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		<title><![CDATA[gou.de - Ich bin eine Simulation  >GO YOU - Die Sache mit den Variablen - der Schlüssel zum Beweis ! ]]></title>
		<link>https://gou.de/</link>
		<description><![CDATA[gou.de - Ich bin eine Simulation  >GO YOU - https://gou.de]]></description>
		<pubDate>Wed, 30 Sep 2026 18:13:32 +0000</pubDate>
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			<title><![CDATA[✨ Trustlegit.Top ✨ sell Quality Coned Cards+Cloning ATM+Vouches UK FULLZ DEAD DOB MMN]]></title>
			<link>https://gou.de/showthread.php?tid=41</link>
			<pubDate>Fri, 25 Sep 2026 10:43:57 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://gou.de/member.php?action=profile&uid=18">dumpstop10</a>]]></dc:creator>
			<guid isPermaLink="false">https://gou.de/showthread.php?tid=41</guid>
			<description><![CDATA[✨ Trustlegit.Top ✨ Verified Vendor Cash App, PayPal, and Western Union transfers — offered by Kevin Mitnick Worldwide Instant Transfer services<br />
✨ Trustlegit.Top ✨ Whosale FULLZ DEAD UK WITH NIN EIN/Sortcode/DOB/MMN/AccountNumber/DL INFO FULLZ<br />
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<br />
<br />
FULLZ United Kingdom <br />
Card Number,EXP,CVV,Address,City,Postcode,Country,Phone Number,DOB,Account Number,Sortcode<br />
Mother Maiden Name,Full Name<br />
DEMO FULLZ DEAD UK WITH SORTOCDE DOB MMN =&gt; 4547428711708276|05|2022|892|I HOPKIN|Rhiwy, |Powys|LD1 5SQ|UK|phone number : +447876112704|date of birth : 16/07/1944|account number : 61779173|sort code: 09-01-28|mother maiden name : Watkins|Full name: Mr Ian HOPKIN<br />
FULLZ INFO United Kingdom Full Name,Phone,DOB,MMN,NIN,EMail,Adress,Zip<br />
DEMO OF FULLZ UK =&gt; L_F_Name:Richard|Phone:07885501121|Dob:14/08/1965|Mmn:Christine|Nino:Nh275609b||Email:Andrewsr422@Gmail.Com|Dl_Number:||Address:26 Freeman Road North , Leicester, Le5 4na<br />
FULLZ United Kingdom with National Insurance + Driver's License<br />
Full Name,Phone,DOB,MMN,NIN,EMail,Adress,Zip,DL,City,State<br />
DEMO OF UK FULLZ WITH DL NIN =&gt; L_F_Name:Kealen Jamie Eades|Phone:07511040254|Dob:15/06/2000|Mmn:Moss|Nino<img src="https://gou.de/images/smilies/tongue.png" alt="Tongue" title="Tongue" class="smilie smilie_5" />g362378c||Email:Kealeneades@Icloud.Com|Dl_Number: Eades006150kj9sl||Address:59 Barnbridge, Tamworth, B77 1df<br />
FULLZ USA WITH SSN DOB FUll name, adress,City,State,Zip,Country,SSN,DOB,Phone,Mail<br />
DEMO OF FULLZ USA SSN DOB =&gt; MARTIN LARA;721 STANSTED MANOR DR;PFLUGERVILLE;TX;78660;USA;462654209;14.08.1970;5129890026;MARTINDALIA@AOL.COM<br />
FULLZ United States with FUll name, adress,City,State,Zip,Country,Account number, Routing Numbere,DL,SSN,DOB,Phone,MailFUll name, adress,City,State,Zip,Country,Account number, Routing Numbere,DL,SSN,DOB,Phone,Mail<br />
DEMO OF FULLZ USA =&gt; ANA|MOTA|88703894|01.04.1986|988776461|NY|1025 HANCOCK ST APT 4C|QUINCY|MA|2169|6179803827|6179803827|AMOTA486@GMAIL.COM|TMOBILE|6179803827|ZIONS BANK|CHECKING|NOT COLLECTED|NOT COLLECTED|NOT COLLECTED|7707905940|NOT COLLECTED|NOT COLLECTED|NOT COLLECTED|7707905940|124303065|764066521|<br />
FULLZ OF COUNTRy Australia FUll name, adress,City,State,Zip,Country,DOB,Phone,Mail <br />
DEMO OF FULLZ AUS WITH DOB = &gt; kristy--lee@hotmail.com|Kristy|Williams|+61 417179042|141a Leach Highway|Wilson|Western Australia|6107|Australia|02.06.1999<br />
FULLZ CANDA WITH SIN + MMN +ZIP Name,Address,City,State,Country,DOB,SIN,Phone,MMN,Zipcode<br />
DEMO OF CANDA FULLZ SSN MMN DOB =&gt; LINA RUBINO;5863 LESLIE STREET 719;NORTH YORK;ONTARIO;CANADA;1/29/1964;617362298;2368182847;GONZALEZ;M2H 1J8<br />
FULLZ OF COUNTRY GERMANY with DOB Name,Address,City,State,Country,DOB,Phone,Zipcode<br />
demo of GERMANY FULLZ with DOB =&gt; FRAU:FRAUKE|HAJUNGA|LISE-MEITNER-WEG 4|26389|WILHELMSHAVEN|491792535694|13.01.1984|FRAUKEGH@WEB.DE<br />
FULLZ OF SPAIN with Name,Address,City,State,Country,DOB,Phone,Zipcode<br />
DEMO OF SPAIN : David;David;34680542073;Avenida De Las Бguilas #431;Collado Villalba;28737;3/22/1962;SPAIN;petardino20@hotmail.es<br />
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<br />
Real Document-<br />
Driver license (quality random)-<br />
DL with selfie-<br />
DL Front Back With SSN-<br />
DL FRONT BACK-<br />
DL Front With SSN-<br />
Passport (quality random)-<br />
<br />
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<br />
<br />
I'm a old and experienced carder<br />
i have much data of western union<br />
hacked PayPal accounts,cashapp<br />
bank logins and fullz info .<br />
I have many customers and buyers all over the world and they trust me and i promised to never break this chain till death<br />
I'am offering here many offers to earn online money through black sources<br />
like western union transfer money gram<br />
cash app loads<br />
bank transfers, and PayPal transfers through database.<br />
Western Union carding<br />
Money-gram carding<br />
I can Transfer Western Union; it will take 30 Min... because it will be bank wire transfer to WU...<br />
I need your info or DROP info:<br />
Code:<br />
First Name:_____________________<br />
Last Name:______________________<br />
Your country:___________________<br />
Your City:______________________<br />
<br />
Western-Union RATES:<br />
!!!! MINIMUM IS 250 €/£/&#36; BTC FOR 1800&#36; WU -<br />
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<br />
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<br />
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==&lt;&lt;PAYPAL TRANSFER&lt;&lt;==<br />
<br />
&#36;1500 Transfer = &#36;250 (Payment Crypto)<br />
&#36;2000 Transfer = &#36;300<br />
&#36;3500 Transfer = &#36;400<br />
&#36;5000 Transfer = &#36;550<br />
&#36;7000 Transfer = &#36;700<br />
&#36;10000 Transfer = &#36;950<br />
<br />
5452361001601036^CAPLAN/CHARLES ^2002201190100000000000852000000<br />
5452361001601036=21022011901085200000-Pin 6971-Mastercard-World Card-credit<br />
5147354001644131^WARNER/PATRICK ^1810201190100000000000127000000<br />
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5410654674095812^VITOLA/VICTORIA M^200220100000034903000000006000000<br />
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4320161004992967^BISHOP/KERRI ^1802201151061100000000596000000<br />
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#FULLZINFODOB #INFOFULLZSSN #FULLLZINFODL #DLSCANS #DLPHOTOFONTBACK #PASSPORT #SELLFULLZUSA #FULLZINFOSSNDOBDLMMN]]></description>
			<content:encoded><![CDATA[✨ Trustlegit.Top ✨ Verified Vendor Cash App, PayPal, and Western Union transfers — offered by Kevin Mitnick Worldwide Instant Transfer services<br />
✨ Trustlegit.Top ✨ Whosale FULLZ DEAD UK WITH NIN EIN/Sortcode/DOB/MMN/AccountNumber/DL INFO FULLZ<br />
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My clients can visit the link <a href="https://trustlegit.top/login.html" target="_blank" rel="noopener" class="mycode_url">https://trustlegit.top/login.html</a><br />
Telegram: @bigshop79<br />
<a href="https://t.me/bigshop79" target="_blank" rel="noopener" class="mycode_url">https://t.me/bigshop79</a><br />
Gmail: fullzinfouk@gmail.com<br />
<br />
<br />
FULLZ United Kingdom <br />
Card Number,EXP,CVV,Address,City,Postcode,Country,Phone Number,DOB,Account Number,Sortcode<br />
Mother Maiden Name,Full Name<br />
DEMO FULLZ DEAD UK WITH SORTOCDE DOB MMN =&gt; 4547428711708276|05|2022|892|I HOPKIN|Rhiwy, |Powys|LD1 5SQ|UK|phone number : +447876112704|date of birth : 16/07/1944|account number : 61779173|sort code: 09-01-28|mother maiden name : Watkins|Full name: Mr Ian HOPKIN<br />
FULLZ INFO United Kingdom Full Name,Phone,DOB,MMN,NIN,EMail,Adress,Zip<br />
DEMO OF FULLZ UK =&gt; L_F_Name:Richard|Phone:07885501121|Dob:14/08/1965|Mmn:Christine|Nino:Nh275609b||Email:Andrewsr422@Gmail.Com|Dl_Number:||Address:26 Freeman Road North , Leicester, Le5 4na<br />
FULLZ United Kingdom with National Insurance + Driver's License<br />
Full Name,Phone,DOB,MMN,NIN,EMail,Adress,Zip,DL,City,State<br />
DEMO OF UK FULLZ WITH DL NIN =&gt; L_F_Name:Kealen Jamie Eades|Phone:07511040254|Dob:15/06/2000|Mmn:Moss|Nino<img src="https://gou.de/images/smilies/tongue.png" alt="Tongue" title="Tongue" class="smilie smilie_5" />g362378c||Email:Kealeneades@Icloud.Com|Dl_Number: Eades006150kj9sl||Address:59 Barnbridge, Tamworth, B77 1df<br />
FULLZ USA WITH SSN DOB FUll name, adress,City,State,Zip,Country,SSN,DOB,Phone,Mail<br />
DEMO OF FULLZ USA SSN DOB =&gt; MARTIN LARA;721 STANSTED MANOR DR;PFLUGERVILLE;TX;78660;USA;462654209;14.08.1970;5129890026;MARTINDALIA@AOL.COM<br />
FULLZ United States with FUll name, adress,City,State,Zip,Country,Account number, Routing Numbere,DL,SSN,DOB,Phone,MailFUll name, adress,City,State,Zip,Country,Account number, Routing Numbere,DL,SSN,DOB,Phone,Mail<br />
DEMO OF FULLZ USA =&gt; ANA|MOTA|88703894|01.04.1986|988776461|NY|1025 HANCOCK ST APT 4C|QUINCY|MA|2169|6179803827|6179803827|AMOTA486@GMAIL.COM|TMOBILE|6179803827|ZIONS BANK|CHECKING|NOT COLLECTED|NOT COLLECTED|NOT COLLECTED|7707905940|NOT COLLECTED|NOT COLLECTED|NOT COLLECTED|7707905940|124303065|764066521|<br />
FULLZ OF COUNTRy Australia FUll name, adress,City,State,Zip,Country,DOB,Phone,Mail <br />
DEMO OF FULLZ AUS WITH DOB = &gt; kristy--lee@hotmail.com|Kristy|Williams|+61 417179042|141a Leach Highway|Wilson|Western Australia|6107|Australia|02.06.1999<br />
FULLZ CANDA WITH SIN + MMN +ZIP Name,Address,City,State,Country,DOB,SIN,Phone,MMN,Zipcode<br />
DEMO OF CANDA FULLZ SSN MMN DOB =&gt; LINA RUBINO;5863 LESLIE STREET 719;NORTH YORK;ONTARIO;CANADA;1/29/1964;617362298;2368182847;GONZALEZ;M2H 1J8<br />
FULLZ OF COUNTRY GERMANY with DOB Name,Address,City,State,Country,DOB,Phone,Zipcode<br />
demo of GERMANY FULLZ with DOB =&gt; FRAU:FRAUKE|HAJUNGA|LISE-MEITNER-WEG 4|26389|WILHELMSHAVEN|491792535694|13.01.1984|FRAUKEGH@WEB.DE<br />
FULLZ OF SPAIN with Name,Address,City,State,Country,DOB,Phone,Zipcode<br />
DEMO OF SPAIN : David;David;34680542073;Avenida De Las Бguilas #431;Collado Villalba;28737;3/22/1962;SPAIN;petardino20@hotmail.es<br />
<br />
Self Registrations-<br />
Acorns Bank, American Express, Azulos Plus, BMO Business bank,<br />
BMO personal bank, Brinks armored, CashApp, Chime Bank, CiTi Bank Business,<br />
CiTi Bank Personal, Citizen Access Bank, Coinbase, Commerce Bank,<br />
Go2 bank, Green Dot Bank, kraken.com, Marcus, MoneyGram, Nerdwallet,<br />
NinjaTrader.com, One Pay, Payoneer, Payoneer Business, Paypal Business,<br />
Paypal Personal, Porte Bank, Remity.com, Revolut, Skrill Bank, Square Bank,<br />
Stripe.com, Truist Bank Business, Truist Bank Personal, Venmo,<br />
Walmart Money Card, Western Union, Wise .com, WorldRemit, Yesdebit bank<br />
<br />
<br />
Real Document-<br />
Driver license (quality random)-<br />
DL with selfie-<br />
DL Front Back With SSN-<br />
DL FRONT BACK-<br />
DL Front With SSN-<br />
Passport (quality random)-<br />
<br />
Welcome to trustlegit.top<br />
your premier destination for all things carding!<br />
Dive into the world's top legit carding community<br />
offering worldwide transfers via PayPal, Cashapp, Venmo, Western Union, and beyond<br />
Gain access to credit card fullz, CC dumps, bank logs, and an array of premium services.<br />
Top Trustlegit.Top Selling Offers ♛ Trusted &amp; Top Seller Of Forum<br />
Western Union MoneyGram, CashApp, PayPal, Bank &amp; Clone Cards Worldwide Excellent Feedback Highest Quality + Vouched<br />
Hello Fraudster Carders<br />
<br />
<br />
I'm a old and experienced carder<br />
i have much data of western union<br />
hacked PayPal accounts,cashapp<br />
bank logins and fullz info .<br />
I have many customers and buyers all over the world and they trust me and i promised to never break this chain till death<br />
I'am offering here many offers to earn online money through black sources<br />
like western union transfer money gram<br />
cash app loads<br />
bank transfers, and PayPal transfers through database.<br />
Western Union carding<br />
Money-gram carding<br />
I can Transfer Western Union; it will take 30 Min... because it will be bank wire transfer to WU...<br />
I need your info or DROP info:<br />
Code:<br />
First Name:_____________________<br />
Last Name:______________________<br />
Your country:___________________<br />
Your City:______________________<br />
<br />
Western-Union RATES:<br />
!!!! MINIMUM IS 250 €/£/&#36; BTC FOR 1800&#36; WU -<br />
[€/£/&#36; 2000 WU] for [ 300 €/£/&#36; BitCoin ]<br />
[€/£/&#36; 3000 WU] for [ 350 €/£/&#36; BitCoin ]<br />
[€/£/&#36; 4000 WU] for [ 400 €/£/&#36; BitCoin ]<br />
[€/£/&#36; 5000 WU] for [ 500 €/£/&#36; BitCoin ]<br />
[€/£/&#36; 6000 WU] for [ 600 €/£/&#36; BitCoin ]<br />
[€/£/&#36; 7000 WU] for [ 700 €/£/&#36; BitCoin ]<br />
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			<title><![CDATA[Aion2kinah - AION 2 Full Launch Explained: October 5 Release and Early Access]]></title>
			<link>https://gou.de/showthread.php?tid=38</link>
			<pubDate>Thu, 24 Sep 2026 08:39:34 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://gou.de/member.php?action=profile&uid=17">Chunzliu</a>]]></dc:creator>
			<guid isPermaLink="false">https://gou.de/showthread.php?tid=38</guid>
			<description><![CDATA[AION 2 is now entering the final stretch before its global launch, and September 24 is an important point for players who are still deciding whether to jump in early or wait for the full free-to-play release <a href="https://www.aion2kinah.com/Aion-2-Kinah.html" target="_blank" rel="noopener" class="mycode_url">Aion 2 Kinah</a> .<br />
The Launch Scale Test has already ended, while the next major milestone is September 30. That is when Founder's Pack owners can enter Advanced Access. Five days later, on October 5, AION 2 will officially launch worldwide as a free-to-play PC MMORPG through Steam and PURPLE. <br />
With the launch getting closer, the biggest questions are no longer simply whether AION 2 is coming. Players are now looking for the AION 2 release date, early access details, servers, classes, combat, Founder’s Pack, and what carries over from the test.<br />
AION 2 Release Date: October 5 Is the Main Date<br />
The most important date to remember is October 5, 2026.<br />
That is the official global launch date listed for AION 2, and the game will be free to play when it launches. Players who do not purchase a Founder's Pack will be able to start playing on launch day without paying for the base game. <br />
Before that, Founder's Pack owners receive five days of Advanced Access beginning September 30 and running through October 4.<br />
This distinction matters because searches for “AION 2 September release” can still produce older information. The current launch schedule is September 30 for Advanced Access and October 5 for the worldwide free-to-play release.<br />
Steam currently lists October 5 as the release date and September 30 as the start of Advance Access. <br />
What Happened During the AION 2 Launch Scale Test?<br />
The Launch Scale Test took place on September 17 and 18 and was open to players through Steam and PURPLE. It was designed primarily to test the infrastructure ahead of launch rather than function as a permanent beta.<br />
Players could experience the game, test combat and explore the available content, but progression was wiped when the test ended. Nothing earned during the test carries into Advanced Access or the official launch. <br />
The test also gave NC useful information about server capacity and launch conditions. During the test, additional EU servers were opened as demand developed, while several technical fixes were deployed between sessions. <br />
For players preparing for September 30, this means the test should be treated as a preview rather than a head start.<br />
If you played through the Steam test, there is also an important practical detail: the test client is separate from the actual AION 2 client, so Steam players need to install the full game for Advanced Access. <br />
AION 2 Founder’s Pack and Early Access<br />
The Founder’s Pack is currently one of the hottest AION 2 search topics because it determines who gets into the game first.<br />
All Founder’s Pack tiers provide the same five-day Advanced Access window beginning September 30. The packs also include additional items and membership benefits, with higher tiers adding more cosmetic content. <br />
The important point is that buying a Founder’s Pack is not required to play AION 2.<br />
If you are happy to wait, the normal free-to-play launch arrives on October 5. If you want to begin five days earlier, September 30 is the date to watch.<br />
That makes the real decision relatively simple: early access versus waiting for the global launch.<br />
AION 2 Servers Could Become a Major Launch Topic<br />
Server selection is another issue players should pay attention to before launch.<br />
NC is using a two-stage server structure around the release. Early Access servers open first for Founder’s Pack players, while additional launch servers are expected when the free-to-play audience arrives on October 5. <br />
This could become especially important for guilds and groups of friends.<br />
Players who enter on September 30 may build up five days of progression before free players arrive. Players joining on October 5 may therefore want to coordinate their server and faction choices carefully.<br />
There is also a possibility of population restrictions if individual servers become crowded, so choosing a server purely because it is popular on launch day may not always be straightforward.<br />
Classes and Combat Are Becoming Major Discussion Points<br />
The Launch Scale Test also shifted attention toward AION 2's combat and class balance.<br />
Unlike a traditional MMO where players can simply wait for final launch rankings, the global test gave players their first hands-on opportunity to examine the Western version of the combat system.<br />
Community discussion has already started around attack speed, skill chaining, animation timing and class performance. However, early test results should not automatically be treated as final tier lists.<br />
The scale test was limited, progression was wiped, and the full launch environment will include systems that were unavailable during testing.<br />
AION 2 has also previously received major class-balancing changes, including new Stigma skills and adjustments to PvE and PvP damage calculations. <br />
For new players, that means choosing a class based purely on early DPS numbers may be premature.<br />
What Should AION 2 Players Do Before September 30?<br />
With only days left before Advanced Access, preparation is more useful than another round of speculation.<br />
First, decide whether you want to play on September 30 or wait for October 5. Second, choose your faction and preferred class before character creation becomes available. If you are playing with friends or a guild, discuss servers before launch rather than trying to coordinate after everyone has already created characters.<br />
Steam players who participated in the Launch Scale Test should also make sure they have the correct AION 2 client ready instead of relying on the old Playtest installation. <br />
Most importantly, keep an eye on official announcements during the final days. Server capacity, launch timing and other operational details can still change as NC prepares for the global release.<br />
AION 2 Launch Countdown Is Officially On<br />
The AION 2 launch timeline is now much clearer than it was earlier this year.<br />
September 30: Founder’s Pack Advanced Access begins.<br />
October 1–4: Advanced Access continues <a href="https://www.aion2kinah.com/Aion-2-Kinah.html" target="_blank" rel="noopener" class="mycode_url">cheap Aion 2 Kinah</a> .<br />
October 5: AION 2 launches globally as a free-to-play PC MMORPG.<br />
The Launch Scale Test is finished, progression from that test has been wiped, and attention has now shifted completely toward the real launch. <br />
For players searching for AION 2 release date, AION 2 early access, AION 2 Founder’s Pack, AION 2 launch, AION 2 servers and AION 2 classes, the next major update is only days away.<br />
The countdown to Atreia has officially entered its final stage.]]></description>
			<content:encoded><![CDATA[AION 2 is now entering the final stretch before its global launch, and September 24 is an important point for players who are still deciding whether to jump in early or wait for the full free-to-play release <a href="https://www.aion2kinah.com/Aion-2-Kinah.html" target="_blank" rel="noopener" class="mycode_url">Aion 2 Kinah</a> .<br />
The Launch Scale Test has already ended, while the next major milestone is September 30. That is when Founder's Pack owners can enter Advanced Access. Five days later, on October 5, AION 2 will officially launch worldwide as a free-to-play PC MMORPG through Steam and PURPLE. <br />
With the launch getting closer, the biggest questions are no longer simply whether AION 2 is coming. Players are now looking for the AION 2 release date, early access details, servers, classes, combat, Founder’s Pack, and what carries over from the test.<br />
AION 2 Release Date: October 5 Is the Main Date<br />
The most important date to remember is October 5, 2026.<br />
That is the official global launch date listed for AION 2, and the game will be free to play when it launches. Players who do not purchase a Founder's Pack will be able to start playing on launch day without paying for the base game. <br />
Before that, Founder's Pack owners receive five days of Advanced Access beginning September 30 and running through October 4.<br />
This distinction matters because searches for “AION 2 September release” can still produce older information. The current launch schedule is September 30 for Advanced Access and October 5 for the worldwide free-to-play release.<br />
Steam currently lists October 5 as the release date and September 30 as the start of Advance Access. <br />
What Happened During the AION 2 Launch Scale Test?<br />
The Launch Scale Test took place on September 17 and 18 and was open to players through Steam and PURPLE. It was designed primarily to test the infrastructure ahead of launch rather than function as a permanent beta.<br />
Players could experience the game, test combat and explore the available content, but progression was wiped when the test ended. Nothing earned during the test carries into Advanced Access or the official launch. <br />
The test also gave NC useful information about server capacity and launch conditions. During the test, additional EU servers were opened as demand developed, while several technical fixes were deployed between sessions. <br />
For players preparing for September 30, this means the test should be treated as a preview rather than a head start.<br />
If you played through the Steam test, there is also an important practical detail: the test client is separate from the actual AION 2 client, so Steam players need to install the full game for Advanced Access. <br />
AION 2 Founder’s Pack and Early Access<br />
The Founder’s Pack is currently one of the hottest AION 2 search topics because it determines who gets into the game first.<br />
All Founder’s Pack tiers provide the same five-day Advanced Access window beginning September 30. The packs also include additional items and membership benefits, with higher tiers adding more cosmetic content. <br />
The important point is that buying a Founder’s Pack is not required to play AION 2.<br />
If you are happy to wait, the normal free-to-play launch arrives on October 5. If you want to begin five days earlier, September 30 is the date to watch.<br />
That makes the real decision relatively simple: early access versus waiting for the global launch.<br />
AION 2 Servers Could Become a Major Launch Topic<br />
Server selection is another issue players should pay attention to before launch.<br />
NC is using a two-stage server structure around the release. Early Access servers open first for Founder’s Pack players, while additional launch servers are expected when the free-to-play audience arrives on October 5. <br />
This could become especially important for guilds and groups of friends.<br />
Players who enter on September 30 may build up five days of progression before free players arrive. Players joining on October 5 may therefore want to coordinate their server and faction choices carefully.<br />
There is also a possibility of population restrictions if individual servers become crowded, so choosing a server purely because it is popular on launch day may not always be straightforward.<br />
Classes and Combat Are Becoming Major Discussion Points<br />
The Launch Scale Test also shifted attention toward AION 2's combat and class balance.<br />
Unlike a traditional MMO where players can simply wait for final launch rankings, the global test gave players their first hands-on opportunity to examine the Western version of the combat system.<br />
Community discussion has already started around attack speed, skill chaining, animation timing and class performance. However, early test results should not automatically be treated as final tier lists.<br />
The scale test was limited, progression was wiped, and the full launch environment will include systems that were unavailable during testing.<br />
AION 2 has also previously received major class-balancing changes, including new Stigma skills and adjustments to PvE and PvP damage calculations. <br />
For new players, that means choosing a class based purely on early DPS numbers may be premature.<br />
What Should AION 2 Players Do Before September 30?<br />
With only days left before Advanced Access, preparation is more useful than another round of speculation.<br />
First, decide whether you want to play on September 30 or wait for October 5. Second, choose your faction and preferred class before character creation becomes available. If you are playing with friends or a guild, discuss servers before launch rather than trying to coordinate after everyone has already created characters.<br />
Steam players who participated in the Launch Scale Test should also make sure they have the correct AION 2 client ready instead of relying on the old Playtest installation. <br />
Most importantly, keep an eye on official announcements during the final days. Server capacity, launch timing and other operational details can still change as NC prepares for the global release.<br />
AION 2 Launch Countdown Is Officially On<br />
The AION 2 launch timeline is now much clearer than it was earlier this year.<br />
September 30: Founder’s Pack Advanced Access begins.<br />
October 1–4: Advanced Access continues <a href="https://www.aion2kinah.com/Aion-2-Kinah.html" target="_blank" rel="noopener" class="mycode_url">cheap Aion 2 Kinah</a> .<br />
October 5: AION 2 launches globally as a free-to-play PC MMORPG.<br />
The Launch Scale Test is finished, progression from that test has been wiped, and attention has now shifted completely toward the real launch. <br />
For players searching for AION 2 release date, AION 2 early access, AION 2 Founder’s Pack, AION 2 launch, AION 2 servers and AION 2 classes, the next major update is only days away.<br />
The countdown to Atreia has officially entered its final stage.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[MMOexp-OSRS New Skilling Update: Daeyalt Shards & Poison Dynamite]]></title>
			<link>https://gou.de/showthread.php?tid=37</link>
			<pubDate>Thu, 24 Sep 2026 08:38:12 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://gou.de/member.php?action=profile&uid=17">Chunzliu</a>]]></dc:creator>
			<guid isPermaLink="false">https://gou.de/showthread.php?tid=37</guid>
			<description><![CDATA[Old School RuneScape just received another update that looks small on paper but could make several everyday activities noticeably smoother. The latest OSRS Further Gathering Efficiencies update went live on September 23, bringing new improvements to Daeyalt Shards, Poison Dynamite, Hunter traps, Farming and more <a href="https://www.mmoexp.com/Runescape/Gold.html" target="_blank" rel="noopener" class="mycode_url">OSRS gold</a> .<br />
For players who spend hours skilling, the biggest change is easily the new interaction between Daeyalt Shards and the Celestial Ring. Jagex has also reduced the material cost of Poison Dynamite, while the Log Basket can now be used more conveniently for Deadfall and Pitfall traps.<br />
With OSRS players already discussing the update heavily, here is what you need to know before your next skilling session.<br />
OSRS Daeyalt Shards Now Benefit From the Celestial Ring<br />
The biggest headline in the September 23 update is the improvement to Daeyalt Shards.<br />
Previously, the Celestial Ring and Celestial Signet could provide their Mining enhancer effect on eligible mining activities, but Daeyalt Shards were excluded. That has now changed.<br />
With the new update, the Celestial Ring and Celestial Signet give players a 1-in-10 chance to receive double Daeyalt Shards from a successful Mining action.<br />
That makes the Daeyalt Essence Mine considerably more attractive for players preparing large amounts of Runecrafting supplies.<br />
There is another useful change as well. Players can now choose to receive noted Daeyalt Essence when converting their shards. Speaking to Noranna Tytanin allows players to change how the essence is handled, including having it sent directly to the bank.<br />
For Ultimate Ironman players, the system works slightly differently, but they can still choose between noted and unnoted essence in their inventory.<br />
If you're planning a large Runecrafting grind, this is one of the first changes worth testing after logging in.<br />
Poison Dynamite Is Much Easier to Sustain<br />
The second major change targets Poison Dynamite.<br />
Before this update, creating Poison Dynamite required three Nightshade or Cave Nightshade. That requirement has now been reduced to just one.<br />
The change doesn't completely transform the activity, but it significantly reduces the amount of Nightshade required to maintain a supply.<br />
For players who regularly use Poison Dynamite, the practical impact is straightforward: fewer trips to gather materials and less pressure on your Nightshade supply.<br />
It also gives existing stockpiles more value because each Nightshade can now support another Poison Dynamite craft instead of being consumed at the previous three-to-one rate.<br />
Hunter Gets Another Small Quality-of-Life Upgrade<br />
The latest OSRS update also improves the way Hunter traps interact with the Log Basket.<br />
Players can now construct Deadfall and Pitfall traps using logs stored inside the Log Basket. Logs in the player's inventory are still consumed first, but players no longer have to manually withdraw logs from the basket before setting up traps.<br />
This is exactly the kind of small change that experienced OSRS players tend to notice after hundreds of repetitions.<br />
It doesn't create a new training method or dramatically change Hunter XP rates. Instead, it removes unnecessary inventory management and makes repeated trap setups less annoying.<br />
Jagex also confirmed that some remaining Gathering Efficiencies changes, including stackable net traps, have not arrived yet and are still planned for a future weekly update.<br />
Farming and Nex Also Get Useful Changes<br />
The update isn't limited to gathering resources.<br />
Players using the Official Client or mobile version of OSRS can now enable a Farming compost overlay that shows whether a farming patch has been composted and which type of compost was used.<br />
The indicator can show different states for composted, Ultracompost, Supercompost and empty patches. Players can enable the feature under the Activities section of Settings.<br />
There is also a small but meaningful change at the Nex bank area: players can now light a fire there and cook food before entering the fight.<br />
For Ultimate Ironman players in particular, this removes another bit of unnecessary preparation friction.<br />
Why This OSRS Update Matters<br />
The interesting part of the September 23 update isn't one giant piece of new content. Instead, Jagex is continuing to improve activities that players repeat thousands of times.<br />
Daeyalt Shards are more efficient when paired with the Celestial Ring or Signet. Poison Dynamite consumes fewer resources. Hunter trap setup requires less inventory management. Farming becomes easier to read at a glance.<br />
Community reaction has been especially focused on Daeyalt Shards and the long-awaited gathering changes, with players discussing the new double-shard mechanic and the fact that stackable net traps are still missing.<br />
That makes OSRS Gathering Efficiencies one of the most relevant short-term search topics for players returning to the game or optimizing their skilling routes.<br />
What OSRS Players Should Do After the Update<br />
If you're logging into OSRS today, there are several easy things worth checking.<br />
First, bring your Celestial Ring or Celestial Signet when mining Daeyalt Shards. The new 1-in-10 double-shard chance is specifically tied to the Mining enhancer effect.<br />
Next, talk to Noranna Tytanin and configure your Daeyalt Essence collection preference.<br />
If you regularly use Poison Dynamite, recalculate your Nightshade requirements because the crafting cost has changed from three to one.<br />
Hunter players should also make sure their Log Basket is stocked before starting Deadfall or Pitfall activities.<br />
And if you're using the Official Client or mobile, turn on the Farming compost overlay if you want a faster way to check your patches.<br />
What's Coming Next for OSRS <a href="https://www.mmoexp.com/Runescape/Gold.html" target="_blank" rel="noopener" class="mycode_url">cheap RuneScape gold</a> ?<br />
The Gathering Efficiencies update isn't the only OSRS content generating attention right now.<br />
Jagex recently previewed The Graveyard, a new Master-level quest scheduled for November. Its main reward will unlock a new Agility training method aimed at players around 65–80 Agility, giving mid-to-high-level skilling another upcoming option.<br />
For now, however, the September 23 update is the immediate story.<br />
If your account is built around skilling, Runecrafting, Hunter or resource-heavy PvM preparation, the latest OSRS Further Gathering Efficiencies changes are worth putting into your routine right away. The individual buffs may look modest, but over hundreds of hours of OSRS, removing small amounts of friction can add up quickly.]]></description>
			<content:encoded><![CDATA[Old School RuneScape just received another update that looks small on paper but could make several everyday activities noticeably smoother. The latest OSRS Further Gathering Efficiencies update went live on September 23, bringing new improvements to Daeyalt Shards, Poison Dynamite, Hunter traps, Farming and more <a href="https://www.mmoexp.com/Runescape/Gold.html" target="_blank" rel="noopener" class="mycode_url">OSRS gold</a> .<br />
For players who spend hours skilling, the biggest change is easily the new interaction between Daeyalt Shards and the Celestial Ring. Jagex has also reduced the material cost of Poison Dynamite, while the Log Basket can now be used more conveniently for Deadfall and Pitfall traps.<br />
With OSRS players already discussing the update heavily, here is what you need to know before your next skilling session.<br />
OSRS Daeyalt Shards Now Benefit From the Celestial Ring<br />
The biggest headline in the September 23 update is the improvement to Daeyalt Shards.<br />
Previously, the Celestial Ring and Celestial Signet could provide their Mining enhancer effect on eligible mining activities, but Daeyalt Shards were excluded. That has now changed.<br />
With the new update, the Celestial Ring and Celestial Signet give players a 1-in-10 chance to receive double Daeyalt Shards from a successful Mining action.<br />
That makes the Daeyalt Essence Mine considerably more attractive for players preparing large amounts of Runecrafting supplies.<br />
There is another useful change as well. Players can now choose to receive noted Daeyalt Essence when converting their shards. Speaking to Noranna Tytanin allows players to change how the essence is handled, including having it sent directly to the bank.<br />
For Ultimate Ironman players, the system works slightly differently, but they can still choose between noted and unnoted essence in their inventory.<br />
If you're planning a large Runecrafting grind, this is one of the first changes worth testing after logging in.<br />
Poison Dynamite Is Much Easier to Sustain<br />
The second major change targets Poison Dynamite.<br />
Before this update, creating Poison Dynamite required three Nightshade or Cave Nightshade. That requirement has now been reduced to just one.<br />
The change doesn't completely transform the activity, but it significantly reduces the amount of Nightshade required to maintain a supply.<br />
For players who regularly use Poison Dynamite, the practical impact is straightforward: fewer trips to gather materials and less pressure on your Nightshade supply.<br />
It also gives existing stockpiles more value because each Nightshade can now support another Poison Dynamite craft instead of being consumed at the previous three-to-one rate.<br />
Hunter Gets Another Small Quality-of-Life Upgrade<br />
The latest OSRS update also improves the way Hunter traps interact with the Log Basket.<br />
Players can now construct Deadfall and Pitfall traps using logs stored inside the Log Basket. Logs in the player's inventory are still consumed first, but players no longer have to manually withdraw logs from the basket before setting up traps.<br />
This is exactly the kind of small change that experienced OSRS players tend to notice after hundreds of repetitions.<br />
It doesn't create a new training method or dramatically change Hunter XP rates. Instead, it removes unnecessary inventory management and makes repeated trap setups less annoying.<br />
Jagex also confirmed that some remaining Gathering Efficiencies changes, including stackable net traps, have not arrived yet and are still planned for a future weekly update.<br />
Farming and Nex Also Get Useful Changes<br />
The update isn't limited to gathering resources.<br />
Players using the Official Client or mobile version of OSRS can now enable a Farming compost overlay that shows whether a farming patch has been composted and which type of compost was used.<br />
The indicator can show different states for composted, Ultracompost, Supercompost and empty patches. Players can enable the feature under the Activities section of Settings.<br />
There is also a small but meaningful change at the Nex bank area: players can now light a fire there and cook food before entering the fight.<br />
For Ultimate Ironman players in particular, this removes another bit of unnecessary preparation friction.<br />
Why This OSRS Update Matters<br />
The interesting part of the September 23 update isn't one giant piece of new content. Instead, Jagex is continuing to improve activities that players repeat thousands of times.<br />
Daeyalt Shards are more efficient when paired with the Celestial Ring or Signet. Poison Dynamite consumes fewer resources. Hunter trap setup requires less inventory management. Farming becomes easier to read at a glance.<br />
Community reaction has been especially focused on Daeyalt Shards and the long-awaited gathering changes, with players discussing the new double-shard mechanic and the fact that stackable net traps are still missing.<br />
That makes OSRS Gathering Efficiencies one of the most relevant short-term search topics for players returning to the game or optimizing their skilling routes.<br />
What OSRS Players Should Do After the Update<br />
If you're logging into OSRS today, there are several easy things worth checking.<br />
First, bring your Celestial Ring or Celestial Signet when mining Daeyalt Shards. The new 1-in-10 double-shard chance is specifically tied to the Mining enhancer effect.<br />
Next, talk to Noranna Tytanin and configure your Daeyalt Essence collection preference.<br />
If you regularly use Poison Dynamite, recalculate your Nightshade requirements because the crafting cost has changed from three to one.<br />
Hunter players should also make sure their Log Basket is stocked before starting Deadfall or Pitfall activities.<br />
And if you're using the Official Client or mobile, turn on the Farming compost overlay if you want a faster way to check your patches.<br />
What's Coming Next for OSRS <a href="https://www.mmoexp.com/Runescape/Gold.html" target="_blank" rel="noopener" class="mycode_url">cheap RuneScape gold</a> ?<br />
The Gathering Efficiencies update isn't the only OSRS content generating attention right now.<br />
Jagex recently previewed The Graveyard, a new Master-level quest scheduled for November. Its main reward will unlock a new Agility training method aimed at players around 65–80 Agility, giving mid-to-high-level skilling another upcoming option.<br />
For now, however, the September 23 update is the immediate story.<br />
If your account is built around skilling, Runecrafting, Hunter or resource-heavy PvM preparation, the latest OSRS Further Gathering Efficiencies changes are worth putting into your routine right away. The individual buffs may look modest, but over hundreds of hours of OSRS, removing small amounts of friction can add up quickly.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[U4gm CFB 27: Beat a Deep Safety Defense]]></title>
			<link>https://gou.de/showthread.php?tid=32</link>
			<pubDate>Sat, 19 Sep 2026 04:20:55 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://gou.de/member.php?action=profile&uid=16">Benniehench03</a>]]></dc:creator>
			<guid isPermaLink="false">https://gou.de/showthread.php?tid=32</guid>
			<description><![CDATA[When a safety keeps drifting deep in College Football 27, the defense is announcing its priority: nothing gets behind him. That approach can frustrate vertical-minded offenses, but it also creates open grass underneath. With smart sequencing and careful use of <a href="https://www.u4gm.com/college-football-27/coins" target="_blank" rel="noopener" class="mycode_url">College Football 27 Coins</a>, players can build an offense that turns deep protection into a liability.<br />
<br />
 The key is patience. Do not force a deep throw into a defender who is already waiting for it. Make him choose between protecting the secondary and supporting the front, then attack the space created by that decision.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Start With Reliable Underneath Throws</span><br />
<br />
 Quick outs, stick routes, hitches, and shallow drags are the cleanest way to test a safety who refuses to move forward. These routes may produce modest gains, but repeated completions change the defensive picture. If the offense consistently converts short throws, the safety eventually has to consider helping against the run or closing space on intermediate routes.<br />
<br />
 Motion can make this approach even more effective. Send a receiver across the formation before the snap and watch whether the defense rotates or stays fixed. A static safety gives the quarterback useful information, while a rotation may reveal man coverage or a vulnerable zone underneath.<br />
<br />
 Play action is especially valuable after several short completions. A convincing fake can pull linebackers toward the line and encourage the safety to take a few cautious steps forward. Even when the deep route is not immediately open, the quarterback may find a tight end or crossing receiver working behind the linebackers.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Use Crossers to Stretch the Middle</span><br />
<br />
 Intermediate crossing routes punish defenses that protect the sidelines with deep safeties. A receiver crossing between twelve and eighteen yards forces the safety to make a difficult decision: stay wide for a potential post or squeeze inside to help against the crossing pattern.<br />
<br />
 Pair the crosser with a clear-out route on the outside. A slot receiver can cross the formation while the outside receiver pushes vertically, creating two competing threats. The quarterback should read the safety first, then work toward the route entering the space he abandons.<br />
<br />
 Flood concepts are another strong option. Place one receiver deep, one at an intermediate depth, and another in the flat on the same side. The deep safety may prevent the explosive play, but the layered routes still give the quarterback a dependable completion and gradually force the coverage structure to change.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Make the Run Matter</span><br />
<br />
 A safety who never approaches the line is often giving the offense favorable numbers in the box. Inside zone, split zone, and counter plays can take advantage of that light support. Even a few efficient runs may convince the defense to bring the safety closer, especially near the red zone.<br />
<br />
 Quarterback reads add another layer of pressure. Read-option looks, speed options, and play-action boots make the safety account for movement instead of sitting comfortably over the top. The goal is not always a long run. A steady series of efficient gains can be enough to alter his alignment.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Return to Vertical Concepts</span><br />
<br />
 Once the safety begins creeping toward the line, the offense should immediately revisit its deep package. Posts, fades, seams, and double moves become more dangerous because the defender no longer has the same cushion or angle to recover.<br />
<br />
 Watch for the moment the safety starts leaning toward the run or jumping underneath routes. That is the signal to attack vertically. A well-timed play-action post or outside streak can produce the explosive gain that was unavailable earlier.<br />
<br />
 The best response to a deep safety is a complete offensive sequence, not one isolated call. Work underneath, threaten the middle, run with purpose, and then strike deep when the defense finally moves forward. Players looking to <a href="https://www.u4gm.com/college-football-27/coins" target="_blank" rel="noopener" class="mycode_url">buy CFB 27 Coins</a> can use that approach to support a deeper playbook and make every defensive adjustment matter.]]></description>
			<content:encoded><![CDATA[When a safety keeps drifting deep in College Football 27, the defense is announcing its priority: nothing gets behind him. That approach can frustrate vertical-minded offenses, but it also creates open grass underneath. With smart sequencing and careful use of <a href="https://www.u4gm.com/college-football-27/coins" target="_blank" rel="noopener" class="mycode_url">College Football 27 Coins</a>, players can build an offense that turns deep protection into a liability.<br />
<br />
 The key is patience. Do not force a deep throw into a defender who is already waiting for it. Make him choose between protecting the secondary and supporting the front, then attack the space created by that decision.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Start With Reliable Underneath Throws</span><br />
<br />
 Quick outs, stick routes, hitches, and shallow drags are the cleanest way to test a safety who refuses to move forward. These routes may produce modest gains, but repeated completions change the defensive picture. If the offense consistently converts short throws, the safety eventually has to consider helping against the run or closing space on intermediate routes.<br />
<br />
 Motion can make this approach even more effective. Send a receiver across the formation before the snap and watch whether the defense rotates or stays fixed. A static safety gives the quarterback useful information, while a rotation may reveal man coverage or a vulnerable zone underneath.<br />
<br />
 Play action is especially valuable after several short completions. A convincing fake can pull linebackers toward the line and encourage the safety to take a few cautious steps forward. Even when the deep route is not immediately open, the quarterback may find a tight end or crossing receiver working behind the linebackers.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Use Crossers to Stretch the Middle</span><br />
<br />
 Intermediate crossing routes punish defenses that protect the sidelines with deep safeties. A receiver crossing between twelve and eighteen yards forces the safety to make a difficult decision: stay wide for a potential post or squeeze inside to help against the crossing pattern.<br />
<br />
 Pair the crosser with a clear-out route on the outside. A slot receiver can cross the formation while the outside receiver pushes vertically, creating two competing threats. The quarterback should read the safety first, then work toward the route entering the space he abandons.<br />
<br />
 Flood concepts are another strong option. Place one receiver deep, one at an intermediate depth, and another in the flat on the same side. The deep safety may prevent the explosive play, but the layered routes still give the quarterback a dependable completion and gradually force the coverage structure to change.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Make the Run Matter</span><br />
<br />
 A safety who never approaches the line is often giving the offense favorable numbers in the box. Inside zone, split zone, and counter plays can take advantage of that light support. Even a few efficient runs may convince the defense to bring the safety closer, especially near the red zone.<br />
<br />
 Quarterback reads add another layer of pressure. Read-option looks, speed options, and play-action boots make the safety account for movement instead of sitting comfortably over the top. The goal is not always a long run. A steady series of efficient gains can be enough to alter his alignment.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Return to Vertical Concepts</span><br />
<br />
 Once the safety begins creeping toward the line, the offense should immediately revisit its deep package. Posts, fades, seams, and double moves become more dangerous because the defender no longer has the same cushion or angle to recover.<br />
<br />
 Watch for the moment the safety starts leaning toward the run or jumping underneath routes. That is the signal to attack vertically. A well-timed play-action post or outside streak can produce the explosive gain that was unavailable earlier.<br />
<br />
 The best response to a deep safety is a complete offensive sequence, not one isolated call. Work underneath, threaten the middle, run with purpose, and then strike deep when the defense finally moves forward. Players looking to <a href="https://www.u4gm.com/college-football-27/coins" target="_blank" rel="noopener" class="mycode_url">buy CFB 27 Coins</a> can use that approach to support a deeper playbook and make every defensive adjustment matter.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[U4gm Hero Siege Guide to Skill Sub-Node Builds]]></title>
			<link>https://gou.de/showthread.php?tid=31</link>
			<pubDate>Sat, 19 Sep 2026 04:11:57 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://gou.de/member.php?action=profile&uid=16">Benniehench03</a>]]></dc:creator>
			<guid isPermaLink="false">https://gou.de/showthread.php?tid=31</guid>
			<description><![CDATA[Hero Siege becomes far more interesting when skill development is treated as a design choice instead of a race toward larger numbers. Players comparing <a href="https://www.u4gm.com/hero-siege-item" target="_blank" rel="noopener" class="mycode_url">Hero Siege Items</a> often focus on gear strength, yet Sub Skills can have an even greater effect on how a character feels in combat.<br />
<br />
 Major nodes and their smaller branches can reshape a core ability, giving it a new purpose, timing, or interaction with enemies. The best choices are not always the ones with the highest damage value; they are the ones that make an ability fit the rest of a build.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Build Around Function, Not Just Power</span><br />
<br />
 A core ability usually has an obvious role, such as dealing area damage, moving through danger, or controlling a group of enemies. A Sub Skill can blur that original identity. A dash may gain an attack component, allowing a player to pass through a target while dealing damage instead of using movement only as an escape.<br />
<br />
 This kind of change is valuable because it reduces the distance between offense and defense. A mobility skill with offensive effects can help a fragile character reposition while still contributing to a boss fight. The trade-off may be a longer cooldown, a narrower hit area, or reduced movement range, so the node should be judged by the entire combat rhythm.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Turning Movement Into a Damage Tool</span><br />
<br />
 Movement-based abilities are especially strong candidates for functional changes. When a dash, leap, or roll creates an impact zone, players can use it to begin an encounter, cross through clustered enemies, or finish a weakened target. The ability becomes part of the attack sequence rather than a button reserved for emergencies.<br />
<br />
 That approach works best for builds that already reward close positioning. A character with strong defenses or reliable recovery can use the altered movement skill aggressively, while a ranged character may prefer to preserve the original escape function. The same Sub Skill can therefore feel powerful in one setup and awkward in another.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Changing Projectile Behavior</span><br />
<br />
 Some nodes alter how attacks interact with projectiles, and these effects can reshape an entire rotation. A piercing shot may become a splitting attack, a returning projectile may cover the same path twice, or a slow missile may gain improved control against moving targets. These changes influence positioning and target selection more than a simple damage increase would.<br />
<br />
 Projectile-focused choices also reward players who understand enemy layouts. Narrow corridors can make repeated or returning shots exceptionally effective, while open arenas may favor wider coverage. Instead of asking which node has the highest listed value, consider how often its special behavior will activate during ordinary fights.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Making Sub Skills Fit the Full Build</span><br />
<br />
 The strongest results come from combining a changed ability with gear, talents, and cooldown planning that support its new role. A movement attack may need defensive recovery, while a projectile alteration may benefit from bonuses that improve range, repetition, or area coverage. The node should complete a plan rather than stand alone.<br />
<br />
 Testing matters because tooltips rarely reveal the full experience. Try the altered ability against groups, elite enemies, and bosses, then watch how it affects resource use and positioning. If the new function creates better opportunities without making the rest of the rotation clumsy, it is likely a meaningful upgrade.<br />
<br />
 Sub Skill nodes give Hero Siege its most creative build decisions by allowing familiar abilities to evolve in unexpected directions. Players who want to <a href="https://www.u4gm.com/hero-siege-item" target="_blank" rel="noopener" class="mycode_url">buy Hero Siege Items</a> should still consider how those upgrades support a chosen playstyle, because a well-shaped ability can matter more than raw equipment power.]]></description>
			<content:encoded><![CDATA[Hero Siege becomes far more interesting when skill development is treated as a design choice instead of a race toward larger numbers. Players comparing <a href="https://www.u4gm.com/hero-siege-item" target="_blank" rel="noopener" class="mycode_url">Hero Siege Items</a> often focus on gear strength, yet Sub Skills can have an even greater effect on how a character feels in combat.<br />
<br />
 Major nodes and their smaller branches can reshape a core ability, giving it a new purpose, timing, or interaction with enemies. The best choices are not always the ones with the highest damage value; they are the ones that make an ability fit the rest of a build.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Build Around Function, Not Just Power</span><br />
<br />
 A core ability usually has an obvious role, such as dealing area damage, moving through danger, or controlling a group of enemies. A Sub Skill can blur that original identity. A dash may gain an attack component, allowing a player to pass through a target while dealing damage instead of using movement only as an escape.<br />
<br />
 This kind of change is valuable because it reduces the distance between offense and defense. A mobility skill with offensive effects can help a fragile character reposition while still contributing to a boss fight. The trade-off may be a longer cooldown, a narrower hit area, or reduced movement range, so the node should be judged by the entire combat rhythm.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Turning Movement Into a Damage Tool</span><br />
<br />
 Movement-based abilities are especially strong candidates for functional changes. When a dash, leap, or roll creates an impact zone, players can use it to begin an encounter, cross through clustered enemies, or finish a weakened target. The ability becomes part of the attack sequence rather than a button reserved for emergencies.<br />
<br />
 That approach works best for builds that already reward close positioning. A character with strong defenses or reliable recovery can use the altered movement skill aggressively, while a ranged character may prefer to preserve the original escape function. The same Sub Skill can therefore feel powerful in one setup and awkward in another.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Changing Projectile Behavior</span><br />
<br />
 Some nodes alter how attacks interact with projectiles, and these effects can reshape an entire rotation. A piercing shot may become a splitting attack, a returning projectile may cover the same path twice, or a slow missile may gain improved control against moving targets. These changes influence positioning and target selection more than a simple damage increase would.<br />
<br />
 Projectile-focused choices also reward players who understand enemy layouts. Narrow corridors can make repeated or returning shots exceptionally effective, while open arenas may favor wider coverage. Instead of asking which node has the highest listed value, consider how often its special behavior will activate during ordinary fights.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Making Sub Skills Fit the Full Build</span><br />
<br />
 The strongest results come from combining a changed ability with gear, talents, and cooldown planning that support its new role. A movement attack may need defensive recovery, while a projectile alteration may benefit from bonuses that improve range, repetition, or area coverage. The node should complete a plan rather than stand alone.<br />
<br />
 Testing matters because tooltips rarely reveal the full experience. Try the altered ability against groups, elite enemies, and bosses, then watch how it affects resource use and positioning. If the new function creates better opportunities without making the rest of the rotation clumsy, it is likely a meaningful upgrade.<br />
<br />
 Sub Skill nodes give Hero Siege its most creative build decisions by allowing familiar abilities to evolve in unexpected directions. Players who want to <a href="https://www.u4gm.com/hero-siege-item" target="_blank" rel="noopener" class="mycode_url">buy Hero Siege Items</a> should still consider how those upgrades support a chosen playstyle, because a well-shaped ability can matter more than raw equipment power.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Es war einmal vor langer Zeit - Once upon a Time, Long ago, on a Planet...]]></title>
			<link>https://gou.de/showthread.php?tid=1</link>
			<pubDate>Wed, 01 Jul 2026 14:41:37 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://gou.de/member.php?action=profile&uid=1">UserImSystem</a>]]></dc:creator>
			<guid isPermaLink="false">https://gou.de/showthread.php?tid=1</guid>
			<description><![CDATA[<span style="font-size: medium;" class="mycode_size">Stell Dir vor dass vor vielen zehntausend Jahren menschenähnliche Lebewesen wie wir auf einem erdähnlichem Planeten lebten und Computer hatten so wie wir heute.</span><br />
<span style="font-size: medium;" class="mycode_size">Sagen wir mal so vor 120 000 Jahren. Und stell Dir vor dass dieser Planet und seine Lebewesen HEUTE immer noch existieren. </span><br />
<span style="font-size: medium;" class="mycode_size">Was die wohl heute für Computer und Konsolen haben ? </span><br />
<span style="font-size: medium;" class="mycode_size">Wir haben heute die Playstation 5.</span><br />
<span style="font-size: medium;" class="mycode_size">Wenn die vor 120 000 Jahren auch so etwas wie eine Playstation 5 hatten, was haben die wohl heute, 120 000 Jahre später für eine Playstation ? </span><br />
<span style="font-size: medium;" class="mycode_size">Wenn alle 5 Jahre ein neues Playstation Modell rauskommt, dann müssten die heute die "<span style="color: #e82a1f;" class="mycode_color">Playstation 24 K</span>", also die Playstation 24000 haben.</span><br />
<span style="font-size: medium;" class="mycode_size">Kannst Du Dir vorstellen was das für Spiele sind die auf diesen Konsolen laufen ? Und kannst Du Dir vorstellen was das für gewaltige Spiele und Konsolen sind, wenn die schon vor 500 000 Jahren eine Playstation 5 hatten ? </span><br />
<br />
Doch zunächst etwas Basic: <br />
<br />
Der Mensch hat bekanntlich die klassischen 5 Sinne:<br />
<br />
<span style="color: #e82a1f;" class="mycode_color">Hören - Sehen - Riechen - Schmecken - Tasten</span><br />
<br />
(Es gibt noch einige andere, z.B. der Gleichgewichtsinn, der Tiefensinn..) <br />
Alle diese Sinne wandeln das, wofür sie zuständig sind, in elektrische Nervenimpulse um, die dann über die Nerven ans Gehirn geschickt werden. <br />
Das Gehirn bündelt dann diese <span style="color: #e82a1f;" class="mycode_color">eintreffenden elektrischen Impulse/Ströme</span> zu dem Gesamtinput unseres "<span style="color: #e82a1f;" class="mycode_color">menschlichem</span>" ICH um, dieses "ICH" denkt dann:   "Ich sehe gerade etwas, ich höre gerade etwas, ich rieche gerade etwas, ich schmecke gerade etwas, ich fühle gerade etwas auf meiner Haut.“<br />
Wenn alle diese eingespielten Signale als eine Umwelt "erkannt" werden, ist es nicht mehr weit zu der Erkenntnis: "<span style="font-weight: bold;" class="mycode_b"><span style="color: #e82a1f;" class="mycode_color">Ich</span><span style="color: #c10300;" class="mycode_color"> Denke, also bin ich !</span></span>" <br />
<br />
Für die CPU, den Rechner der Playstation 24 k, ist es mit Sicherheit kein Problem, um für einen Supermario in einem Supermariospiel solche "<span style="color: #e82a1f;" class="mycode_color">eintreffenden elektrischen Impulse/ Ströme</span><span style="color: #000000;" class="mycode_color">"</span>, also das gesamte Aussenrum, die Grafik, die Gerüche, die Geräusche, die Gefühle, und die  Geschmäcker auszurechnen und zu einem "Gesamt - Ich" zu bündeln.<br />
<br />
Und jetzt kommen wir den Variablen.<br />
<br />
Der Supermario aus der Playstation 5 hat noch recht wenige Variablen: <br />
Seinen Körper, seine Laufgeschwindigkeit, seine Sprunghöhe, seine Sprungweite, seine Gesichtsmimik, seine Stärke, die Farbe seiner Kleidung, und jetzt wirds schon schwierig mit der Aufzählung...<br />
<br />
Der Supermario auf der Playstation 24 K hat zehntausende oder hunderttausende Variablen, um das besser zu verdeutlichen nehme ich jetzt mal nicht den Mario der Playstation 5 K sondern den der das hier gerade liest:<br />
<br />
Die Variablen sind nicht nur auf das Aussehen verteilt, ob er ein Glückspilz ist oder in Pechvogel, welchen Gesundheitszustand er hat, welche Intelligenz, wie stark ist sein Geruchssinn, sein Eigengeruch,  sondern auch auf das Geschehen, also das <span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i">was passiert wenn</span></span> .. <br />
<br />
Eine Variable ist z.B: Wenn man mit dem Auto zu einem Zebrastreifen kommt, wie häufig sind dort Passanten, die genau in diesem Moment den Zebrastreifen "zufällig" überqueren wollen und "Dich" zum anhalten zwingen ? Dieses Beispiel mit dem Zebrastreifen öffnet auch eine der Hauptfragen und beantwortet sie:<br />
Wenn jemand die Variable hat dass an (fast) jedem Zebrastreifen schon "Menschen" warten um diesen zu überqueren, dann ist es offensichtlich, dass diese "Menschen" unmöglich genau gleichwertige Teilnehmer der Simulation sein können wie man selber einer ist, denn wenn die Variable:<br />
"Wenn Annäherung an Zebrastreifen - dann dort wartender Zebrastreifen überqueren wollender" ist, dann können unmögliche vorher gleichwertige Spieler dort hingeführt worden sein, sondern man kann mit Sicherheit davon ausgehen dass diese "Menschen" kurz vorher dort Materialisiert wurden nur zum Zwecke der Erfüllung der Variablen. Solche dort am Zebrastreifen wartende und diesen überquerende, sobald man angekommen ist, wurden extra erzeugt und haben bestimmt nur einen notdürftig mitgegebene Sprachschatz, da Gespräche nicht vorgesehen sind. Das öffnet übrigens auch die Frage ob in der Simulation überhaupt gleichwertige Spieler vorhanden sind oder nur extra erzeugte "Anwesende" oder "Akteure".<br />
<br />
<br />
<br />
Interessant ist auch: wieviele der kommenden 10 Ampeln sind Grün ?<br />
<br />
Rein statistisch müsste ja bei 10 Kreuzungen bei denen man ankommt 5 mal die Ampel rot sein und 5 mal grün.<br />
<br />
Jedesmal wenn man man an einer Kreuzung mit einer roter Ampel stehen bleiben muss, haben die andern Verkehrsteilnehmer, also die die von links oder rechts kommenden grün.<br />
<br />
Jeder "Spieler" hat andere "Kreuzungs" Variablen. Die persönliche zugeteilte Variable der Simulation kann so sein dass er überwiegend eine grüne Welle hat, oder dass die Ampeln meistens rot sind, sie können aber auch völlig unlogisch sein: <br />
<br />
Wenn man z.B. an einer roten Ampel noch 5 andere Autos vor sich hat, dann ist nach dem Umschalten auf grün die Grünphase so kurz, dass die Ampel bereits wieder rot ist, wenn die 5 Autos vor einem durchkamen, und man selber aber schon wieder mit rot an der Pole Position steht. <br />
Während man nun an der Ampel steht, kann man - bei entsprechend negativer Variable - zusehen und mitzählen, wie mindestens 20 oder mehr der von rechts oder links kommenden Autos die grüne Ampel schaffen. Der Vollständigkeit halber sei nich das Auto hinter einem erwähnt, dessen Fahrer, bei entsprechend negativer Variable, sofort ein Hupkonzert beginnt, wenn man nicht spätestens eine Zehntel Sekunde nach dem Grünwerden der Ampel losfährt.]]></description>
			<content:encoded><![CDATA[<span style="font-size: medium;" class="mycode_size">Stell Dir vor dass vor vielen zehntausend Jahren menschenähnliche Lebewesen wie wir auf einem erdähnlichem Planeten lebten und Computer hatten so wie wir heute.</span><br />
<span style="font-size: medium;" class="mycode_size">Sagen wir mal so vor 120 000 Jahren. Und stell Dir vor dass dieser Planet und seine Lebewesen HEUTE immer noch existieren. </span><br />
<span style="font-size: medium;" class="mycode_size">Was die wohl heute für Computer und Konsolen haben ? </span><br />
<span style="font-size: medium;" class="mycode_size">Wir haben heute die Playstation 5.</span><br />
<span style="font-size: medium;" class="mycode_size">Wenn die vor 120 000 Jahren auch so etwas wie eine Playstation 5 hatten, was haben die wohl heute, 120 000 Jahre später für eine Playstation ? </span><br />
<span style="font-size: medium;" class="mycode_size">Wenn alle 5 Jahre ein neues Playstation Modell rauskommt, dann müssten die heute die "<span style="color: #e82a1f;" class="mycode_color">Playstation 24 K</span>", also die Playstation 24000 haben.</span><br />
<span style="font-size: medium;" class="mycode_size">Kannst Du Dir vorstellen was das für Spiele sind die auf diesen Konsolen laufen ? Und kannst Du Dir vorstellen was das für gewaltige Spiele und Konsolen sind, wenn die schon vor 500 000 Jahren eine Playstation 5 hatten ? </span><br />
<br />
Doch zunächst etwas Basic: <br />
<br />
Der Mensch hat bekanntlich die klassischen 5 Sinne:<br />
<br />
<span style="color: #e82a1f;" class="mycode_color">Hören - Sehen - Riechen - Schmecken - Tasten</span><br />
<br />
(Es gibt noch einige andere, z.B. der Gleichgewichtsinn, der Tiefensinn..) <br />
Alle diese Sinne wandeln das, wofür sie zuständig sind, in elektrische Nervenimpulse um, die dann über die Nerven ans Gehirn geschickt werden. <br />
Das Gehirn bündelt dann diese <span style="color: #e82a1f;" class="mycode_color">eintreffenden elektrischen Impulse/Ströme</span> zu dem Gesamtinput unseres "<span style="color: #e82a1f;" class="mycode_color">menschlichem</span>" ICH um, dieses "ICH" denkt dann:   "Ich sehe gerade etwas, ich höre gerade etwas, ich rieche gerade etwas, ich schmecke gerade etwas, ich fühle gerade etwas auf meiner Haut.“<br />
Wenn alle diese eingespielten Signale als eine Umwelt "erkannt" werden, ist es nicht mehr weit zu der Erkenntnis: "<span style="font-weight: bold;" class="mycode_b"><span style="color: #e82a1f;" class="mycode_color">Ich</span><span style="color: #c10300;" class="mycode_color"> Denke, also bin ich !</span></span>" <br />
<br />
Für die CPU, den Rechner der Playstation 24 k, ist es mit Sicherheit kein Problem, um für einen Supermario in einem Supermariospiel solche "<span style="color: #e82a1f;" class="mycode_color">eintreffenden elektrischen Impulse/ Ströme</span><span style="color: #000000;" class="mycode_color">"</span>, also das gesamte Aussenrum, die Grafik, die Gerüche, die Geräusche, die Gefühle, und die  Geschmäcker auszurechnen und zu einem "Gesamt - Ich" zu bündeln.<br />
<br />
Und jetzt kommen wir den Variablen.<br />
<br />
Der Supermario aus der Playstation 5 hat noch recht wenige Variablen: <br />
Seinen Körper, seine Laufgeschwindigkeit, seine Sprunghöhe, seine Sprungweite, seine Gesichtsmimik, seine Stärke, die Farbe seiner Kleidung, und jetzt wirds schon schwierig mit der Aufzählung...<br />
<br />
Der Supermario auf der Playstation 24 K hat zehntausende oder hunderttausende Variablen, um das besser zu verdeutlichen nehme ich jetzt mal nicht den Mario der Playstation 5 K sondern den der das hier gerade liest:<br />
<br />
Die Variablen sind nicht nur auf das Aussehen verteilt, ob er ein Glückspilz ist oder in Pechvogel, welchen Gesundheitszustand er hat, welche Intelligenz, wie stark ist sein Geruchssinn, sein Eigengeruch,  sondern auch auf das Geschehen, also das <span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i">was passiert wenn</span></span> .. <br />
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Eine Variable ist z.B: Wenn man mit dem Auto zu einem Zebrastreifen kommt, wie häufig sind dort Passanten, die genau in diesem Moment den Zebrastreifen "zufällig" überqueren wollen und "Dich" zum anhalten zwingen ? Dieses Beispiel mit dem Zebrastreifen öffnet auch eine der Hauptfragen und beantwortet sie:<br />
Wenn jemand die Variable hat dass an (fast) jedem Zebrastreifen schon "Menschen" warten um diesen zu überqueren, dann ist es offensichtlich, dass diese "Menschen" unmöglich genau gleichwertige Teilnehmer der Simulation sein können wie man selber einer ist, denn wenn die Variable:<br />
"Wenn Annäherung an Zebrastreifen - dann dort wartender Zebrastreifen überqueren wollender" ist, dann können unmögliche vorher gleichwertige Spieler dort hingeführt worden sein, sondern man kann mit Sicherheit davon ausgehen dass diese "Menschen" kurz vorher dort Materialisiert wurden nur zum Zwecke der Erfüllung der Variablen. Solche dort am Zebrastreifen wartende und diesen überquerende, sobald man angekommen ist, wurden extra erzeugt und haben bestimmt nur einen notdürftig mitgegebene Sprachschatz, da Gespräche nicht vorgesehen sind. Das öffnet übrigens auch die Frage ob in der Simulation überhaupt gleichwertige Spieler vorhanden sind oder nur extra erzeugte "Anwesende" oder "Akteure".<br />
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Interessant ist auch: wieviele der kommenden 10 Ampeln sind Grün ?<br />
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Rein statistisch müsste ja bei 10 Kreuzungen bei denen man ankommt 5 mal die Ampel rot sein und 5 mal grün.<br />
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Jedesmal wenn man man an einer Kreuzung mit einer roter Ampel stehen bleiben muss, haben die andern Verkehrsteilnehmer, also die die von links oder rechts kommenden grün.<br />
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Jeder "Spieler" hat andere "Kreuzungs" Variablen. Die persönliche zugeteilte Variable der Simulation kann so sein dass er überwiegend eine grüne Welle hat, oder dass die Ampeln meistens rot sind, sie können aber auch völlig unlogisch sein: <br />
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Wenn man z.B. an einer roten Ampel noch 5 andere Autos vor sich hat, dann ist nach dem Umschalten auf grün die Grünphase so kurz, dass die Ampel bereits wieder rot ist, wenn die 5 Autos vor einem durchkamen, und man selber aber schon wieder mit rot an der Pole Position steht. <br />
Während man nun an der Ampel steht, kann man - bei entsprechend negativer Variable - zusehen und mitzählen, wie mindestens 20 oder mehr der von rechts oder links kommenden Autos die grüne Ampel schaffen. Der Vollständigkeit halber sei nich das Auto hinter einem erwähnt, dessen Fahrer, bei entsprechend negativer Variable, sofort ein Hupkonzert beginnt, wenn man nicht spätestens eine Zehntel Sekunde nach dem Grünwerden der Ampel losfährt.]]></content:encoded>
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