing minor talent tweaks like the ones you’ve seen over the past few balance patches. This isn't a complete list, but I’ll try and touch on a few with some personal examples: Is the talent fun? I would be hard pressed to precisely define what makes a talent ‘fun’, but, generally, it’s creating interesting choices that have meaningful impacts on the way the hero interacts with other heroes and their overall environment. Sometimes talents are overly focused to the point where they become binary (and thus unfun) choices. For example Lt. Morales’ Vanadium Plating talent (Level 7 Safeguard) used to only provide its bonus against Stun effects. While the bonus it provided was great (55 armor!), it was so situational that you hardly ever saw its effects and that made it not very fun. Now, with Root effects granting the bonus as well, you can reasonably expect to see a fat 55 next to your allies’ nameplate several times during a game and feel good about the choice you made. Is the talent under-performing numerically, or does it have a structural problem keeping it from being valued? Talents that provide very linear bonuses to the things the hero should be doing already are very easy to analyze and change while talents that have more intangible or circumstantial benefits are harder to address. A great example would be the recent changes to Li-Ming’s Aether Walker (Level 1 Teleport). While the fantasy and mechanics of zippin’ and zoopin’ around the battlefield is really cool and satisfying, it’s hard to pin down exactly how much value you’re getting from it over the course of the game. Compare that to Power Hungry which very obviously makes your blue bar fill up faster and your purple pew pews make bigger numbers. Adding Magic Missile damage to the talent was a good way of injecting guaranteed value to an otherwise circumstantial pick. Does the talent work against the prevailing ‘meta’ of the hero? I won’t speak for all our designers, but from my experience, once your designs are in the hands of countless players of all skill levels all over the world, your understanding of individual pieces of the design will change. It’s exciting to see how heroes are played when they’re out in the wild because players have a wide variety of playstyles, aptitudes, and opinions as to how a hero should be used. When this sort of case arises, we go back to the drawing board and try to retool the talent to align more with player expectations. A personal example for me is the Azmodan rework and his level 1 Q talents. While he was intentionally being pointed more towards PvP teamfighting, I wanted to keep a PvE option available in the form of the Greed talent. Unfortunately for me, the efficacy of his PvP potential was seized upon by players and Azmodan’s meta role as a lane controlling soak machine fell to the wayside in favor of pure artillery poke. No matter how much PvE power we could pump into this talent, it was not going to be picked against the other talents that helped Azmodan get big beefy dunks.
Q: Is there any chance for a Tassadar rework? I hate being flamed for playing my favorite hero on QM. A: Absolutely! While we're not ready to share specific details yet, I can say that we're steering him towards the spell caster fantasy and play-style you would expect of a High Templar.
Q: Man this is the most exciting thing I’ve read in here. I love tassadar but I wish you’d just remove the shield ability, it doesn’t fit his fantasy whatsoever. Also his trait is just weird and isn’t a high Templar ability. Put power into his damage and make him the mage he should have been for years now. A: I will say that we've drawn a lot of inspiration from the Legacy of the Void opening cinematic and hope to capture the fantasy it invokes. https://www.youtube.com/watch?v=M_XwzBMTJaM
Q: Actually a Design question: Will you rework your wording to allow less confusion of sub-roles? Having a "Mage" is extremely confusing for new players since they think "Nova can't be a mage because she has a sniper rifle". Also, you have a word (Mage) for Spell Damage Dealers (which doesn't discriminate between Melee Spell Damage or Ranged) but you don't have a word for Ranged Basic Attack Damage Dealers which is a gigantic mouthful. Why hasn't this been properly researched and implemented? A: Thanks for the feedback! I'll bring this up to the designers before we rollout the UI for expanded roles role in an upcoming patch.
Old Fortune article on Jeffrey Gundlach. It’s a fun read.
Firing the $70 billion man: Full version By Mina Kimes, writerMarch 10, 2010: 10:10 AM ET NEW YORK (Fortune) -- On November 19, 2009 Jeffrey Gundlach was named a finalist for Morningstar's award for bond fund manager of the decade. For Gundlach, the nomination recognized 10 years of stellar results, exceeding even the returns of the legendary king of bonds, Bill Gross. Two weeks later Gundlach was confronted, fired, and then pursued on foot out of a Los Angeles skyscraper by two lawyers working for TCW, the money management firm with $110 billion in assets where Gundlach had worked for 24 years. Not only did TCW oust Gundlach, but the firm also announced that it was acquiring an entire company -- crosstown rival Metropolitan West Asset Management -- to replace him. That in turn set off a wave of defections from TCW, as 45 of the 60 staffers who had worked for Gundlach streamed out the door to join him at a new firm that he had opened within days of leaving. Then things really turned nasty. TCW filed an incendiary lawsuit in January accusing Gundlach of conspiring with confederates at TCW to steal proprietary information as part of a long-running plot to form their own competing firm. The suit added a salacious twist of the knife, perfectly calibrated for maximum media interest -- Gundlach had allegedly stashed a trove of illicit material in his office: 70 pornographic magazines and videos, 12 "sexual devices," and several bags of marijuana. Gundlach has countered with his own lawsuit. He charges TCW and its owner, the French bank Société Générale, with pushing him out so that they can get their hands on his lucrative fees. In addition to his mutual funds, Gundlach had managed what were effectively two hedge funds for TCW, each of which commanded the amped-up fees typical of those vehicles. Gundlach calculates that he would have personally reaped $600 million to $1.2 billion over the next few years. What in the name of Peter Lynch is going on here? Sure, we've come to expect shenanigans from Wall Street. But even if the mutual fund world hasn't been exactly pristine (remember the market-timing scandals a few years ago?), more often than not its managers and executives have been well-behaved schoolboys compared with the leather-clad (in spirit, anyway) rock stars among the investment bankers and hedge funders. But unlike most mutual fund companies, TCW has always aspired to a Wall Street culture. In particular, it cultivated a star system. The company grew by importing ambitious money managers and granting them autonomy. They could invest as they liked; TCW would handle sales and marketing. The two sides would then split the fees, with each manager cutting an individual deal. The result could be huge rewards for managers -- Gundlach made $134 million over the past five years -- but some came to view themselves essentially as sole proprietors. TCW seemed content with the arrangement and did little to tie its managers' fates to the company as a whole. Few of them, for example, received significant stakes in TCW. That bred frustration in multiple generations of standout performers, who viewed corporate executives (some of whom did receive ownership shares) as getting rich off their toil. So it went for Gundlach, a bona fide investing star who, by the end, oversaw about 70% of TCW's assets, some $70 billion, putting him in charge of one of the biggest pots of money in the country. Gundlach didn't just generate steady returns; he avoided the blowup of the century. A specialist in mortgage-backed securities, he publicly warned in 2007 that "the subprime mortgage market is a total, unmitigated disaster, and it's going to get worse." He invested accordingly, not only delivering positive returns in the blighted year of 2008 but also earning himself a growing role as a media sage. His ego grew along with it. There are few people like Jeffrey Gundlach in the mutual fund world -- or in any world. A former rock-and-roll drummer, Gundlach, 50, is a math whiz (but not a quant). He views everything in binary terms: Either you perform to his standards or you don't, and he won't hesitate to let you know which category you fall into. Nor is he shy in articulating his view of himself. "I was by far the biggest revenue generator at TCW, by far the biggest performer," he says. "I created $4 billion in value for clients in '09. If telling you that is self-promotion, so be it. It's just a fact." With Gundlach, it's hard to tell which is largest: his brain, his self-regard -- or his resentment of TCW. He claims that his recent firing was actually the third time the company tried to get rid of him. "All three of them were an attempt to just steal the economics," Gundlach contends. "And this time they did it. Except they didn't steal the economics. They blew it up. They blew it up. They tried to steal the economics, but they didn't understand. They never understood." TCW customers, meanwhile, have been watching the blood feud in disbelief. Investors have fled, with assets shrinking $25 billion since Gundlach was fired. For those who have remained, it seems that their patience is limited. "I'm aware of the investment prowess of both [Gundlach and the new TCW team]," says Mansco Perry III, CIO of the Maryland State Retirement and Pension System, which has $50 million invested in TCW. "But right now I don't believe they're acting in the best interest of their clients." frey Gundlach is the sort of boss who inspires sharply divided opinion. He fostered loyalty among the members of his60-person team at TCW, handing out generous bonuses to his group. He also openly mocked the company's other divisions, especially its stock team. Many outside Gundlach's orbit viewed him as an ill-tempered bully. He subjected subordinates to withering cross examinations and relished pointing out errors. Some in TCW's New York offices celebrated his dethroning by posting printouts of his scathing e-mails in the halls. By contrast, loyalists valued his directness. Some would preserve his occasional written compliments as treasured mementos. "You don't have to guess where you stand with him," says Bonnie Baha, a portfolio manager who followed Gundlach to his new firm, called DoubleLine. An interview with Jeffrey Gundlach is less like conversation than like listening to a manic stream-of-consciousness monologue. Consider Gundlach's description of his aborted stint in a math Ph.D. program at Yale (after getting an undergraduate degree in the same subject at Dartmouth): "It was a four-year Ph.D. deal. And they gave me a full scholarship, and it was very hard to get into. There were only seven people accepted, and they had hundreds of applicants. And one of the guys, he was Korean, he had come in via Toronto. I was the only American left. The other American had flunked out. There was a Chinese guy who had polio. That guy was smart. That guy was something else. He had crutches. He had horrible dandruff. He never took a shower, but he was one smart motherf----r, let me tell you. That guy is probably the smartest guy I ever met in my life. And he was my friend. I was the only guy he would be friends with, and there was this other guy, this Korean guy out of Korea, out of Toronto, and I didn't like him very much, and I was walking down the street, and there he was. It was like, 'Hey, Jeff!' They called me Jeff in the day. 'Hey!' You know, good to see you. I was Ike -- I had this really heebie-jeebie feeling, and he goes, 'Let's go to the bookstore and get our books.' And I was like, 'Uh, I don't know.' And he was like, 'What do you mean?' I said, 'Uh, I don't know.' And it hit me right then. I said, 'I'm not going back. I'm not doing it. I can't do it. This is pointless.' " Gundlach's mind combines that feverish quality with a near-total recall of endless minutiae. But somehow, when it comes to investing, he's able to process huge quantities of details and extract a big-picture message. The result has been superb performance: His flagship $12 billion TCW Total Return Bond Fund returned nearly 8% annually over the past decade. Those results beat 99% of competitors, and his nonpublic funds have done even better. For all Gundlach's prowess with numbers, it was anything but obvious that he'd go into finance. He grew up outside Buffalo in a family of modest means. Their only savings, he says, consisted of some Xerox stock, courtesy of their uncle, Robert Gundlach, the inventor of the modern photocopier. "We owned Xerox, and it went way, way up, and for the first time it actually felt like we had a little money. And then it crashed," Gundlach says. He was 12 or 13 at the time. "It was my first experience with a bear market, and I remember it really well. The rallies are pennies, and the selloffs are dollars, and that's always the way bear markets behave." In his mid-twenties Gundlach played drums in a variety of rock bands that performed in L.A. clubs but never made the big time. Meanwhile he was holding down a dreary day job in the actuarial department at Transamerica. One night in 1985 he was watching an episode of "Lifestyles of the Rich and Famous," that described the most lucrative careers. Gundlach decided he would, as he told one interviewer, "figure out my life." The program identified investment banking as the richest occupation. Gundlach didn't know what investment bankers did, but he contacted 23 firms. Impressed by his math credentials, TCW invited him in and offered him a $30,000-a-year job as a research assistant in the firm's bond department. (This despite the fact that, according to Gundlach, he didn't even know what a bond was at the time.) Gundlach was thrilled. He loved wearing a suit and tie to TCW's elegant offices. He became fascinated by bonds. "I felt like I was in the middle of something that was important and exciting," he says. "I loved it! When I would walk into a meeting and be able to say, 'I'm from TCW and here's my business card,' I was proud." As a young analyst, Gundlach zeroed in on the mortgage market. By age 27, he says, he had developed a reputation in his niche as a "young hotshot." After four years at TCW, he was promoted to co-chair of a new division -- mortgage Bonds -- and then made a managing director in 1991. "That doesn't happen," he says. "You don't go from a trainee to managing director in seven years. I was running the most important department at the firm, but the firm didn't like the fact that I was growing so much." Gundlach is getting ahead of the story, but it appears he would later be right. When Gundlach arrived -- and still to a large extent today -- TCW seemed like a museum version of a Wall Street firm. Even in ultra-casual Southern California, for example, the firm had a suit-and-tie dress code. Gracious meals were served in its white-linen dining room. TCW was founded in 1971 as Trust Co. of the West by Robert Day, who inherited millions as the heir to the Superior Oil fortune and hobnobbed with the Martha's Vineyard elite. Day was a hard-nosed boss who used to smack errant employees on the head with his cigar, Gundlach says. (Day says he doesn't remember doing so.) In those days 80% of TCW's assets were in stocks, the rest in bonds. By the end of Gundlach's tenure, the ratio would almost flip. Day built the firm by luring in Wall Street talent. One prominent star, who joined in 1985, was Howard Marks, a junk bond manager who came over from Citicorp. Marks thrived, accumulating $7 billion in assets, about 15% of TCW's total at the time. But he grew increasingly dissatisfied with having to fork over half his fees to TCW. And he resented the fact that TCW would give him no more than a nominal stake in the company. In 1995 he announced that he was leaving and taking his team with him. Marks' departure was a less lurid, but still bitter, harbinger of what would occur with Gundlach almost 15 years later. Day sent a furious letter to clients blasting Marks' exit as "disloyal at the very least," according to press accounts at the time. TCW then quickly replaced Marks' team by purchasing Crescent Capital, a small high yield bond firm in West Los Angeles. The equity issue took on new importance when TCW decided to sell itself. In 2001, Société Générale bought 51% of TCW for $880 million. The deal, former employees say, meant lucrative paydays for a cadre of executives, including the founders of Crescent, who had received large chunks of the company. Some longtime TCW employees were embittered by the newcomers' windfall. Management tried to mend the problems that led to Marks' departure, but the lack of equity for many managers remained a sore point. SocGen announced it would escalate its ownership to 70% and leave 30% for TCW employees. But that 30% turned out to consist of SocGen stock options rather than TCW shares. By 2007 the French bank owned 100% of the company. Meanwhile Gundlach was accruing more and more influence and renown. In 2005 he was promoted to chief investment officer of TCW. And he was named Morningstar fund manager of the year in 2006. His decision to pull his mutual funds out of riskier debt and his accurate forecast of a looming recession brought him favorable publicity and a steady presence in the press. (Another division of TCW, also under Gundlach's umbrella but not his main focus, was a giant issuer of CDOs, many of which imploded.) It was Gundlach's time. His reputation was growing, and bonds were beginning to enjoy their moment in the sun. The result: Investments in his funds swelled. So, too, did his ego, according to former co-workers. "He started to think of himself as a god," says one who worked with Gundlach during that period. Gundlach remained mostly satisfied until January 2009, when SocGen announced that it intended to take TCW public in five years. The uncertainty, he says, made it harder to drum up new business. And he grew even more vexed a few months later when he was passed over for the job of TCW's new CEO. Instead, the position went to the company's former president Marc Stern, who came out of retirement to assume the position. Gundlach was infuriated by Stern's return. He was offered the job of president but turned it down. Always outspoken, Gundlach grew openly critical of TCW's management, even deriding executives while they sat a few feet away in the company dining room. Rumors began to circulate that Gundlach would be fired. By the summer of 2009, he says, it had become difficult to work under that stress, as well as to face TCW's uncertain future. In September, Gundlach met with Stern and offered to purchase the firm at a valuation of $700 million. TCW says Stern passed the offer onto SocGen, which rejected it. TCW and Gundlach disagree about exactly what was said at the meeting. What's clear is that Gundlach at least broached the possibility of taking his team and leaving. TCW interpreted the statement as a threat and prepared for combat: The company hired investigators to look into the affairs of Gundlach and his closest lieutenants, tapping their office phones and monitoring their e-mails. At the same time they initiated clandestine talks with MetWest, the $30 billion bond house that would eventually replace Gundlach's team. Gundlach was preparing too. He and his "co- conspirators" began e-mailing one another in September about their plot to steal information, according to TCW's complaint. The suit alleges that the group referred to Gundlach as "the Pope" and "the Godfather" and swiped 9 million pages' worth of client contacts, trade tickets, and software routines used to process the complex data that go into analyzing mortgages. They retained a realtor to find an office space with 50 trading desks. Gundlach acknowledges that his team looked at commercial real estate. It made him feel better, he says, to be making plans when he knew he was going to be fired. "I felt powerless," he says. He insists, however, that he had no knowledge of the downloading, his e-mails prove otherwise. Gundlach says he hired a third party to expunge his employees' computers of TCW data and returned all their hardware to the company. The crescendo of rumors -- of his ouster, of a sale -- was wearing on Gundlach. Still, he had no inkling of what was in store for him on Dec. 4, 2009. At 1 p.m. that day, when the markets closed on the East Coast, he was summoned to the 17th floor of TCW's headquarters. Michael Cahill, the company's general counsel, was waiting for him in a conference room with John Quinn, one of Los Angeles' top litigators. Cahill told Gundlach that TCW was putting him on administrative leave. Gundlach argued that the move would cause a disastrous customer exodus unless they negotiated a settlement that resolved various fee and management issues. The lawyers asked him to read a draft of the complaint TCW was planning to file against him. When Quinn tried to place the papers in his hands, Gundlach got angry. He stormed out of the room and began walking down the stairs. Quinn and Cahill trailed him, thinking he was headed for the trading floor one level down, but Gundlach kept going. It was a surreal procession, says Quinn; they marched down 17 stories in total silence. The lawyers followed Gundlach out of the building and onto the street until Gundlach finally turned around and told them he wasn't planning on stopping anytime soon. While all this was happening, chaos had erupted on TCW's trading floor. CEO Stern sent out a companywide e-mail announcing Gundlach's termination and the acquisition of MetWest. Then Stern appeared to reiterate the news in person. Analysts watched in shock as a team of private detectives and attorneys descended. Gundlach's suspected conspirators were herded into offices and conference rooms, where the investigators interrogated them and seized laptops and records. Some company-owned BlackBerrys went dark without warning. Nervous employees scurried around the floor, trying to figure out who had been terminated. By the end of the day, the tally was five. TCW proved inept in its efforts to stanch the turmoil caused by Gundlach's departure. On the rainy Monday morning after he was fired, TCW employees gathered in conference rooms for a companywide conference call. CEO Stern told his troops that the downpour was a sign of renewal, and that TCW would emerge as "a firm that has respect for everyone within the firm." But Day, TCW's founder and chairman, was less temperate in his remarks. He told the employees that he had been through this before -- i.e., with Marks -- and that there was no other choice. "It sort of reminds me a bit of General Washington crossing the Delaware," he said. "The general was in the back of the boat. It would be like a soldier getting up, trying to rock the boat, expecting to sink the boat. His choices are very simple. You shoot the soldier. You throw him off the boat." After a pause, nervous laughter emanated over the speakers. Some of Gundlach's former colleagues were horrified. A few started crying. Others walked out. "Whatever people may say about [Gundlach], here's a guy that has been working for his company for over 20 years and has made a lot of money for investors," says Luz Padilla, a fund manager at the company. "After that call, I was just incensed." Padilla hadn't been set on leaving TCW, she says, until she realized the current imbroglio bore an uncanny resemblance to the Howard Marks controversy -- a talented manager leaves after a fight over money, and a new team takes control. "It was a different set of players," she says, "but almost the same movie." There was also the fear that the arrival of the MetWest group would make the current bond team redundant. Dozens more followed Padilla out. Then came the surge of customer defections. By late February TCW's assets had dropped by some $25 billion. The most prominent deserter was the U.S. Treasury, which pulled out of the $4.1 billion Public Private Investment Fund it had started with Gundlach. Less than two weeks after he was fired, Gundlach announced that his new firm, DoubleLine, was partnering with a respected L.A. money manager: none other than Howard Marks. The onetime TCW star has thrived on his own, building a firm called Oaktree Capital with $70 billion in assets. Marks is buying 22% of DoubleLine and in exchange will provide the administrative backbone for Gundlach's new operation. Needless to say, an alliance between two of its former stars is also a not-so-subtle poke in the eye to TCW. After weeks of relative silence, TCW struck back. On Jan. 7 the company filed its explosive complaint. It emphasized the alleged plot to steal information. It also tarred Gundlach personally, referring to the pornography, sexual devices, and marijuana retrieved from his office. TCW justified the inclusion of the prurient material in the suit under the whisper- thin pretext that it constituted a breach of company policy. Asked about the contents of his office, Gundlach offers only the mildest of quibbles: "Not all of the items are mine." In a letter to investors, he noted, "I had every expectation of privacy in these spaces, which stored vestiges of closed chapters of my life." On a recent Thursday afternoon, Marc Stern sits in one of TCW's dining rooms with Jacques Ripoll, the head of SocGen's asset management division. The two couldn't look more different. Stern, 65, is barrel-chested with white hair and a loud, raspy laugh. Ripoll, 43, has a slick, dark coiffure and a heavy French accent. As Stern talks about growing up on a vegetable farm in New Jersey, one can't help but notice that his story resembles Gundlach's. Both were gifted kids who came from working-class families, and both share a love of art (Gundlach has an extensive collection of contemporary paintings; Stern is the chairman of the L.A. Opera, a passion he developed while riding on his father's tractor and listening to opera on the radio). Despite the controversy, Stern insists that TCW is better positioned than ever, and its new team, he pointedly adds, is "delighted to be here." Stern predicts that TCW will double its assets in three years. He stresses the importance of having "mechanisms where people share information and are willing to help each other." While not specifically naming Gundlach, the message is clear: The star manager didn't play well with others. TCW's new head of fixed income is MetWest founder Tad Rivelle, a self-effacing, professorial type -- the anti- Gundlach -- and no slouch as a manager. His Total Return bond fund has beaten 94% of its peers over the past decade. "TCW is ready for growth," Ripoll says. "To be transparent -- this was not possible before." And what of Gundlach's long-desired equity stake? TCW is giving shares to the new team from MetWest (as it did with the Crescent group) but is less definite about handing it to others. "When you have a company like TCW, it is very important that you have equity held by the employees," Ripoll says. "That is what we are putting in place." TCW's basic business model -- a collection of autonomous managers -- seems unlikely to change. In a separate interview, the founder and chairman defends the approach. "I started the company with $2 million, and it has $115 billion today," says Day. "The formula that has worked for 40 years is going to continue to work." (Day also insists Gundlach really didn't care about an equity stake; when given the choice, he always opted for more fees.) Gundlach, meanwhile, is still setting up shop. He has been through a lot of late. He showed up at meetings in January with a black eye and cuts on his face, which he says came from tripping and colliding with his desk at home. On Feb. 1, his wife of more than 20 years, Nancy, filed for divorce. And Bill Gross was named fixed-income fund manager of the decade; Gundlach thinks he would have taken the prize if he hadn't been fired. That said, Morningstar clearly still views him as legitimate: The organization invited Gundlach to deliver the keynote address at its annual investors conference this summer. DoubleLine has registered three mutual funds with the SEC, and it expects $10 billion in new accounts this spring. Gundlach says the most gratifying thing about the firing and its aftermath is that 45 people followed him from TCW -- proof, he says, that he isn't such a difficult guy to work with. As Gundlach walks through his new firm's offices, he looks happy. To reign there, it seems, is better than to serve at TCW. To top of page First Published: March 10, 2010: 4:46 AM ET
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There is no real proof that this software really works and this is the reason why we not recommend you to invest in another more reliable and trustworthy binary options system. Is Fantasy Stock Pro Auto Trading Software We won’t be recommending Fantasy Stock Pro software in light of the fact that it’s not an approved binary options trading software and the deals page does not persuade this is much else besides a “get rich fast” plans. As it’s highly unlikely for a free software to make you a millionaire in a matter of 5 minutes. So the traders should pay attention towards the privacy policy and agreements of the site as it does not seem legit to us. Conclusion After detailed investigation our team concluded that this Binary Robot is not safe. The lack of real and unbiased reviews on the Internet only increases our uncertainty. After opening an account with this auto-trading system, we have not yet achieved the profits advertised on their sales page. 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Gold Strike Trading Review Software Scam or Legit How It Works ..?
What Gold Strike Trading Software All About? Does Jeck M. Gold Strike Trading Review Really Work? Find Out The Truth About Gold Strike Trading System Before You Download it! Product Description Of Gold Strike Trading : Product complete : Gold Strike Trading Niche: Binary Options Creator: Jeck M. Official website : Gold Strike Trading Official Website Money-back Promise : Yes (2months) Delivery amount : fast Delivery Bonus offer : affirmative($300) Download: Free Gold Strike Trading Review : There are many desktop applications which use the Gold Strike Trading System rendering engine of IE to display HTML files. There also server-based applications which need an IE and won’t work with just another browser. With the success of Firefox at least the latter’s argument doesn’t hold much anymore since many webmasters don’t want to lock out this large clientele. However, there are still many desktop apps which are IE dependent Gold Strike Trading System. 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Which takes time and can’t be overwhelming if you don’t know anything about how trading works. Insider John. . Gold Strike Trading Scam : You will find definitely several things for all of us to speak about today in relation to Gold Strike Trading. I would like to start by pointing out that this is a free binary options system. That means that in order to gain access to the software you have to sign up with their recommended broker which is option rally. Each and every free binary options software in the market this aspect has failed and that is a fact. . Gold Strike Trading Review Is A Scam? Gold Strike Trading binary system was designed by Gold Strike Trading Team, who has now dedicated himself to trading binary options and helping others do so at the same time. Besides, travelling the world and sharing his knowledge on the subject at his fully booked seminars, he has now come up with an automated system that trades for you. 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Quick Cash Plan Review The Quick Cash Plan Software Review!!
Quick Cash Plan Review - What is Quick Cash Plan Software? Does Quick Cash Plan System really work? How does Quick Cash Plan Software work? Is Quick Cash Plan Scam? Learn the real truth about Quick Cash Plan in my honest Quick Cash Plan Review below: Quick Cash Plan Overview Product complete : Quick Cash Plan Niche: Binary Options Official website : Visit quickcachplan Money-back Promise : Yes (2 months) Delivery amount : fast Delivery Download: Free Quick Cash Plan Review Quick Cash Plan is a unique binary trading software system that has been designed to make profiting from binary options easy for practically anyone in the world. If you are looking for an honest Quick Cash Plan review, continue reading. Have you been thinking about taking part in the binary options trading market? There are a lot of ways for people to become involved in trading these options, but there are inherent problems that come along with any sort of options trading. Many people have traditionally needed to know a lot about the market, so that they could make the right choices, and increase their odds of profiting. This has basically kept the industry closed to outsiders, and anyone who does not have previous knowledge about the market. What is Quick Cash Plan? Quick Cash Plan is a system that was carefully created to help people make money with binary options trading. Unlike the traditional method of following the options, reading about the different trades, and trying to stay on top of the industry manually – this is a completely automated system. It takes advantage of special Quick Cash Plan Software, which can be used by anyone, no matter how much they know about trading, or how much they know about using a computer. Like all programs that are intended to help you earn money through trading binary options, the makers of Quick Cash Plan promis a lot. The question is, of course: can it really do everything that it is meant to? 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The Quick Cash Plan Software must be accessed before you can start to use the system. This can occur once you have completed the free registration. We were able to complete this with ease, and it did not cost any money. So far, so good! Next, the system allowed us to invest some real money, by transferring it into our own private trading account. This money was not used to pay for anything in the Quick Cash Plan program, and it was our money entirely. The system uses special “signals”, which are basically pieces of information about what trades should be made. Using these signals, the software began to do all of the hard work for us. In fact, there was practically nothing else to do after this point, apart from sit back and watch. Of course, you do not have to actively watch, and you can just leave the software to trade your money for you. In a small amount of time, it is possible to start seeing real profits from the small amount of money that you decide to invest in the beginning. It is actually amazing to think that the software was able to do everything by itself. Even though an Quick Cash Plan download is not necessary, and there is no installation, the web-based software is extremely powerful, and there were no problems at all. Is Quick Cash Plan Scam? One of the main reasons that many people miss out on good opportunities, is that they are worried about being scammed. There are other companies around who are pretending to be involved with this trustworthy binary trading software system, and they are giving Quick Cash Plan a bad name. You have probably seen a lot of different “money making schemes” on the Internet, but this is not one of them. We had no trouble accessing our profits, so it is disturbing to learn that people are falling victim to scams from other groups. Pros of Quick Cash Plan: Quick Cash Plan Software is completely free of charge Quick Cash Plan Software is fully automated The system is available as a desktop and browser-based software The system is very easy to use It gives you the ability to trade currencies and stocks Allows you to make up to 95% per trade Multiple trading signals updated each day for maximum profit 24 hour access to the trading signals and software. . . =>> GET INSTANT ACCESS TO Quick Cash Plan System FOR FREE . . Cons of Quick Cash Plan: Must have PC, smartphone or tablet with internet connection Must have about an hour a day to use it. While you can trade a lot in a day with 60 second binary options and potentially make a lot of money, you could also lose a lot. “Over-trading” is common among new traders who want to try to catch every market move, but these aren’t likely high probability trades to win. Good set-ups often take time to develop, and therefore by using 60 second binary options you may be distracted by mediocre or poor trade set-ups, missing the good ones. Is Quick Cash Plan Worth It? If you have a little bit of time to spare, and you are willing to take a look at a new piece of software, which is quite easy to use – you might want to join up. This Quick Cash Plan review was written by people who are interested in sharing the best money-making methods that are available online. Quick Cash Plan delivers, there is no question about it. Trades based from the software are scoring over 88% in accuracy. The key to making money with Quick Cash Plan is to get started. The longer you debate about whether or not to pursue this path, the less money you can make as opportunities fade into the past. Don’t delay, get started today and see what the future can bring you. 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