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Reforge your creativity. The future of Conquest is here.

2016.07.25 15:51 CreativeRealmsMC Reforge your creativity. The future of Conquest is here.

Minecraft is one of the most popular platforms for world creation, but has limited tools for realism and detail. Our goal is to continue Monsterfish's high quality Conquest resourcepack with this mod, adding over 12,000 new blocks and custom 3D models. These additions capture the subtle elements of real life, from flying birds to smoldering coals in an abandoned camp. Take your worlds further than ever before! The future of Conquest is here.
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2024.05.23 23:58 Another_Ep0K daily Character #22

daily Character #22 submitted by Another_Ep0K to blender [link] [comments]


2024.05.23 23:48 Xenobrina Collection of developer responses from 5/23/24 AMA

This is a collection of responses from the competitiveoverwatch AMA from developers u/Blizz_Alec , u/Blizz_JNoh , u/Blizz_Hudson , and u/Blizz_Jodie . Thank you for your information!
Edit: Link to the original competitiveoverwatch thread
Alec answering question from North-Blueberry-7710 about testing in Mirrorwatch
No secret testing of anything upcoming in the immediate! We do look at how some changes play out though when they become more real and get lots of games, I think the Bastion Ultimate in particular was quite fun even if very loud and on the border technically. Reinhardt's Frenzy passive was also something we played around with internally but it was quite hard to communicate effectively. It's always good to see what players get excited about when there are more wacky ideas such as Mirrorwatch or April Fool's, some of those could become real down the line.
Alec answering question from swamp_god about Cassidy and Reaper changes
The two upcoming updates that were mentioned were for Cassidy and Reaper.
For Cassidy, we started some exploration pre-Season 9 for his update. Due to where he was at that time, this update was originally looking at multiple pieces of his kit but we saw the Season 9 changes largely benefit him so the update has gotten more focused on Magnetic Grenade and other Quality of Life updates (specifically to his Ultimate). In Season 11 we are updating Magnetic Grenade. It will behave closer to old Flashbang (no magnetic homing to the target, used in the short range) and will slow/hinder the target. We think that plays a lot better with his kit and removes some of the larger frustrations around Magnetic Grenade. More specifics on all that soon.
For Reaper, we went fairly wide as well in the beginning and then started to focus closely on updating Shadow Step. At the moment, we have something we quite like but it's actually a large technical challenge and we are in the process of planning out the work/seeing what's possible. In the meantime, we may buff Reaper in some non-Tank Buster ways as he lost a lot in the most recent update.
Jnoh answering question from Headedbigfoot8 about the hardest hero to balance in each role
Probably Sombra due to permanent invisibility restricting how deadly we can make her but also because she is a hero that excels with strong team coordination.
There are a handful of other heroes with performance stats that differ greatly from the broader community perception of them and that can create difficulty in how we approach balancing them as well.
Hudson answering question from walter_2010 about average playtester rank
A huge part of our team culture revolves around playtesting. From Designers, to QA and community management, everyone has the opportunity to play what we're working on and give open honest feedback. One of the advantages of this model is we get perspective from a wide range of player ranks from GM 1 to Bronze 5. It's been a while since we've taken an official poll on average rank, but having a wide sample helps prevent tunnel visioning on feedback from specific ranks.
Alec answering question from O2M about lack of patch consistency and Symmetra
  1. ⁠We should do a better job about this, especially when it comes to getting the community's visibility on what we are seeing vs. what the playerbase may seem to think is the best hero at any given one time. These can differ regularly as certain heroes get power reputations (weaker or stronger than their reality at a given rank) that are hard to shake off. Thanks for the feedback there, will make sure we have something here even if it's a simple change.
  2. Symmetra kept some of the buffs in that patch but yes we hear the feedback of where her current power level is. We may have been a bit overreactive to the Mauga compositions popping up during that timeframe (he was certainly overtuned), but we wanted to be sure of it. For right now, we are in discussions about Symmetra and especially her frontline presence. Believe that's a piece of the kit we'd like to promote further, whether through her survivability or beam damage.
Alec/Gavin answering question from Thee_Archivist about the removed smurf detection from MMR going from QP to comp
I tapped in our own Gavin Winter for this first part, he's what he had to say: "There haven't been any changes to these systems, but there are edge cases like the example of Guxue that was recently posted in this subreddit where our systems don't perform in the way we'd like. Most players will still be placed appropriately as they transition from Quick Play to Competitive Play, but unfortunately cases like this have always been possible. Explaining exactly how this happens would make it easier reproduce, so you'll have to excuse me from not going into intricate detail here."
For the second part of your question, we believe we made it slightly too difficult to climb at the highest ranks and are looking at making some adjustments soon.
Jnoh answering question from Owlcharts about making win and pick rates public (this one hurts).
There aren't any plans currently to shift resources toward supporting something like that. Sites like Overbuff don't have the complete picture, but the data there for win rates and such is generally fairly close.
There is some argument against being too transparent with those stats in that it can create a bit of a feedback loop where you might see player behavior driven by what appears to be the meta in the stats, but that kind of happens already with just the general discussion and sentiment around heroes without stats as well.
Our target range for hero viability by win rate is between 45-55% unmirrored win rate at Masters rank and above. Those individual win rates often can fluctuate 2-3% by day, mostly because heroes tend to have a wider range of win rates per map and we're looking at the global average of those, but also individual player performance isn't consistent.
Lower pick rate heroes fluctuate more and there is less confidence in their win rate being indicative of actual strength. Extremely high pick rate heroes have a similar problem when looking unmirrored stats.
In the end stats require interpretation to understand their context and that is why they are not the only basis for balance changes, but are a useful tool to measure impact of changes patch-over-patch.
Alec answering question from AccurateMeminnn about the reworks to Roadhog and WB
For the most part, we are relatively happy with the new bases both have been given but there is still some fine-tuning to be done.
I'll start with Wrecking Ball. Our goals were to give him more flexibility with his movement/engage options, heighten the benefits he gives to his team, and give him some quality of life updates. I think our changes all attempt to address those goals but one I think we can hit harder in the future is heightening the benefits he gives to his team. We were a little conservative with the Adaptive Shields change (overhealth is hyper scary in coordinated environments), so perhaps there's room for that to be more pronounced through tuning and actual feedback received in game (working on some updates there). Overall though, Wrecking Ball is doing much better after his recent updates and we believe we have a great base to work with going forward.
For Roadhog, aside from the conversations about his current survivability (we plan to hit that soon) there are some things for us to look at concerning the frequency of his combo. For example, his Pig Pen begins to go on cooldown when you throw it. So you can pre-place one, it gets destroyed, and then Roadhog already has it ready again (even though the enemy may think there's a window where Hook is less deadly). That's one discussion we've recently had. Still some work here for us to do in terms of the value Pig Pen brings outside of the combo as well and how we can make those windows of combo potential less frequent.
Jnoh answering question from Arrge about Hanzo post season 9, specifically about the one shot
Hanzo is still an effective mid-range burst damage hero even without the one-shot kills. Post season 9 with the projectile size changes actually saw an increase in Hanzo's performance on the stat side. I do hear you on the loss of how good the one shot kills felt, but an overarching goal of season 9 was to reduce a lot of those burst damage frustrations for players on the receiving end of it. Armor changes in season 10 have also been a benefit to his damage.
Still very early but we've been experimenting with adjusting health pools for some of the more evasive or high damage heroes which would also put them back into the range of lethal Hanzo headshots and some other hero combos at 225 HP, but while it would bring some interesting texture to hero interactions overall there are also a bunch of other problems to solve if we want to go through with it.
Alec answering question rom idrkbrotbh about Hog's survivability.
Yes, we plan on nerfing his survivability very soon. We are touching Take a Breather and Whole Hog in an upcoming patch. Hoping that can go live tomorrow.
Alec answering question from Heropon4Hyrule_010 about the difference in pick rates from before the midseason patch (major tank buffs) and after
Some of this is related to meta happenings or balance changes but also related to armor changes/headshot reduction for Tanks. From what we can see the biggest winners (in terms of their performance delta) of the patch are: Ana, Junkrat, Pharah, Roadhog, Sigma, Wrecking Ball, and Zarya.
Many heroes stayed relatively similar while a handful saw a decrease in performance (Bastion, D.Va, Mauga, Orisa, and Reaper).
Alec answering questions uestion from Mefionir-Omnic about Quick Play Hacked changes and Clash mode
These fall outside of hero design but can talk briefly about the first two questions
  1. ⁠Think you are referencing the speed boosts that would potentially come to Flashpoint. Took us some time to get these in a good place but they have been promising in playtests and are on track for a later season. It's important to us that when we add elements like that to a mode that it not only brings quality gameplay but is also communicated well through Sound and VFX. Feel good here now.
  2. ⁠We got a lot of great feedback but there are some things the team wished we did better with the Clash Preview. Firstly, it should have showed up more in Quick Play so y'all got more reps on it and can get a better feel for the flow of the game mode. Secondly, we don't think it was best suited for Open Queue in Arcade. If we do something like this again, we'll clean that up. With the feedback we received, we've been investigating how to make the final point more appealing to capture for the attacking team. Many games could result in the attacking team not actually wanting to push onto the last point because it wasn't worth the reward (harder to capture, give up a lot of positioning if you lose). Plenty of iteration happening here now to address that particular issue.
Alec answering question from Mabangyan about Roadhog and Lifeweaver
Answered the Roadhog question in a different place, but yes changes coming soon.
For Lifeweaver, one of the discussions we are having right now (actually this week) and have been having for a while is around the friction that comes with switching between his healing and damage. Giving him more flexibility here would be a great boon to his capability within team fights. Additionally, we've experimented a lot with his Petal Platform. Personally would love for that to be a more attractive area to stand on as a teammate (whether that be through a buff the platform gives you or something else) but there's a lot of learned behavior to work through as allies hop off the platform quite often.
JNoh answering question from Scared_Funny_1865 about tank counterswapping
At its core, Overwatch is a game designed around being able to swap heroes to gain a tactical advantage or help solve a challenge you might be encountering. This contributes to keeping the moment-to-moment gameplay experience dynamic, drives hero diversity and offers a wider range of both strategic gameplay and skill expression in learning when/where/how to play multiple heroes.
There is a question of how much of an advantage is too much compared to the cost of switching. Ideally we want counters to be clear and understandable, but soft enough that it's still possible to outplay a disadvantaged matchup. It is a team game though and 1v1 matchups are not the highest priority when assessing the heroes.
Tanks do feel this the most with only one of them per team in 5v5 role queue, but all roles do experience the pressure to counter and be countered to an extent.
We're striving to find a balance between swapping heroes every death, (which certainly feels too often), and rarely swapping heroes or getting trapped in mirror matches every game, which quickly leads to fatigue. We've seen a lot of improvements here compared to earlier seasons, but it could always be better.
"Unhealthy" and unpopular designs are not necessarily the same thing. When designing heroes, we aim to provide a wide range of playstyles, mechanics, and aesthetics for players to enjoy. It's okay if they don't all resonate with everyone broadly. We'll do our best to make the game as fun as it can be for a wide audience.
Alec answerinf question from Skiesti about Mercy's lack of changes since the 20% DPaSsive revert, as well as general performance since season 9 (this answer is super tone deaf being real).
  1. ⁠I think we are more happy in the 20% DPS Passive world than the 15% (it cuts through a lot better, helps mitigate the healing more effectively) so Mercy is more worth a look when that world is permanent. There are some questions of how far we can push her movement and know that is one of the most requested changes.
  2. ⁠Mercy is still a top-picked 3/4 Support and even higher on console until you hit GM/Top 500. Her performance follows a similar trend, where she's in the top grouping for most ranks and remains above average at the highest ranks. Doesn't mean that she wont receive changes but that is where she is at currently.
submitted by Xenobrina to Overwatch [link] [comments]


2024.05.23 23:28 COLT-TECH Chapter 5 Season 2 unusual stuttering and FPS drops

Chapter 5 Season 2 unusual stuttering and FPS drops
After the season 2 update my PC started running like crap on Fortnite. Lower fps, stuttering all the time, and abnormally high CPU usage. Before, it was running better than ever.
My PC Specs are R9 5900x, RTX 3060, 32GB RAM
I made a post about when this season first started. I was asking if anyone knew how to fix it. And while a lot of people have the same problem as I did, nobody knew how to fix it.
Just recently however, I found the cause of this problem and I know how to fix it.
There is a setting in the NVIDIA Control Panel called Threaded Optimization. It puts more of the workload on the CPU therefore increasing CPU usage, and the high CPU usage is the cause of the stuttering and FPS drops. It is found in the Manage 3D Settings tab.
https://preview.redd.it/3oxul3xtu82d1.png?width=1014&format=png&auto=webp&s=72dd8b8a5275a8e54b44eca8cfe9015e0d3c0cc9
You need to have this setting turned off for Fortnite, and probably most games.
If you want the best FPS possible, I strongly recommend looking into optimizing your CPU and GPU for gaming. A really good channel for optimization and tweaks is Khorvie Tech.
But just make sure you turn Threaded optimization off in the NVIDIA Control Panel
Hope this can help
submitted by COLT-TECH to FortNiteBR [link] [comments]


2024.05.23 23:18 xMangox- Every answered question from AMA

Q: It’s not related to S10 balance changes but I’m gonna ask anyway. Were we secretly testing any new upcoming heroes with the Mirrorwatch event?
Blizz_Alec: No secret testing of anything upcoming in the immediate! We do look at how some changes play out though when they become more real and get lots of games, I think the Bastion Ultimate in particular was quite fun even if very loud and on the border technically. Reinhardt's Frenzy passive was also something we played around with internally but it was quite hard to communicate effectively. It's always good to see what players get excited about when there are more wacky ideas such as Mirrorwatch or April Fool's, some of those could become real down the line.
Q: Who is the hardest character to balance and tweak out of the three roles?
Blizz_JNoh: Probably Sombra due to permanent invisibility restricting how deadly we can make her but also because she is a hero that excels with strong team coordination. There are a handful of other heroes with performance stats that differ greatly from the broader community perception of them and that can create difficulty in how we approach balancing them as well.
Q: I know you guys mentioned two upcoming DPS hero reworks. Is there any news about how those reworks are progressing, who they'll be for (I think people have a pretty decent idea, but official confirmation would be nice), and/or when they might be arriving? Also, are there any other heroes under consideration for potential reworks?
Blizz_Alec: The two upcoming updates that were mentioned were for Cassidy and Reaper.
For Cassidy, we started some exploration pre-Season 9 for his update. Due to where he was at that time, this update was originally looking at multiple pieces of his kit but we saw the Season 9 changes largely benefit him so the update has gotten more focused on Magnetic Grenade and other Quality of Life updates (specifically to his Ultimate). In Season 11 we are updating Magnetic Grenade. It will behave closer to old Flashbang (no magnetic homing to the target, used in the short range) and will slow/hinder the target. We think that plays a lot better with his kit and removes some of the larger frustrations around Magnetic Grenade. More specifics on all that soon.
For Reaper, we went fairly wide as well in the beginning and then started to focus closely on updating Shadow Step. At the moment, we have something we quite like but it's actually a large technical challenge and we are in the process of planning out the work/seeing what's possible. In the meantime, we may buff Reaper in some non-Tank Buster ways as he lost a lot in the most recent update.
Q: What is the average rank of your play testers and what level of input do they have in deciding what changes are made in each balance patch?
Blizz_Hudson: A huge part of our team culture revolves around playtesting. From Designers, to QA and community management, everyone has the opportunity to play what we're working on and give open honest feedback. One of the advantages of this model is we get perspective from a wide range of player ranks from GM 1 to Bronze 5. It's been a while since we've taken an official poll on average rank, but having a wide sample helps prevent tunnel visioning on feedback from specific ranks.
Q: 2 part question here: Why the inconsistency with dev comments/explanations for balance changes? There have been many changes that have been questionable (biggest offender was buffing Sojourn in January when she was widely considered the best DPS) that were shipped with 0 explanation. Justifying these changes would help a lot with player perception so we could understand these discrepancies. I have to ask - what is going on with Symmetra? She was weak, then buffed, then immediately reverted, now silence. Is she getting reworked? What data shows she needed a nerf? She is super weak and hard to use on ladder (uncoordinated environment by nature) and was only played in OWCS for Mauga - shouldn't nerfing Mauga have been enough?
Blizz_Alec: We should do a better job about this, especially when it comes to getting the community's visibility on what we are seeing vs. what the playerbase may seem to think is the best hero at any given one time. These can differ regularly as certain heroes get power reputations (weaker or stronger than their reality at a given rank) that are hard to shake off. Thanks for the feedback there, will make sure we have something here even if it's a simple change.
Symmetra kept some of the buffs in that patch but yes we hear the feedback of where her current power level is. We may have been a bit overreactive to the Mauga compositions popping up during that timeframe (he was certainly overtuned), but we wanted to be sure of it. For right now, we are in discussions about Symmetra and especially her frontline presence. Believe that's a piece of the kit we'd like to promote further, whether through her survivability or beam damage.
Q: Why was smurf detection essentially removed from MMR adjustment, especially for new accounts? GM-level players taking 60+ games to reach their proper rank ruins so many more games. It feels like climbing in general is artificially slowed down so people will play more even if they should have reached a higher rank many games ago.
Blizz_Alec: I tapped in our own Gavin Winter for this first part, he's what he had to say: "There haven't been any changes to these systems, but there are edge cases like the example of Guxue that was recently posted in this subreddit where our systems don't perform in the way we'd like. Most players will still be placed appropriately as they transition from Quick Play to Competitive Play, but unfortunately cases like this have always been possible. Explaining exactly how this happens would make it easier to reproduce, so you'll have to excuse me from not going into intricate detail here."
For the second part of your question, we believe we made it slightly too difficult to climb at the highest ranks and are looking at making some adjustments soon.
Q: Will you ever make pick rates and win rates public, even a couple of weeks after the fact? I feel like it would do a lot to help people understand why changes are made. Is there a win rate range you want to keep all heroes to stay within?
Blizz_JNoh: There aren't any plans currently to shift resources toward supporting something like that. Sites like Overbuff don't have the complete picture, but the data there for win rates and such is generally fairly close.
There is some argument against being too transparent with those stats in that it can create a bit of a feedback loop where you might see player behavior driven by what appears to be the meta in the stats, but that kind of happens already with just the general discussion and sentiment around heroes without stats as well.
Our target range for hero viability by win rate is between 45-55% unmirrored win rate at Masters rank and above. Those individual win rates often can fluctuate 2-3% by day, mostly because heroes tend to have a wider range of win rates per map and we're looking at the global average of those, but also individual player performance isn't consistent.
Lower pick rate heroes fluctuate more and there is less confidence in their win rate being indicative of actual strength. Extremely high pick rate heroes have a similar problem when looking at unmirrored stats.
In the end, stats require interpretation to understand their context and that is why they are not the only basis for balance changes but are a useful tool to measure the impact of changes patch-over-patch.
Q: What is Hanzo's new job? Is he supposed to take over Pharah's place as the new go-to permanently pocketed hero? To explain more in depth: Hanzo used to be a sniper, but the recent changes caused most heroes to require 1 extra shot to eliminate a target. Considering Hanzo is the slowest shooting primary fire focused DPS, he was impacted the most. Making him the only primary fire focused DPS who relies on cooldowns to finish off targets due to the very long time to kill: Assuming full charging the arrows (to be able to hit targets past melee range): 3 bodyshots = ~2.5 seconds TTK (~3.25 seconds if bow not preloaded) Or best case scenario: 1 headshot + 1 bodyshot = ~1.25 seconds TTK (~2 seconds if bow was not preloaded) Compared to for example Cassidy: 4 bodyshots = 1.5 seconds TTK Or best case scenario: 2 headshots = ~0.5 seconds TTK Hanzo's only advantage here is that he deals full damage past 35 meters, but trying to hit someone 2-3 times in a row even at 35 meters is next to impossible (considering physical cover + the long time to kill + projectile travel time) At the same time Mercy pocketed Hanzo can still one shot, with the added benefit of now having a 2x bigger arrow hitbox (and buffed storm arrows).
Blizz_JNoh: Hanzo is still an effective mid-range burst damage hero even without the one-shot kills. Post season 9 with the projectile size changes actually saw an increase in Hanzo's performance on the stat side. I do hear you on the loss of how good the one shot kills felt, but an overarching goal of season 9 was to reduce a lot of those burst damage frustrations for players on the receiving end of it. Armor changes in season 10 have also been a benefit to his damage. Still very early but we've been experimenting with adjusting health pools for some of the more evasive or high damage heroes which would also put them back into the range of lethal Hanzo headshots and some other hero combos at 225 HP, but while it would bring some interesting texture to hero interactions overall there are also a bunch of other problems to solve if we want to go through with it.
Q: A month later, and considering he's displayed proudly on the Twitter post for the AMA, I got my question: How have you guys felt about the past reworks on Roadhog and the new one, Wrecking Ball? Like what the goals were exactly, your personal thoughts, the community response, and what you want to fine-tune with them post rework. Those things. I think most people would be interested on how you guys have felt now that it's been a bit.
Blizz_Alec: For the most part, we are relatively happy with the new bases both have been given but there is still some fine-tuning to be done.
I'll start with Wrecking Ball. Our goals were to give him more flexibility with his movement/engage options, heighten the benefits he gives to his team, and give him some quality of life updates. I think our changes all attempt to address those goals but one I think we can hit harder in the future is heightening the benefits he gives to his team. We were a little conservative with the Adaptive Shields change (overhealth is hyper scary in coordinated environments), so perhaps there's room for that to be more pronounced through tuning and actual feedback received in game (working on some updates there). Overall though, Wrecking Ball is doing much better after his recent updates and we believe we have a great base to work with going forward.
For Roadhog, aside from the conversations about his current survivability (we plan to hit that soon) there are some things for us to look at concerning the frequency of his combo. For example, his Pig Pen begins to go on cooldown when you throw it. So you can pre-place one, it gets destroyed, and then Roadhog already has it ready again (even though the enemy may think there's a window where Hook is less deadly). That's one discussion we've recently had. Still some work here for us to do in terms of the value Pig Pen brings outside of the combo as well and how we can make those windows of combo potential less frequent.
Q: Are there any nerfs being discussed for Hog, specifically his survivability? Times where multiple people are shooting a Hog and he just walks away while using his breather seemingly gaining more health than losing health makes the damage you’re doing to him feel pointless and is very unfun to play against, especially now that headshots do less damage to him.
Blizz_Alec: Yes, we plan on nerfing his survivability very soon. We are touching Take a Breather and Whole Hog in an upcoming patch. Hoping that can go live tomorrow.
Q: Hello, with the major tank changes (e.g. armor changes, knockback changes, headshot change, and individual balance changes) that released last week, I am very curious: have there been any noticeable, immediate shifts in the win rates and pick rates amongst tanks? Has there been any collateral shifts within the DPS and support role because of the recent tank changes? I know that, for instance, after the recent armor changes, some heroes have become weaker against armored tanks (i.e. Tracer and Reaper) while others have become significantly stronger (i.e. Cass and Hanzo). I'm interested in knowing how the team's behind-the-scenes statistics have measured lately as a result of the recent tank changes—that is, if it is possible for you guys to share it. If not, understandable.
Blizz_Alec: Some of this is related to meta happenings or balance changes but also related to armor changes/headshot reduction for Tanks. From what we can see the biggest winners (in terms of their performance delta) of the patch are: Ana, Junkrat, Pharah, Roadhog, Sigma, Wrecking Ball, and Zarya.
Many heroes stayed relatively similar while a handful saw a decrease in performance (Bastion, D.Va, Mauga, Orisa, and Reaper).
Q: Ok, I'll try to ask some general questions. Free to choose which one to answer: _" In February I noticed that you had received great feedback on the maps after the first hacked mode. But I was wondering when those ideas would be implemented (especially for flashpoints). Personally, I liked Clash Mode. But I also wanted to know what kind of results you received that require modification in your opinion, or if you have noticed any optimal results to maintain, or imitate for other game modes.
Blizz_Alec: These fall outside of hero design but can talk briefly about the first two questions.
Think you are referencing the speed boosts that would potentially come to Flashpoint. Took us some time to get these in a good place but they have been promising in playtests and are on track for a later season. It's important to us that when we add elements like that to a mode that it not only brings quality gameplay but is also communicated well through Sound and VFX. Feel good here now.
We got a lot of great feedback but there are some things the team wished we did better with the Clash Preview. Firstly, it should have showed up more in Quick Play so y'all got more reps on it and can get a better feel for the flow of the game mode. Secondly, we don't think it was best suited for Open Queue in Arcade. If we do something like this again, we'll clean that up. With the feedback we received, we've been investigating how to make the final point more appealing to capture for the attacking team. Many games could result in the attacking team not actually wanting to push onto the last point because it wasn't worth the reward (harder to capture, give up a lot of positioning if you lose). Plenty of iteration happening here now to address that particular issue.
Q: Hi there, I think one of the most obvious questions people here will have is what are the plans to balance out Roadhog. With the midseason tank adjustments I’m sure the general sentiment is that Hog is an outlier for survivability and damage amongst the tanks, especially since Orisa isn’t there to keep him in check now. The headshot damage reduction and his soft rework from before means his survivability is through the roof, and his damage is as high as ever. What are the plans to reign him back in? I will also personally say I don’t think the solution is to buff Orisa, rather nerf Hog to keep him in line. Aside from Hog I think the tank balance is pretty great right now otherwise. Also is there going to be something done about the overbearing passiveness of heroes like LW, that will simultaneously not interact with the enemy team at all whilst also not providing any offensive utility for his own team? I think for all other 9 players in the lobby it’s a pretty miserable experience to have a LW. Thanks for your time.
Blizz_Alec: Answered the Roadhog question in a different place, but yes changes coming soon.
For Lifeweaver, one of the discussions we are having right now (actually this week) and have been having for a while is around the friction that comes with switching between his healing and damage. Giving him more flexibility here would be a great boon to his capability within team fights. Additionally, we've experimented a lot with his Petal Platform. Personally would love for that to be a more attractive area to stand on as a teammate (whether that be through a buff the platform gives you or something else) but there's a lot of learned behavior to work through as allies hop off the platform quite often.
Q: Hey! I have 2 Mercy questions:
1. Is the team looking at Mercy at all for any changes/small buffs? 2. What is Mercy's pick and win rate now compared to Season 3?
Back in Mid Season 9, the DPS passive was reduced and a dev blog stated Mercy wouldn't see changes as she should 'be more reliable moving forward' with the reduction. That nerf was reverted and Mercy stayed the same.
The community has been ranking Mercy as a D Tier support for a few Seasons now and she's in this weird spot where people don't like playing against her, with her, or as her anymore. I and many others still enjoy her most out of all the other heroes but she doesn't play nearly as fun as she used to after the changes that've been made to her (mainly nerfs) and the game over the last year. Thanks!
Blizz_Alec: 1. I think we are more happy in the 20% DPS Passive world than the 15% (it cuts through a lot better, helps mitigate the healing more effectively) so Mercy is more worth a look when that world is permanent. There are some questions of how far we can push her movement and know that is one of the most requested changes.
  1. Mercy is still a top-picked 3/4 Support and even higher on console until you hit GM/Top 500. Her performance follows a similar trend, where she's in the top grouping for most ranks and remains above average at the highest ranks. Doesn't mean that she wont receive changes but that is where she is at currently.
Q:I'm not really sure how I am supposed to ask this, but?,
Is the current Balance Team confident about being able to dix the biggest problems the Tank role has been suffering since the OW2 release?
I'm specifically talking about the Counterswap Meta and unhealthy Tank designs being "allowed" to exist, like Tank busters and unkillable tanks (Roadhog, Mauga, and Orisa).
Are we confident that making Tanks able to do almost everything is the right thing to do? Are we confident that we can make Tank fun again for the majority of the player base without straight buffs?
The headshot reduction and knockback reduction changes are especially interesting to me because I really don't think that simple number changes will fix how Tanks feel to play.
I don't want to counterswap. I don't want to face unkillable and easy-to-play Tanks.I don't want Tank Busters.
I really LOVE this game but it currently feels like as if we were going into the wrong direction while ignoring the BIGGEST Problems :c
Blizz_jNoh: At its core, Overwatch is a game designed around being able to swap heroes to gain a tactical advantage or help solve a challenge you might be encountering. This contributes to keeping the moment-to-moment gameplay experience dynamic, drives hero diversity and offers a wider range of both strategic gameplay and skill expression in learning when/where/how to play multiple heroes.
There is a question of how much of an advantage is too much compared to the cost of switching. Ideally we want counters to be clear and understandable, but soft enough that it's still possible to outplay a disadvantaged matchup. It is a team game though and 1v1 matchups are not the highest priority when assessing the heroes.
Tanks do feel this the most with only one of them per team in 5v5 role queue, but all roles do experience the pressure to counter and be countered to an extent.
We're striving to find a balance between swapping heroes every death, (which certainly feels too often), and rarely swapping heroes or getting trapped in mirror matches every game, which quickly leads to fatigue. We've seen a lot of improvements here compared to earlier seasons, but it could always be better.
"Unhealthy" and unpopular designs are not necessarily the same thing. When designing heroes, we aim to provide a wide range of playstyles, mechanics, and aesthetics for players to enjoy. It's okay if they don't all resonate with everyone broadly. We'll do our best to make the game as fun as it can be for a wide audience.
submitted by xMangox- to Competitiveoverwatch [link] [comments]


2024.05.23 23:09 Ok-Jeweler-6332 I have a problem with colors in NNLatentUpscale

I have a problem with colors in NNLatentUpscale
I create an animation using this workflow: https://openart.ai/workflows/tortoise_academic_14/anis-txt2img2vid-workflow/l27UI6IJSqqPvC2e2SMs
Animation colors in frames preview seems great (photo 2). The problem begins when the animation starts to go upscale and Ksampler and NNLatentUpscale starts working. In the preview the hat on character is green color, but after going through NNLatentUpscale it becomes completely gray. (photo 1). There seems to be some error with the colors. Pls help
1 photo
2 photo
3 photo
submitted by Ok-Jeweler-6332 to comfyui [link] [comments]


2024.05.23 22:56 BOfficeStats Domestic BOT Presale Tracking (May 23). Bad Boys: Ride or Die shooting towards $3.26M THU / $5.3M EA+THU. THU comps: Inside Out 2 emoting towards $7.10M while Deadpool and Wolverine claws at $31.07M.

BoxOfficeTheory Presale Tracking
USA Showtimes As of May 17
Presales Data (Google Sheets Link)
BoxOfficeReport Previews
DOMESTIC PRESALES
Haikyu!! The Dumpster Battle
Bad Boys: Ride or Die Average Thursday / EA+Thursday comp: $3.26M/$5.3M
The Lord of the Rings Extended Edition Re-Releases (June 8-10)
Inside Out 2 Average Thursday Comp: $7.10M
Deadpool and Wolverine Average Thursday Comp: $31.07M
Domestic Calendar Dates (last updated May 16):
MAY
JUNE
JULY
AUGUST
Presale Tracking Posts:
April 23
April 25
April 27
April 30
May 2
May 4
May 7
May 9
May 11
May 14
May 16
May 18
May 21
Note: I have removed most tracking data that has not been updated for 2 weeks. I think there is value in keeping data for a week or two but at a certain point they start to lose their value and should not be treated the same as more recent tracking data.
submitted by BOfficeStats to boxoffice [link] [comments]


2024.05.23 22:44 BOfficeStats Domestic BOT Presale Tracking (May 23). Final Thursday preview comps/predictions: Furiosa ($3.99M/$4.09M) and Garfield ($1.23M/$1.38M). Garfield is estimated to have grossed $0.57M from Early Access showings.

BoxOfficeTheory Presale Tracking
USA Showtimes As of May 17
Presales Data (Google Sheets Link)
BoxOfficeReport Previews
DOMESTIC PRESALES
Furiosa Average Thursday Comp/Prediction assuming $3.5M for crazymoviekid, $5M for el sid, $4.4M for keysersoze123, and $4M for YM!: $3.99M/$4.09M
Hit Man
The Garfield Movie EA Estimate: $0.57M
The Garfield Movie Thursday Comp/Prediction assuming $1.55M for keysersoze123: $1.23M/$1.38M
Domestic Calendar Dates (last updated May 16):
MAY
JUNE
JULY
AUGUST
Presale Tracking Posts:
April 23
April 25
April 27
April 30
May 2
May 4
May 7
May 9
May 11
May 14
May 16
May 18
May 21
Note: I have removed most tracking data that has not been updated for 2 weeks. I think there is value in keeping data for a week or two but at a certain point they start to lose their value and should not be treated the same as more recent tracking data.
submitted by BOfficeStats to boxoffice [link] [comments]


2024.05.23 22:37 avinashmenon123 Limited-time Sale

Limited-time Sale
Right now, Smart Launcher Premium has a limited-time offer. Is the lifetime deal worth considering?
submitted by avinashmenon123 to smartlauncher [link] [comments]


2024.05.23 22:15 silbermanuel How or where to get a preview pictures for a nicer Menu?

i was hoping somebody allready asked this or i would find something anywhere, but it seems not many care about this, but i really like the preview pictures on the right side when you scroll through the roms. it seems only the cards have them, that came bundled with the system. really would hope for some bundle full of media files :D.. sometimes the media is bigger then the rom, but thats ok for me =) any help would be great, thx
submitted by silbermanuel to R36S [link] [comments]


2024.05.23 22:04 nightbeast88 There’s never been a better time to be a programmer. There’s never been a worse time to be a corporate programmer.

Who Am I?

Let’s start with who I am. I’m a software engineer in Columbus, Ohio. I got my start in programming in college back in 2007. Back then, I was exposed to three different programming languages: C for embedded systems, C++ for business processes, and Java for desktop/web apps. I began my IT career doing Ruby and Java development in 2012, added Angular development in 2014, and transitioned to full-stack JavaScript on AWS in 2016. Well...sort of. Even though I was doing full-stack JS at that time, I still had to support the Ruby and Java apps we created before.

That’s Great Boomer, but It Doesn’t Work Like That Today

You’re right. Let’s look at a typical person starting in software development in 2024. You’re a recent high school graduate excited to start your career in IT. You scour the job boards and see a ton of well-paying software engineering jobs, but which ones should you target, and what training do you need? You go onto YouTube, self-learn whatever the new hotness is, and think you’re set. Not quite.
In this day and age, the barrier to entry for programming jobs has never been lower. Gone are the days when you had to worry about state management, memory management, and deep knowledge of operating systems, networking, and TCP/UDP stacks just to get your foot in the door. What used to require a 4-year degree and a master's in system design has evolved into 6-week “boot camps.” You’re taught just enough to “make it work” and sent off to your first software engineering job.
Congratulations! You probably know something about MERN or MEAN. You’ve built a few simple web applications and are now thrust into the world of corporate software engineering. But what’s this? Java? Where did this come from?

Pets vs. Cattle

You’ve maybe heard this phrase before, but for those new to the industry, it boils down to this: pets you care for until they’re no longer able to continue living; cattle you care for until they’ve served their purpose and then you “delete” them. In programming, this translates to code that goes on to live for decades and code that serves a specific purpose that you throw away when your needs change. As much as we would like to write code as cattle, the truth is there’s little financial benefit in most industries to do that.

What is Your Company's Purpose?

While some companies compete on technical competency, most programmers end up in well-established companies whose primary business is in insurance, banking, wholesale, retail, hospitality, etc., not companies whose sole existence rests on their ability to provide the best technical solution. In such companies, it’s very hard to convince the decision-makers to update anything. They loathe the day their software architects say, “we need to stop working on your project for 2 weeks to do a framework version upgrade.” To them, that’s throwing money away because they don’t see any value in it. They will let defects and bugs exist in systems and just work around them if it means they can have you work on something else. This leads us back to something I’ve mentioned a few times now: Java.

Java, C#, and Legacy Software

Looking at the 2023 Stack Overflow developer survey, about 60% of professional developers use C# or Java. Realistically, the only things that beat these out are web development and Python (primarily for machine learning). Looking through job boards, this is a common theme, and most web jobs include either needing Java, C#, or Python skills in addition to web development. In this article, I’m going to speak specifically to Java because I know it best, but the same principles apply to C# and legacy software in general.

The History of Why Java is Everywhere

Java was written in the early 90s and widely adopted around the turn of the century. When many companies were looking for software solutions that weren’t tied to the mainframe and were more feature-complete than Bash, the options at the time were basically Java and C++. I realize there were other options, but let’s admit it, no one was going to write their software using OCaml. It really was a language ahead of its time, with a promise to “run anywhere,” including on websites, and without the complexities of writing C++ code. While it had its challenges, its requirement to define everything meant it was so structured that it reduced the risk of bugs, making Java the go-to language in the early 2000s.

Modern Day Java

There’s no way around it: from a developer experience standpoint, Java sucks. To be fair, the language has come a long way. At the time of writing, Java 22 is out, with a roadmap planned out to Java 26, including releasing Java 25 as a Long Term Support version in about 15 months. Java has incorporated many improvements from the community, and modern IDEs help automate much of its verbosity. So it sounds like Java is at least attempting to keep up with modern languages, right? So why does it feel so cumbersome?
Remember when companies adopted Java around the turn of the century? Fortunately for those companies, many of Java’s promises held true. The safety Java provided meant that core business functions could be written in it and often were. Now, 20+ years later, those businesses are still run by that same software. While Java 22 is the current version, Java 8 from 2014 still has to be supported because many companies cannot upgrade without breaking things, and they can pay Oracle to support it through 2030 and beyond.

So Why Is That So Challenging?

Well, software engineering practices have evolved. We’re better at defining and designing software, and our practices have updated because of it. We’re no longer writing abstraction for abstraction’s sake because the overly complex inheritance hierarchies of the early 2000s (like Creature -> Animal -> Amphibian -> Bipedal -> Primate -> Human -> Customer) made things unnecessarily hard to manage. What version of the “move” function are we using again? Where do I need to define “wave”? Guess I better make a “WithArms” abstraction and add it to the chain. But as we have evolved as an industry, we still have to support 20+ year-old software, which is why from a developer experience standpoint, Java sucks.

Where Does This Leave Us?

Unfortunately, this leaves us in a world of really cool things that we won’t really be able to use in our day-to-day job. If we look at the current landscape of things, everything works “well enough,” and there isn’t much incentive to change anything, and there’s usually more incentive not to adopt anything new.

New Languages

Newer languages like Go, Rust, and Zig likely won’t be coming to many companies anytime soon. While they are better technological evolutions of earlier languages, that means your development team needs to have more skills. I have problems hiring Angular + Node + Java developers, and as much as I would love to use the newer technologies to improve my own skills, hiring people who know Angular + Node + Java + Go + Rust would be nigh impossible. Not to mention those developers are $150K/year employees with 10+ years of experience, not $50K/year employees out of a boot camp.

New Frameworks

So okay, new languages are out of the question, but what about adopting new frameworks or technologies within those frameworks? SSR in Angular / React / Vue is beneficial, right? Well...yes, but it’s not quite that simple. If you’re using one of the big three in production today, chances are you have a build pipeline that builds your HTML/JS/CSS files, and you host them on an NGINX server or upload them to something like S3. So you have to convince your company to spend hundreds of thousands of dollars setting things up to be able to deploy, host, performance test, and scale a NodeJS application, and incur the recurring cost of additional processing power to render the applications server-side on every request. And the question is, for what benefit? To take ½ a second off load time and to have a preview thumbnail pop up when someone links your website on Facebook? If you’re in retail, maybe. Anywhere else? Probably not.

You Will Have to Support Legacy Code, and You’re Not Going to Like It

This brings us back to our good old enemy, legacy code. Unlike the days of COBOL when the industry wanted to get off proprietary mainframe computers, there really isn’t a need to rewrite things. Things generally work “good enough,” and a vast majority of us are just going to continue to build on top of what’s already built wherever we work. I’m not happy about it, and the only people I know who are happy about it are those just trying to cruise through to retirement, but from a business sense, it’s the only thing that makes sense. Thank you for your time. Learn OOP, read Clean Code, learn Java. Even though we agree there are better ways to do it, this is the world we all live in.
submitted by nightbeast88 to theprimeagen [link] [comments]


2024.05.23 21:25 PharrohYami Break Store Preview for tomorrow! 5/24

Break Store Preview for tomorrow! 5/24
Store Preview for tomorrow!

AEW Combination, 1 of each 21, 22 & 23 Flagship. 2 of Each Spectrum, Metal & Allure. 9 Boxes total! Date:
May 26 @ 12pm CST / 1pm EST. SPOTS WILL OPEN UP ON May 24th @ 12PM CST / 1 PM EST VIA The Website STORE!
If you have any questions or concerns please feel free to msg me. Willing to help however i can!
https://pharrohaewbreaks . weebly. com/#/ Just close in spaces to make link work or use the link in the community tabs section.
https://reddit.com/link/1cz1a65/video/4zkj5v2m882d1/player
https://preview.redd.it/ztpckm7v882d1.png?width=1710&format=png&auto=webp&s=795486daa823db49abe38729d8b215369be6e5d2
submitted by PharrohYami to AEWTradingCards [link] [comments]


2024.05.23 21:24 XxX_carnage_XxX [ALL] Just finished Life Is Strange 2: The journey continues

Just finished LIS 2 and it was a wild ride, laughing and crying. So there's what I got up to.
I explored more and tried to be a great big bro to Daniel. My favourite character hands down is Mushroom ( RIP). I did chose to be firm with Daniel but not mean. After going to the grandparent's house I set a good example by doing the chores and sketched Claire but Daniel wanted to be in the sketch ( which was adorable). Made friends with Chris and he told me how his dad gets angry when he drink, at first I was thinking child abuse but glad he didn't hit Chris. At the market I bought Daniel a polar bear toy and listened to Cassidy's song and met Finn ( I did prank that guy who yelled at them ), and I did end up calling Lyla both times in chapter one and two. Oh and forgot to mention, Daniel didn't beg ( felt wrong to ask him that ) and was kind to Brody ( didn't know if he'd help or not ). Ended seeing Arcadia Bay. In the end Chris was saved by Daniel and did talk to his dad about getting help.
My favourite was seeing Cassidy and her friends. Got to know all of them, Sean got his haircut and lost his virginity to Cassidy, was shocking to learn that Sean lost his eye, but in the hospital Joey did help me escape and run into Finn there and forgave him ( said the heist was everyone's idea). I made peace with Karen and got Daniel away from the cult and I did spare Lisbeth's life and gave Jake my cash for Sarah-Lee.
Now I'm at AWAY and screamed when I saw the cardboard from Chole's yard and them saw David. I was hurt to find out Joyce passed and realising that Warren and Kate probably died too but got to see a picture of Chole and Max in his trailer ( she looks better with green hair in my opinion ) and glad him and Chole are close. After listening in on his phone call with her too, not sure if her and Max started a romantic relationship by the sounds of it. ( Thank you to u/WanHohenheim for telling me there is in fact a Chole and Max cameo )
In the detention centre I feared Diego might get hurt if he yelled at the "vigilantes" so I stopped him. I did free the couple and the "vigilantes" ( was more like a " fuck you, you got saved by ME" type deal ). In the end I surrendered because I was scared if Daniel used his powers there was a possibility that the cops would shoot and kill Daniel, Sean, both would die or even if we fail the police would pin any dead cop deaths on us. Daniel lived a great life with our grandparents and even though Sean was in prison for 15 years, he sacrificed himself for his brother's happiness and well being and after I was released from prison I met Daniel, Karen and Lyla before Daniel and Sean went their separate ways, I'm hoping Sean goes to Colorado to track down Cassidy.
In the end it was a great game as usual and gonna start before the storm next. I know what your thinking but I was half way done with LIS 2 before I got before the storm free on PS plus ( just hoping it's the full game and not a preview 😂)
Thank you for reading and joining me on my LIS journey, wish me luck on my next play through❤️
submitted by XxX_carnage_XxX to LifeisStrange2 [link] [comments]


2024.05.23 20:58 Banana_splitter How to fill this out?

Can someone explain to me how i should be filling this out? I’m married, we both work and have no children. I think allowance refers to dependents, so 0?
submitted by Banana_splitter to taxhelp [link] [comments]


2024.05.23 20:45 maad0000 The colors appear correct when viewing a clip in the media folder; however, when the clip is added to the timeline, the colors become inverted, and the highlights become green and blown out. I've cleared the cache and restarted the app, but the issue remains. Any idea what's going on here?

The colors appear correct when viewing a clip in the media folder; however, when the clip is added to the timeline, the colors become inverted, and the highlights become green and blown out. I've cleared the cache and restarted the app, but the issue remains. Any idea what's going on here? submitted by maad0000 to CapCut [link] [comments]


2024.05.23 20:30 cw_127 💎 ChillZone [SMP] {Semi-Vanilla} {1.20.4} {Community} {HermitCraft Inspired} {WhiteList} {Claims} {Dynmap} {Player Shops}

Apply Here
ChillZone is a newly releasing Semi-Vanilla server. We're dedicated to providing a great vanilla experience, with small additions that help enhance the multiplayer aspect. We value the community aspect greatly, on ChillZone all players have a say as to what goes on, what gets added, and so on.
We've existed as a community for around 4 years now, starting out with a similar server, inspired by Hermitcraft. This means we're experienced in creating and hosting a community, providing a great experience with great server performance & well developed features. However, we're always looking to add to our tight-knit, welcoming community and share :)
Quick Links
Our Values
Community - In ChillZone all players get a say in what happens, all suggestions and feedback are taken seriously. We're transparent with all decisions made, asking the community for their input and giving our reasoning for everything.
Welcoming - We're committed to creating a diverse environment where all players can feel welcomed, included and accepted. We welcome everyone, from people who are more interested in Redstone, Farming to Builders or people more focused on Community, such as setting up towns.
Stability - We use top of the line, dedicated hardware to ensure your experience is stable. The owner is an experienced sys admin, managing multiple nodes across the network.
Updates - We release frequent updates, keeping the experience fresh. We're also committed to updating to the latest version of Minecraft as soon as possible.
Some of Our Features
- We have a simple, user friendly claims plugin allowing you to easily claim & protect your land, and also provide access to your friends.
- Vanilla Tweaks, including Armor Stands, Mob Heads, Double Shulker Shells, etc.
- Discord Linking, you can talk to your friends ingame from our Discord server!
- Dynmap, allowing you to preview our whole world & some great builds from players.
- Player Shops, including a central shopping district. We do have an economy plugin, however our economy is based around the value of a diamond. The economy is completely player controlled.
- Friendly, experienced and helpful staff, who respect players and use their permissions fairly.
Our Rules
We try to be fairly relaxed, as we aim to build a mature community where staff don't need to parent players. However, obviously any exploiting, griefing, stealing & any sort of abuse to other players will not be accepted. We're a safe place for all, and anyone who doesn't share that interest won't be tolerated.
That was a lot of words, however to summarise we're a great community looking for some new members! We're committed to creating a great player experience, from frequent seasonal events, to our high performing dedicated server with great uptime. If we've hopefully captured your attention in this post - Apply Today! Our application process isn't very complex, we just have a couple simple questions to weed out any unserious players :)
submitted by cw_127 to MinecraftServer [link] [comments]


2024.05.23 20:19 indolent02 What cuts of beef are these?

What cuts of beef are these?
A friend has a large package of beef, but doesn't know what cuts they are. Can anyone help identify them?
https://preview.redd.it/fz9v32j6x72d1.jpg?width=1408&format=pjpg&auto=webp&s=b0ba0e3316e2c700986d3137e1ef7550cc61afa8
submitted by indolent02 to smoking [link] [comments]


2024.05.23 20:01 DTG_Bot This Week In Destiny - 05/23/2024

Source: https://www.bungie.net/7/en/News/Article/twid-05-23-24
This Week in Destiny, we are showing the way. Only two more weeks until The Final Shape launches, and we still have plenty of news to share with you all. How about a preview of a new world system and a quality-of-life UI update? These topics and more, right below.
  • We have a new ViDoc!
  • Season of the Wish is closing—have you played the new mission?
  • Be part of the Twitch Rivals World First race streams.
  • Extra BRAVE weapons for all!
  • Read our abilities and armor tuning articles.
  • Find out how Pathfinder works.
  • Updates to the Quests tab.
  • Reminder about Legendary shards.
  • The Pantheon’s last two gods are here.
  • And so is our poster inspired by The Pantheon bosses.
  • Check our new collab with SteelSeries.
  • The Final Shape downtime notice. ##Confronting Oblivion in Our First ViDoc
Less than two weeks until The Final Shape is here, Guardians! We want to make the wait easier for you, so how about we share two amazing ViDocs with you all? In our first one, live this very morning, we talk about emotional scripts, the surreal landscapes we'll visit, and believe it or not, how you could learn the language used by the Dread if you really want to.
Video Link
The second ViDoc will be live tomorrow at 9 AM PT with more insights delivered directly by the Destiny 2 dev team.
Video Link

A Hunter Goes into The Traveler...

Remember when Crow crossed the portal that was opened as part of our bargain with Riven during the events of Season of the Wish? That really wasn't the end. On Tuesday, we launched Closer to the Heart, the mission that closes Year 6 of Destiny 2 and unlocks a mind-blowing cinematic that serves as a bridge between Season of the Wish and The Final Shape. So, let this serve as a reminder: go play it if you haven't already. Osiris will give you the mission if you visit the HELM.
And for those of you who have completed it, do you want to shed a tear again?
Video Link

Follow the World First Race on Twitch Rivals

The new raid coming with The Final Shape will take the fight to the Witness and prevent its calamitous plans to end the world as we know it. The stakes are at their highest, and fireteams across the globe will compete and test their might to be the first group that completes the raid to take home the coveted World First belt.
We wanted to celebrate such an occasion properly, so in partnership with Twitch Rivals, we'll have a World First race broadcast covering some of the streamers participating in the race, with commentary conducted by returning host Professor Broman and Reck1568.
If you are a creator looking to be part of the event, sign-ups begin today and will be open until June 3 at 5 PM PT. Registered and approved creators will be provided with the following exclusive Twitch Drops while the World First race is taking place:
Stand in Salvation Emblem: Watch at least 2 hours of any Destiny 2 streamer.
  • Active between 9:30 AM PT on June 7 and 9:30 AM PT on June 9.
Image Linkimgur
Roots Remain Emblem: Watch at least 2 hours of Destiny 2 Twitch Rivals stream or any participating Twitch Rivals creator.
  • Active between 9:30 AM PT on June 7 and 9:30 AM PT on June 9.
Image Linkimgur
Global Twitch Badge:
  • Ghost Chat Badge: Watch 15 minutes of The Final Shape raid. ##Get Your Pretty Guns
Image Linkimgur
Earlier this week, we increased the drop rates for BRAVE weapons and Trophies of Bravery as well as increased the reputation gains with Shaxx. These increases will remain until Destiny 2: Into the Light ends on June 3.
We know you are swimming in loot now and we want to up the ante one more time before the limited-edition versions of the BRAVE weapons are no longer available. Starting on May 28 at 10 AM PT, we will be doubling the drop chance of limited-edition versions of BRAVE weapons. So that, combined with the increases we made to weapon and token drops, will give you a lot of opportunities to grab a few more pretty guns with pretty rolls.
Happy hunting, Guardians!

Abilities and Armor Tuning

Image Linkimgur
As we did last week with weapons, this week we had a two-part abilities and Exotic armor tuning preview for you all. The first part was published on Wednesday and focused on how Light and Darkness subclasses are changing. We went over a lot of impactful changes, like Stasis getting the new Frost Armor, Supressor grenades getting a buff, and some Supers getting an adjustment or two. You can read all about it here.
The second part was focused on armor tuning. Some Exotics will now have the Frost Armor as part of their set, while some oldies like Sixth Coyote and Ursa Furiosa learned some new tricks. And let's not forget about the option to include an Artifice slot on all Exotic pieces. You can find all the information here.
After you're done reading this TWID, we recommend you take some time to read those articles. They will help you jump into The Final Shape with the best possible understanding of how the sandbox will work.

Introducing Pathfinder

The World Systems Team has a very important update to share, one we have teased in the past. Let's talk about Pathfinder.

What is Pathfinder?

Pathfinder is a brand-new pursuit system we’re introducing in Destiny 2 that consolidates bounties, patrols, and weekly vendor challenges into one streamlined system you can access anytime, anywhere, via the Director. Different Pathfinders can be accessed from relevant screens of the Director by selecting the Pathfinder node or using a hotkey for quick and easy access to the system.
Image Linkimgur
When you open a Pathfinder, you will be presented with 20 objectives divided into 5 tiers, leading to every Guardians favorite thing: big shiny loot. To reach said loot you must complete objectives and claim them to form a path from the left-most tier to the right. While you can progress through all objectives on a Pathfinder without restriction, you will need to claim at least one objective in each tier before you can claim an objective in the following tier. Every time you claim an objective you will receive rewards, progressing your path towards the final reward and opening new potential paths. Building a path to the final reward allows you to claim it, and claiming the final reward opens a new opportunity: resetting your Pathfinder.
Resetting your Pathfinder costs Glimmer, but it will give you a new set of objectives to complete and a new final reward to pursue. These new cards are built using a mixture of authorial control and procedural generation, so once you start resetting, your cards will diverge from those of other Guardians. As long as you still have the Glimmer to do so, you can continue to reset Pathfinder cards after claiming final rewards as many times as you’d like each week, but the value of the final reward will diminish with resets of your card, to a point. However, with every weekly reset the value of final rewards will also reset, your objective progress will be lost, and every Guardian will start the week with the same, fresh card.

Where is Pathfinder?

The Final Shape will launch with two Pathfinders: one available to all Guardians that replaces the bounty systems and Weekly Challenges for our core ritual activities and one that you will unlock in The Pale Heart as part of the expansion’s campaign.
The Rituals Pathfinder provides you with a set of objectives that span all our ritual activities: Vanguard Strikes, Nightfalls, Onslaught, Gambit, and Crucible. Some of these objectives can be completed in any of these activities, while others will require you to dive into a specific ritual or mode. An update later in the year of The Final Shape will make it even easier to get to these ritual screens while you are in their activities as well as make it easier to access the Rituals Pathfinder.
While we don’t want to reveal too much about the new destination, you can expect the kinds of objectives on The Pale Heart Pathfinder to roughly align with what you’d expect to see from destination bounties, with the addition of some new location-based objectives called Field Assignments. When Field Assignments are featured on your Pathfinder, you can expect to see them marked directly on the destination map, where you can track them to take advantage of our waypoint system to help navigate to their location.

Why is Pathfinder?

When we set out to build Pathfinder, we had four core goals. The first goal was consolidation. Destiny 2 is an enormous game that has evolved constantly over the last decade. Many pursuit systems have been added to the game over time, and these systems are accessed in a myriad of different ways that make it difficult for Guardians—experienced or not—to understand what they can be doing at any given point in time. We set out to build one system that has the capability of aligning all of these into one cohesive UI you can always access from wherever you are.
Our second goal was to give players more agency. Bounty systems in Destiny 2 typically let Guardians pick from a handful of fixed bounties that reset each day and provide repeatable bounties for those who wish to further engage with the system. These limited choices result in a system that feels prescriptive about how you should play, instead of putting you in control. We want Guardians to feel ownership over their engagement with these systems, with the ability to chart a course that matches the goals of their play session.
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With that in mind, our third goal was making decisions matter a bit more. Our existing pursuit systems consist largely of disconnected, individual objectives that have no effect on each other. In many cases, a Guardian’s decisions regarding these objectives are limited to doing (or not doing) a particular objective or spending Glimmer to reroll repeatable bounties they don’t like. Pathfinder’s path-based system incentivizes Guardians to complete objectives that may otherwise be out of their comfort zone to achieve a more direct path to their final reward. It also allows Guardians to forge a more elongated path around objectives that don’t call out to them. As their options diminish closer to the final reward, Guardians will be challenged to engage with a particular activity, mode, or playstyle to acquire more rewards.
And finally, our fourth goal was to reduce barriers because, let’s face it, much of our time as Guardians is spent zipping between destinations to prepare to play the game. Flying to the Tower, flying to the H.E.L.M., flying to Europa... it all takes time that we could be spending fending off the Witness and thwarting its universe-threatening plan to enact The Final Shape. With Pathfinder, you already have your objectives, and they’re always progressing as you play, whether they are locked or unlocked. There's no need to visit a vendor or use the Destiny app to grab bounties, no need to balance your inventory of quests and bounties, and no need to travel to vendors to claim your reward for a Weekly Challenge.

About Destination Pathfinder

The rewards are designed to encourage completing many paths over many objectives in each Pathfinder. If you want to maximize your weekly rewards, your best bet is to plan your optimal path!

Rewards

Objective Reward * 25 Vendor Reputation * 4000 XP
Path Completion Reward 1st Path * [Redacted] Exotic * Powerful Tier 3 engram (The Pale Heart gear) * 1 Rank of vendor reputation * 25,000 XP
Path Completion Reward 2nd Path * [Redacted] Exotic * The Pale Heart engram (Focusable) * 375 vendor reputation * 25,000 XP
Path Completion Rewards (1 through 3) 3rd Path * The Pale Heart engram (Focusable) * 375 vendor reputation * 25,000 XP
Path Completion Rewards (1 through 3) Repeatable * World Legendary engram * 150 Vendor Reputation * 4000 XP

Objectives

Category
Description
Example Objectives
Calibrations
Field Assignments
Ventures

About Rituals Pathfinder

Now let's talk about ritual activities. Crucible, Gambit, and Vanguard vendor bounties will be replaced by a unified Rituals Pathfinder. A single instance of Pathfinder will contain objectives specific to each ritual activity as well as generic objectives that can be completed in any of the three ritual activities.
Additionally, on weeks when there is an active reputation booster, the first three instances of Pathfinder will contain more objectives associated that ritual activity. So, if the Crucible reputation booster is active, Pathfinder will contain more Crucible-specific objectives until after the third reset.
Completing an objective node awards experience, like individual bounty completion. Completing a path is designed to be akin to completing a weekly vendor bounty challenge. i.e., completion rewards include Prime Engrams, Bright Dust, and experience.
However, where vendor challenges are limited to three per week per character, Pathfinder progress is shared across all characters and is infinitely repeatable. Due to these differences, the reward amounts have been redistributed accordingly.

First Three Completions:

  • Prime Engram
  • Enhancement Prism
  • 150 Bright Dust
  • 25000 XP

    Next Seven Completions:

  • Enhancement Prism
  • 150 Bright Dust
  • 4000 XP

    Subsequent Completions:

  • Enhancement Core
  • 30 Bright Dust
  • 4000 XP
We hope you now have a better understanding of what Pathfinder is and how it will change how you play ritual activities and explore the new destination. We can't wait for you all to experience it in just a few days! And as always, feel free to give us your feedback when you have tried it.

Updating the Quests Tab

We have already shed some light on the UI and UX changes coming with The Final Shape, particularly how the on-screen information channels have been updated to show buffs, debuffs, and weapon perks in a more organized way. Let's talk about some other quality-of-life updates we have introduced in the Quests tab.
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Starting on June 4, players will be able to set any quest category on the left column as the default when you enter the Quests tab. At the same time, all milestones will now show up on the Quests tab, although they will not count against the total amount of quests and bounties that a player can hold in their inventory and will still be able to hold up to 63 in total.
For players who want to keep everything more organized, we have also updated the Quests tab so that tracking quests in individual categories will now bring them to the front of the sort order in the Quests tab. And last but not least, if you hover over a quest in the Quests tab, it will let you know when you can launch it directly from the details screen, so now it's more straightforward to get from checking it to playing it.
These changes to the Quests tab are not the only quality-of-life changes we've made to our menus. We have also integrated reputation boosts into the ritual activities nodes at the top of the Director screen, so when those are active throughout an Episode , players will get that information at a glance.
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And speaking of ritual activities, we have also redesigned the Private Match screen for both Crucible and Gambit, to allow for greater ease of use and more customizable options that will give players some rewards. We hope you like them!

Use Your Legendary Shards!

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Remember when we told you Legendary Shards would go away for good at the end of Season of the Wish? Guess what... that's less than two weeks away. It's time to put those shards to good use because you won't be able to use them once The Final Shape has launched. Our recommendations? Buy raid banners for a lifetime or exchange them for some resources at Rahool's—but please use them before it's too late.

The Final Pantheon Bosses Are Here

This week, we released the final bosses in The Pantheon. We started with four of our greatest enemies, and this week we have to face an eight. It's nothing Guardians can't achieve, of course. We have some intel to share to facilitate your task. Read carefully.
DEFENDERS OF THE CITY,
You are tasked with the elimination of the following two targets:

- Riven of a Thousand Voices -

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Classification

  • Ahamkara, aka “wish dragon”
  • Summoned Spirit, temporarily
  • Reef-born, in captivity
  • Blood of Oryx and Taken, temporarily

    Hazards

  • Reality manipulation: paracausal wishes, metaphysical bleeds, and Ascendant atrophy
  • Highly intelligent, constantly attempting to entrap prey
  • Blistering Soulfire
  • Tentacle quakes
  • Axion Dart
  • Corrosion in close proximity
  • Riven’s Gaze

    Intel

  • Riven is an Ahamkara, known colloquially as “wish dragons.” She wasoriginally believed to be the last living Ahamkara until a clutch of her eggs was discovered within the Confluence of the Dreaming City. Ahamkara feed off the gulf between reality and desire by granting wishes to unsuspecting prey. Then they twist those wishes into devious schemes to satiate their hunger and boredom alike.
  • Long ago, Ahamkara were hunted to near extinction by the Vanguard during the Great Hunt.
  • Once the Dreaming City opened, Guardians stormed it to chase down Uldren Sov and assaulted the Keep of Voices to slay Riven. But they themselves caught within her schemes. By inadvertently wishing to save the Dreaming City, the heroic fireteam found themselves executing Riven’s Last Wish and pulling the Dreaming City into a cursed cycle of Taken corruption that remains to this day.
  • Years after her death, Riven was reconstituted in spiritual form by the Awoken Techeuns of Reef in a bid to use her wish magic to follow the Witness into the Traveler and stop The Final Shape. In return, Riven struck a bargain with the Guardians to find and return the hidden eggs that held her progeny. Both parties held to their word, leading to a renewed future for the Ahamkara and one final opportunity to strike at the Witness.

    Of Note

  • It is speculated by Cryptarchy scholars of the Reef that the Wall of Wishes Mara Sov constructed to protect the Dreaming City from Riven’s harmful schemes still retains unknown sequences. If so, the Queen has locked these behind her own personal ciphers.
  • It was recently learned that Riven had a mate, named Taranis, who was responsible for cloistering away her last clutch of eggs to protect them. Taranis did this by granting his own wish. In the process, he sacrificed his own life to ensure the continuation of his progeny and the safety of his love’s last remnants.
  • Riven was found by Uldren Sov (reborn as Crow) and brought to his sister, Mara Sov, Queen of the Reef. They used Riven’s power to construct the Dreaming City, a hidden bastion of Awoken power in the Reef. Many years passed, during which the Dreaming City was breached by Oryx, Riven became Taken, and the Dreaming City was opened to Guardians due to the actions of the maddened Uldren Sov.

- Nezarec, Final God of Pain -

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CLASSIFICATION

  • Disciple of the Witness
  • Dread
  • Prime Tormentor
  • Resonant
  • Unknown origin species
  • Other names: (The) Purest Light, Darkest Hour, Whispering Nightmare

    HAZARDS

  • Induced nightmares and haunts
  • Tormentor Plating
  • Nightmare scythe
  • Nezarec’s Hatred
  • Overwhelming Energy
  • Null Paroxysm
  • Suppression
  • Abyssal Cleave
  • Psionic Entropy

    INTEL

  • Created from Rhulk’s blueprint, Nezarec was the first Tormentor from which all others owe their lineage. Nezarec relishes in sowing fear and pain, feeding off the terror of sentient beings. He can induce nightmares across entire worlds.
  • Nezarec—in possession of the Veil—lead the Black Fleet as it assaulted Earth during the Collapse but was betrayed and killed by Savathûn. She separated, cursed, and entombed his Lunar Pyramid within the Moon and stole away the Veil. Guardians uncovered the Lunar Pyramid when the Vanguard mobilized to assault the Scarlet Keep, and they uncovered the Veil when they made contact with Neomuna on Neptune.
  • For centuries, Nezarec remained buried. Then his disembodied head, held aboard the Witness’s Pyramid, was struck by a terraforming beam fired by the Traveler. It revitalized him as it reshaped the Pyramid, where an undaunted fireteam cut him down once more.
  • Much that is known about Nezarec is derived from anecdotal experiences, engaged fireteam raids, and a tome recovered from the Golden Age that was entitled "Of Hated Nezarec.”

    OF NOTE

  • An old Psion Exotic relic known colloquially as “Nezarec’s Sin” has long found its home among Warlock operatives. The helmet has known many owners throughout the years, all of whom have perished under mysterious circumstances, been rendered comatose, or have since relinquished their possession of the helm to another owner. This helm is currently believed to be in possession of the Guardian, [NAME REDACTED], a hero of few words.
  • Mithrax, Kell of House Light, is currently afflicted with Nezarec’s curse despite Nezarec being destroyed. This occurred when the Kell led an effort to recover Nezarec’s scattered remains. He wants todistill Nexarec's essence into a mentally revivifying elixir while siphoning the corruptive elements into himself. Attempts to dispel or cure this curse are ongoing. CHA-319 was assigned to monitor it and report back any changes.
  • Legends from the Dark Age speak of Lightbearers and non-bearers alike suffering night terrors when the Moon is at perigee. The legends detail rituals with the nearly extinct Earth-plant lavender, long thought to hold protective, calming, and cleansing properties. Furthermore, there are later legends detailing victims of these night terrors smelling lavender after waking, as if the nightmare mocked their attempts at protection. This led to a subsequent switch to a myriad of other panaceas.

Eight Gods in One Amazing Poster

We have prepared something very special to celebrate the glorious reveal of the last bosses of The Pantheon. We partnered with Gabriel Flauzino—an amazing Brazilian artist whose work around raid bosses you probably are already familiar with—to create an amazing piece of art featuring the eight enemies you were asked to defeat.
Behold, The Pantheon in all its glory.
[
Image Linkimgur](https://images.contentstack.io/v3/assets/blte410e3b15535c144/bltb6b816c790b081fc/664ee7e655b397d7e66069bb/Pantheon_art_-_Raid_logo.jpg)
And that's not all. We also collaborated with our wonderful friends at Displate to make this into a metal poster, so you can display this incredible piece of art on your wall. Starting tomorrow, May 24, Displate will have The Pantheon poster available at their store, including a format with their new 3D-enhanced Textra finish.
The Destiny 2 community is filled with incredibly talented artists, and we love partnering with them, so if you want to know more about Gabriel and his work on The Pantheon poster, we'll have a Community Focus with him next week.

Your Favorite Killer Robot

So, did you have a nice time with TR3-VR, the overzealous robotic vacuum cleaner? We asked the community to share some of their favorite TR3-VR moments now that the Zero Hour Exotic mission is available and, oh, our dear Guardians, did you deliver. Your screams submissions really made our day.
Lego TR3-VR is coming for you.
[
Image Linkimgur](https://twitter.com/NIGHTFURY_21/status/1789996276869673304)
Wellskating is not allowed in The Last City.
[
Image Linkimgur](https://twitter.com/Jeddi__/status/1790926898932896110 )
What's this, TR3VR running away? Impossible.
[
Image Linkimgur](https://twitter.com/PobrelokoPSN/status/1788959664576589908 )
With friends like these...
[
Image Linkimgur](https://www.reddit.com/destiny2/comments/1cwfr3c/tr3vr_is_my_friend_but_is_it/)
Almost!
[
Image Linkimgur](https://x.com/iamjonaaa_/status/1792133627024732227 )
No room for everyone.
[
Image Linkimgur](https://www.reddit.com/destiny2/comments/1cuqowl/we_love_trevor )

Our Latest Collaboration Is Here!

Destiny 2 and SteelSeries are back with a new collection of limited-edition gaming accessories inspired by the themes of Light and Darkness within The Final Shape.
We have five different accessories this time: the Arctis Nova 7 Wireless Headset, the Nova Booster Pack, the QcK Heavy XXL Mousepad, a Ghost-themed SteelSeries Artisan Keycap, and the KontrolFreek Performance Thumbsticks.
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Customers who purchase the collection will receive exclusive in-game cosmetics for Destiny 2, such as the Viral Celebration emote and the Gear Head emblem. The Destiny 2: The Final Shape x SteelSeries collection is available at SteelSeries.com, KontrolFreek.com, and BungieStore.com.

The Final Shape 24-Hour Downtime

Just before The Final Shape launches, Destiny 2 will be brought offline for 24 hours starting at 9 AM PST on June 3, 2024. (Check your local time here.) Players will be reminded of the downtime in the game and via our social media channels before it begins, and all players will be able to pre-download The Final Shape during this time, no matter what platform. Be advised that it will be a large file to download and install.
When the game is brought back online and The Final Shape has launched, we expect there will be sign-in queues during the first hours and during peak play times at different places in the world. Keep an eye on @BungieHelp and @Destiny2Team for more information. And don't forget to do everything you need to do before Season of the Wish closes on June 3!

Player Support Report

We’ve had one Rhulk, yes. What about a second Rhulk?
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Known Issues List Help Forums Bungie Help Twitter

PONY Error Codes

We've been investigating an issue where players can receive invites that result in a PONY error code.
While we work on a permanent fix, we recommend turning off Friend and Clan requests in your Settings under the Social area and setting Fireteam Invites to Friends Only (or whatever you prefer).
We're working to resolve this issue as soon as possible.

Claim Your Seasonal Rewards

Season of the Wish and Into the Light end soon. Make sure to claim any expiring rewards before they’re gone, including:
  • Seasonal Seals and rewards
  • Season Pass items
  • Season vendor rewards
  • Shaxx, Zavala, Drifter, and Saint-14 rewards
  • Banshee-44 reputation items
  • Bungie Rewards ###Destiny Content Vault Updates
With the start of Year 7 in Destiny 2 on June 4, 2024, certain items will be deprecated from player inventories that correspond with vaulted activities and Seasonal campaigns. They will be moved into the Destiny Content Vault.
We have updated the Destiny Content Vault article to reflect these changes. We've also created a new article fully outlining Items Being Deprecated at the Start of Year 7 for players to reference.

Known Issues

While we continue investigating various known issues, here is a list of the latest issues that were reported to us in our #Help Forum:
  • Capturing a zone in the Collision PvP game mode while having full Super energy will slightly reduce Super energy.
  • Tormentors can push turrets away in Onslaught with their slam or grab attacks.
For a full list of emergent issues in Destiny 2, review our Known Issues article. If you observe other issues, please report them to our #Help forum.

Tormator, Imprint of Gazpacho

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It's a Tormentor. But it's also a tomato. It's a Tormator. That's it. That's all we need.
Tormator, by Hannako. Via X/Twitter
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Army of One

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Watching someone complete a six-man activity all alone is hypnotic. Congratulations to Dabs for conquering Atraks Sovereign (Week 1 of The Pantheon) all by himself.
Video Link
Remember to include your BungieIDs in your #Destiny2AOTW and #Destiny2MOTW submissions so we can more easily grant the corresponding emblem!
And we are done here. There's only 12 more days until The Final Shape is here, so be sure you have everything you need to be ready. Check that you have the weapons patterns you want (remember: you can get one red border weapon per day), go complete a few more runs of Onslaught, and take on the challenge of The Pantheon with your friends for glory (and for that Godslayer title, of course).
You can do it all, Guardian! We have faith in you!:max_bytes(150000):strip_icc()/295668493_418356233610412_1346361379093055660_n-2000-fffca2f9314e48e0a6b956d3e95c47f5.jpg)

Destiny 2 Community Team
submitted by DTG_Bot to DestinyTheGame [link] [comments]


2024.05.23 20:01 XxX_carnage_XxX [S2] Just finished Life Is Strange 2: The journey continues

Just finished LIS 2 and it was a wild ride, laughing and crying. So there's what I got up to.
I explored more and tried to be a great big bro to Daniel. My favourite character hands down is Mushroom ( RIP). I did chose to be firm with Daniel but not mean. After going to the grandparent's house I set a good example by doing the chores and sketched Claire but Daniel wanted to be in the sketch ( which was adorable). Made friends with Chris and he told me how his dad gets angry when he drink, at first I was thinking child abuse but glad he didn't hit Chris. At the market I bought Daniel a polar bear toy and listened to Cassidy's song and met Finn ( I did prank that guy who yelled at them ), and I did end up calling Lyla both times in chapter one and two. Oh and forgot to mention, Daniel didn't beg ( felt wrong to ask him that ) and was kind to Brody ( didn't know if he'd help or not ). Ended seeing Arcadia Bay. In the end Chris was saved by Daniel and did talk to his dad about getting help.
My favourite was seeing Cassidy and her friends. Got to know all of them, Sean got his haircut and lost his virginity to Cassidy, was shocking to learn that Sean lost his eye, but in the hospital Joey did help me escape and run into Finn there and forgave him ( said the heist was everyone's idea). I made peace with Karen and got Daniel away from the cult and I did spare Lisbeth's life and gave Jake my cash for Sarah-Lee.
Now I'm at AWAY and screamed when I saw the cardboard from Chole's yard and them saw David. I was hurt to find out Joyce passed and realising that Warren and Kate probably died too but got to see a picture of Chole and Max in his trailer ( she looks better with green hair in my opinion ) and glad him and Chole are close. After listening in on his phone call with her too, not sure if her and Max started a romantic relationship by the sounds of it. ( Thank you to u/WanHohenheim for telling me there is in fact a Chole and Max cameo )
In the detention centre I feared Diego might get hurt is he yelled at the "vigilantes" so I stopped him. I did free the couple and the "vigilantes" ( was more like a " fuck you, you got saved by ME" type deal ). In the end I surrendered because I was scared if Daniel used his powers there was a possibily that the cops would shoot and kill Daniel, Sean or even if we fail they pin those deaths on us. Daniel lived a great life with our grandparents and after I was released from prison I met Daniel, Karen and Lyla before Daniel and Sean went their separate ways, I'm hoping Sean goes to Colorado to track down Cassidy.
In the end it was a great game as usual and gonna start before the storm next. I know what your thinking but I was half way done with LIS 2 before I got before the storm free on PS plus ( just hoping it's the full game and not a preview 😂)
Thank you for reading and joining me on my LIS journey, wish me luck on my next play through❤️
submitted by XxX_carnage_XxX to lifeisstrange [link] [comments]


2024.05.23 19:31 engineeeeer7 Prismatic Build Planner - Final Update! Ability and Exotic Articles

You have to make a copy of the spreadsheet to work with it.

Overview

I made a Google sheet tool for Prismatic Build Planning before this stuff is added to the game. Buildcrafting is fun and with the tight time between launch and raid race this might help. I've also evaluated existing exotics for how compatible they are with Prismatic and created some builds that look solid. Today I am adding updates for the Ability Update article and the Exotic Article.

Prismatic Build Planner

Prismatic is quite cool and has a lot of opportunities for buildcrafting. If you are like me you might be impatient and want to get started now. I published this about a week ago but have made a lot of updates since.
Here is the google sheet Prismatic Build Planner to plan out your subclasses: https://docs.google.com/spreadsheets/d/1zKOc0WErE0jfoMwtxraPTqXEWfiOHkQP3popHPbIrw0/edit?usp=sharing

Exotic Armor Compatibility

On the exotic tab in the spreadsheet I have taken a stab at trying to estimate what exotic armors are compatible with Prismatic. I have broken these into 4 categories which are color-coded:
I also list verbs from the exotics updated with the most articles. For more detailed perk descriptions consult the Destiny Data Compendium here: https://docs.google.com/spreadsheets/d/1WaxvbLx7UoSZaBqdFr1u32F2uWVLo-CJunJB4nlGUE4/edit?usp=sharing

Exotic Class Items (only available after Raid World First)

Also in the exotic tab I have entered in all the exotic class item perks. These are taken straight from the 5/9 TWID. I have also included verbs that these exotic perks will provide. Hopefully this table helps you think up builds.
I included some combos I will be searching for. Hopefully it gives you ideas but feel free to change them in your copy. Here is an album of my Exotic Class Item Perk Combo Wishlist as well. If you have other combos you think are spicy, let me know.
https://imgur.com/a/nbBHfQL

Prismatic Builds

I have created 5 or so builds for each class that I think should be decently strong. I am currently only working with existing exotic armor that look to be fully compatible. Exotic class items are a big unknown still.
Here is an album of My Prismatic Builds as images if the spreadsheet doesn't work for you. https://imgur.com/a/Ke38FUI
In each character builder tab you will also find these builds. Hit the + sign to the left of the label to expand it. I have tried to pick fragments but we only have 12 out of 21 known and we don't know any number values so it is hard to know the value.
Let me know if you have comments or questions or cool build ideas. I like tinkering with tools like this and with buildcrafting so any feedback is cool.
As we are less than 2 weeks from launch and seem to know everything we will know, this is likely the last update! I think the only bit I may add are fragments if we learn those soon. Thanks for all the feedback and cool build ideas. Hope you have fun in The Final Shape.
submitted by engineeeeer7 to DestinyTheGame [link] [comments]


2024.05.23 19:26 _fuzzyorangesock AE won't preview at full resolution

AE stopped playing my previews at full resolution today. Even when I am just trying to watch footage with no effects on it or or anything, it's playing at 1/4 quality. This is happening across all my projects.
The paused resolution works fine, it's only the playback. (Yes, they're both set to full, I promise.)
I have cleared all my caches multiple times, freed up a ton of space on my hard drive, restarted my computer, updated it....I have no idea what's going on.
When I start in safe mode, it works fine! And even importing an older project into safe mode, it still works fine. I've tried turning off all my effects & plugin's but unless I'm in safe mode, it doesn't help
Does anyone have any insight?
SOLVED (KINDA): I reset my preferences & that fixed the issue! But I still don't know which preference setting was causing the issue
submitted by _fuzzyorangesock to AfterEffects [link] [comments]


2024.05.23 18:29 Character_Job9601 Atk buff broken in giant ah ? plz help me

Atk buff broken in giant ah ? plz help me
Hello
First of all, excuse me for gramatical mistakes, i'm not english native.
4 months ago, i runed my first giant abyssal hard team because i've droped teshar. It was working very well and i was able to clear 1st and 3rd wave with only teshar aoe. This is my teshar stats

runes
artifacts
Turn order :
  • prilea for break def +84 spd
  • teshar +61 spd
  • konamiya to give add turn to teshar +89 spd
  • teshar again
  • luna (only 3rd skill) +50 spd
  • homi +51spd
With this setup, there was 7 fights sets (3 on prilea, 3 on kona and 1 on homi). I have all maxed buildings it was perfectly speedtune to respect this turn order. I precise again teshar was able to clear wave 1 and 3 with double aoe (1st aoe without atk buff and 2nd one with kona atk buff)
after 2 months of giant i decide to farm an other dungeon
Today i decide to farm giant again so i rerune my team. This is the exact same runage except homi has 3 fights set and luna has 1. So a total of 10 fights sets this time (so it should deal more damage)
Speedtune is exactly the same (same speed on every monster).
But this time teshar can't clear wave 3 with double aoe. Everytime, there is 1 golem left with a pixel of hp
  • 1st aoe, teshar deal 18k dmg without atk buff
  • 2nd aoe, teshar deal 17k with atk buff
I tried with an other atk buff like riley and teshar's aoe deal like 26k dmg so I guess it should be aproximatively the same damage with kona.
I tried many time to change runes to see if something is changing, to replace kona with teon but it's always the same, it seems that atk buff is broken on giant
I write this post because i don't have any solution to solve this problem, so I ask for your help. It's not a big issue because my average time is only increases by 2s but sometime luna use here 3rd skill to finish the 3rd wave so the team became less consistent.
Am I doing something wrong or there is a problem with atk buff ? Thx for your help
submitted by Character_Job9601 to summonerswar [link] [comments]


2024.05.23 18:21 tomcull96 Notifications help

Notifications help
Does anyone know how I can get my notifications to show up like this again on my lock screen rather than bringing up the full notification bar? I have the notification icons on my lack screen but when I click on them I don't get a preview like this anymore, it just brings up the full notification bar. I used nova launcher on my last phone and I had it for 3 years so I don't know if it's a samsung thing or a nova launcher thing that will alow me to do it again. Any help would be appreciated
submitted by tomcull96 to NovaLauncher [link] [comments]


http://activeproperty.pl/