#also you have three different buffs (all are also on differing timers) that need to also have 100% uptime. the bow one especially we'll tal
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the other MMOs I've played have some pretty wild rotations but nothing has ever quite come close to the utter mayhem that was/is mag!NB in ESO
#saint.txt#bc that spec is DoT central and only some of them are on similar timers (and this is an MMO with no CDs on abilities)#keep both of your AoEs rolling constantly but also DO NOT overlap casts or we'll kill you bc that's a waste of mana.#they are both on similar but different timers and typically on your backbar.#(not overlapping casts bc it wastes resources to refresh too early goes for literally all of your abilities btw)#also you have three different buffs (all are also on differing timers) that need to also have 100% uptime. the bow one especially we'll tal#abt that in a minute. your other fill-ins (your spammables) are also all either single-target DoTs (debilitate) or summon shade and#guess what these also have timers. all of these timers are different even slightly so drift is common and it becomes more a game of#'oh god all the timer alerts are going off all at once deal with it' game than a typical MMO rotation.#that's not even talking abt the NB bow skill which is core to the class and requires you more than any other class to know and be good#at weaving bc for both the bow (which requires 5 LAs to use) and your own sustain bc of a self-buff you have to keep rolling#you HAVE to be constantly light attacking for your DPS AND your own sustain you literally do not have a choice#so you also have to manage not overcapping bow casts while also having to flip bars constantly to refresh your timers while weaving#bc in my case bow is on front bar and if you overcap bow charges bc you're on the back bar refreshing wall of elements#we will personally kill your ass. ESO combat was so fun no other MMO has come close to that flavour for me#ESO weaving literally broke my old mouse not even ff//xiv or g/w/2 axe mirage has done that
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Wyrmspan! 🥳
Verdict: Wingspan’s scrappier cousin, for better and worse. You already know if you will enjoy Wyrmspan.
Most importantly: it IS meaningfully different from Wingspan in mechanics.
I love Wingspan. Genuinely one of the greats alongside Dominion and Terraforming Mars. It always feels like eating a well made meal. From the design to the aesthetic to the choices its an all-timer.
Wyrmspan is a delightful game I have a lot of good to say about it. I think Connie did a fantastic job designing this game. I want to make it clear going into this that when I critique a certain system its with love. Its not a laundry list of issues. I liked playing Wyrmspan a good deal and am excited to try it again soon.
In Wyrmspan players take on the roll of dracologists and look to create a dragon sanctuary by excavating caves and enticing dragons to stay. After four rounds we count points. Its similar to Wingspan with key differences in gameplay.
Action cubes are gone. They are now Player Markets. Each round players start with six silver coins. These coins are spent on actions, each action takes one coin. They replace cubes. This means you get six actions on each of the four rounds. It also means you can buy powerful cards by expending another silver AND some effects give you a silver coin and give you an additional action. It opens up the playspace for new options.
In Wyrmspan there are dragon cards and cave cards. To entice a dragon to stay you must excavate a space in one of the three rows. You spend a silver coin, and sometimes eggs, and place a cave, gaining its one time benefit (food, cards, guild points etc).
Once you’ve excavated you may spend a silver coin to entice a dragon, spend its cost, and place it. They can give effects for activating that row, have effects when played, give end of round buffs, or have end of game points. There’s also hatchlings: new dragons you “hatch” by spending eggs and milk. These hatchlings consume (cache) a resource to give you a different resource. On caching your third resource they reach adulthood with a one time bonus.
You can also spend a silver (plus eggs if you’ve already done so) to activate a row of caverns triggering all abilities with the walking meeple token. Each row leans towards a resource. The red caves help with food. Gold caves help with dragon cards. Purple caves help with cave cards. When you “explore” you walk your meeple along that row and gain effects of any abilities with that meeple icon, walking until you reach a stop sign.
This is the brown powers from Wingspan. In Wyrmspan dragons are set down left to right then activated left to right. You gain other effects as well, each row can earn a guild point and lay an egg. You also get endgame scoring bonuses from filling out each row. Red caches food, gold tucks cards, purple discards caves for eggs.
The last big change is the guild mechanic. There are four guilds that each prioritize a resource. Whenever you gain a guild point you gain the resource of the space you moved onto. For example the first space is always lay an egg. With the brown spaces offering more powerful plays like free dragons or high endgame points.
The guild mechanic really greases the wheels of the game. It kept me from spending an entire action on one draw. It gives consistent and variable value that gives the extra little bit you need to make your strat work. Its scrappy, but smart in that it prevents you from taking dud turns.
I also found the art to be a delight. Storybook art of dragons in a style similar to but differing from Wingspan. Charming entirely. I love them.
So Wyrmspan’s scrappiness is what sets it apart from Wingspan. It is where the game is strengthened and weakened. I like the guild points freeing up actions, I like actions as coins to be spent or gained, I like that excavating caves bounces you into playing dragons. I like it.
It also undoes some big brain choices by Wingspan. You no longer build left to right to activate right to left, you don’t have that nuance in playing cards down. You also don’t have the trade off of less actions with a bigger boardstate.
But none of that hindered the experience. Its just different. And different is good. I mean it when I say you already know if you want to play it. If Wingspan but dragons is appealing to you then you should buy it! It certainly justifies its own existence next to Wingspan on your shelf. You’ll have a lot of fun! If you don’t feel much one way or another the game won’t change your mind.
But I had a fantastic time and will be playing it again soon.
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My strategy for beating Open Orbit 38
From a Zayne main's perspective
🟢🟢🟢🟡
@zaynes-left-chesticle asked for my strat so I'm putting it in its own post in hopes that it will help others stuck on this stage too
1. Setup
First and foremost, I have to say that I fight every battle on an emulator (MuMu) and with a gamepad because it feels a lot more natural to me to game with an actual controller
The repeated taps to attack also just cramp up my thumb, so I map the attack button to repeated clicks. So all I need to do to attack is hold the button down
As for the regular charged attack that procs when you hold the attack button down, I did map it to a different button on the gamepad, but I've found it less effective than the repeated attacks, so I never use it
2. Companions, Cards, and Cores
❄️ Companions
Ok this is where I start being a simp
Because instead of being smart and going with Xavier, I decided to brute force my way through it with the husband because I just felt more comfortable with him
I tried all three outfits with both Zayne and Xavier, and also all weapons on MC, but what ended up working was MC on guns and, of course, the king, Dawnbreaker
But just looking at these cards, I should have had an easier time with Xavier since I was able to boost the protofield buffs higher than my Zayne team. Xavier's team even had a solar pair. Meanwhile, I was rocking that 3* level 30 card with Zayne LMAO
In all honestly, Xavier will probably be the better choice for most people. But if you're stuck in the Zayne swamp like I am, bring out Dawnbreaker and go slaughter your enemies (more on that below)
❄️ Cards
Okay let's start with the elephant in the room: The 3* level 30 card lol
I do have other, stronger green cards than that one, but I really only threw that card in because it was a solar card, which meant that I could satisfy the protofield requirement by having a third green card while also opening up a lunar slot for a stronger stat stick (the red Cozy Afternoon card)
Another important factor in choosing cards is their talents. Despite me only hitting the minimum protofield colours, having cards with attack talents is important if you're underlevelled like I am
5/6 cards in my Zayne team are attack-centric, while Sweet Conspiracy is an HP card
You can check what a card's talent is by clicking the (!) button
I did try with another green card in my team, Dawn's Shadows (lvl 40). But that is a DEF card, so replacing it with an off-coloured ATK card, Cozy Afternoon (lvl 60) helped more than the protofield boost. It being at a higher level helped too
Some cards also have Advanced skills, so you could watch out for those too
❄️ Cores
I've severely neglected my core hunts so I don't have a lot to choose from or exp to level them with, but I recommend equipping any you have with a focus on Attack and Attack Bonus
Even if you don't have cores with an attack boost, equipping anything that will boost your damage is useful
You're mainly fighting against the timer here, so you need as much offensive power as you can get
Here are the ones I had equipped:
3. Strategy
Alright, so now that you your setup and team, let's talk about the strategy
The most important thing is to wipe out the frenzy wanderer ON SIGHT
Nothing else matters, so as soon as that thing pops up, hunt that fucker down
When the fight begins, your partner will target the wanderer on the left first. I decided to target it as well just to make it die faster, but soon, the frenzy wanderer will come in, so don't waste any of your skills on the regular wanderers
The things you are fighting against are the shitty aiming system and the frenzy timer (that starts before you can even target it), so if your aim decides to hit the wanderer on the other side of the field instead of the frenzy wanderer right in front of you, my suggestion is to just restart the fight unless you know you can kill it before the energy dissipates
There are three frenzy wanderers that show up shortly after the regular ones do, so save skills and unload on them. Focus your camera on them, and ideally back them into a corner so that it's the only enemy on your screen. Get right up in their faces so that your aim stays on it and your partner is more likely to target it as well
I was able to gather the frenzy energy from the first two, but when I beat the stage, I'm pretty sure I wasn't able to finish off the third. The first two are definitely the easiest so if you can manage those two, I think you'll be okay
Just be sure that your aim is on the frenzy wanderer because the resonance skill tends to want to aim at the wanderer with the protocore shields
When you've killed the frenzy wanderer and collected its energy, just go with the regular fighting strat:
Save your diamond skills for breaking through the protocore shields, then unleash everything you have when it's weakened
I tend to use the partner support skill (the one that fills his profile pic with yellow) as soon as it's available since it charges up fast enough, but I make sure that skill and every other skill I have (support, ardent oath if it's close to filling, and MC's active skill) is available before I break through the shields
❄️❄️❄️
I think that's everything I have to say about this stage. If you have any questions or want more clarification on anything, feel free to ask
Hope you manage through the awful, awful aiming system here!
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“megazardx2: A lot of things are wrong with the Pokémon Company, but if I’m to be honest, as someone who plays online, I think Tera Raids are a big step up from Max Raids. They’re a lot more engaging and fun, and even the offline partners are better (for lower-level raids; higher-level ones are still pretty impossible). (But hey, no one is as useless as Martin and his disgrace of a Solrock.)”
I’m going to hard disagree. Like, really hard. This is the worst system they’ve ever made.
The only improvement over raids is speed. You move faster, and you can just quit out like you should always be able to. Raids sucked because they’re slow as dirt and you can’t do anything. But Raids maintained all the bullshit of multiple moves, big shield that you can’t do anything about, clears all your buffs, removes all its debuffs and ailments, useless NPC allies if playing offline, etc. The difference is that now, you also deal with needing to be on-type, and having the main types still get STAB so they cover everything perfectly, and they’re level fucking 100 and you can’t beat them even completely capped out, and the only “solution” to things is to have ten billion max level Pokemon of a billion different types so you have something to counterpick (Delphox here has what, three things in the entire game that can potentially handle it?), and to have so many Tera Shards you can swap between types when needed despite them being farmed like 2 at a time per clear of these fucking these. To say nothing of the glitches. Oh, it ran out of HP but didn’t do the flash thing? Time for it to randomly recover like 20%! Oh, the game just decided you can’t make an action for a little while as you’re about to win, guess they get to charge their laser now despite the timer still having time on it! Raids are atrocious. I hope whoever designed this got fired. Ideally from a cannon. Into the fucking sun.
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} so the embargo on Dawntrail's media tour was lifted today
I'm both extremely happy and extremely disappointed with job changes for jobs I play.
The good:
Black Mage's MP regen change is phenomenal, it's based on how many Umbral Hearts the player has with 3 Hearts granting 10k MP upon casting Blizzard 4 or Umbral Soul. They also get instant-cast Thunder upgrades, though they can now only be cast when gaining an aspected state or swapping them. Paradox is ONLY available in Astral Fire now, BUT it is insta-cast, AND gives a guaranteed Fire 3. Manafication now gives FULL Mana, grants a Fire 3 proc and a Thunder proc. Overall Black Mage seems like it'll be EXTREMELY fun with it's changes.
Bard, OH YES Bard. SONGS ARE NO LONGER ATTACKS, though can still only be used in combat, HOWEVER this means that song rotations can still be maintained even when a boss cannot be attacked now. Their procs for their single-target and AoE attacks are now one-in-the-same, allowing you to use AoE attacks then hit a single enemy harder or vice-versa. The 3-stack single-target skill has an upgrade, and they have one of Oschon's attacks as a followup to barrage now.
Ninja, Huton is a trait at level 45, the actual Huton action is now an AoE Suiton, and trick attack gets an upgrade to an AoE version, but it seems to now be akin to Death's Design and Viper's debuff where it only increases your damage to a target. The new kunai gauge from one combo finisher increases the potency of the other combo finisher now.
Pictomancer looks like TONS of fun and I honestly feel conflicted on whether I'd play Black Mage or Pictomancer more in Dawntrail. It also has an EXTREMELY cool shield that's reminiscent of TBN for Dark Knight, where it initially is only a personal shield for a 20%HP barrier, but if it's consumed then it's normally 120sec cooldown is REDUCED BY 60. Then at 88 it gains a bonus where, after using it, it becomes an AoE version with a 10%HP barrier where, if consumed, will reduce the cooldown by an added 30sec.
The unsure:
Astrologian's new card system is... Interesting. Draw is now two different actions that will swap between them, like Summoner's Solar Bahamut/Bahamut/Pheonix action. Astral Draw and Umbral Draw. Astral draws the "physical" cards, Balance, Arrow, Spire, Lord of Crowns. Umbral draws the "range" cards, Bole, Ewer, w/ev the third is, Lady of Crowns. Balance and Bole are both DPS buffs, with Balance being 6% for Melee and Tank and 3% for Range and Healer, while Bole is the reverse. Arrow and it's counter part are a barrier for Arrow, and damage reduction for the other. For some reason I can't exactly recall Spire's effect, but it's counter part is a regen effect. Lord of Crowns has had it's potency buffed, Lady is the same as before. Astral and Umbral draw still regen 5% Mana. My big issue with this is that the "play" action is now three separate buttons, Play I, Play II, Play III.
The bad:
Dark Knight... still has next to no self sustain. No changes to combo regens or resource generation. TBN still costs 3k without any sort of compensation for if it doesn't pop. Carve and Spit STILL doesn't have HP regen, but it's STILL linked with Abyssal Drain. Blood Weapon now becomes Delirium, but it still doesn't have any kind of HP recovery to it, and only recovers MP, and now it's 3 stacks instead of 5. Though those stacks now change Bloodspiller into a new 3-hit combo which is really cool and has a finisher 4th attack. What I DID see for more HP regen is that a trait buffs Rampart to increase Healing received from self or allies, and Shadow Wall gets buffed at 92 into Shadow Veil, which has the same effect as GNB's mit where a 1200 potency heal pops at 50%HP or after it's timer expires. Though it's still on a 120sec cooldown.
I need to watch the DRK portion of gameplay footage some more to see if the MP regen's been increased from measely 600 at all, and need to see how much Rampart boosts healing from Soul Eater, but I sadly don't think I'll be going through Dawntrail as DRK, which I really REALLY wanted to...
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I made a post recently about how pushed Skalter and Kal'tsit are and while Kal'tsit seems kind of obvious I really want to focus on is Skalter because she's genuinely crazy.
The first thing to focus on is her 1st talent, the Seaborn. At E2, she can deploy it for 25 seconds, with a 30 second redeploy timer, and it extends her attack range to the 8 tiles around the Seaborn. In addition, it doubles the effects of her traits for anyone who is in the overlapping between their attack ranges. Which either doubles the healing given or the true damage on her S3.
While most operators have middling to decent passives as their talents, Skalter comes in with a few others as essentially having a 4th skill that can be used at basically any point. This isn't too different from Phantom in this regard (Weedy isn't really comparable here and Kal'tsit is dependent on Mont3r) but it is an additional component to why Skalter is so good.
Skalter's S1 not only provides a pretty massive HP regen (around 350 HP/s at M3) that can heal operators like Mudrock, but massively buffs her Max HP and gives one of the best defensive buffs in the entire game. Damage redirection is not only unique, but very powerful and coupled with the massive HP regen it basically means its super unlikely for anyone to die while Skadi has her skill up. This skill doesn't really see a lot of use because defensive skills in Arknights aren't typically needed, not because of its lack of power.
S2 is nuts. Perma-buffing ATK AND DEF by solid amounts (+265 ATK, +157 DEF) is great, the increase in healing is good and competes with AoE Medics and you get all the benefits of the seaborn too. The big problem with buffing units is that they tend to be bad during downtime. So just, get rid of downtime. Profit.
S3 is big and flashy, and not only packs on a surprising amount of True damage (310 D/s, 6,200 if the enemy is in her attack range for 20 seconds, doubled if in both hers and the seaborn) but a massive inspire bonus (+487 ATK). It simultaneously lets her be a DPS that is good against very bulky enemies (Rattails, Originutants, Patriot Marching Stance etc) and against groups of weaker enemies, but also helps to turn any DPS into more of an efficient killing machine.
So like, there you go. Three very useful skills with a talent that essentially acts as a 4th skill. Covers a wide range of roles from defensive anchor to permanent buffing to true damage DPS. Comes at an extremely low DP cost of 8. Wildly outclasses Sora (whose only niche now is Sleep) and competes with most AoE Medics now. Also ensures Skadi will never be used again.
Skalter is very pushed, and very amazing.
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I cast Burn Sniper
The Scorch Shot received a buff in 2015 to put it on par with the other flare guns. Unfortunately, that buff has also been received with some... consternation.
A friend of mine, champion Highlander Pyro Bliztank, was at the front of a movement to get the Scorch Shot banned in competitive play. Although my concerns aren’t explicitly competitive-focused, I wanted to take a moment to talk about the design problems with the Scorch Shot.
Scorch Shot (+) On direct hit: Knock target back. Flare drops to the ground and explodes. (+) Increased knockback on burning targets (+) Mini-crits on burning targets (-) -35% damage (-) -35% self-damage force
There are some things that very few people like. Mostly, those things violate our need for security and safety. For TF2 players, a couple of specific ones are 1) losing control of our characters and 2) persistently losing health. The Scorch Shot, with its knockback and afterburn, checks both of those boxes. Small wonder, then, that you’ll likely hear more complaints about this weapon than the other flare guns!
This is a problem that we see a lot with weapons that are intended to be disruptive rather than lethal. Almost paradoxically, people are usually more comfortable being killed than being weakened and disrupted. In a way, the Scorch Shot stops its victims from fully participating in the game while they’re being knocked around or waiting for afterburn to wear off.
This all sounds a lot worse and a lot more absolute than it actually is, but my sentiment remains: the Scorch Shot’s current iteration isn’t its “ideal” form. Let’s start off by taking out some of the more bothersome mechanics while preserving its unique bouncing flare.
Scorch Shot Iteration 2 (+) On direct hit: Flare drops to the ground and explodes (+) Mini-crits on burning players, extinguishing them and dealing bonus damage equal to remaining afterburn (-) -50% damage (-) -33% afterburn duration
Based off of the Axtinguisher, allowing the user to get the damage of afterburn but not keeping the victim out of the fight as long. It can work on individual enemies if they don’t move away from the dropped flare, but it can also effectively spread fire to a group.
I do sort of wonder if this is too much like the regular flare gun, which also deals tremendous burst damage to burning targets. It’s still noticeably different, but let’s try another version, just in case.
Scorch Shot Iteration 3 (+) Flare ricochets off surfaces (up to twice) and explodes when it hits a player or after it lands (-) No bonus damage on burning targets
You want to score some trick shots? This flare can ricochet wildly, hitting enemies around corners or in places that would otherwise be difficult to reach. It’s a bit of a departure from the grenade-like flare we have now, but it still seems worth exploring. I don’t know how often you’d actually hit things with the reflected flares, though, since they have small hitboxes and you might not even see what you’re aiming at. For that reason, let’s try out a third and final iteration.
Scorch Shot Iteration 4 (+) Hold down the fire button to charge your shot over 1 second, increasing its speed and range (+) Flare explodes on impact, with radius increased with charge (70-210 HU) (+) Mini-crits on burning players (-) -50% damage (-) -33% afterburn damage
Borrowing a little bit from the Quickiebomb Launcher here to create a sense of rhythm, letting users and enemies play with the charge timer. That’s a good thing to implement, and the wide explosion fits with the Scorch Shot’s established niche. But since we started this post talking about how “disrupting” weapons are often more annoying than anything, should we really be pursuing a gun that lets us spread afterburn all over?
Conclusion It’s difficult to create a disruptive weapon, especially one using afterburn, that isn’t annoying like the current Scorch Shot. Of the three we tried here, I think the first one is probably the best, as most of its damage isn’t over time.
This isn’t to say that the mechanics of the other weapons aren’t worth exploring, though - possibly even in tandem with the Axtinguishing mechanic. Ricochets and charged projectiles are creative, intriguing choices that could make for a lot of interesting play, with or without the Scorch Shot. How might you implement them, both on this weapon and on others?
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Cowboy Like Me
Alfie x Reader
A/N: For some reason, the moment I heard this song from Evermore, my mind just immediately went to Alfie and a possible fic, so here you go!
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You were a traveler always yearning for a good life, never staying in one location for too long.
Despite being unexpected, your mother who was a high-class prostitute loved you unconditionally and taught you everything you needed to know – how to act like a proper lady, what men wanted to hear, how to wrap them around your finger, and how to detach yourself from falling inlove with them.
“But you have to promise me you’d lead a different life.” She told you when you were in your teens.
“But mama, what use would be what you’ve taught me?” your doe-eyed innocent face asked her.
“Men are as gullible outside a brothel, dear.” She pats your head lovingly. Smiling at your confused expression, she assured you. “You’ll understand when you’re older.”
For years, you two only had each other and you loved it that way. That was until the flu took her and you were left on your own.
Taking what little you have, you set out to make a living for yourself. It still took you a lot of getting used to a new lifestyle, but slowly you found it easier and easier to sweet talk every rich man you gave attention to into doing and giving you what you want without having to give your body. Maybe expensive possessions for you to sell, or the easy cash they wouldn’t think twice on giving you. Every town unvisited was wealth missed for you.
August in Liverpool was chilly. Thankful that you get to wear a coat over your dress, you smiled at the man guarding the infamous Eden Club as he let you in.
It was nothing you haven’t been to before – expensive interior, everybody dressed to the tens, and filled with rich lonely men. Only that you heard this was ran by Italians. Making your way in the middle towards the bar, you smiled sensing that heads turned your way.
By the bar you sat on one of the stools, enjoying a drink. Glancing to your left, you caught the eye of a man five seats away from you. He was clearly staring at you and liked what he was seeing.
He looks rich enough, so you offered a shy smile. He was about to get up from his seat when a, tall, buff man with a cane approached him. He had a beard, and was dressed nicely with black cape toe boots.
Not liking when people take your prey away, you decided to let it slide and look for another thinking that he didn’t know what he’s done. But as soon as your missed conquest was preoccupied with ordering another drink, the man with the beard turned your way with a smirk and winked at you.
He knew what he’s done.
Annoyed, you still gave him a sly smile, all thought of looking for another man went out the window. Three things were clear to him: You were beautiful, you didn’t know you almost encountered Darby Sabini, and that you didn’t know who the hell he himself was. For no sane person who have heard about him wouldn’t even dare look him in the eye nor smile.
When Sabini announced that he was retiring for the night, he bid the man goodbye, told Ollie to head home, and decided to approach you.
“You’re not from around er, luv?” He asked you. Standing in front of you now, it was undeniable that this man is way more handsome than the first one.
“Do first timers in this town get a free drink from you?” You smiled, peering at him through your lashes.
“I can buy you the whole bar, lass. But you’re gonna have to dance with me first.” He chuckled, extending his arm to you.
“Dancing is a dangerous game.” You said, taking his hand anyway, thinking that this would just be like one of your many nights.
Walking to the dancefloor, a slow tune was being played by the band. Taking both of your hands, he rested them on his shoulders, and you both started swaying to the tune.
“Dancing should be the least of your worries, luv. What’s dangerous was the man you were giving that pretty smile of yours earlier.” He explained.
“I’ve got some tricks up my sleeve.” You answered, shrugging.
“Mmm. Are you some sort of seducing bandit?” he asked. That was the first thing that went to his mind. A bandit.
“Why, do you think I’m out to seduce you?” you replied slyly.
“Takes one to know one, dear.” You both chuckled.
“You don’t strike me as a bandit, Mr…”
“Solomons. Alfie Solomons.” He finally introduced himself.
“Alfie.” You said. He tried to act like the mere mention of his name from your lips affected him. “I’m just a traveler, making ends meet by telling the rich folks anything they wanna hear.” You said quietly, looking him in the eye.
“A traveler… like one of em cowboys then?” He bluntly asked, making you giggle.
“If you see it that way.” You shrugged, chuckling.
“What do you tell those poor blokes?” His curiosity got the best of him.
“Hmm…” you ran your hands lower to rest on his chest. “Maybe how nights like this could lead them to something nice, and for the lonelier ones, I make them think it could lead to something more. But the thing is, Mr. Solomons, I have yet to meet someone who made me forget my mother’s most important rule.”
“And that is?”
“Not falling in love.” You gave him a sweet smile.
“You’re a cruel vixen, luv.” He said, looking at you intensely. Alfie wasn’t at all intimidated of you. He never wanted love. All the money, business, and fancy cars were enough for him. Forever is the sweetest con, he’d say. But something about you also intrigued him. Maybe because you were all to similar.
“I often just meet with ambitious men and tell em I’m the way forward.” He told you.
“Well, are you?” You asked, as his head got closer to you. Bringing his lips closer to your ear, he whispered.
“Only if they pay for it.” Sending you shivers down your spine.
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That night, he personally escorted you back to where you were staying over.
” Will I be seeing you again?” You asked, not trying to sound desperate. There was nothing wrong with making friends, you assured yourself.
“I know who owns this place. I’ll call in some time for you.” He answered, tucking your lose hair behind.
“That is, if I’d still be here by then.” You smiled.
“Well. Who am I to stop a traveler.” He sighed, masking his disappointment. “Got something to help me remember you by, luv?” He asked jokingly.
“it’s your call, Mr. Solomons. What do you want?” You whispered looking up to meet his gaze. For the first time in in your months of travels, something in you was yearning to stay longer.
Maybe it was the way your eyes were full of stars from looking up to him in the night, or that really liked you, but Alfie found himself leaning down to meet your lips. It wasn’t long ‘til you were responding. It was soft, but probably the most intense kiss you ever had, leading you both inside.
Clothes were taken off and thrown all over the room, somehow getting his boots of with ease, he kicked them beneath your bed and lead you both on top of the sheets. As sweet as it was, you both knew it was one for parting your separate ways.
Against your better judgement, you found yourself staying for two more nights in that guest house in hopes of him calling. But it never came.
That was a month ago and that night was still fresh in your memory. It didn’t go the way you expected, but meeting a man such as Alfie Solomons was way better.
You were in a town called Camden. You’ve had several conquests for the last month from other towns - typical older men that you’ve swindled into believing you were smitten by them.
Walking along its streets, you didn’t know this was where the Alfie Solomons resided. That was until you were in a small café and you overheard a group of ladies talking about him passing through the town that morning.
“I thought he never leaves that bakery of his.” One of them said.
“That man needs a wife. Maybe then he’d actually be less brooding.”
Finishing up, you paid your fee. You needed to leave his town immediately. Because as much as he made you feel things you never thought you’d deal with, you’ve decided that he was bad for your ambitions.
Walking briskly through the streets of Camden, you were only a few houses down to your guesthouse when you stopped on your tracks.
By the door of it was no other than Alfie, expectantly waiting for you, his left hand holding the leash of a dog.
“When Ollie told me you went into town last night I almost didn’t believe him.” He started, slowly walking towards you.
Seeing the man again made you forget whatever it was you warned yourself about him.
“I never thought I’d meet you here.” You answered in all honesty.
“Don’t worry. I’m not one to accuse ladies of stalking.” You both chuckled.
“I guess I won’t be having any luck in Camden too, huh?”
Whoever and whatever goes in and out of Camden was his business. So, when Ollie told him that the lady from Liverpool was seen entering a guesthouse last night, he took the chance of looking for you that morning after a sleepless night clouded by you.
“Perhaps you will.” He answered.
“Oh?”
“Luv, I’m going out a limb here when I say you can’t deny there’s something ‘er.” He told you seriously.
“But you never called.” That was all you could say. You couldn’t even deny what he said.
“All coz I called too late. Ya never heard of all that no calling til three days? Ollie advised me so I won’t look too desperate. Almost fired the lad.” He chuckled.
“Well, what does Camden have to offer the bandit?” You smiled teasingly.
“Everything you want so long as you stay with me, luv. We could be the way forward.” He convinced you, taking a step closer.
“And?” tilting your head to the side, trying not to laugh at him using that line with you.
“And I know I’ll pay for it.” He rolled his eyes before taking you head with his free hand and crashed his lips to yours.
He was the lone exception to your mother’s rule, and the one to help you lead a different life. You knew you were never gonna love again.
#Peaky Blinders#peaky blinders imagine#peaky blinder imagine#peaky blinder fanfic#peaky blinders alfie#alfie solomons#alfie solomons x reader#alfie solomons imagine#alfie solomons imagines#tom hardy#tom hardy imagine#thomas shelby#thomasshelby#Arthur Shelby#thomas shelby imagine#thomas shelby x reader#john shelby imagine#John Shelby#michael gray#MichaelGray#Michael Gray imagine#michael gray x reader#michael grey#polly gray#polly grey#taylor swift#evermore#folkore#taylot swift imagine#cowboy like me
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semi-live reactions to the LL;
Okay well, I think I'll just summarize.
All notes below the cut.
As expected, the live letter is focusing on job adjustments and additions. -They're trying to make major abilities across all jobs maintain a 60 or 120-second cooldowns, with some exceptions. With the intention being to align more of those "burst windows," in parties, especially in endgame raiding/content. -They re-emphisize that not all abilities will be on these 2 timers and YoshiP specifies Ley Lines will remain 90 seconds and regrets BLM being "neglected" lmao. "Everybody gets their burst, then I come in 30 seconds later with my lay lines"
Okay, job action video before they get into specifics, lets see what I can spot lmao;
[originally I had all my reactions to the trailer here, to keep organized, I'm combining that with the specific job notes]
That was a lot, sorry lmao. I think instead of typing more, I'll just add notes about the jobs as they go in depth after my first impressions above ^ Sounds like Summoner has the most hype with the audience. They made a comment that Summoner is now Ultima Weapon lmao.
Job Class notes: Tanks; -I guess using certain buffs in combination with certain skills increases their benefit? Not very specific, but I guess an incentive to think more about which cool downs you use and when and in concert with other skills. -Combo chains will no longer be broken when using ranged attacks. Nice! Sounds like this is being added to melee dps as well. -Looks like both Phys and Magic Damage will differ and be an important aspect? They sure talk a lot about this but I'm not sure the practical application. I guess just in determining to use tank skills that decrease either phys damage or magic damage? I guess they just adjusted some stats through the game and are just saying the numbers will be different so raiders don't piss themselves.
YoshiP is a cat boy lmao. Yoshi-nyan dskjfl lmao "I'm 48 years old!"
-Paladin: Trailer: [Looks like updates to skills and attacks with new graphics, or just new skills. Don't know PLD well enough to say for sure. Looks like Passage of Arms also included an attack of some sort while the PLD was immobile. 3 new attacks that look like AOEs that rain swords down on the enemies in various forms.] -Requiescat is no longer depending on MP value. -Ah, the sword-rain is a new 3-part combo starting with Confiteor (the level 80 PLD skill) -Gap closer is now 20y instead of 15y. -No drastic changes otherwise. About what you can expect from ShB with just other tweaks to match overall gameplay changes.
-Warrior: Trailer Reaction: [Has a cooldown that gives you little fire embers aesthetically. Looks like base combo attacks might get buffed.] -Abilities that increase damage are now extended (and even triggered) by the AOE combos. (instead of having to weave-in, like, Storm's Eye in the middle of a combo, especially for AOE combos) -Onslaught and Upheaval no longer drain the Beast Guage. They're now on a charge-use basis, I guess? And Onslaught will have a new combo move. -New skill being added when using Inner Release. Inner Release now has 60s cooldown, increasing use-frequency.
-Dark Knight: Trailer: [New/updated aoe attack, and can cast a shield on a single party member. Frey summon looks more in synch, but I haven't used that a lot so idk if that's different.] -Salted Earth will now just be placed at your feet (instead of being a placable aoe), and now combos into a new move. YoshiP admitted to having a macro to do this pre-EW, so they all decided that was silly. -lmao, Fray/simulacrum will also be sure to learn new skills as the player does. -Single-target defense buff. -Delirium cooldown decreased to 60s. -Gap closer also increased to 20y, like PLD.
-Gunbreaker: Trailer: [Either I don't play GNB enough or most of it looked the same except one cartridge aoe skill at the end lol. They do have a 3rd cartridge that can be stored, though.] -The Gnashing Fang+Savage Claw+Wicked Talon (lvl 60 skills that use a cartridge for the first skill) combo will now be reduced to a single action that switches between the 3 skills, to reduce the space it takes on the hot bar. -Continuation will now (only?) follow Burst Strike. I'm not 100% sure if they're saying Continuation is getting an additional action to follow Burst Strike and will also combo with the Gnashing Fang combo, or if it's JUST Burst Strike, now. -Getting a 3rd cartridge, as I noticed. -Gap closer also increased to 20y.
Melee DPS: -Feint will now decrease both physical and magical damage on the target, but the physical debuff will be more potent. (sounds like Addle will get a similar change) -Again, combos will not be broken by using ranged attacks. Consideration for when phys dps needs to move away from targets for aoes and such.
-Dragoon: Trailer reaction: [Got some flasy moves that look like new aoes, but mostly just new attacks looks like. Summons two dragons for some kind of ultimate end-combo move. And has a flowery attack that reminds me of FF9's dragoon flavor with Freya] -Increasing the AoE rotation. A lot of jobs could use this, so this was on my hopes list for EW. -Adding new actions if you do your base rotations right. lmao They comment on how flashy they are, which is true. -Sounds like many skills are being increased in power rather than adding a bunch of new skills to fill our hotbars. -Blood of the Dragon will now be a trait, rather than a skill that needs to be kept up constantly. (nice!) -Spineshatter Dive (DRG's earliest gap closer) will now have 2 charges instead of the one use, for increased mobility. -Lance Charge (self damage buff) has recast time decreased to 60s. Battle Litany (party crit buff) recast decreased to 120s.
-Monk: Trailer: [Has a new gauge added to its other, but no greased lightning gauge. Collecting more stickers ala BRD and SAM. Looks like their gap closer was updated to stack or be used multiple times quickly. Impressive looking attacks and aoes, but I don't play MNK enough to comment much lmao. Hope its less tedious!] -DAMN LOOK AT THAT JOB ART -Greased Lightning gone forever, so; -Chakras unlocked at a lower level. -New system; After using Perfect Balance, the player can use a new skill called Masterful Blitz. How the Blitz executes and what it does will change depending on what skills the player uses while using Perfect Balance. (much in line with Sabin's Blitz skill in FF6, it sounds to me). -Sounds like the player needs to use skills with some thought to maintain a balance of yin and yang chakras. Sounds like the translator is trying her best, but I think it'll come across better with some practice or seeing it in action better than the job trailer. -Oh, they are going to show a video-- -Showin off Thavnarian a little bit, lol -Each skill seems to have a specific association when used in Perfect Balance, that then add to either Yin or Yang (not final names sounds like). And if you get a charge of each, the next use of the skill unleashes a larger attack. I guess it's similar to trying to get three specific suits as AST. -I guess more/better info to come during the media tour. -Perfect balance with have a 2-stack charge, charging every 40s. -Sounds like some or more MNK skills will have their directional requirements removed to make this new system more manageable. -Shoulder Tackle (gap closer) is being removed, and is being replaced with a new gap closing action. Sounds like it wont do damage, but can be used to close the gap between both enemies AND allies (like Aetherial Manipulation with BLM). It comes with 3 stacks! Thats a lot of movement at once, with 30s recharge per charge.
-Samurai: Trailer: [Looks like Meikyo Shisui (the buff that lets you use your sticker-granting skills without doing the full combo) either has a massively reduced cooldown, a way to refresh it faster or just a second charge. Looks like the same is true of Tsubame-gaeshi (the skill that lets you use a sticker-using skill a second time)(I swear I don't have these names memorized, I only know their pictures. I'm looking them up). Possibly a new attack that uses meditation stacks, or I just forget what the level 80 skill looks like. Finishes with some kind of massive attack. So just lots of deeps for SAM.] -Mid-combo attacks that grant buffs can now also be obtained from aoe skills as well, like WAR. So that you don't either have to perform a single-target combo in the middle of fighting multiple targets, or don't have to just go without those buffs. -I was correct; Meikyo Shisui and Tsubame-gaeshi now each have 2 stacks. -You also get the mid-combo buff if you use the final move of a combo under the effect of Meikyo Shisui. Nice nice! Exactly things I wanted for SAM.
-Ninja: Trailer: [omg, a skill that grants auto-Huton I love it <3. Either Bushin now ends with a finisher skill (like automaton queen), or NIN has a new ranged attack. Oh shit!! A gap closer that actually does damage! Looks like it combos off of Raiton (lightning ninjutsu). Oooh, and there's a second follow-up lightning attack as well! NIN is gonna be interesting!] -New actions linked to Raiton (lightning ninjutsu), Doton (dot ninjutsu) and Huton (that ninjutsu you need to have on all the time for decreased weaponskill cooldown) being added. -Single action to apply the effect of Huton added * 0* <3 <3. Both applies it and resets the timer. -Additional actions added while under the effect of Bunshin (the level 80 skill). For just ninjutsu, I think? -Tried to not get the ninjutsu actions even more complicated. No 4th sigil lol. -Shadow Fang (ogcd dot skill) is removed :(
-Reaper: Trailer: [Starts with some kind of charge attack? Gap closer leaves behind a portal (very neat!). Guage looks like a combo of MCH+DRK. You need 50 of the "heat guage" to summon the void monster. The monster didn't come out of the portal that was left behind, but it disappeared when the monster appeared. Oh, the gap closer is more like NIN's Shukuchi, or maybe like SAM's movement options. The Reaper teleported "backwards" and left another portal, used a couple ranged attacks then TP'd right back to the portal. Very neat. Looks like the monster never stays out permanently, but is summoned in a few ways, finishing with a timer that upgrades attacks. Kinda like DRG with dragon imagry.] -Reiterates that attacks are done with the scythe and the avatar in combination, or "serve as the avatar's vessel" to use more powerful attacks. -Has party utility, granting a buff or two. -"Unique and specialized actions give them an edge in specific combat situations" ??? Seems to refer specifically to the portal movement skill. Shukuchi+Aetherial Manipulation. -MCH-like UI tracks two guages: the Soul Guage on top in red, which slowly fills and is used to use attacks in tandem with the avatar. The Shroud Guage is on bottom in blue, and fills as attacks using the soul guage are used. Once it fills up, it allows you to become the avatar's vessel to do even bigger attacks. Very similar to the Automaton Queen in use, it sounds like. -The one I called the DRK-looking seems to actually be more like SMN's Bahamut gauge, and simply acts as a timer to tell you how long you'll have the avatar using you as a vessel. -Switched to the video. Tiny Lala reaper lmao. -Looks like the portal ability works like DNC's An Evant--you charge in a single direction for a set distance, but Reaper has the ability to port back to it for a certain amount of time. Looks like 15 seconds with maybe an additional effect if you do it within 10 seconds? -Oh! The movement skill is actually two actions that allow you to "en avant" forward OR backwards, then teleport back -Looks like the character very visually changes form while acting as a vessel for the avatar, including equipment and some evil eyes. More than just the glowing eyes WAR has for inner beast. -Mentioning that with the gauges, the job isn't really one you charge up to a burst like others, but is rather just a building crescendo. -They're not talking about it, but it looks like the "you are the vessel" gauge either expires based on a timer OR the execution of a certain number of big attacks. -There's gonna be a couple positional-based skills, but just ones involving the avatar. Similar to DRG which only has, like, 2. -Sounds like a fun job, I'm please looking forward to it. -No LB3 shown yet. YoshiP comments that the "big flashy move" Zenos uses in the Benchmark trailer is basically the Reaper's LB3.
--break time--
Ranged DPS: -Just the comment about phys dps # values changes that they've already been saying. -Timers on Troubadour, Tactician and Shield Samba have been decreased to 90s.
-Bard: Trailer: [New addition to their gauge, looks like 3 icons that keep track of what songs have been played. The gauge also says what song is currently playing, though idk who needs that. New cone aoe, looks like--Maybe an aoe version of Refulgent Arrow? Some kind of buff or party skill that uses the 3 saved icons from playing each song once, no indication of what it does. Finishes with either a new move or one that combos off of Apex Arrow, the last skill brd learns in ShB.] -Why does she look so surprised in the art? -As I noticed, playing each of the 3 songs once each grants a new action for a party-wide buff. -New action to follow-up Apex Arrow, as I also noticed. -Battle Voice cooldown reduced to 120s (from 180 :o! ) She also says Wanderer's Minuet, but that's one of the base songs already on a timer of 80s?? That doesn't seem right.
-Machinist: Trailer: [Some kind of large shotgun! Looks like an ocg aoe, but they used it very shortly after bioblaster, so its not on the same cooldown as air anchor/bioblaster. Standard combo might have slightly new animation--the bullets look like they're hitting harder or smth but it might just be a trailer thi--there are cars behind him lmao tHEY HAD CARS IN GARLEMALD THIS WHOLE TIME. Anyway... OH SHIT It looked like they just shot a bunch of BUZZ SAWS! Oh, and they just used Drill. They have Drill AND Air Anchor. Oh, Queen Automaton's final move looks bigger.] -New Skill; Chain Saw! (many folks were expecting this after they started theming many of the MCH skills after Edgar's skills in FF6. Chain saw was basically the only one missing) -As I noticed, new action for Automaton Queen. No word on the missing Bishop... -Reassemble will have 2 charges (!) They then specifically advice to keep it constantly in use lmao -Job is mechanically the same, but there will be some ability updates (like that shotgun).
-Dancer: Trailer: [Looks like they get some kind of scremin berd that does some feather attacks but doesn't cost a feather guage. Looks like a follow-up combo with Saber Dance as well. Improvisation seems to have a follow-up or possibly a new effect when it ends. Not clear what it does.] -Instead of the single-target and aoe skills having separate effects, they will be shared between the two versions. (presumably; originally you needed different weaponskill buffs to execute Reverse Cascade (single) or Rising Windmill (aoe), but now their combo moves can activate a buff to use either of them). -New actions added after successfully using Technical Finish, Improvisation and Devilment. -Again, job is mechanically the same--mostly just some tweaks and evolution into level 90. -AoE weapon skills will transform into the dance step buttons the way the single-target ones do. -Espirit gauge will fill more consistently rather than randomly.
-brief complaint about BRD's songs not applying to the BRD themself. They've gone with "no comment at this time." YoshiP-lease
Casting DPS: -Like Feint, Addle has been changed to reduce both magic and physical damage dealt by the target, with the magical debuff being more potent.
-Black Mage: Trailer: [Has a new addition to the guage that looks like a larger fire/ice needle. Activated when they switched to Astral Fire from Umbral Ice via Fire 3. Looks like they used it to cast some very nice looking fire/ice attack that refreshed the timer on Astral Fire. The special new needle also activated when they switched from A.Fire to U.Ice. The Ice move they used to switch was also new, though they still had Blizzard 3, which they opened with. Looks like Freeze granted 3 ice needles instead of 1. The new fire/ice move was also used in U.Ice mode and refreshed the timer. New fire move transitioning back to A.Fire, which they use instead of Fire 4 in standard rotation--new aoe? Flare, Despair and Xenoglossy appear to be the same.] -Enochian is now a trait! It is automatically applied when under the effect of either A.Fire or U.Ice! Rejoice! Apparently this was a long-ruminated decision. -As I noticed, new actions are available while switching correctly between A.Fire and U.Ice. Apparently its more than just the fire+ice attack. -BLM is considered "pure dps" like SAM, so they focused on its attacking ability rather than other party utility. They specify "no raise" lol -Firestarter/Thundercloud procs have had their timers extended. -Fire 2 and Blizzard 2 are each going to get buffs, increasing AoE damage. They joke about the japanese names for what is basically now Fire 5 and Blizzard 5 and what their offical names are, lmao. They had to go to the "FF Brand Committee" to nail-down the japanese names of these spells, with no precidence of spells of this level. Sounds like he's leaning towards High-Fira and High-Blizzara rather than, like... Firgyo or something completely different, lol. -Sharpcast now has a second charge.
-Red Mage: Trailer Reaction: [Has 3 buttons added to magic meter, which filled with melee attacks (both the aoe one and the normal single-target combo). Jumped back with what looked like a brief healing bubble. All 3 charges spent on what looks like an aoe version of verholy/verflare (verdispair?). Verholy looks like it was buffed, or is possibly an aoe version, and Scorch (the final rdm combo) looks updated as well, and is followed by a big aoe-lookin move that does damage in a wide row between the rdm and the target, similar to DRG's Nastrond.] -New action coming after Scorch, as I pointed out. Lots of thorns. -Verflare, Verholy and Scorch will now all be AoE attacks, added as part of the AoE rotation [in addition to their current use?] -Adding a party-wide defense buff. Probably that verassylum-looking skill I noted. Apparently its just called "Magic Barrier" rather than something fancy or ver-y, lol -Amount of mana in the guage used for weapon skills has been reduced. Manafication seems to add a full use of the melee-skills for free, rather than affecting the mana gauges. -Potency of Displacement and Engagement will become the same value, so there's no dmg loss in making the right choice.
-Summoner: Trailer: [Right off the bat I see they have a carbuncle instead of an egi? Curious about the update to the Bahamut gauge which looks like it has a stop-light of gemstones under it--same colors as ifrit, titan and garuda. Standard attacks with some updated graphics, so just, like, Ruin 5 or smth. Summoned Bahamut right away, no "Dreadwyrm Trance" phase. Bahamut seems to have a new attack. oh SHIT OH SHIT. NO EGI, MOTHERFUCKER JUST SUMMONED GARUDA REAL. Garuda appears briefly and uses a big attack. She's gone, but the emerald button is now Garuda and has a timer--all of the summoner's attacks look different, and the carbuncle is using the garuda-themed attacks. Summoned Titan now! Uses Landwaster, and now all the summoner's attacks are earth-themed. I Think I know where this is going-- Yeah, there's Ifrit with Hellfire, and now all fire-based attacks, which appears to include a gap-closer and a follow-up melee attack. Carbuncle stayed the same color throughout, so I think we'll still keep the carbuncle glamors, maybe get more colors I hope? Summon Phoenix looks the same.] -Summoner completely reworked for the 4th expansion in a row apparently, they can't keep getting away with it-!! -DoTs GONE! No Bio. No Miasma. I guess too many people complained about it. -As mentioned, Egis are gone, and the summoner now fully summons Ifrit, Garuda and Titan. Okay, they are not literally the Primals, but are nicknamed; Ifrit-Ruby, Garuda-Emerald and Titan-Topaz. Just mostly for lore-compliance... summoning is bad in this world. -Again, as I noticed; the Summoner's abilities are augmented depending on which has been summoned. -I guess they largely wanted to address the down time between summoning bahamut and phoenix where you're just standing around casting Ruin 3. -Base rotation is as I outlined above; You summon Demi-Bahamut, which gives you the power to summon the 3 primal-gems in turn, augmenting attacks as you go, then ending with the summoning of Phoenix, which lets you then summon the three primal-gems again, then back to Demi-Bahamut. No more 50-step opener or w/e lmao -Order doesn't matter--they did Garuda, then Titan then Ifrit in the trailer, but they can be summoned once each in any order. They emphisize planning on when you want to have each summon (including Bahamut and Phoenix) during fights and different phases. -Actions on the hotbar will change automatically as each primal is summoned, rather than needing 4 or so different set-ups, lol. -Summoner will keep Resurrection. But apparently it only just BARELY survived. -Display size is customizable for the carbuncle, but is only client-side. Also for each of the summons. YoshiP has some very small primals. Tiny-Titan is especially good, lol -Sounds like all glamors for the carbuncle/egi will remain, including the primal egis. The Emerald Carbuncle is used in the trailer and the live letter video because its what YoshiP likes most. -Each summon has 2-stacked special skills executable while summoned, such as Ifrit's gap-closer and melee move. -Summoning the primal-gems has a little bit of casting time to offset the amount of power behind them. Sounds like Ifrit has a longer cast time than the others, so maybe they're each slightly different. -All of Titan's attacks are instant-cast, while Garuda leaves an aoe floor dot at the target (which was an egi skill previously). -apparently did their best to not turn SMN into BLM 2 lmao
Healers: -Adding single-target buffs to all healers. -Reduced cast time for offensive spells (!!!) -Limit break area has been increased to 50y lmao, then the guy applauds it. As someone who has suffered the shorter range... I get it. -As they said before, they're splitting between 2 "pure" healers (WHM and AST) and 2 "barrier" healers (SCH and SGE) -Decreased cast time for certain healing skills, nice!
-White Mage: Trailer: [Glare II. Oh, looks like they planted some kind of flower on the battlefield? WHM Earthly Star, maybe? Looks like it explodes in a wide range of healing magic either periodically or with certain triggers (looks like it took damage from an enemy aoe and responded with an auto-medica or something). Finally an update to Holy that isn't *quite* as blinding. ...okay, now I watched it again and its still pretty blinding lmao] -Adding a "functionally and visually distinct" restorative field action. So... Earthly Star for WHM. -Beyond the global changes, though, little is changing about WHM, it will be relatively the same, being the base "pure healer." -Update to Holy, which also helps add lillies to the job gauge. -Fluid Aura, if you remember that, has been removed lmao. -Divine Benison is gaining a charge.
-Astrologian: Trailer: [Looks Minor Arcana just draws one of the 2 minor arcana cards, rather than "transforming" a currently drawn card. This card has its own space on the guage, so it can be held while continuing to draw/use regular cards. Oooh, a very nice looking buff to Gravity, which is followed by an attack(maybe also a buff like Assize?) that looks like shooting stars overly a wide range--very pretty. Some kind of shield or delayed heal--looks similar to SCH's Excognition.] -Being changed into a "pure healer," as has been discussed. -Diurnal and Nocturnal Sect are both being removed, and actions that were affected by this will now only have their Diurnal Sect effect. -Neutral Sect (level 80 skill) will have its effect slightly adjusted to add barrier effects to the adjusted skills. -Divination is receiving some adjustments. Now it can be used under "normal circumstances" ??? -I guess its including new enhancements for the user depending on the seals used? Not very clear on these points. -Redraw is no longer a charge action, and can only be used once after using Draw. -Adjustment to Minor Arcana, as I noted above. -New AoE spell that heals allies and damages opponents (the shooting star skill). Largely to balance with WHM having a great aoe in Holy, but making it different enough that the 4 different healers still have individuality.
-Scholar: Trailer: [My main. Adlo either gets buffed or might have a new animation. Looks like they used Sonsolation without transforming the fairy into Seraph. Updated basic attack, Broil III or w/e. Looks like a new aoe heal/shield or update to Succor. Power/animation update to Art of War. ... that's it??] -Oooh, a new ability that increases the party's movement speed--like Pelotan, but keeps its effect during battle. They don't say exactly how much faster compared to Sprint and Pelotan, but says it wont stack with Sprint. Apparently the base action is meant to be a damage reduction buff with the added benefit of speed increase. -SCH was aleady their base for "shield type" healers, so it's largely the same with more focus on the shields and barriers. -Getting a "powerful enhancement" that can be cast on a single party member. -That's it. :(
-Sage: Trailer: [Not sure what to say since this is new. Appears to use a gauge resembling a cross between BRD's and AST. Graphics on attacks look very nice. Cool beam attack! Ooooh, and a gap closer?? Looks like they also have an instant-cast aoe that damages opponents and heals party members.] - "Possesses all the actions essential for a barrier healer." Thanks. -Seems to have increased number of skills that attack and heal/shield allies simultaneously. Seems to work similar to AST's Synnastry--you specify a party member and when you attack, that party member gets passive heals. -Has a DoT that... applies when it feels like? -Adder's Gaul. Some charge in the job guage that powers instant-cast skills. -Also the gap closer. They say it's a very technical job and difficult to explain in just words. -Looks like the Sage's gauge is passively filling constantly, even outside of battle, until it fills 3 charges. -The Synnastry-like skill (Cardia) can target the self as well. Like a constant Regen as long as you're dpsing. Useful for solo-play. -I guess you have the one base attack, but can press a button that augments it into the DoT version. And it seems it can augment other attacks as well--looks like changing one skill from a base healing move to a shielding move or adjusting how aoe heals or attacks appear. -Looks like it's a decent amount to memorize and use, but no more than some other jobs, and it looks pretty fun in that technical aspect! -Lots of comparisons to Gundam from the chat regarding the sfx, lol
Huh, nothing about BLU. Weird.
-YoshiP about choking seeing how long it took them to get through the first part lmao
--break time--
-Reiterates/clarifies that Summoners will retain their egi glamors.
Battle Adjustments: -Raid Finder for Savage duties will specifically search for one pure healer and one barrier healer each. -Normal Duty Finder will remain the same, regarding healers (just one healer queue).
-In the Party Finder, people making parties can specify pure/barrier healers for the party they're making. -Addition to Party Finder to filter for players that have "yet to receive weekly completion rewards." -Searching for parties will now exclude parties you cannot join due to their "one player per job" requirement. Based on YoshiP's experience playing lol
-"Trials with weapon drops will now drop a weapon coffer in addition to the original weapon reward." Folks will still get a direct drop of the weapon, but also there will be a coffer for folks to vote on loot for weapons. -Final parts of hard raids up to 3.5 (Bahamut normal and Savage and Alexander Savage) will drop a weapon-specific coffer in addition to its original loot -High-end raids through SB will drop gear coffers as well in the same way Eden Savage does.
-"Conditional enhancements" can be separated in their own category on the HUD. Proc-type buffs (firestarter, straight shot, etc.) These elements can also have their sizes changed individually if you want them to be more noticeable.
-Improvements to "ground target functionality." -Includes an option to prevent the target from moving beyond it's placable range. We play with controllers, so idk how much this applies.
-New HUD element in the party list that shows which letter target (or # ally) the party members are targeting when they cast spells/abilities. -They specify its main uses are to see which target in a group the party is targeting easier or; -even better; can show which party member a healer is currently hard-casting Raise/Resurrection/Etc on so the other healer can know they're being raised and target another party member or w/e. -Doesn't work for instant spells/abilities because the element wouldn't have enough time to show up, lol
-players with 0% HP will have an empty health bar above them, which originally only showed if someone had the "always show health bar" UI setting, rather than "only when HP is below 100%"
-Unreal trials going away for a bit. Oh no, I'm very concern... -Just because of the raised level cap and the job adjustments, before they tweak the unreal trials to fit the new changes. -Planned to return in 6.1 -No comment on the rewards only available from doing this.
-Belts gone. Can't wear 'em. Can't get 'em. No new notes on this. -The Very Special Belt you can get in Eureka: Pagos for a speed boost will be replaced with a ring and can be exchanged for the belt. -After 6.0 releases, you can no longer extract materia from spriritbound belts; buy or sell belts; use belts for leves or supply missions or use coffers that contain only belts (from quest rewards). -But you can still RETRIEVE fused materia in belts. Belts can still be sold to npc vendors, be desnythesized, used for expert deliveries or be... thrown away. -PANTS FRALL DOWN NOW -More Downscaling of values. I don't really care about this.
-HQ Item Removal??? -"Prevents the unintended procurement of HQ items via gathering and other activities, reducing overall inventory bloat." -Gathered items, enemy drops, Tokens and Non-craftable materials "obtained from certain content" will no longer come as HQ. -Pre 6.0 HQ items will stay HQ, but they will no longer provide bonuses when crafting. -Crafted items (including crafted items only used for crafting, like flour or ingots) and Gear will still be available as HQ. These HQ items will remain functionally unchanged. -Gatherer skills that used to increase HQ will now be adjusted, mostly to affect item yield instead. Fishers will be adjusted as well. The catch's size will still be taken in consideration. -And, of course, Quests, challenge log entries and achievements that require HQ items will be changed accordingly -More details in next Live Letter
-Aethernet Updates: :o -Adjustments to teleportation fees. -No more upper limit to teleportation fees. :) pain -Teleporting across the world will be over 1200 gil, but teleporting to Norvrandt, the fees will be cheaper -Fees to nordvrant are considered via map distance between mor dhona and the crystarium -Other fees have been reduced, so closer teleports will be much cheaper. -In game economy. [ancientaliensmeme.jpg] -Updates to the Aethernet UI, sure. Will include a more detailed list and a map to help with navigation. -Progress towards Fisher's Intuition will remain even after logging out. Fair. Weird time to log out, but things happen.
-Data Center travel system scheduled to come after 6.0 but before 6.1.
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Smite Thoughts 1 of 3
So these next three text posts are just gonna be my two-cents on aspects of smite game. I want to just talk about what I think about the game and I would appreciate opening some dialogue with other players and members of the community. This first post I want to talk about what each game mode teaches the player when it comes to the game. Please add your thoughts, I’d love discourse about your thoughts, let’s get better together.
So let’s talk about each game mode case by case.
Arena - Arena is a lawless mayhem game mode. This game mode is chaotic and insanely fun to participate in. I think that many would agree that Arena is the mode that teaches and tests a players mechanical skill. As others in the community point out if you can’t hit your shit you’re next to useless. Beyond learning how to use your abilities, Arena trains your aggression. This mode is meant to be a constant flowing fight. There will be 1v1′s, team-fights, jungle buff skirmishes, the mode is meant to make you learn to team-fight and feed that need to fight. This is an important skill set to develop, but Arena does not punish over aggression and unsafe play, the mode begins the journey.
Joust - This mode is my favorite mode to play. Joust teaches you resource management. You learn how to maximize your abilities effectiveness while also saving as much as you can. Joust makes you learn to pick targets and how to pick apart a team. Joust forces players to think about builds and how to most effectively build for every stage of the game. Joust is the mode where one player can carry a team, but the team will make or break you. From the selfish mentality of Arena, Joust grows your team synergy and resource management.
Assault - Assault is based on randomness. Look beyond that. Assault teaches you humility. You won’t win every Assault match, you aren’t meant to. Assault makes you make the best with what you’re given. In Smite, you’ll face matches you cannot do anything against, and you have to accept that no matter how good you are, without trust in your teammates and will to continue you’ll lose every game before it starts. Assault makes you learn how builds interact, how to counter build, how to focus on different points in the game early, middle, late. You play assault to remember that you can’t win every game, but you can learn from every game.
Siege - Good lord I love siege. This is the mode where we start to learn about the importance of warding, every team member warding, and rotations. You get one ward (and your relic before you upgrade) and that’s the only vision you get for yourself. This makes you rely on your team to buy and place effective wards for protection and information. Thanks to the forced ward cooperation, you learn when and why to rotate to fights, how to trap, and you get to see how rotations can affect your farming and later game. This mode is about learning what rotations mean to the flow of the game and the risks inherent in the play. Wards win games here. And you see how team balance is a necessity, no more five man mage arena’s or 2 guardian, 2 warrior, 1 assassin Assaults.
Clash - The baby Conquest. Here is your testing ground before you put all the lessons together in Conquest. The name of the game here is map awareness. Wards alone won’t win you the game like in other modes, now you have to pay attention to enemy locations, camp timers, relic timers, ult timers, good fights bad fights, its the chaos of conquest but much faster and much closer. So first, awareness, your positioning is key, poor positioning is easily punishable in the Clash because it is so close quarters, missing enemy movements can cost you towers and phoenixes, jungle camps, and in short experience and gold. Now that they’ve added and taken away so many objectives from clash, its much more pure. Focus on camps and towers, easy lessons that lead you to making timers in your head for when things come up.
Conquest - Boy oh boy, the creme de la creme. This mode is the MOBA mode. Yeah Conquest is held above the other game modes and it should be, mechanics wise it is the most complicated mode. You have to learn your own role in a team, how your role affects the enemy, how the enemies roles affect you, what objectives to focus and why, and how to carry and sacrifice yourself for the good of the team and the goal of the win. I’ll talk about roles and more specific conquest stuff in a later post but the thing I want to get across is that Conquest is about putting your pride on the shelf and paying attention to the flow of the game. This mode will humble you, but nothing will match the pride you get when you make that play that seals the game away. This mode takes a lot of knowledge, but you are a more whole player when you master conquest. Yeah you won’t always win no matter how hard you try, but this is the mode that makes you say “one more game” and in the end, this is the mode that you’ll get addicted to when you want to learn how to get good.
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What’s the chaos emerald fetch quest
Oh boy, here we go.
In multiple timelines where Subspace 2 is a thing, there’s an optional Chaos Emerald fetch quest to do throughout the game. It’s by far the most divisive part of the whole campaign. People who hate it think it’s too far out of the way and something where you need a guide to know what you’re doing, people who love it appreciate the additional dialogue, chase segments, and rewards. But if you want 100% completion, you have to do it.
The first Emerald is mandatory and part of the main story. Plot-wise, Geno and Ashley are looking for a “secret ingredient” (it’s mostly Ashley and Geno got dragged along) which is a red gemstone, so you do the level and at the end you get the cutscene where they find the red Chaos Emerald literal seconds before Shadow. Shadow gets pissed and chases after them, and it’s here you get your first chase sequence. Shadow will run after Ashley/Geno (whichever character you choose) and attempt to steal the emerald from you, and you have to activate Chaos Control at the right time to slow down time and give yourself a head start. Keep in mind that Shadow is the second fastest character in the game while Ashley and Geno both have mediocre ground speed. This first chase sequence isn’t that hard though since there’s very minimal platforming and Shadow won’t try to attack you, just catch you.
This happens fairly early on (~20 minutes into campaign) and after you get your first Emerald, the entire fetch quest opens up. To get the other Emeralds, you need to find three keys and use them to open up that respective Emerald’s vault, all of which are hidden differently. Sometimes you can find a key just by going off the beaten path of a level, sometimes you have to buy them, sometimes you have to do a minigame for them, and then sometimes the ways you get them are really stupid and don’t make any sense. The last vault in particular requires you to beat the Viridi boss fight by reflecting a reset bomb at her (this has to be the final blow). And if you don’t have all of the keys at this point or god forbid that Shadow catches you after you open the vault, OOPS! You have to do that boss again. This one in particular is what a lot of people hate about the fetch quest since it’s not at all obvious that that’s what you need to do to get the last vault, and the platforming in the chase sequence is kinda bullshit (if you chose someone with a tether recovery like Joker or Hat Kid, good luck).
It is technically possible to do the entire fetch quest right away in one sitting, but it’s not easy. None of the Emeralds are locked behind events in the main story so you can get all of them right away, but doing so requires you to go into areas that you’re wildly underleveled for (unless you’re in New Game +) and you’ll most likely game over before you can even get to where you need to be. The chase sequences get harder and harder with every Emerald, as there will be obstacles and enemies in your way and Shadow will try to attack you. With Chaos Control at your side, these chase sequences are certainly doable, but each character’s Chaos Control timer is different (for example, Bayonetta and Shulk have the longest timer, Snake and Bandana Dee have the shortest) And if you fail at the chase sequence, you get booted back to whatever the last checkpoint was, which sometimes can be right in front of the vault and other times can be a ways back. Combine this with the difficult levels and weird requirements for getting the vaults, this can get very tilting depending on who you play as.
Obviously, you’re not supposed to get all the Emeralds in one go, and it’s a lot easier if you do it as the main story progresses as opposed to doing it right away. People do it anyways because there’s an achievement for getting all the Emeralds and a bunch of other achievements associated with it. Also people are insane.
Aside from that, there are two main rewards for doing the fetch quest:
1) Once you get all of the Emeralds, Shadow will join you and become playable. Unlocking all of the characters is required to get the good ending, so this is kind of a big deal.
2) For the final battle against True Tabuu, you have the option to use the Emeralds to go super for your first character/stock. You get a major power/speed/durability increase and a better recovery. Only a few characters are able to go super, but among the ones that can, Bayonetta is easily the best choice. General power increase aside, the Emeralds buff the HELL out of Witch Time, making it last just as long if not longer than it does in her home series. This means that if you’re good with counters, you can beat True Tabuu, the final boss, in less than a minute. Bayonetta’s Witch Time is also a lot less picky about timing than Jeanne’s or Shadow’s Chaos Control, so she’s the better pick. This is how most people defeat True Tabuu on Devestating since he’s a damn hard final boss otherwise (in a good way!)
Other than all of that though, a lot of people (mostly people who don’t do it all at once) really like the fetch quest because they enjoy going off the beaten path to find they keys/vaults and the extra minigames associated with them. Also, depending on who you open the vault with, you’ll have some extra dialogue with Shadow based on the character you choose. It’ll also become fairly popular to do self made challenges of the chase sequence, most of them involving not using Chaos Control. For example, people will use tether grabs to keep Shadow away, Arle can lock Shadow behind walls of Puyo combos, and Sonic can just straight up outrun him as long as you don’t mess up your platforming.
TL;DR: Long, optional sidequest that a lot of people love and a lot of people hate. Required to unlock Shadow.
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Hey, all your stories have inspired me to try the ffxv game and i haven't played the other games are there any tricks to it?
Hmmmmm You don’t need to play the other FF games to get into FFXV? So there’s that. Get the Royal Edition, PLEASE, it has all the extra DLC barring Ardyn’s and an extra map to explore plus quests.
For tips/tricks lemme think-
Overlevel. Side-Quests are your friend, Hunts are your friend. Until you get comfortable with the various combat systems and strategies having a higher level is Great. Even after you get comfortable having a higher level is Great.
Collect everything. If you see a shiny blue spark on the ground, go over and collect it. Be careful what you sell. There are guides on what is safe to sell or not but as a shortcut tip DO NOT sell Rusty Bit, Glass Gemstone, and if you somehow get a Sturdy Helixhorn while taking Hunts for the love of the Astrals DON’T SELL IT. Those three ingredients are what you need to upgrade your Engine Blade, which brings me to my next tip-
Talk to Cid after you’re in the open world (so ... post Noctis learning of Insomnia’s fall and the cutscenes/short quests associated with that). I forget when you’re free to go talk to him (probably after the set of Cor quests? I think? Been a while.) but just- try as soon as possible and keep trying. He has these nifty quests where he will upgrade certain kinds of gear, including your Engine Blade. If you upgrade the Engine Blade three times (Rusty Bit for the first one, Glass Gemstone for the second, Sturdy Helixhorn for the last) it will turn into the Ultima Blade, which is easily the highest powered blade in the game for like- 99% of the game. I’ve been in post-game for a LONG while now hunting down the really hard post-game dungeons and I still use that thing. It’s a relatively easy set of quests to get the highest level blade in the game and you can do it REALLY EARLY on in the game.
Wait System is Your Friend In Specific Instances. So- there are two kinds of combat mode in the game, Real Time and Wait System. I usually don’t bother with Wait System because I prefer Real Time BUT when hunting for specific monster parts (like the Sturdy Helixhorn), if you pause in combat and go down to ... i forget what it’s called but the came will show you in the tutorial, there’s a spot where you can swap to Wait System. That essentially pauses the game while you’re holding still (on a timer though so don’t dally too long) so that you can look around and lock onto desired monster parts. If you want the horn- lock onto and repeatedly warp attack the horn until it breaks. Repeat for any other part you particularly want on a given monster. I only do that with Hunts when I need a specific part though so (shrugs).
Take your time. You are in no rush, exploring and overleveling are your friends, and really except for specific quests, nothing is timed. Just enjoy the game and get comfortable with the systems before trying to tackle the late game/Altissia/post-Altissia content. There. Is. No. Rush. Stockpile potions and elixirs, enjoy the scenery, go catch some funny colored frogs. Saving the world will wait for you.
I’m sure everyone has a different opinion, but for me, I like to upgrade the Exploration branches of the Ascension menu (basically your skill tree, it has sub categories for upgrading magic, upgrading health, upgrading/unlocking your companion’s special attacks, etc) There are ones that will allow things like Gladio picking up extra items while hiking as well as gaining EXP and Ascension points (skill points) just by driving the car around and another for riding chocobos. I’d recommend getting the car and chocobo = ascension points ones first before moving on to snag whatever boosts or abilities you want because that way you can just- earn skill points by doing whatever on the open world map.
Pay attention to the exp bonus rates of various hotels. You only “level up” when you Rest at either a Haven or a hotel or caravan. Haven’s have the bonus of Ignis cooking meals (pay attention to the buffs offered, and if you see a chibi figure of one of the chocobros next to a recipe that means they like it and will get a passive exp boost for eating it), but hotels and caravans will boost how much exp you get per Rest. The best one early-ish in the game is Lestallum’s, which doubles your points when you Rest there (so if you go in with 100 points, it will tally 200 points instead etc etc). The Best one is the hotel in Altissia but that’s later game and also much more expensive.
Do the Dead-Eye quest as soon as you think you’re leveled up enough for it, because it unlocks Chocobos and those are priceless for running around the map in places the car can’t go (make sure to have a few flasks of Fire Elemency in your inventory, because there are red barrels in his lair and it is satisfying to set him on fire).
Elemancy is your friend (as long as you throw from far enough away, because your own bombs WILL hurt you if you throw too close). It took me forever to get the hang of Elemency and I still prefer using blades BUT it’s a fun system to play with. If you combine raw elements like Fire with an ingredient from your inventory (say, a banknote or silver coin) you can get additional effects like boosted exp, slowing the enemy down, poisoning them, even instant death (though that one is ... iffy).
Pay attention to the numbers that come out of monsters when you fight them. Purple means that whatever you’re using isn't effective. Gold means it’s super effective, white is normal. If you’re getting purple numbers, try swapping to another type of weapon like spear, dagger, great sword, or pistol. If you watch close enough, you can spot if one of the other chocobros is using a super effective weapon and as Noctis you get to use all of them, so just swap to that.
Don’t Fast Travel unless you have to. Filling up the gas tank on the car and running everywhere on chocobo may be boring sometimes but if you get the exp and skill point bonuses for doing those things, it will be worth it. But if you fast travel you don’t get those skill points.
There’s an mp3 player thing you can buy in the car store menus under key items, it will let you play music from other games while you drive/ride/walk. You can buy the soundtracks from various stores and gas stations throughout lucis so make sure to check for those when you stop.
Do the Cindy quest chain. The sooner you successfully complete it, the sooner you get a car with an unlimited gas tank, so no more worrying about having to spend gil refilling the tank while earning ascension points. Also the fully upgraded car can fly, but I don’t recommend it because landing is hard and one mistake will murder your entire party. Also if Cindy sends you into a dungeon to get a part, look it up ahead of time on the internet, because chances are you don’t have to go too far into the dungeon to find it, but if you do, it’s probably a scary high-level dungeon so good luck.
Prompto is a Gem. I mean that. He is one of my primary tactics in the game other than be Warptastic with Noctis. He is also a Glass Cannon so if you get/buy decent health and defense items I recommend giving the best ones to him (there are ascension slots that can unlock more accessory slots for specific characters, I recommend upgrading Prompto’s and Noctis’s first). The longer you can keep him alive in a fight, the more times you can use his Piercer ability. It’s his basic special attack, but it doesn’t take long to recharge and you can use it to break an enemy’s defense VERY often if you level it up all the way (just spam it, more use = higher level special attack). I still use it post game because it’s short and fast and relatively powerful. But that’s just me.
Try to keep everyone alive. If you don’t have phoenix downs to spare obviously you CAN just let them lie there until the fight is over, but if you do that then the “dead” member won’t get exp for the fight. This is bad because you need all the bros to be at their best to survive the whole game. Try to keep an eye on all health bars and if you can’t get over there to manually revive them, there are ascension skills that let them use health kits on themselves or you can just go into the potion menu and order them to use one on themselves before they get too bad off health wise.
If you think you are overleveled enough to handle the boss fights in Gralea. You Are Not™. Either don’t go to Altissia until you are higher leveled than you currently are or when you go to Altissia, take advantage of Umbra’s new time-travel ability and go BACK to Lucis to level some more. I recommend being like- at least level forty-five, PREFERABLY FIFTY+, before going to Altissia but that’s just me. Check the “recommended level” of each quest before doing them and decide if you want to tackle it. They are fully beatable if you are at the recommended level or even a little under but personally I saved a lot of potions and elixirs and tears of frustration by just- making a point to be 5-10 levels higher than the recommended at minimum.
Strategy Guides on the internet are your friend. I suck at explaining my strategies, and other people have actual numbers to crunch to prove their methods. If all else fails, there is no shame in looking up how to handle a boss fight on youtube or ign or whatever.
That’s ... all I can think of atm though I could ramble on for ages on different tactics and things I find useful. Hope this helps!
P.S. be polite to people in the dialogue options. You will be rewarded with exp and skill points for Not Being a Jerk and in one case in Altissia a conversation can literally decide if your game kicks into Hard Mode or not. So Be Nice. For Your Own Sake.
#SE asks#theladyinthedarkforest asks#Secret Engima Rambles#ffxv#tips#my tips#i am not good at hard strategy okay#over leveling is my friend#so is being nice to npcs
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Update 2.7.0
Below are the patch notes for Update 2.7.0 Season of Dawn. It’s a pretty lengthy list of changes!
COMBAT SYSTEMS
Finishers
Improved the finisher camera experience when using mouse and keyboard
Finisher Multi-Equip
In your inventory press R3(if using controller) or the Shift Key(if using mouse and keyboard) to mark a finisher as a "favorite"
When triggered, a random finisher you've marked as a "favorite" plays
If no finishers are marked as a "favorite", which would be pretty crazy because we all know you have favorites, your default class finisher plays
ABILITIES
Titan
Sunbreaker Code of the Fire-Forged (Top Path)
Vulcan’s Rage
Made Vulcan’s Rage much more angry
Increased detonation time minimum from 0 seconds to 0.5 seconds
Increased cluster spread
Hammer of Sol
Impact damage decreased from 70 to 5
Detonation damage increased from 205 to 270
NOTE: These changes also affect bottom-tree Sunbreaker
Sunbreaker Code of the Devastator (Middle Path)
Throwing Hammer
Increased impact damage from 100 to 120
Increased hammer pickup radius from 2 meters to 3.5 meters
Roaring Flames
Increased damage bonus
From 20% per stack to 30% per stack in PvE
From 10% per stack to 25% per stack in PvP
Increased duration from 15 seconds to 20 seconds
Burning Maul
Increased idle super duration from 21.2 seconds to 28.5 seconds
Light Attack
Reduced super-energy cost from 5% to 3%
Tuned movement and player feedback
Heavy Attack
Slightly reduced speed of heavy slam projectile
Slightly reduced tracking radius of heavy slam projectile
Increased height of projectile hitbox to more easily hit airborne opponents
Increased super energy cost from 6% to 8%
Slightly increased terminal explosion size
Sunbreaker Code of the Siegebreaker (Bottom Path)
Mortar Blast
Increased explosion radius from 5 meters to 6 meters
Sol Invictus
Burning targets you kill also make Sunspots
Burning targets killed now trigger the heal
Kills with the Sun Warrior buff active can now make Sunspots
This is based on weighted enemy killed and a sunspot is created when the threshold of "1" is reached
Players/Bosses add 1
Majors add 0.5
Minors add 0.25
1 second cooldown on creating Sunspots
Sun Warrior
Increased ability recharge scalar by 35%
Touched up the FX and audio for allied Sunspots
Striker Code of the Missile (Middle Path)
Thundercrash
Increased base damage from 2700 to 3200
Increased in flight damage from 100 to 200
Slightly increased the amount of time you have in the air after activation
Hunter
Gunslinger Way of the Outlaw (Top Path)
Explosive Knife
Changed to Proximity Explosive Knife
Sticks to surfaces
Fuse time of 14 seconds
Adjusted impact damage to 14
Adjusted Detonation damage to 105
Six Shooter
Adjusted damage falloff of this Golden Gun Super variant
Damage falloff starts at 30 meters when firing from hip and at 40 meters while in ADS
Gunslinger Way of the Sharpshooter (Bottom Path)
Knife Juggler
Changed to Weighted Knife
Damage changed from 120 to 140
Precision modifier changed from 1.3 to 1.5
Headshot is a one-hit kill in PvP
Updated throw animation to be longer to compensate for the one-shot capability
Knife projectile moves faster and with less drop than previously
Knife bounces once after impacting the environment
Practice Makes Perfect
Super energy granted reduced by 16%
Increased the buff duration by 50%
Precision kills now grant 2 stacks
Crowd Pleaser
Original perks (precision damage, precision hits with Golden Gun generate Orbs of Light) have been moved to "Line 'Em Up"
New Perk: Knock 'Em Down
Precision kills increase weapon stability and ADS speed
Buff duration starts at 10 seconds and each kill or assist adds time, with a cap of 25 second
Time added is variable weighted on the enemy killed and whether it was a precision kill
While the buff timer is above 20 seconds your Golden Gun does 30% more damage (determined upon moment of cast and lasts the whole super)
This burns the buff
Does not stack with Celestial Nighthawk
Line 'Em Up
Now has a passive bonus to aim assist and range while aiming
Now has the precision damage and precision hits with Golden Gun generate Orbs of Light perks originally included with “Crowd Pleaser”
Nightstalker Way of the Pathfinder (Bottom Path)
Vanish in Smoke
Added a short period (0.8 seconds) after the invisibility is applied where firing weapons or performing other actions will not break the invisibility
This should help prevent allies from accidentally breaking the invisibility the moment it is granted to them if unexpected.
Warlock
Dawnblade Daybreak (All Paths)
Reduced the speed of Burst Glide activations while in super
Dawnblade Attunement of Sky (Top Path)
Swift Strike
Changed to Celestial Fire
Shoots three spiraling, homing projectiles
Approximately 35 damage per projectile
Winged Sun
Also allows Celestial Fire activations
No longer gives grenade energy for aerial kills
Gives more melee energy for aerial kills
Heat Rises
Perk redesigned with new gameplay
Consume grenade to gain Heat Rises buff
Dramatically reduces in air accuracy penalty
Changes movement mode
Reduce Glide upkeep cost by 99%,
Reduce Glide activation cost by 99%
Set Glide velocity and agility to a combination of Strafe and Burst glide
Icarus Dash
Now has two dodges per 5 seconds
Dodge now has a slight upward velocity
Dodge in super is now one long dodge per second
Dawnblade Attunement of Grace (Middle)
Guiding Flame
Doubled the range that the empower effect is applied from 12 meters to 24 meters
Divine Protection
Increased radius that the healing grenade is applied to friendly targets from 1 meter to 3.5 meters
Benevolent Dawn
Buff can now be refreshed if additional friendly targets are healed/empowered while you still have the buff
Removed cooldown (can continuously proc)
Reduced energy regeneration by 15%
This was needed as it is much more consistent, procs more often, and for longer
Well of Radiance
Standing in the well now grants 20% damage reduction against damage from other players
Sword object no longer takes precision damage
Dawnblde Attunement of Flame (Bottom Path)
Phoenix Dive
Now heals a fixed amount over time
Healing is interruptible from incoming damage
While in super, returns super energy depending on how much you healed
Has diminishing returns the longer the super is active.
Voidwalker Attunement of Fission (Middle Path)
Handheld Supernova
Adjusted grenade charge time so that it lines up with the animations and effects. This is to make it feel more consistent to activate.
Stat Values
Class ability cooldown is now governed by player stats.
Hunter Dodge cooldown is modified by their Mobility stat
Titan Barricade cooldown is modified by their Resilience stat
Warlock Rift cooldown is modified by their Recovery stats.
Paragon Mods have been deprecated as a result.
WEAPON CHANGES
Exotics
Divinity
Divinity's weaken effect no longer stacks with other weaken effects. The "cage" will still appear in these cases and act as a precision weak spot, but the weaken multipliers themselves will no longer stack.
Xenophage
Increased PvE damage by +50%
Increased PvP ammo from heavy ammo crates to 4/6 (previously 3/4) on shared/non shared crates, respectively
Fixed an issue where this weapon would gain overall ammo when swapping from another power weapon to this weapon
Leviathan's Breath
Fixed an issue where this weapon would gain overall ammo when swapping from another power weapon to this weapon
Cerberus+1
Fixed an issue where repeatedly pulling the trigger would give you a faster fire rate while the "Focused Fire" Catalyst was enabled
Eriana's Vow
Increasing the reserves for this weapon via armor perks no longer increases starting/respawn ammo in The Crucible
Monte Carlo
The "Monte Carlo Method" no longer has a 100% chance to trigger on Guardian kills and now matches the combatant chance
Archetype changes
Linear Fusion Rifles
Precision damage increased by +20%
This change does not affect Sleeper Simulant
Significantly increased target acquisition at close to medium ranges
Sidearms
Increased target acquisition across the board
Perk changes
Master of Arms
Removed the precision damage function
This weapon still provides a damage bonus, but non-precision damage is no longer disproportionately increased
Magnificent Howl
Fixed a bug that was causing the perk to apply to two bullets over the network instead of just one
Sticky Grenades (Grenade Launchers)
Fixed a bug that allowed players to stand on grenade launcher projectiles
Misc changes
Fixed "Shield Piercing"/"Anti-Barrier" rounds not penetrating Scorn Lurker bucklers
Chip damage behavior removed from "Shield Piercing"/"Anti-Barrier" rounds
A selection of year 1 legendary weapons have had a face lift and have joined the engram reward pool to keep Edge Transit company
Reduced Arc Logic's muzzle blast size when aiming
ARMOR CHANGES
Exotics
Wings of Sacred Dawn
Now grants 15% damage resistance while in the hover state
One-Eyed Mask
No longer grants an overshield on killing your marked target
Peregrine Greaves
No longer disproportionately increases the damage of Hammer Strike
Damage is equalized to ~300% the damage of a normal shoulder charge against a single target
Claws of Ahamkara
Fixed an issue where both melee charges could be consumed on one melee hit
Armor Mods
Removed stacking restrictions on many armor mods
Similar mods can now be stacked for improved effect. However, stacking mods with similar effects provides diminishing returns, granting less relative benefit than two different mods would.
Reduced the efficacy of Ammo Scavenger mods to their pre-Shadowkeep levels to accommodate mod stacking
Generalized Ammo Finder and Ammo Scavenger mods are unlocked for all players in the Head Armor Mod and Leg Armor Mod sockets, respectively
Added Season of Dawn Armor Mod Sockets
Vanguard, Crucible, Gambit, and Iron Banner armor sets will drop with this season's armor mod socket, allowing them to use the new Dawn Armor Mods.
The Mercury destination armor set has also received the Dawn Armor Mod socket
Fixed various stacking exploits with mods related to the Garden of Salvation
General
Fixed an issue where orange bar enemies would display a sliver of health when they died.
Fixed an issue where players would go into first person if they placed a raid banner while in their super. Going forward, if a player places a banner while in their super, their super will be canceled.
Fixed an issue where Stormtrance Lightning attack would fail to fire if attack trigger was held while casting super, or after Blinking.
Players can no longer push Vex Cyclops
REWARD SYSTEMS
Power and Progression
Powerful and pinnacle reward caps have been increased
Powerful Cap: 960, up from 950
Pinnacle Cap: 970, up from 960
Rebalanced some sources of XP on Mercury to align with newer destinations
Fixed an issue where some chests weren’t granting any XP
Fixed an issue where Iron Banner bounties were rewarding more XP than other weekly bounties
The XP required to level up the seasonal artifact has been slightly adjusted
Some levels had a much higher increase in XP required from the previous level, and this increase has been distributed throughout all levels to smooth out this curve
Quests and Bounties
Merged Strike/Crucible/Gambit objectives on the Gunsmith weekly bounty "Field Calibration" into a single objective that shares progress from all sources
Removed Valor/Infamy and Vanguard Tokens from "Field Calibration" as there is no longer a requirement for any of these linked activities
Added repeatable bounties to the Gunsmith
Added new mode-specific daily Crucible bounties (one per day, selected from full-time playlists and active rotators)
Reduced the completion requirements of several daily and repeatable Crucible bounties
Removed grenade and melee bounties from the Crucible bounty repeatable pool
Fixed a rare issue where the “??????” quest item from mission "A Mysterious Disturbance" could get stuck in inventory; it has been removed from affected players
Lowered the daily bounty target for defeating Nightmares in K1 Lost Sectors to 3 (previously required 7)
After the Vex Invasion ended on the Moon, the number of Vex kills required to cleanse the "Essence of Servitude" has been reduced from 100 to 30
Removed weapon requirement and changed objective display to a float instead of a percentage on Eriana's Vow Catalyst Pursuit
Benedict and Werner will no longer display the Lumina Exotic quest chain steps (bounty/perk steps) if the player is already on, or has completed, the steps.
Lore
Fixed an issue where pages from the "Letters from Eris" lore book couldn't be unlocked
Each of the eight Nightmare Hunts now unlocks one page upon completion
Season Pass
The Season Pass now displays its active bonuses in a new Season Pass Bonuses section, visible on the main Season Pass window in the Director
The Season 8 Nostalgic Engram has been retired, and in its place players can now obtain the new Season 9 Fond Memories Engram
Fixed an issue that prevented Season Pass armor from displaying the correct stats and energy type when previewed
(Korea Region Only) Fixed a bug that caused the Season Pass purchase item to be referenced as "Get Season Pass" on the purchase confirmation and completion screens
Exotic Engram
The Exotic Engram and the Fated Engram have been collapsed into a single new Exotic Engram item
When opened it will award a new Exotic if any remain to be collected; otherwise, it contains a random piece of Exotic armor
Note: contents are still class-specific
Eververse
A new consumable is available in Eververse for 200 Bright Dust, the Concentrated Mattergem
When used, this item causes bosses to have a chance to drop an Upgrade Module when defeated
The effect will last until an Upgrade Module is found
Note: Only one Concentrated Mattergem can be active at a time
The Eververse store no longer permits purchasing an item that is already in your Collection
Fixed a bug that prevented year one Vanguard shaders from being a potential drop in the Vanguard rank up reward
Fixed an issue where the Riskrunner “Electric Violet” Ornament lost its pink glow
Fixed an issue that caused The Last Word ornament Laconic to be purchasable when Forsaken was not owned
Ghosts
Fixed a bug that prevented the Banshee's Favorite ghost perk from dropping a higher volume of Weapon Telemetry
Fixed an issue that caused Ghost particle effects to be hidden when a Ghost Projection was active
The following Exotic Ghost Shells now have Ghost Projection sockets: Arc Shell, Solar Shell, and Void Shell
Fixed an issue that prevented Black Armory forge activities from granting Glimmer upon completion
Collections and Triumphs
Fixed a bug that permitted multiple copies of the same combat finisher from being acquired through the collection
Fixed a bug that caused Universal Ornament items to display in an improper order from what is intended (head, arms, chest, legs, then class)
Removed four erroneous collection entries for the below items that were not obtainable:
Shade at the Gates (Season 3 Legendary Ship)
The Ruinous Flame (Season 3 Legendary Ship)
Shrinking Iris Shell (Season 3 Legendary Ghost)
Shining Shield Shell (Season 3 Legendary Ghost)
Fixed an issue that prevented the Season of Opulence versions of the Optimacy armor from unlocking their corresponding collection entries
The Black Armory Platinum Starling Ship in Collections > Equipment > Ships > Season 5 now correctly states that a player must complete the "Master Smith" Triumph.
Fixed an issue with the Perfect Gambit triumph. Previously, the triumph was checking for player deaths instead of dropped motes. The triumph now correctly checks for dropped motes and will ignore players that die without motes.
Fixed a bug where the Ennead emblem (for presenting gifts to all Cats in the Dreaming City) was no longer being awarded when claiming the Remember your Manners triumph.
Players impacted by this issue will find that they can reacquire the Emblem from their Collections > Flair > Emblems > Open World
Fixed an issue with the triumph 'WANTED: The Rifleman'. It will now be completed on either Rifleman kill or associated mission completion. Players that are missing this triumph will need to play the mission again to earn the triumph.
Glimmer
The cost of slotting a Weapon Mod has been reduced from 5000 to 500 Glimmer
Fixed an issue that caused EDZ patrols to drop a slightly higher amount of Glimmer than intended
Fixed a bug that caused Mercury patrols to drop a slightly lower amount of Glimmer than intended
Fixed a bug that prevented Mars free roam treasure chests from awarding Glimmer when opened
Fixed a bug that prevented Mercury free roam treasure chests from awarding Glimmer when opened
Fixed an issue that prevented raid encounters from rewarding Glimmer upon completion
Vendors
Added additional Weekly and Repeatable bounties to Zavala, Drifter, Shaxx, and Banshee-44 to allow for Seasonal rotation
Updated completion requirements for some daily Crucible bounties
Repeatable bounties have been added to the Gunsmith
Fixed an issue that caused Benedict 99-40's Imperial Engram to display Armor 1.0 versions of its contents
Fixed an issue where Ada-1 could grant duplicate weapon mods
Fixed an issue where Eris Morn and the Drifter had vendor dialogue lines that would never fire
World Rewards
Fixed an issue that frequently prevented the Duke MK.44 Hand Cannon from being a possible world drop
Fixed an issue that frequently prevented No Turning Back, Terran Wind, and Death by Scorn from being possible world drops
This prevented Vestian Dynasty from being erroneously displayed in Legendary Engram previews
Rewards UI/UX
Fixed an issue where Gambit Prime and Revelry armor set icons weren't collapsing properly on the Character screen
New Light
Fixed an issue where New Light players were required to finish the Red War campaign to purchase Last Wish raid bounties
Fixed an issue where several Triumphs/Ghosts previously earned through the Red War campaign could no longer be acquired
Fixed an issue where 'Adventurous' triumph could not be completed on EDZ
Fixed an issue where weapons in Homecoming mission would cause other gear to drop at lower power levels than expected
Fixed an issue where some players could not complete the New Light 'Introduction: Crucible' quest
Player Identity Systems
Fixed an issue where Hawthorne’s icon kept flashing for players who were doing the Refer-a-Friend quest after it ended
The Armor 2.0 version of the Solstice 2019 armor will now correctly use the 2019 Drained and Renewed Ornaments and Eververse Glows.
Escalation Protocol
Changes and updates to acquiring Escalation Protocol activity rewards
Escalation Protocol Wave 7 chest no longer requires a key to open
Chest can be opened upon every successful completion of Wave 7
Each opening of the chest will award one piece of EP armor for your character class until you have the full set
After full set is acquired, subsequent opening of the chest will award a random piece of armor
Charged Decryption Keys and Key Fragments are being removed from the game. These items will be removed from Player inventories
Armory Keys to spawn Valkyrie Javelins are unchanged and will remain
EP Weapons drops were not touched and are still cumulative stream Boss drops
Iron Banner Ornaments
Removed the Season 3 Iron Banner ornament Rank requirements. They can now be freely applied to Season 7 Iron Banner armor
ACTIVITIES
Nightfall: The Ordeal
Cabal invade The Ordeal – three new strikes added to The Ordeal lineup, and removed three of the Season 8 strikes
Added two new Cabal modifiers, and three new strike-specific modifiers
Added Cabal modifiers to rotation
Vehicles now give Nightfall score for both Nightfall and The Ordeal
Fixed up the tooltip name for The Scarlet Keep on Legend difficulty
Strikes
Fixed an issue where Savathun’s Song did not count toward Vanguard Weekly Hive Boss kill bounty
The Vanguard Strikes weekly challenge description now correctly tells players to complete Vanguard Strikes while matching the weekly singe element
The objective line will continue to still say "0/3 Bounties" until Destiny 2 Update 2.7.1
Raids and Dungeons
Altars of Sorrow
Fixed an issue where if the boss phase timed out while the boss was immune, 2 Nightmares would spawn at another Altar location before the Tier 5 waves started again
Pit of Heresy
Fixed an issue where the dungeon incorrectly showed a pinnacle reward challenge for players who have already completed the challenge on a different character of the same class
Garden of Salvation
Fixed an issue where players could survive Voltaic Overflow while guarding as a Sentinel Titan or Arcstrider Hunter
Crown of Sorrow
Fixed multiple issues where Gahlran’s Deception could continue to deceive Guardians even after being defeated. Make sense? No? We need to go deeper…
Fixed an issue where Gahlran's Deception could defeat a team of Guardians even after the encounter had been completed, which prevented flawless runs
Fixed issue where Gahlran's Deception could respawn with full health after dying, specifically if killed at the last moment before teleportation
Scourge of the Past
Fixed the Best of the Best of the Best triumph so that it is hidden unless completed
Increased the drop rate of the Scourge of the Past raid exotic weapon 'Anarchy' from 5% to 10%.
Crucible
Playlists
Made Elimination a permanent Crucible playlist
Momentum Control
150 Scout Rifles will only 1 shot targets under 5 resilience
Map Rotation
Added Rusted Lands to appropriate playlists
Added The Dead Cliffs, Legion’s Gulch, Retribution, and Solitude to appropriate playlists.
Removed Emperor’s Respite, Equinox, Firebase Echo, and Vostok from all Crucible playlists.
These maps are still available for play in Private Matches
Midtown
Added invisible physics volumes to keep players from perching on walls
Legion's Gulch
Added invisible physics volumes to keep players inside the intended playable space
Dead Cliffs
Adjusted spawn points and weighting, especially around the edges of the map
Retribution
Adjusted spawning to improve map flow
Endless Vale
Added invisible slip volume to keep players inside intended playable area
Twilight Gap
Added invisible physics volumes to keep players inside the intended playable area
Widow's Court
Added invisible physics volumes to keep players inside the intended playable area
PC
Steam
Added controller support through Steam input for:
Steam Controller
Switch Controller
Steam Link and Remote Play will now work with supported controllers
Text Chat lobbies will now try to recover when Steam Servers come back up
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[ID: FL4K's character page from the Borderlands website. It lists their name and class, beastmaster, as well as a description, which reads "FL4K is a wandering robot who always brings one of their three loyal pets into battle to buff stats and attack enemies. Their action skills let them send forth dive-bombing Rakk, teleport Gamma Burst-irradiated pets through rifts, and even Fade Way to temporarily become invisible while moving faster and regenerating health. END ID]
Gearbox stealth-released info on FL4K's skill trees June 10 or earlier! It looks like FL4K's pets will be persistent (i.e. no need to summon them and no timer) while the action skills will be completely separate. EDIT: Because pets are persistent, existing speculation that a burst of hearts just before FL4K's skag appears beside them in a gameplay trailer indicates a healing nova on summon may be incorrect (image from mentalmars.com).
It's a bit hard to tell, but I believe the action skill for summoning irradiated pets through rifts is what we saw in the latest trailer, in which case it appears that this action skill allows you to briefly have all three pets out at once. However, this could be wrong and the plural could refer to the teleport being compatible with each of their three pets and not mean that more than one pet gets teleported. Summoning all three could even be an augment, with the normal version of the skill simply teleporting and buffing the equipped pet (which would allow greater control over pets, as referred to in the interview on Tuesday).
[ID: A screenshot from a gameplay trailer showing FL4K's pet skag with a burst of floating heart icons. FL4K stands nearby holding a rifle. END ID]
I believe it's more likely that pets can be incapacitated, and that they appear again on their own after a cooldown. The hearts likely exist as a visual indicator that a pet has respawned, as healing novas or other bonuses on pet respawn would encourage playstyles minimising pet survivability. Thus far Gearbox has been good about maintaining consistency between playstyle and character in the BL series, so encouraging FL4K builds based on pet death seem unlikely.
Summoning Rakk could be a great instant damage skill for agile/problematic enemies, but we have yet to see if this is significantly different from Bloodwing. It's worth noting that the grammar here seems to imply that FL4K summons multiple Rakk ("dive-bombing Rakk", not "a dive-bombing Rakk"). This seems like a skill that could significantly change based on augments.
It's unclear whether there are any damage bonuses associated with going invisible. This could be a rare instance of an action skill that is purely survival/mobility based, but it's also possible that the way damage is delivered is based on augments and so GB may want to avoid describing the skill in more detail. Augments could even serve to determine whether this is a damage or survival based skill.
Credit for the original find goes to 0xsl4ck3r on Reddit!
[ID: A banner framed by two headshots of FL4K which reads, "People who misgender FL4K do not interact." FL4K's nonbinary pin is centred in the banner. END ID]
(Banner created by @copperpicture)
#borderlands#gearbox#fl4k#bl3#borderlands 3#feel free to discuss but as an enby im begging yall to remember to use they/them pronouns for fl4k
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Happy Birthday!
Aww thank you! Greatly appreciate it!🤗♥️🎂🎂🎂🎂 30 has arrived and I'm here to see it.🎂🎂🎂🎂
A Black Panther/Gundam Wing crossover? It can work, depending on what the chosen theme is. I did start one a few months ago (but it's extremely violent). Then I ended up thinking about a more lighthearted version.
*******
I do not own these characters. Mixed timelines on purpose. No profit is made in this fanfic crossover short.
“Relena?”
The thirty-nine year old woman groaned as she slowly sat up on her bed. The weather forecast had presented a promise for Spring-like warmth, with sunny skies. All the more proof she needed that the Robin sang outside.
With a sigh, she rubbed and opened her eyes, met Dorothy’s petulant smirk, and spotted Zechs and Noin near the doorway, all dressed up.
The Foreign Minister managed a smile. “Good morning. What's going on?”
The group chuckled.
“What's going on? How could you possibly forget? Relena, today is STEM Rewards Day! There's the Science Fair in America right now as we speak.”
“Oh, that's today? I thought it was set for next week.”
Dorothy tried to hold back a chuckle with little success, while Zechs and Noin chimed in.
“Happy Birthday Sis!” they began in sing-song style. Noin continued, “And by the way, those emails you've gotten last month? It has everything to do with today's grand event, located in Oakland, California.”
A concentrated expression landed on her face.
“Wait a moment. Wakanda has opened its borders to the world sometime last year. Around July, which marks the period after King T'Challa reclaimed the throne.”
“That's right, and his younger sister, Princess Shuri, is in charge of the museum.”
Zechs smiled. “I find it quite interesting how she was given the responsibility to handle something like this, the same way responsibility was thrust into your hands during War Time.”
Relena nodded. It's true she took after her late father and discovered a keen interest in politics and public relations. She should've lived out loud like a typical teenager, but due to the circumstances, she's grateful to be in this position now.
“I will get organized, then we'll board the jet.”
~°~°~
A few hours later, The Peacecrafts had arrived in Oakland. A few formalities were exchanged, and unlike some of the people in attendance, Relena and the others greeted the Wakanda Royals with the salute. Queen Ramonda smiled as she invited members of the Sanc Kingdom in.
“It's great to have you here,” the Queen began. “We've heard so much about you.”
“Thanks,” Relena responded. “I was looking forward to seeing how the marginalized communities were doing, years after the war. It's also a great thing the Avengers had brought your children and countless others back.”
The Queen nodded. “Indeed, it is a blessing. It's as if they weren't gone, though - Shuri was quick to pick up the progress of accomplishing this center, while T'Challa collaborated with Thor, The Hulk and Falcon to rebuild and restore the broken parts of Wakanda, where many have evacuated before.”
“That's great to hear,” said Relena. “I was worried at first. Tried to get The Preventers to offer aid, but Commander Une had informed me that superheroes were taking care of that. Speaking of which...”
The Grand Hall of Shuri's Science Center was jam packed with onlookers, a few judges with pens and clipboards, children and youth with their various inventions at separate sections, and The Preventers.
Heero and Quatre were amazed by thirteen-year-old twins who invented an advanced hacker prevention system.
Duo and Hilde had an ongoing conversation with Ayo and Nakia about giving orphans a place to belong.
Wufei, Sally and a handful of attendees, young and old, enjoyed a story time corner hosted by Lord M'Baku's fiancée.
Trowa is seen juggling a ton of objects. Relena tried her hardest not to laugh; he should know that playing with vibranium held a lot of risks. Still, he didn't seem to mind. Five boys and two girls chanted, “More! More!” when W'Kabi tossed another object in Trowa's direction. The young man had no trouble juggling it with the other things.
Two battle knives, one hammer, an iron glove, a beaker, an old hard drive, and one of The Hulk's glass statues. Dorothy recorded this on her phone while the spectacle continued. At some point, the glass statue landed on Trowa's nose; other objects balanced on his arms. His emerald green eyes glanced at the tall warrior, who nodded and picked up his glass statue. A teenage girl who examined Trowa's abilities studied his brain waves and pulse rate on a black screen.
“This guy is good, extra courageous if I might add. There's no indication of fear or panic, just concentration. Should we try another test subject?”
“No!” the group chanted.
The young scientist looked up at Trowa. “I guess they really like you. You're not getting tired though?”
“I never notice such things,” he replied, placing the objects aside. “When I'm getting things done, that's what I'll focus on until it's done.”
“That's one important skill to have,” W'Kabi spoke as a finger tapped his shoulder. He turned to face Okoye.
“As grand as that display was, you are aware of the rules, kunene?”
“Sorry, my love. Be nwabisa.”
Zechs and Noin had taken a liking to a building presentation nearby, by two upcoming architects. “If we wanted to build another Space Colony, this is where we'd be located,” a five year old boy spoke. “Directly outside of Wakanda,” his fifteen year old brother added. “We can show you all the method of transportation we've started building.”
Relena turned to the Queen. “So, where are your children? I'm quite surprised they're not in here.”
“I think I know exactly where. Follow me.”
~°~°~
One block away from the museum, a group of youth were seen playing on the basketball court with Prince N'Jadaka and King T'Challa. Princess Shuri shook her head as she watched on. Her timer would buzz in two more minutes, which meant game time will be over. M'Baku and three Jabari Tribe Warriors carried more jugs of water into the museum. M'Baku paused midstep, and watched as Relena conversed with the Queen Mother.
“Ngubani lowo?” he asked.
“A colonizer,” his trusted assistant spoke. “Don't forget, some colonizers were invited to this event.”
M'Baku nodded. “As long as there's no trouble, I'm good.”
“We'll be fine, Lord M'Baku. I understand how you feel since that incident with Thanos, but things are different now. He no longer exists, so Wakanda - and the world as a whole - will not be threatened again.”
M'Baku smiled. “You're right, though I think it'd be wise to send two Dora with the pair. The King may be tolerant, and the Princess wouldn't mind... But the Prince on the other hand?”
The Jabari Warriors exchanged knowing glances.
“Thumela u khuselo olukhawulezileyo,” Lord M'Baku commanded. Placing the water jugs near the welcome station, the buff men split in search of Dora Milaje. M'Baku stood near the museum entrance and watched the Panther Tribe Royals, in hopes that they - Erik in particular - doesn't start a scene.
Shuri's timer went off.
“One more game, I promise,” said Erik.
“I'm ready to head back,” T'Challa said. “Nine games is enough.”
“It's also time for my speech!” Shuri snapped. Both her brother and cousin froze as the youth group made their way towards the museum (after exchanging high fives with them). Unbeknownst to them, Relena and Queen Ramonda had greeted them as they neared the basketball court.
“There's this thing called, Black Time Syndrome. You should try it.”
T'Challa shot a knowing glance at Erik. “Bad timing, Cuz. You know she never falls for it.”
“I heard that!” Shuri shouted. “Ngoku khawuleza phambi kokuba sibe neentloni.”
“Alright, alright. I hope Tayshall ain't forgot those chill pills.”
Shuri hid her face as T'Challa cocked an eyebrow. “What was that?”
“Last one back loses the bet.”
“What bet? We're supposed to take a break from those.”
“Oh, right. M'Baku never told you. Which means you'll lose!” Erik snatched T'Challa's wallet, leapt over the fence, and darted towards the museum with a hasty, “Hey Auntie,” before he stopped in his tracks. His locs complemented his moves, but his eyes lost their mirth. “Ngubani?” he asked, eyeing Relena with disdain.
“The Foreign Exchange Minister of ESUN.”
“Oh?” Erik crossed his arms. “Hope they don't steal nothing. Otherwise-”
“I'll take my wallet back thank you very much,” T'Challa interrupted as he thrust the object out of Erik's reach. “And the Peacecraft Family are not here to steal anything. They're granting scholarships and bursaries to the many pupils here in Oakland, so they can advance to the best universities of their choice when the time comes.”
“Nah, I have harder questions for later,” Erik said. “Don't trust their motive one bit.”
“Nice meeting you all,” Relena responded, secretly thanking T'Challa for stopping Erik in his tracks.
T'Challa nodded while Erik huffed and turned away. “Shuri, you don't want to be late!”
“I won't!”
Just as the tall men walked on, Shuri expanded her arm and shook Relena's hand. “It's great meeting you here,” she said.
“Likewise,” she said. “I've heard about the project last year and thought about how to introduce your style of Afterschool programs to the colonies.”
“As in the space colonies? Well, it shouldn't be hard if you have a great team of people behind you.”
The three of them walked back.
~°~°~
The Dora Milaje escorted the ladies back when an event coordinator approached Shuri. “Sorry to interrupt you all, but we will need you on stage in ten minutes,” she said.
“No problem,” came the curt response. She refocused on Relena. “Don't forget what I've told you.”
Relena chuckled softly. “I won't. Talking with you is like dealing with a younger version of me... Well, to a certain extent. Most importantly, I want to congratulate you on this project's success.”
“Thanks! I can't wait to see what you have in store for two hundred plus pupils.”
“The pleasure is mine.”
*******
Tagging GW Fans: @softnocturne @kirinjaegeste @vegalume @blacknekojess @seitou @downwarddnaspiral @deejayers @craftssakura @cooking-725 @chemicalcrush @ahsimwithsake @simulacraryn @elduende11 @bryony-rebb @gundam-wing-archivist @fadedsepiascribbles @noirangetrois @offspringchick29 @rhysgalentalcernunnos @lbro009 @jessie-blast-off
Tagging BP Fans: @thehomierobbstark @marvelmaree @muse-of-mbaku @chasingsunlight @3nmxnxt3r @blackpantherreblogs @orionthegay @sickaddiktions @kaiipeace @golddmindd @hi-looo12 @fiercegrace711 @tamara-visuals @85love @abeautifulmindexposed @thisisnajah @ljstraightnochaser @forgottenthoughtsandmemories @chaneajoyyy @mellowjellow6 @maddiestundentwritergaines @blowmymbackout @bidibidibombaclaat @afrobeautii @purple-apricots @supersizemeplz @thadelightfulone @jozigrrl @destinio1
*My apologies in advance if some are missing from this list - user tag limits - but this is for y'all! My personal Birthday present from me to you. I hope this crossover turned out fine. So if you love it, feel free to like, comment, reblog - your choice. Love y'all!*
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How To Design A Map With Specific Dimensions And Biomes?
Candy Crush clone, hoping to make its version of the match-three craze work. Flying through the sky, attached to various contraptions, looking to pop balloons and enjoy candy is what you’re meant to do in Ava Airborne! You’re in the shoes of Monsieur Phileas Fogg's attendant Passepartout, who must manage the expedition’s funds and find the fastest routes across the globe. Un Pas Fragile takes you through the story of Camille, a young frog who is currently trying to become a ballet dancer. If you are looking for challenging action RPG’s with an interesting story and beautiful graphics, Hyper Light Drifter will tick all of the boxes for you. Apollo: A Dream Odyssey is short, but the story itself is lovely and the puzzles, once you do get the hang of them, are fun to solve. After selecting your character, some gear to buff them up, and the melee weapon of your choice, you get thrown into the arena with 11 other gladiators, hoping to be the one that outlives all the others. There's also a few surprises along the way as you workout how to get big enough to eat all the things. It's as much about her finding her way through the world as it is the relationship she forms with a cello player named Krish. The clean aesthetic and simple way to play makes Reky a really polished and fun puzzler - paired with the sleek design and you have a game that’s hard to put down.
Once you’ve played for a bit, these characters that you are facing off against will start getting towards first place, so you will need to win, but often that’s not the main goal. Well, that’s basically what Monument Valley 2 does. Hutch clearly put a lot of thought and work into the game, and it’s really paid off. I want the scale of the Minecraft map to work out so that one day of walking in-game equals one day of walking in real life. I'm wanting to create a map that is essentially my local area. I imagine that my relief map and manual biom marking would be my input. I want to download a relief map from the internet that will provide height. Then I want to somehow end up with a Minecraft map that is pretty close to the real world. I imagine I would want to draw circles on the map to say "this is snow, this is desert, this is forest" and so on. Playing as a prisoner who has just broken free, you can end up building a team of heroes who just want to save the world they are in.
I want the tool to auto-generate the terrain based on my parameters. Often you can find one or two colors, which can be picked up by your black blob and moved to a new block. These two types of upgrades don’t seem to cost money, but the parts needed to take some time to find. There, you are able to purchase upgrades and new weapons, which can help you with your next run. You do have three lives and the ability to purchase new characters with different abilities to help you out. Each day, you have a timer going until closing. Some races can only be played once a day, others are easy cash, more challenging for higher rewards or boss battles to take on. Fighting to survive against another player, either online or a boss through the campaign, you must be one step ahead of them when it comes to playing the right cards to help your animals evolve with the upper hand. Not all cards are monsters, some are milk packs to give you a boost in attack, coins, or health packs.
Are there any tools for turning maps of the Earth in to Minecraft maps? What launched as the 'Pocket Edition' is now just Minecraft - the full game, on your phone. Minecraft Genie can then use food, the currency within the game, to update weapons and make characters more powerful. Taking on level after level, you must use your wits to figure out what needs solving. Once the tile has hit the dry grass tile, the grass will move to any tiles on its level - hopefully hitting the flower and allowing it to bloom. Water starts on one hexagonal tile, but you can move other tiles around the water tile, allowing the water to take over that space. You have to match numbers by sliding the appropriate tiles around the board. Herobrine's Mansion Minecraft Map ’ll basically have your own team of dogs who play football, and you will be swiping left or right to make decisions both on the field and off the field. Using different ingredients and shapes, you’ll need to find the right combinations to fulfil orders.
The basic idea is that you walk around your neighborhood - or the country, or the world - with your phone, using augmented reality (and a lot of mobile data) to find the pokemon hidden on the streets. With such smooth controls, a large amount of different ways to upgrade your car and so much to offer, I find it hard to fault Rebel Racing. You can also save up for a better car, but I spend most of the time upgrading my own until it’s the best possible car of its kind! It’s up to you and your team to take back the world. Fuel runs out over time, especially as you take on more races, but it does refill after a set time which is displayed at the top of the screen. It's a maze of top notch content, that will guarantee you good times in your pocket.Make waiting in line boring no more! There are many, many different types of enemies within the game; some like zombies that slowly walk to you, others that explode when you shoot them and some that just wander around aimlessly waiting to come across your path.
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