Binary Option Scam - a Safe Or Scam LLC Information Site

How safe are binary options?I have heard about binary options alot, yet I do not know if they are legitimate. Anyone have experience with them?

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Why Playing Main Tank is so Miserable Right Now

Main tank here for the last 10+ seasons, main Rein. I’ve been trying to figure out why it feels so terrible right now, even with CC toned down.
What I feel is that the massive amounts of damage in this game, matched by the massive amount of healing, has taken away a lot of the ability of a main tank to manage personal HP as a resource.
One of the basic things I’ve always kept in mind as rein is safely facetanking damage, utilizing the 200 points of armor to reduce damage taken, and allowing that to be healed up. 300 hp has been my mental “safe spot” for judging my aggression.
Lately, however, I find that even at full HP, I can never feel safe even just firestriking without the risk of going to extremely low HP or even dying.
What I’ve sort of realized is that this mid-ground health doesn’t even really exist anymore. It feels like you are either being pocketed at full hp, or you’re dead, and there’s extremely little time in between.
Once I noticed this, I thought “hey, maybe I’m just bad” so in the main tank streams I watch (super and cloneman, for example) I paid special attention to their health totals throughout games, and I noticed a very similar pattern. They would spend the majority of the time either above 400 hp while getting healed, or would immediately drop to roughly 100 hp, where either they’d have to get hard pocketed back to full or die.
I think that the damage and healing creep has removed an entire tool (health management) from the tank role, leaving them more reliant on healers than ever before.
Specifically, the idea of “facetanking” damage is just too risky now. I can’t alternate my health pool and my shield because there is too high a risk of getting bursted down even within short moments.
I think DPS aren’t made as miserable by this because they’re naturally squishy, and by nature don’t want to be focused by multiple members of the enemy team, whereas with tanks that’s your base job.
This also leads into CC feeling even worse because the short stun of a cree flashbang is absolutely enough time to get burst down without a bubble or pocket.
I also think this is why double-shield is so prevalent, as a symptom of the fact that, with regard to HP pools, the idea of taking “safe amounts” of damage isn’t reliable, and so the best option is to take no hp damage at all, by only playing behind shield where it’s impossible to get burst without the warning of the shield breaking, and to have fortify/suck to keep you from being burst when that shield does go down.
I guess basically, how I’d describe the problem I’m witnessing is that the damage and healing creep have made tanks feel far too squishy because of an inability to utilize the middle ranges of HP.
As for solutions, I’m not sure the best option, outside of something like a % nerf to both damage and healing across the board, which obviously is an oversimplified solution, but something needs to be done imo to make tank hp pools relevant and not feel like quite such an alive/dead binary.
Welcome thoughts, and for now, you can find me queueing support.
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The Next Processor Change is Within ARMs Reach

As you may have seen, I sent the following Tweet: “The Apple ARM MacBook future is coming, maybe sooner than people expect” https://twitter.com/choco_bit/status/1266200305009676289?s=20
Today, I would like to further elaborate on that.
tl;dr Apple will be moving to Arm based macs in what I believe are 4 stages, starting around 2015 and ending around 2023-2025: Release of T1 chip Macbooks, release of T2 chip Macbooks, Release of at least one lower end model Arm Macbook, and transitioning full lineup to Arm. Reasons for each are below.
Apple is very likely going to switch to switch their CPU platform to their in-house silicon designs with an ARM architecture. This understanding is a fairly common amongst various Apple insiders. Here is my personal take on how this switch will happen and be presented to the consumer.
The first question would likely be “Why would Apple do this again?”. Throughout their history, Apple has already made two other storied CPU architecture switches - first from the Motorola 68k to PowerPC in the early 90s, then from PowerPC to Intel in the mid 2000s. Why make yet another? Here are the leading reasons:
A common refrain heard on the Internet is the suggestion that Apple should switch to using CPUs made by AMD, and while this has been considered internally, it will most likely not be chosen as the path forward, even for their megalithic giants like the Mac Pro. Even though AMD would mitigate Intel’s current set of problems, it does nothing to help the issue of the x86_64 architecture’s problems and inefficiencies, on top of jumping to a platform that doesn’t have a decade of proven support behind it. Why spend a lot of effort re-designing and re- optimizing for AMD’s platform when you can just put that effort into your own, and continue the vertical integration Apple is well-known for?
I believe that the internal development for the ARM transition started around 2015/2016 and is considered to be happening in 4 distinct stages. These are not all information from Apple insiders; some of these these are my own interpretation based off of information gathered from supply-chain sources, examination of MacBook schematics, and other indicators from Apple.

Stage1 (from 2014/2015 to 2017):

The rollout of computers with Apple’s T1 chip as a coprocessor. This chip is very similar to Apple’s T8002 chip design, which was used for the Apple Watch Series 1 and Series 2. The T1 is primarily present on the first TouchID enabled Macs, 2016 and 2017 model year MacBook Pros.
Considering the amount of time required to design and validate a processor, this stage most likely started around 2014 or 2015, with early experimentation to see whether an entirely new chip design would be required, or if would be sufficient to repurpose something in the existing lineup. As we can see, the general purpose ARM processors aren’t a one- trick pony.
To get a sense of the decision making at the time, let’s look back a bit. The year is 2016, and we're witnessing the beginning of stagnation of Intel processor lineup. There is not a lot to look forward to other than another “+” being added to the 14nm fabrication process. The MacBook Pro has used the same design for many years now, and its age is starting to show. Moving to AMD is still very questionable, as they’ve historically not been able to match Intel’s performance or functionality, especially at the high end, and since the “Ryzen” lineup is still unreleased, there is absolutely no benchmarks or other data to show they are worth consideration, and AMD’s most recent line of “Bulldozer” processors were very poorly received. Now is probably as good a time as any to begin experimenting with the in-house ARM designs, but it’s not time to dive into the deep end yet, our chips are not nearly mature enough to compete, and it’s not yet certain how long Intel will be stuck in the mud. As well, it is widely understood that Apple and Intel have an exclusivity contract in exchange for advantageous pricing. Any transition would take considerable time and effort, and since there are no current viable alternative to Intel, the in-house chips will need to advance further, and breaching a contract with Intel is too great a risk. So it makes sense to start with small deployments, to extend the timeline, stretch out to the end of the contract, and eventually release a real banger of a Mac.
Thus, the 2016 Touch Bar MacBooks were born, alongside the T1 chip mentioned earlier. There are good reasons for abandoning the piece of hardware previously used for a similar purpose, the SMC or System Management Controller. I suspect that the biggest reason was to allow early analysis of the challenges that would be faced migrating Mac built- in peripherals and IO to an ARM-based controller, as well as exploring the manufacturing, power, and performance results of using the chips across a broad deployment, and analyzing any early failure data, then using this to patch any issues, enhance processes, and inform future designs looking towards the 2nd stage.
The former SMC duties now moved to T1 includes things like
The T1 chip also communicates with a number of other controllers to manage a MacBook’s behavior. Even though it’s not a very powerful CPU by modern standards, it’s already responsible for a large chunk of the machine’s operation. Moving control of these peripherals to the T1 chip also brought about the creation of the fabled BridgeOS software, a shrunken-down watchOS-based system that operates fully independently of macOS and the primary Intel processor.
BridgeOS is the first step for Apple’s engineering teams to begin migrating underlying systems and services to integrate with the ARM processor via BridgeOS, and it allowed internal teams to more easily and safely develop and issue firmware updates. Since BridgeOS is based on a standard and now well-known system, it means that they can leverage existing engineering expertise to flesh out the T1’s development, rather than relying on the more arcane and specialized SMC system, which operates completely differently and requires highly specific knowledge to work with. It also allows reuse of the same fabrication pipeline used for Apple Watch processors, and eliminated the need to have yet another IC design for the SMC, coming from a separate source, to save a bit on cost.
Also during this time, on the software side, “Project Marzipan”, today Catalyst, came into existence. We'll get to this shortly.
For the most part, this Stage 1 went without any major issues. There were a few firmware problems at first during the product launch, but they were quickly solved with software updates. Now that engineering teams have had experience building for, manufacturing, and shipping the T1 systems, Stage 2 would begin.

Stage2 (2018-Present):

Stage 2 encompasses the rollout of Macs with the T2 coprocessor, replacing the T1. This includes a much wider lineup, including MacBook Pro with Touch Bar, starting with 2018 models, MacBook Air starting with 2018 models, the iMac Pro, the 2019 Mac Pro, as well as Mac Mini starting in 2018.
With this iteration, the more powerful T8012 processor design was used, which is a further revision of the T8010 design that powers the A10 series processors used in the iPhone 7. This change provided a significant increase in computational ability and brought about the integration of even more devices into T2. In addition to the T1’s existing responsibilities, T2 now controls:
Those last 2 points are crucial for Stage 2. Under this new paradigm, the vast majority of the Mac is now under the control of an in-house ARM processor. Stage 2 also brings iPhone-grade hardware security to the Mac. These T2 models also incorporated a supported DFU (Device Firmware Update, more commonly “recovery mode”), which acts similarly to the iPhone DFU mode and allows restoration of the BridgeOS firmware in the event of corruption (most commonly due to user-triggered power interruption during flashing).
Putting more responsibility onto the T2 again allows for Apple’s engineering teams to do more early failure analysis on hardware and software, monitor stability of these machines, experiment further with large-scale production and deployment of this ARM platform, as well as continue to enhance the silicon for Stage 3.
A few new user-visible features were added as well in this stage, such as support for the passive “Hey Siri” trigger, and offloading image and video transcoding to the T2 chip, which frees up the main Intel processor for other applications. BridgeOS was bumped to 2.0 to support all of these changes and the new chip.
On the macOS software side, what was internally known as Project Marzipan was first demonstrated to the public. Though it was originally discovered around 2017, and most likely began development and testing within later parts of Stage 1, its effects could be seen in 2018 with the release of iPhone apps, now running on the Mac using the iOS SDKs: Voice Recorder, Apple News, Home, Stocks, and more, with an official announcement and public release at WWDC in 2019. Catalyst would come to be the name of Marzipan used publicly. This SDK release allows app developers to easily port iOS apps to run on macOS, with minimal or no code changes, and without needing to develop separate versions for each. The end goal is to allow developers to submit a single version of an app, and allow it to work seamlessly on all Apple platforms, from Watch to Mac. At present, iOS and iPadOS apps are compiled for the full gamut of ARM instruction sets used on those devices, while macOS apps are compiled for x86_64. The logical next step is to cross this bridge, and unify the instruction sets.
With this T2 release, the new products using it have not been quite as well received as with the T1. Many users have noticed how this change contributes further towards machines with limited to no repair options outside of Apple’s repair organization, as well as some general issues with bugs in the T2.
Products with the T2 also no longer have the “Lifeboat” connector, which was previously present on 2016 and 2017 model Touch Bar MacBook Pro. This connector allowed a certified technician to plug in a device called a CDM Tool (Customer Data Migration Tool) to recover data off of a machine that was not functional. The removal of this connector limits the options for data recovery in the event of a problem, and Apple has never offered any data recovery service, meaning that a irreparable failure of the T2 chip or the primary board would result in complete data loss, in part due to the strong encryption provided by the T2 chip (even if the data got off, the encryption keys were lost with the T2 chip). The T2 also brought about the linkage of component serial numbers of certain internal components, such as the solid state storage, display, and trackpad, among other components. In fact, many other controllers on the logic board are now also paired to the T2, such as the WiFi and Bluetooth controller, the PMIC (Power Management Controller), and several other components. This is the exact same system used on newer iPhone models and is quite familiar to technicians who repair iPhone logic boards. While these changes are fantastic for device security and corporate and enterprise users, allowing for a very high degree of assurance that devices will refuse to boot if tampered with in any way - even from storied supply chain attacks, or other malfeasance that can be done with physical access to a machine - it has created difficulty with consumers who more often lack the expertise or awareness to keep critical data backed up, as well as the funds to perform the necessary repairs from authorized repair providers. Other issues reported that are suspected to be related to T2 are audio “cracking” or distortion on the internal speakers, and the BridgeOS becoming corrupt following a firmware update resulting in a machine that can’t boot.
I believe these hiccups will be properly addressed once macOS is fully integrated with the ARM platform. This stage of the Mac is more like a chimera of an iPhone and an Intel based computer. Technically, it does have all of the parts of an iPhone present within it, cellular radio aside, and I suspect this fusion is why these issues exist.
Recently, security researchers discovered an underlying security problem present within the Boot ROM code of the T1 and T2 chip. Due to being the same fundamental platform as earlier Apple Watch and iPhone processors, they are vulnerable to the “checkm8” exploit (CVE-2019-8900). Because of how these chips operate in a Mac, firmware modifications caused by use of the exploit will persist through OS reinstallation and machine restarts. Both the T1 and T2 chips are always on and running, though potentially in a heavily reduced power usage state, meaning the only way to clean an exploited machine is to reflash the chip, triggering a restart, or to fully exhaust or physically disconnect the battery to flush its memory. Fortunately, this exploit cannot be done remotely and requires physical access to the Mac for an extended duration, as well as a second Mac to perform the change, so the majority of users are relatively safe. As well, with a very limited execution environment and access to the primary system only through a “mailbox” protocol, the utility of exploiting these chips is extremely limited. At present, there is no known malware that has used this exploit. The proper fix will come with the next hardware revision, and is considered a low priority due to the lack of practical usage of running malicious code on the coprocessor.
At the time of writing, all current Apple computers have a T2 chip present, with the exception of the 2019 iMac lineup. This will change very soon with the expected release of the 2020 iMac lineup at WWDC, which will incorporate a T2 coprocessor as well.
Note: from here on, this turns entirely into speculation based on info gathered from a variety of disparate sources.
Right now, we are in the final steps of Stage 2. There are strong signs that an a MacBook (12”) with an ARM main processor will be announced this year at WWDC (“One more thing...”), at a Fall 2020 event, Q1 2021 event, or WWDC 2021. Based on the lack of a more concrete answer, WWDC2020 will likely not see it, but I am open to being wrong here.

Stage3 (Present/2021 - 2022/2023):

Stage 3 involves the first version of at least one fully ARM-powered Mac into Apple’s computer lineup.
I expect this will come in the form of the previously-retired 12” MacBook. There are rumors that Apple is still working internally to perfect the infamous Butterfly keyboard, and there are also signs that Apple is developing an A14x based processors with 8-12 cores designed specifically for use as the primary processor in a Mac. It makes sense that this model could see the return of the Butterfly keyboard, considering how thin and light it is intended to be, and using an A14x processor would make it will be a very capable, very portable machine, and should give customers a good taste of what is to come.
Personally, I am excited to test the new 12" “ARMbook”. I do miss my own original 12", even with all the CPU failure issues those older models had. It was a lovely form factor for me.
It's still not entirely known whether the physical design of these will change from the retired version, exactly how many cores it will have, the port configuration, etc. I have also heard rumors about the 12” model possibly supporting 5G cellular connectivity natively thanks to the A14 series processor. All of this will most likely be confirmed soon enough.
This 12” model will be the perfect stepping stone for stage 3, since Apple’s ARM processors are not yet a full-on replacement for Intel’s full processor lineup, especially at the high end, in products such as the upcoming 2020 iMac, iMac Pro, 16” MacBook Pro, and the 2019 Mac Pro.
Performance of Apple’s ARM platform compared to Intel has been a big point of contention over the last couple years, primarily due to the lack of data representative of real-world desktop usage scenarios. The iPad Pro and other models with Apple’s highest-end silicon still lack the ability to execute a lot of high end professional applications, so data about anything more than video editing and photo editing tasks benchmarks quickly becomes meaningless. While there are completely synthetic benchmarks like Geekbench, Antutu, and others, to try and bridge the gap, they are very far from being accurate or representative of the real real world performance in many instances. Even though the Apple ARM processors are incredibly powerful, and I do give constant praise to their silicon design teams, there still just isn’t enough data to show how they will perform for real-world desktop usage scenarios, and synthetic benchmarks are like standardized testing: they only show how good a platform is at running the synthetic benchmark. This type of benchmark stresses only very specific parts of each chip at a time, rather than how well it does a general task, and then boil down the complexity and nuances of each chip into a single numeric score, which is not a remotely accurate way of representing processors with vastly different capabilities and designs. It would be like gauging how well a person performs a manual labor task based on averaging only the speed of every individual muscle in the body, regardless of if, or how much, each is used. A specific group of muscles being stronger or weaker than others could wildly skew the final result, and grossly misrepresent performance of the person as a whole. Real world program performance will be the key in determining the success and future of this transition, and it will have to be great on this 12" model, but not just in a limited set of tasks, it will have to be great at *everything*. It is intended to be the first Horseman of the Apocalypse for the Intel Mac, and it better behave like one. Consumers have been expecting this, especially after 15 years of Intel processors, the continued advancement of Apple’s processors, and the decline of Intel’s market lead.
The point of this “demonstration” model is to ease both users and developers into the desktop ARM ecosystem slowly. Much like how the iPhone X paved the way for FaceID-enabled iPhones, this 12" model will pave the way towards ARM Mac systems. Some power-user type consumers may complain at first, depending on the software compatibility story, then realize it works just fine since the majority of the computer users today do not do many tasks that can’t be accomplished on an iPad or lower end computer. Apple needs to gain the public’s trust for basic tasks first, before they will be able to break into the market of users performing more hardcore or “Pro” tasks. This early model will probably not be targeted at these high-end professionals, which will allow Apple to begin to gather early information about the stability and performance of this model, day to day usability, developmental issues that need to be addressed, hardware failure analysis, etc. All of this information is crucial to Stage 4, or possibly later parts of Stage 3.
The 2 biggest concerns most people have with the architecture change is app support and Bootcamp.
Any apps released through the Mac App Store will not be a problem. Because App Store apps are submitted as LLVM IR (“Bitcode”), the system can automatically download versions compiled and optimized for ARM platforms, similar to how App Thinning on iOS works. For apps distributed outside the App Store, thing might be more tricky. There are a few ways this could go:
As for Bootcamp, while ARM-compatible versions of Windows do exist and are in development, they come with their own similar set of app support problems. Microsoft has experimented with emulating x86_64 on their ARM-based Surface products, and some other OEMs have created their own Windows-powered ARM laptops, but with very little success. Performance is a problem across the board, with other ARM silicon not being anywhere near as advanced, and with the majority of apps in the Windows ecosystem that were not developed in-house at Microsoft running terribly due to the x86_64 emulation software. If Bootcamp does come to the early ARM MacBook, it more than likely will run like very poorly for anything other than Windows UWP apps. There is a high chance it will be abandoned entirely until Windows becomes much more friendly to the architecture.
I believe this will also be a very crucial turning point for the MacBook lineup as a whole. At present, the iPad Pro paired with the Magic Keyboard is, in many ways, nearly identical to a laptop, with the biggest difference being the system software itself. While Apple executives have outright denied plans of merging the iPad and MacBook line, that could very well just be a marketing stance, shutting the down rumors in anticipation of a well-executed surprise. I think that Apple might at least re-examine the possibility of merging Macs and iPads in some capacity, but whether they proceed or not could be driven by consumer reaction to both products. Do they prefer the feel and usability of macOS on ARM, and like the separation of both products? Is there success across the industry of the ARM platform, both at the lower and higher end of the market? Do users see that iPadOS and macOS are just 2 halves of the same coin? Should there be a middle ground, and a new type of product similar to the Surface Book, but running macOS? Should Macs and iPads run a completely uniform OS? Will iPadOS ever see exposed the same sort of UNIX-based tools for IT administrators and software developers that macOS has present? These are all very real questions that will pop up in the near future.
The line between Stage 3 and Stage 4 will be blurry, and will depend on how Apple wishes to address different problems going forward, and what the reactions look like. It is very possible that only 12” will be released at first, or a handful more lower end model laptop and desktop products could be released, with high performance Macs following in Stage 4, or perhaps everything but enterprise products like Mac Pro will be switched fully. Only time will tell.

Stage 4 (the end goal):

Congratulations, you’re made it to the end of my TED talk. We are now well into the 2020s and COVID-19 Part 4 is casually catching up to the 5G = Virus crowd. All Macs have transitioned fully to ARM. iMac, MacBooks Pro and otherwise, Mac Pro, Mac Mini, everything. The future is fully Apple from top to bottom, and vertical integration leading to market dominance continues. Many other OEM have begun to follow in this path to some extent, creating more demand for a similar class of silicon from other firms.
The remainder here is pure speculation with a dash of wishful thinking. There are still a lot of things that are entirely unclear. The only concrete thing is that Stage 4 will happen when everything is running Apple’s in- house processors.
By this point, consumers will be quite familiar with the ARM Macs existing, and developers have had have enough time to transition apps fully over to the newly unified system. Any performance, battery life, or app support concerns will not be an issue at this point.
There are no more details here, it’s the end of the road, but we are left with a number of questions.
It is unclear if Apple will stick to AMD's GPUs or whether they will instead opt to use their in-house graphics solutions that have been used since the A11 series of processors.
How Thunderbolt support on these models of Mac will be achieved is unknown. While Intel has made it openly available for use, and there are plans to have USB and Thunderbolt combined in a single standard, it’s still unclear how it will play along with Apple processors. Presently, iPhones do support connecting devices via PCI Express to the processor, but it has only been used for iPhone and iPad storage. The current Apple processors simply lack the number of lanes required for even the lowest end MacBook Pro. This is an issue that would need to be addressed in order to ship a full desktop-grade platform.
There is also the question of upgradability for desktop models, and if and how there will be a replaceable, socketed version of these processors. Will standard desktop and laptop memory modules play nicely with these ARM processors? Will they drop standard memory across the board, in favor of soldered options, or continue to support user-configurable memory on some models? Will my 2023 Mac Pro play nicely with a standard PCI Express device that I buy off the shelf? Will we see a return of “Mac Edition” PCI devices?
There are still a lot of unknowns, and guessing any further in advance is too difficult. The only thing that is certain, however, is that Apple processors coming to Mac is very much within arm’s reach.
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The Division 2 - Title Update 10 - Patch Notes

Title Update 10 - Patch Notes

*These are preliminary Patch Notes and changes may still happen until the launch of Title Update 10.
 

New Season – Keener’s Legacy

A new season is almost upon us! Starting on June 23rd, Keener’s Legacy offers 12 weeks of in-game activities and unique rewards. Season 2 brings a new Seasonal Manhunt, new Leagues, a new Global event and new unique rewards, as well as an Apparel Event.
 

New Raid - Operation Iron Horse

The True Sons have taken over a Foundry to develop new weapons and threaten to destroy everything the Division has worked for.
  • New bosses, puzzles and rewards!
  • Level 40 version available on June 30th, followed the next week by the level 30 version.
  • Discovery mode will become available at a later date.
  • Unique Rewards
    • 2 new Exotics
    • 2 new Gear Sets
    • New cosmetic rewards
  • Further details will become available closer to the raid’s release in late June.
 

Balance and Bug Fixes

Title Update 10 is bringing our first large balance pass following the release of Warlords of New York. Beyond the addition of new content, the update focuses on three main aspects mainly game health through bug fixes and balancing, generosity by increasing your chances to receive a high-quality item as loot and increasing overall player power. Scroll down for a full list of bug fixes, balancing changes and gameplay tweaks.
 

Missing Localized Audio

We wanted to inform you about an issue with localized audio that will be present when we launch Title Update 10 and Season 2. While the team was able to work from home to get this update ready, with your help testing the content on the PTS, we unfortunately were not able to record all localized audio content for TU10. With everything going on in the world, our top priority is the well-being of our teams, including our voice actors. Of course, we will start working on recording the missing audio with our partners when it is safe to do so and, in some cases, we were able to get things started already. Adding the localized files to the game as soon as we can in one of our next updates is an absolute priority for the team. This only affects Seasonal content. Operation Iron Horse audio is fully localized.
If you are currently playing with a non-English client, you don’t have to change anything going into Title Update 10. When localized audio is missing you will just hear the English audio instead. Subtitles have been localized and can be activated in the ingame options.
As work continues, we will update you on the progress of the integration here on the forums and on State of the Game.
Thank you and stay safe!
 

New Exotics

SRS Sniper Rifle: Mantis

  • Your scoped view displays additional information about enemies not targeting you
  • Your scoped view highlights enemy weakpoints
  • Headshot and weak point damage against enemies not targeting you amplified by 50%
  • Headshot kills reset the cooldown of the Decoy skill. This bonus will wait until the Decoy goes on cooldown if currently active
 

Mask: Vile

  • Status effects also apply a damage over time debuff for 10s
  • Total damage dealt is equal to 50% of your concussion grenade damage and increased by your status effect attributes
 

Double Barrel Rifle: The Ravenous (Operation Iron Horse)

  • On trigger-pull, fire both barrels at once
  • When fired from the right shoulder, hits add offensive primers, and defensive primers when fired from the left shoulder
  • Hits from one shoulder will detonate all of the opposite shoulder's primers when present
  • When detonated or affected enemy is killed, each offensive primer deals 100% weapon damage, while each defensive primer grants +4% bonus armor and +10% amplified damage to armor plates for 5s
  • Primer effectiveness is doubled at 10 stacks
 

Magnum Pistol: Regulus (Operation Iron Horse)

  • Headshot kills create a 5m explosion, dealing 400% weapon damage and applying bleed to all enemies hit.
  • High accuracy and base damage
 

New Gear Sets

Eclipse Protocol (Season 2)

  • Core: Skill Tier (Yellow)
  • 2: +15% Status Effects
  • 3: +15% Skill Haste and +30% Hazard Protection
  • 4: "Indirect Transmission" Your status effects now spread on kill to all enemies within 15m and refresh 50% of the duration.
  • Chest talent: "Proliferation" Increases Indirect Transmission range from 15m to 20m and refresh percentage from 50% to 75%
  • Backpack talent: "Symptom Aggravator" Amplifies all damage you deal to status affected targets by 15%
 

Foundry Bulwark (Operation Iron Horse)

  • Core: Armor (Blue)
  • 2: +10% Armor
  • 3: +3% Armor Regeneration
  • 4: "Makeshift Repairs" Whenever you or your shield take damage, 20% of that amount is repaired to both over 15s
  • Chest talent: "Process Refinery" Increases Makeshift Repairs from 20% to 30% over 15s
  • Backpack talent: "Improved Materials" Increases Makeshift Repairs speed from 15s to 10s
 

Future Initiative (Operation Iron Horse)

  • Core: Skill Tier (Yellow)
  • 2: +30% Repair Skills
  • 3: +30% Skill Duration and +15% Skill Haste
  • 4: "Ground Control" Increases you and your allies' total weapon and skill damage by 15% when at full armor
  • When you repair an ally, you and all allies within 5m of you are also repaired for 60% of that amount
  • Chest talent: "Tactical Superiority" Increases Ground Control damage bonus from +15% to +25%
  • Backpack talent: "Advanced Combat Tactics" Increases Ground Control proximity repair from 60% to 120%
 

New Gear Brand

Walker, Harris & Co.

  • Core: Weapon Damage (Red)
  • 1: +5.0% Weapon Damage
  • 2: +5.0% Damage to Armor
  • 3: +5.0% Damage to Health
 

New Named Weapons

  • Mechanical Animal (SIG 556) with Future Perfection
    • Weapon kills grant +1 skill tier for 19s. Stacks up to 3 times.
    • Weapon kills at skill tier 6 grant overcharge for 15s.
    • Overcharge Cooldown: 90s
  • Harmony (Resolute MK47) with Perfectly In Sync
    • Hitting an enemy grants +20% skill damage for 5s.
    • Using a skill or damaging an enemy with a skill grants +20% weapon damage for 5s.
    • Damage increases are doubled while both buffs are active at the same time.
 

New Named Gear

  • Matador (Walker, Harris & Co. backpack) with Perfect Adrenaline Rush
    • When you are within 10m of an enemy, gain 23% bonus armor for 5s. Stacks up to 3 times.
    • Cooldown: 5s
    • Chainkiller (Walker, Harris & Co. chest) with Perfect Headhunter. After killing an enemy with a headshot, your next weapon hit within 30s deals 150% of that killing blow’s damage in addition to it.
    • Damage is capped to 800% of your weapon damage. This is raised to 1250% if your headshot damage is greater than 150%.
 

New Skill Variant

  • Repair Trap
    • The Repair Trap deploys a line of small devices capable of repairing friendlies in their proximity.
    • Note: The Repair Trap will not be available in-game until the Seasonal prime target unlocks in August.
 

New Talents

Weapon Talent: Future Perfect
  • Weapon kills grant +1 skill tier for 15s. Stacks up to 3 times.
  • Weapon kills at skill tier 6 grant overcharge for 15s.
  • Overcharge Cooldown: 90s
 
Weapon Talent: In Sync
  • Hitting an enemy grants +15% skill damage for 5s.
  • Using a skill or damaging an enemy with a skill grants +15% weapon damage for 5s.
  • Damage increases are doubled while both buffs are active at the same time.
 
Backpack Talent: Adrenaline Rush
  • When you are within 10m of an enemy, gain 20% bonus armor for 5s. Stacks up to 3 times.
  • Cooldown: 5s
 
Chest Talent: Headhunter
  • After killing an enemy with a headshot, your next weapon hit within 30s deals 125% of that killing blow’s damage in addition to it.
  • Damage is capped to 800% of your weapon damage. This is raised to 1250% if your headshot damage is greater than 150%.
 

Gameplay Changes

Missions

  • Reduced how many elites will spawn in the following mission:
    • Manning National Zoo
    • Coney Island Ballpark
    • Coney Island Amusement Park
    • Camp White Oak
    • Space Administration HQ
    • Federal Emergency Bunker
    • Wall Street
    • Liberty Island
    • Pathway Park
    • Stranded Tanker
    • The Tombs
 

Loot

  • General
    • Added all new season 2 weapons/gear to general loot pools
  • Item Power
    • Updated item power distribution to have a better spread between minimum and maximum for all difficulties
    • Increased minimum rolled item power for Field Proficiency/DZ caches, Clan caches and Season caches.
  • Difficulty Scaling
    • Regular loot from loot containers in Missions now scale with mission difficulty
    • Targeted loot from loot containers in Missions now scales with mission difficulty
    • Loot containers part of living world activities now scale with global difficulty
  • Targeted loot
    • Increased targeted loot drop chances for all mission and Control Point difficulties
    • Added new season 2 brand to targeted loot rotation
    • Warlords of New York brands can now also show up as targeted loot in DC, including Dark Zones
  • Named Items
    • Increased named item drop chance in regular Dark Zone loot
    • Increased named item drop chance in targeted loot everywhere
  • Exotics
    • Added Warlords of New York/Season 1 Exotics (excluding The Bighorn) to targeted loot
    • Added Warlords of New York/Season 1 Exotics (excluding The Bighorn) to general Exotic loot pools (Heroic/Legendary/Raid/Exotic Cache)
    • Coyote's Mask drop from Coyote no longer has a minimum season level requirement
  • Control Points
    • Removed regular weapon/gear loot containers not scaling with difficulty from Control Points
    • Increased the amount of scaling loot from the big Control Point reward container
  • Legendary
    • Increased NPC loot drop chance for Veterans and Elites on Legendary difficulty
 

Crafting

  • Crafting will now guarantee a higher minimum item power, resulting in higher overall stat rolls. An increased maximum item power also allows for better crafted items than before. The added weighting between the minimum and maximum power results in a more balanced average outcome for crafted and reconfigured items
  • Removed final World Tier 5 crafting bench upgrade, as its power increase is now redundant
 

Vendors

  • Added Named Items to both Open World and Dark Zone vendors
  • Increased prices for Named Items
  • Increased item power for all vendors
  • Vendors no longer sell Superior quality items at maximum level
 

SHD Levels

  • Added Field Proficiency cache to SHD level-up after reaching the maximum season level
  • Increased crafting material rewards for spending SHD level points in the Scavenging category
 

Conflict

  • Added Season/SHD experience gain on Conflict level-up
 

Rogue Agent Encounters

  • Every Rogue Agent killed will now drop loot
  • Rogue Agent encounters no longer occur during time trials
 

Control Point Officers

  • Players revived by a Control Point Officer will now have 80% of their armor restored (Previously 0%)
  • Reduced the likelihood of Control Point Officers being downed in combat
 

Bounties

  • Bounties acquired by speaking to characters in the open world will always be set to the difficulty at time of acquisition or higher.
  • This affects the Snitch and civilians rescued during the Public Execution or Rescue Living World Activities.
  • Scheduled bounties, such as daily and clan bounties, are unaffected.
Developer comment: Bounties acquired in the open world should always provide challenge and loot appropriate to the world they were acquired in. Upping your global difficulty now has the added benefit of improving all bounties you acquire within it.
 

Projects

  • New Season Pass Holder Project Slot.
    • Season Pass holders now have access to an exclusive daily mission which provides a large bonus to XP.
  • Weekly SHD Requisition Project Slot
    • Endgame players at World Tier 5 and Level 40 now have a weekly supplies donation project which rewards them with an exotic cache. (For World Tier 5 players, this replaces the previous daily SHD Requisition project.)
  • Legendary Mission Project
    • After TU10, completing any legendary mission will grant you the Weekly Legendary Mission project slot.
    • Completing the designated legendary mission will reward you with an exotic cache.
Developer comment: With the addition of "re-rolls" to exotics available through crafting, we created the new Weekly projects to provide a reliable supply of exotic components or exotic items.
 

RPG Balance

 

Incoming Repairs

  • Incoming Repairs no longer increases the amount of armor repaired by armor kits, talents or gear set effects.
Developer comment: Incoming Repairs was always meant to be the defensive attribute equivalent to Repair Skills, so that players could further enhance the amount of healing they receive from their skills, or the group's healer. Unfortunately, the underlying code prevented us from differentiating between alternate sources of armor repair, such as those from talents and gear sets like Foundry Bulwark, or Firewall's unique armor kit effect. We wanted to address this during the development of Warlords of New York, but chose to post-pone the fix in order to deal with higher priority issues at the time. We underestimated the extent to which this attribute would affect the new Warlords meta, and failed to predict the severity of degenerate gameplay it would cause when combined with certain talents or gear sets. It's important to stress that this is not a PvP-only issue, or an instance of the PvP environment affecting PvE balance. Incoming Repairs was compromising both aspects of the game, and needed to be addressed, especially considering this update coincides with the release of a new raid. Not addressing the issue would mean forcing ourselves to balance all existing and future gear and talents around the knowledge that players could potentially (read: very likely) double the amount of repairs they receive, which stifles creativity and effectively limits player choice.
 

Weapon Handling

  • 1% Weapon Handling now gives 1% Weapon Accuracy, Stability, Reload Speed, and Swap Speed, up from 0.25%.
  • Reduced the maximum amount of Weapon Handling rolled on gear by 6%, to a maximum of 8% at level 40.
Developer comment: In the current meta, Weapon Handling on gear is considered a dead stat with no significant benefit. In TU10, equipping a piece of gear with +8% Weapon Handling will now give you:
  • +8% Accuracy
  • +8% Stability
  • +8% Swap Speed
  • +8% Reload Speed
This should hopefully make Weapon Handling a strong complimentary attribute for players looking to increase their overall accuracy/stability (bloom + recoil) and/or reload/swap speed. Making the % amount of Weapon Accuracy/Stability/Swap Speed/Reload Speed gained from Weapon Handling 1:1 will also remove another element of arcane knowledge from the game and reduce the need for additional mental math when determining whether the bonus is an upgrade or not.
 

Talent Changes:

  • Leadership: Bonus Armor increased to 15% from 12%
  • Spike: Skill Damage Duration increased to 15s from 8s
  • Reformation: Skill Repair Duration increased to 15s from 8s
  • Creeping Death: No Longer goes on cooldown if there are no valid nearby enemies to apply a status effect to. Status effects applied now properly copy the source status effect’s damage and duration.
 

PvP

  • Global Damage Modifiers
    • Reduced all PvP weapon damage by -20%
  • Additional Damage Modifiers
    • Increased MMR PvP weapon damage by 12.5%
    • Reduced Assault Rifle PvP weapon damage by -15%
    • Reduced Shotgun PvP damage by -12.5%
    • Reduced SMG PvP damage by -10%
    • Reduced Pistol PvP damage by -10%
    • Reduced Rifle PvP damage by -5%
 
_Developer comment: With TU10, there have been significant buffs made to the base damage of assault rifles, SMGs, and shotguns in particular. In order to prevent those weapons from becoming overly powerful in PvP, we’ve had to lower their PvP damage modifiers to compensate.
Note: Assault rifles are still tuned to be 10% stronger than normal in PvP in order to compensate for their innate Damage to Health bonus being less useful against other players when compared to other weapon archetypes._
 
  • Specific Damage Modifiers
    • Increased Double Barrel Shotgun PvP damage by 16.6%
    • Reduced Pestilence PvP damage by -10%
    • Reduced Classic M1A damage by -5%
  • Exotic Modifiers
    • Merciless/Ruthless: “Binary Trigger” amplified weapon damage and explosion damage reduced by -50% in PvP
    • Dodge City Gunslinger’s Holster: “Quick Draw” damage bonus gained per stack in PvP lowered from +2% to +1%
      • Stacks gained per second in PvP now match the PvE value (0.5s to 0.3s)
    • Imperial Dynasty:
      • No longer automatically applies burn status effect to the nearest enemy in range.
      • Now requires maintaining range and LOS (line-of-sight) for 3 seconds between the holster bearer and nearest enemy before applying the burn status effect.
      • Added visual UI feedback to reveal the radius of effect in PvP and an indicator for LOS between the holster bearer and nearest enemy.
Developer comment: This should help address the lack of contextual feedback in PvP, and add a much needed window of opportunity for counterplay, or potential to avoid the incoming effect entirely.
 
  • * Pestilence * Plague of the Outcast damage-over-time effect no longer triggers True Patriot’s white debuff armor repair effect. (PvP and PvE)
Developer comment: While we like to embrace emergent or unintended mechanics when the end result is unique and fun gameplay, True Patriot’s white debuff explicitly states it requires shooting the debuffed target in order to receive the armor repair effect. Pestilence’s DoT managed to bypass this restriction, making it and True Patriot (especially when combined with Incoming Repairs) scale to disproportionate levels of power when used together.
 
  • Gear Set Modifiers
    • Negotiator’s Dilemma
      • Reduced the range at which marked targets can damage each other when critically hit to 15m (PvP only).
      • Added visual UI feedback when in range of another marked target.
  • Talent Modifiers
    • Efficient: Reduced specialization armor kit bonus from 100% to 50%
    • Versatile: Reduced the amplified weapon damage bonus for SMGs and shotguns from 35% to 25%
    • Vanguard: Reduced the duration of shield invulnerability from 5s to 2s
      • Note: UI will still show the old duration, but will be fixed in a later update.
    Specialization Modifiers * Firewall * Extracellular Matrix Mesh armor kit regen strength reduced by -50%, from 200% to 150%
  • Skill Modifiers
    • Pulse now correctly reveals and highlights all players in the DZ, not just hostiles/rogues
    • Increased Striker Drone damage by 30%
    • Increased Assault Turret damage by 55%
    • Reduced Firestarter Chem Launcher PvP damage by -20%
    • Reduced Bleed damage from Stinger Hive, Mortar Turret and Explosive Seeker Mine by 75%
    • Increased Stinger Hive damage by 20%, scaling up to 55% at skill tier 6
 
Developer commentary: We want dedicated skill builds to have multiple, powerful defensive tools for area denial/control. However, the strength of bleed effects meant being hit by just 1 stinger drone, mortar, or seeker mine was nearly a death sentence for most builds. The stinger hive should now better punish players who remain within its area of effect, rather than needing to rely entirely on the excessive damage of a single bleed DoT, while allowing the hive’s drone damage to scale higher for dedicated skill builds.
 

Weapon Balance

 

Assault Rifles

  • AK-M – 15.8% damage increase
  • F2000 – 14.3% damage increase
  • Military AK-M – 13.2% damage increase
  • Black Market AK-M – 13.2% damage increase
  • FAL – 12.0% damage increase
  • FAL SA-58 – 12.0% damage increase
  • FAL SA-58 Para – 12.0% damage increase
  • SOCOM Mk 16 – 11.4% damage increase
  • Tactical Mk 16 – 11.4% damage increase
  • Mk 16 – 11.4% damage increase
  • AUG A3-CQC – 11.2% damage increase
  • Honey Badger – 10.9% damage increase
  • FAMAS 2010 – 10.6% damage increase
  • ACR – 9.7% damage increase
  • ACR-E – 9.7% damage increase
  • Military G36 – 9.5% damage increase
  • G36 C – 9.5% damage increase
  • G36 Enhanced – 9.5% damage increase
  • Carbine 7 – 8.7 % damage increase
  • Military P416 – 7.4% damage increase
  • Custom P416 G3 - 7.4% damage increase
  • Police M4 – 6.8% damage increase
  • CTAR 21 – 8.6% damage increase
 

LMG

  • Classic M60 – 12.5% damage increase
  • Classic RPK-74 – 12.4% damage increase
  • Military RPK-74 M – 12.4% damage increase
  • Black Market RPK-74 E – 12.4% damage increase
  • Military M60 E4 – 9.2% damage increase
  • Black Market M60 E6 – 9.2% damage increase
  • Military L86 LSW – 8.5% damage increase
  • Custom L86 A2 – 8.5% damage increase
  • IWI NEGEV – 2.6% damage increase
  • Stoner LMG – 2.0% damage increase
  • M249 B – No changes
  • Tactical M249 Para – No changes
  • Military MK46 – No changes
  • MG5 – No changes
  • Infantry MG5 – 3.2% damage decrease
 

MMR

  • Model 700 – 14.9% damage increase
  • Hunting M44 – 13.5% damage increase
  • Classic M44 Carbine – 12.5% damage increase
  • G28 – 11.4% damage increase
  • SOCOM Mk20 SSR – 9.3% damage increase
  • SR-1 - 8.6% damage increase
  • Custom M44 – 8.1% damage increase
  • M700 Tactical – 8.1% damage increase
  • M700 Carbon – 8.1% damage increase
  • Covert SRS – 6.0% damage increase
  • SRS A1 – 6.0% damage increase
  • Surplus SVD – 2.9% damage decrease
  • Paratrooper SVD – 2.9% damage decrease
 

Rifles

  • UIC15 MOD – 21.6% damage increase
  • 1886 – 21.3% damage increase
  • LVOA-C – 12.1% damage increase
  • M1A CQB – 10.7% damage increase
  • Lightweight M4 – 10.5% damage increase
  • G 716 CQB – 8.7% damage increase
  • SIG 716 – 6.7% damage increase
  • ACR SS – 3.7% damage increase
  • SOCOM M1A – No changes
  • M16A2 – No changes
  • USC .45 ACP - 2.8% damage decrease
  • Urban MDR – 5.5% damage decrease
  • Military Mk17 – 11.8% damage decrease
  • Police Mk17 - 11.8% damage decrease
  • Classic M1A - 12.6% damage decrease
 

SMG

  • Tommy Gun – 38.8% damage increase
  • PP-19 – 29.6% damage increase
  • Enhanced PP-19 – 29.6% damage increase
  • MP7 – 27.5% damage increase
  • MPX – 17.7% damage increase
  • M1928 – 20.0% damage increase
  • P90 – 15.6% damage increase
  • Converted SMG-9 – 15.8% damage increase
  • Black Market T821 – 15.4% damage increase
  • Police T821 – 15.4% damage increase
  • Vector SBR .45 ACP – 14.7% damage increase
  • CMMG Banshee – 12.5% damage increase
  • Police UMP-45 – 12.0% damage increase
  • Tactical UMP-45 – 12.0% damage increase
  • AUG A3 Para XS – 11.8% damage increase
  • Enhanced AUG A3P – 11.8 % damage increase
  • Tactical AUG A3P – 11.8% damage increase
  • Converted SMG-9 A2 – 11.6% damage increase
  • MP5A2 – 10.0% damage increase
  • MP5-N – 10.0% damage increase
  • MP5 ST – 10.0% damage increase
  • Tactical Vector SBR 9mm – 5.9% damage increase
 

Shotguns

  • M870 Express – 23.3% damage increase
  • Military M870 – 23.3% damage increase
  • Custom M870 MCS – 23.3% damage increase
  • Super 90 – 23.2% damage increase
  • Marine Super 90 – 23.2% damage increase
  • Tactical Super 90 SBS – 23.2% damage increase
  • SASG-12 – 21.3% damage increase
  • Tactical SASG-12 K – 21.3% damage increase
  • Black Market SASG-12 S – 21.3% damage increase
  • SPAS-12 – 18.6% damage increase
  • KSG Shotgun – 9.0% damage increase
 

Sidearms

  • Double Barrel Sawed Off Shotgun – Optimal Range reduced to 8m from 11m
  • 586 Magnum – 68.8% damage increase
  • Police 686 Magnum – 68.8% damage increase
  • Maxim 9 - 23.5% damage increase
  • D50 – 17.5% damage increase
  • First Wave PF45 – 13.5% damage increase
  • Custom PF45 – 9.7% damage increase
  • Military M9 – 8.7% damage increase
  • 93R - 7.7% damage increase
  • Snubnosed Diceros – 6.5% damage increase
  • Officer's M9 A1 – 6.3% damage increase
  • Diceros – 5.9% damage increase
  • M45A1 – 9.5% damage decrease
  • Tactical M1911 – 9.5% damage decrease
  • M1911 – 7.3% damage decrease
 

Exotics Changes

Developer comment: Along with the buffs to weapon damage, TU10's significant buff to weapon handling meant some exotic weapon mods no longer made sense or resulted in over tuned performance that no longer fit with the original design. We also took this opportunity to make improvements to underperforming exotic
 
The Bighorn
  • Damage increased by +11.2%
  • Increased optimal range from 27m to 40m
  • Optics mod bonus increased from +0% to +30% Headshot Damage
  • Magazine mod bonus changed from +7% Headshot Damage to +10% Reload Speed
  • Added functionality that provides additional headshot damage, full talent is now:
    • When scoped, switches to semi-automatic fire mode, dealing 450% weapon damage with each shot.
    • (New) Headshots grant +2% headshot damage. Stacks up to 50 times. Resets to 0 at full stacks.
 
Eagle Bearer
  • Damage increased by +7.8%
  • Underbarrel mod bonus changed from +10% Stability to +10% Weapon Handling
 
Chameleon
  • Damage increased by +32.8%
  • Optics mod bonus changed from +15% Accuracy to +15% Critical Hit Chance
  • Muzzle mod bonus changed from +5% Critical Hit Chance to +20% Accuracy
  • Underbarrel mod bonus changed from +10% Critical Hit Chance to +10% Stability
  • Optimal range increased by 33.3%, from 15m to 20m
  • Long range effectiveness increased by 19%, from 42m to 50m
  • Added functionality that retains your current buffs to the next combat encounter when combat ends, full talent is now:
    • Hitting 30 headshots grant +20% critical hit chance and +50% critical hit damage for 45s.
    • Hitting 75 body-shots grant +90% weapon damage for 45s.
    • Hitting 30 leg-shots grant +150% reload speed for 45s.
    • (New) Buffs refresh when out of combat.
 
Bullet King
  • Damage increased by +2.6%
 
Nemesis
  • Damage increased by +11.1%
  • Optics mod bonus increased from +35% to +45% Headshot Damage
  • Underbarrel mod bonus reduced from +15% to +5% Weapon Handling
 
Liberty
  • Optics mod bonus changed from +5% Critical Hit Chance to +5% Headshot Damage
  • Muzzle mod bonus changed from +15% Stability to +5% Critical Hit Chance
  • Magazine mod bonus changed from +15% Reload Speed to +15% Weapon Handling
  • Added functionality to provide extra damage if you're trying to keep stacks, full talent is now:
    • (New) Hits grant +2% weapon damage. Stacks up to 30.
    • Headshots consume all stacks, repairing your shield for 3% per stack.
  • No longer highlights enemy weakpoints when aiming.
 
Merciless/Ruthless
  • Damage increased by +12.5%
  • Muzzle mod bonus reduced from +20% to +10% Stability
  • Underbarrel mod bonus reduced from +20% to +10% Weapon Handling
  • Magazine mod bonus reduced from +15% to +10% Reload Speed
  • Added functionality to provide extra non-explosive damage as well, full talent is now:
    • This weapon fires on trigger pull and release.
    • If both bullets hit the same enemy, gain a stack.
    • (New) At 7 stacks, shooting an enemy deals 500% amplified damage and creates a 7m explosion dealing 500% weapon damage, consuming the stacks.
 
Developer Comment: Merciless was previously balanced for its very unwieldy handling and compensated with very high burst damage. With access to much higher accuracy and stability, Binary Trigger’s explosion strength has been toned down.
 
Diamondback
  • Damage increased by +7.7%
  • Text updated to clarify a new target isn’t marked until after the 5s buff.
 
Lullaby/Sweet Dreams
  • Damage increased by +11.0%
 
Lady Death
  • Damage increased by +18.9%
  • Optics mod bonus increased from +5% to +10% Critical Hit Chance
  • Muzzle mod bonus changed from +5% Critical Hit Chance to +5% Critical Hit Damage
  • Underbarrel mod changed from +5% Critical Hit Damage to +500% Melee Damage
  • Breathe Free: Lowered the amount of maximum stacks from 40 to 32, and increased the damage amplification per stack from 60% to 75%
 
The Chatterbox
  • Damage increased by +16.7%
  • Optics mod bonus increased from +5% to +15% Critical Hit Chance
  • Muzzle mod bonus changed from +10% Critical Hit Chance to +5% Critical Hit Damage
  • Underbarrel mod bonus reduced from +15% to +10% Weapon Handling
  • Magazine mod bonus changed from +10% Reload Speed to +10 Rounds
  • Magazine base capacity reduced from 60 to 50
 
Pestilence
  • Muzzle mod bonus changed from +10% Stability to +10% Accuracy
  • Underbarrel mod bonus changed from +10% Weapon Handling to +10% Stability
 
NinjaBike Messenger Kneepads
  • Added functionality to add bonus armor, full talent is now:
    • (New) Performing a cover to cover or vaulting reloads your drawn weapon and grants +25% bonus armor for 5s.
 
Dodge City Gunslinger Holster
  • Added functionality that makes your hit do headshot damage, full talent is now:
    • While your pistol is holstered, gain a stacking buff every 0.3s, up to 100. When you swap to it, your first shot consumes the buff and deals +10% damage per stack.
    • (New) This deals headshot damage to anywhere you hit.
 
BTSU Datagloves
  • Changed functionality to no longer grant group/raid-wide overcharge unless you are skill tier 6
  • Added functionality to provide hive skill haste, full talent is now:
    • (New) Grants +15% Hive skill haste per skill tier.
    • (Changed) Detonating a hive refreshes your skill cooldowns and grants overcharge for 15s.If at Skill Tier 6, this effect also applies to all allies.
    • Allies receiving this effect are unable to benefit from it again for 120s.
 
Sawyer's Kneeguards
  • Added functionality to continue to provide damage bonus move for a short duration, full talent is now:
    • Cannot be staggered by explosions.
    • Increases total weapon damage by 3% each second you are not moving. Stacks up to 10 until you start moving.
    • (New) All stacks lost 10s after moving.
 

Gear Set Changes

Hard Wired
  • Feedback Loop no longer fully refreshes the cooldown of a skill, but instead reduces it by up to 30s
 
Ongoing Directive
  • Main Talent
    • Hollow-Point Ammo is no longer dropped on kill, and instead automatically added to your active weapon when killing status afflicted enemies
    • Backpack Talent (New)
  • “Trauma Specialist”
    • Increases the duration of your bleed status effects by 50% and all bleed damage done by 100%
    • Increased 3-piece Reload Speed bonus from +20% to +30%
 
Tip of the Spear
  • Main Talent (PVE)
    • Aggressive Recon's weapon damage buff is now gained when dealing specialization weapon damage, instead of on specialization weapon kill
  • Main Talent (PVP)
    • Aggressive Recon's weapon damage buff is now gained when dealing grenade damage, instead of on grenade kill
  • Backpack Talent (New)
    • “Signature Moves”
    • Increases specialization weapon damage by 20%, and doubles the amount of specialization ammo generated by Aggressive Recon
 
Aces and Eights
  • Main Talent
    • "Poker Face" backpack talent is now a baseline effect:
    • Flip an additional card on headshots
  • Backpack Talent (New)
    • “Ace in the Sleeve”
    • Amplifies 1 extra shot when revealing your hand
    • 3-piece Headshot Damage bonus is now additive, rather than multiplicative
    • Increased 3-piece Headshot Damage bonus from +20% to +30%
 
System Corruption
  • Main Talent
    • Now repairs 20% of your armor in addition to granting 50% bonus armor
    • Increases total weapon damage by 1% per 5% bonus armor gained, up to 20%
 
Striker’s Battlegear
  • Main Talent
    • Reduced the number of stacks lost on missed shots from 3 to 2
  • Backpack Talent
    • No longer reduces number of stacks lost on missed shots
    • (New) Increases total weapon damage gained per stack of Striker's Gamble from 0.5% to 0.65%.
 
Negotiators Dilemma
  • Damage transfers on the initial bullet that marks a new target
 
Hard Wired
  • Increased 3-piece Repair Skills bonus from +15% to +30%
 
Brand Set Changes Alps Summit Armament
  • Increased 1-piece Repair Skills bonus from +15% to +20%
 
Murakami Industries
  • Increased 2-piece Repair Skills bonus from +15% to +20%
 
Richter & Kaiser
  • Increased 3-piece Repair Skills bonus from +15% to +20%
  • Incoming Repairs brand set bonus increased from +15% to +20%
 
Providence Defense
  • Increased 1-piece Headshot Damage bonus from +10% to +15%
 
Airaldi Holdings
  • Increased 2-piece Headshot Damage bonus from +10% to +15%
 
Grupo Sombra S.A
  • Increased 3-piece Headshot Damage bonus from +10% to +15%
 
Overlord Armaments
  • Increased 2-piece Accuracy bonus from +10% to +20%
 
Douglas & Harding
  • Increased 2-piece Stability bonus from +10% to +20%
  • Increased 3-piece Accuracy bonus from +10% to +20%
 
Fenris Group AB
  • Increased 2-piece Reload Speed bonus from +10% to +20%
  • Increased 3-piece Stability bonus from +10% to +20%
 

Specialization Changes

  • Gunner specialization's Emplacement talent Weapon Handling bonus reduced from +15% to +10%
    • Note: The UI will incorrectly say it still adds +15% Weapon Handling. This will be fixed in a future update.
 

Skill Changes

UI
  • Stinger Hive, Mortar Turret, and Explosive Seeker Mine now display its Bleed Damage and Duration
 
Seeker Mine
  • Cluster Seeker Mine targeting accuracy improved
Developer comment: The Cluster Seeker Mine is not intended to be as accurate as the Explosive variant. Once it is a certain distance from its target it locks the location it is aiming for and continues towards that regardless of where its original target agent has since moved to. This "bullcharge" behavior reflects the mini-mines' less advanced technology and balances the skill mod's effectiveness. This said, we have noticed that the Cluster Seeker's accuracy has been a source of frustration so we've shortened the distance until it activates its "bullcharge" and adjusted when it decides to explode. These adjustments should make the Cluster Seeker feel more accurate, but these are measured steps as we do not want the skill to return to its OP TU7-state.
 
Hive
  • Stinger Hive base damage reduced -20%
  • Stinger Hive damage bonus per skill tier increased from +10% to +20%
Developer comment: In order to make investing in skill tiers have a greater impact on the Stinger Hive's damage, we slightly reduced base drone damage, while doubling the amount of damage gained with each skill tier. These changes will result in a net buff for dedicated skill builds, with a 10% increase in Stinger Hive drone damage at skill tier 6.
  • Restorer hive gains +5% drone flight speed per skill tier
Developer comment: Increases to the Restorer Hive's radius had the unfortunate effect of increasing the time it took for repair drones to reach their target the further they were from the hive. Increasing drone flight speed with each skill tier should help offset that somewhat counter-intuitive behavior when taking advantage of the increased area of effect, and make the Restorer Hive a more reliable tool for healers.
 
Chem Launcher
  • Riot Foam Chem Launcher ensnare duration bonus per skill tier reduced from +20% to +10%
  • Reinforcer Chem Launcher: UI has been updated to clarify that the initial heal only affects allies and not the Skill user. The functionality has not changed.
 
Firefly
  • Blinder Firefly blind duration bonus per skill tier reduced from +20% to +10%
  • Blinder Firefly base blind duration reduced from 6s to 5s
 
Pulse
  • Banshee Pulse cooldown increased from 20s to 30s
  • Banshee Pulse base confuse duration reduced from 5s to 4s
  • Jammer Pulse base disrupt duration reduced from 4s to 3s
 
Shock Trap
  • Shock Trap base shock duration reduced from 5s to 3s (PvP duration remains unchanged)
  • Shock Trap base radius increased from 2m to 2.5m
  • When the active duration ends, its cooldown is refunded an equal number of seconds that it was active.
 

Further Bugfixes:

=> Source
submitted by JokerUnique to thedivision [link] [comments]

APD Statement Regarding Arrest of Rosalinda Nuno Trevino


FOR IMMEDIATE RELEASE July 7, 2020 Contact: Public Information Office, (512) 974-5017 APD Statement Regarding Arrest of Rosalinda Nuno Trevino
APD is aware of a video that is circulating involving the arrest of 40-year-old Rosalinda Nuno Trevino for multiple hazardous traffic violations.
Regarding Case# 20-1860985, on July 4, 2020, Austin Police Department Motor Unit Officers were riding their motorcycles behind a protest march to keep people safe from vehicular traffic. Ms. Trevino was driving a white SUV behind these motor officers. Ms. Trevino began to follow the officers very closely with her vehicle and honk her horn continuously. She drove through empty parking spaces and attempted to move her vehicle around the officers’ motorcycles. Officers told Ms. Trevino to stay behind their motorcycles to ensure the safety of the people marching. Ms. Trevino then stopped her vehicle, ran up to an officer and requested his badge number, which the officer provided.
At the intersection of 2nd Street and Congress Avenue, Ms. Trevino started to honk the vehicle horn a second time and drove through a red light. Ms. Trevino then stopped her vehicle again and approached officers. Ms. Trevino was placed under arrest for the multiple hazardous traffic violations to include, running a red light, failure to yield the right-of-way to pedestrians, improper use of a horn and failure to maintain an assured clear distance. As a crowd began to form, officers moved Ms. Trevino to the front of an officer’s vehicle to conduct a search before transporting her to jail. While conducting the search, he advised Ms. Trevino that a female officer was not available. He conducted the search in front of a police vehicle where a vehicle camera could document and at least one other officer was present, as required by APD policy.
Full APD Policy: https://www.austintexas.gov/sites/default/files/files/Police/General%20Orders.pdf
APD Frisk/Search Training Video: https://youtu.be/XgdZBwQ-0Og
Portions of APD Policy have been copied below with highlighted explanations for your convenience:
306.3.1 SEARCH PROTOCOL
Nothing in this order supersedes officer safety tactics.
(a) Officers will conduct person searches with dignity and courtesy.
(b) Officers will conduct property searches in a manner that returns the condition of the property to its pre-search status as nearly as reasonably practicable.
(c) Officers should attempt to acquire keys to locked property when a search is anticipated, and the time and effort required to gain the keys makes it a practicable option.
(d) It is the responsibility of each individual officer to search a prisoner for weapons or contraband anytime he gains custody of that prisoner, regardless of whether the prisoner was previously searched by another officer.
(e) When safety permits:
  1. Officers should explain to the person being searched the reason for the search and how the search will be conducted.
2. When practical, an officer of the same gender should be called to the scene when officers believe the subject is concealing items in a sensitive area, such as evidence or narcotics in the groin, buttocks, or breast areas. This does not apply to items that pose an immediate threat to officer safety.
  1. If a subject requests a search by an officer of the same gender, an attempt should be made to have a same gender officer conduct the search.
  2. If a same gender officer is unavailable, the search should be conducted in front of a Mobile Audio Video (MAV) recording system, if available, or a second officer should be present.
  3. If the gender of the individual needing to be searched comes into question, officers should respectfully inquire as to whether the individual identifies as transgender. When an individual self-identifies as transgender, officers will not question this identity absent articulable, compelling reasons, nor will an officer inquire about intimate details of an individual's anatomy to determine gender. Officers needing to search a person who has disclosed that, or the officer recognizes by prior knowledge, the individual is Transgender, Intersex, and/or Fender Non-Binary/Gender Non-Conforming (TIGN), should, when practicable, conduct the search based on the gender with which the individual identifies. (For example, a Female-to-Male individual should, when practicable, be searched by a male officer, or by a female officer who conducts an opposite gender search. A Male-to-Female individual should, when practicable, be searched by a female officer, or by a male officer who conducts an opposite gender search).
  4. Officers will use the backside of their hands and fingers to frisk/search sensitive areas of the opposite gender to include the breast, crotch, and buttocks.
306.6 SEARCH INCIDENT TO ARREST
The general authority to search incident to a lawful custodial arrest is not qualified or limited by the type of arrest. Objects of the search are weapons, evidence, and/or means of escape.
(a) Persons:
  1. When officers make a lawful arrest, they are permitted to conduct a contemporaneous search of the arrestee. Such a search safeguards the arresting officer and others nearby from harm while ensuring that the arrestee will not discard or destroy evidence.
  2. It is entirely reasonable for arresting officers to search the area where the defendant might reach in order to grab a weapon or evidence.
306.9 FRISK (PAT-DOWN) FOR WEAPONS
A frisk is a mere pat-down of the outer clothing, area, vehicle or container to which a detained person may have immediate access. The purpose of a limited weapons frisk after an investigatory stop is not to discover crime, but to allow the officer to pursue the investigation without fear of violence. An officer does not need to be absolutely certain that an individual is armed; the issue is whether a reasonably prudent person would justifiably believe that he or others were in danger.
(a) Persons:
  1. A frisk is a limited patting of the outer surfaces of a person's clothing in an attempt to find weapons. A frisk can only be used by officers when they justifiably stop someone and have a reasonable fear for their safety, the safety of the public, or when a cautious and prudent officer under the same or similar circumstances would conduct a pat-down.
  2. Normally, officers cannot put their hands under the suspect's outer clothing until they feel something they reasonably believe is a weapon. If the outer clothing is too bulky to allow officers to decide if a weapon is concealed underneath, outer clothing such as overcoats and jackets may be opened to allow a pat down of the inner clothing, such as shirts and trousers.
  3. Packages, purses, briefcases and other containers may be frisked during the stop.
  4. The scope of a protective frisk is limited to persons and places within arm's reach of a concealed weapon or toward which the subject might lunge.
submitted by ATX_311 to Austin [link] [comments]

💎THE RESULTS: r/RomanceClub Community Survey!💎

💎THE RESULTS: RomanceClub Community Survey!💎
First of all, thank you very much to everyone who took part in the second ever Reddit Romance Club community survey! We mods were absolutely amazed by the high number of responses, so thank you for making this such a vibrant and engaged community! You all rock.
After grinding the (many) numbers, here are the results, which we hope you will find as interesting as we did.
Just a note: this survey was opened at the end of May and closed shortly after the June release, hence its questions only barely included Legend of the Willow and did not include Dracula: a Love Story. For this reason, we have not counted the (very few) replies that have been given in the "other" boxes mentioning characters that were not yet available as Lis/known as LIs in the May release (think Leo, Vlad, Kazu etc) as this would have not been fair to those who had answered the survey before the June update.
Having said that... buckle up for the ride! Lots of interesting info ahead.
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💎Question 1: Which RC story is your favourite?

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No one will be surprised to find out that Heaven's Secret is the top story in this community right now, chosen by over 45% of the respondents. Our nostalgic heart is very happy, however, to see some old favs still make the podium - albeit trailing significantly behind. Moonborn and Shadows of Saintfour score second and third place, only separated by a handful of votes at around 11%, but newer release Chasing You is already breathing on their neck at 10.7%.
A healthy mix of new and old stories follows: Sails in the fog is in fifth place with 7.8% of the preferences, while Legend of the willow, after only a few episodes, already scores a very good sixth place, in a tie with Seduced by the rhythm at 4.3% of the votes. Queen in 30 days is seventh with 3.5% and My Hollywood Story is eighth with 1.2%.
Last place goes to Wave Patrol at 0.4%, which sadly doesn't come as a shock given the general feeling that the romantic/reputation points system was too complicated.
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💎Question 2: Who are your favourite LIs?

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HS being the most popular story unsurprisingly propels some of its main LIs onto the podium with supersonic speed.
Bad boys rule, with Lucifer taking the crown with a whopping 65.7% of the votes and Alexander (CY) taking silver at 49.3%. The nice guys are not too far behind, though, with Dino in third place at 47.4% and Max (MB) only just about missing the podium in fourth place at 45.3%. We go back to bad boys with Brandon (SBR) in fifth, but soft spoken Sam (CY) is ready to balance things out again with his sixth place.
The most surprising result on top of the rankings is Jake (WP) who makes the top ten with a very healthy seventh place. He is really hard work, but obviously we all think he's totally worth it!
Old favourites Michael (SOS) and Victor (MB) still hold onto the hearts of their fans by scoring eight and ninth place respectively. First among the women - and the only female LI to make the top 10 - is the delightfully devilish Mimi (HS).
Waves' mate Sebastian misses the top ten only by a hair, placing himself in 11th place with a healthy 20.7%. Bodyguard Adam is the most favourite LI in Q30 in 12th place, followed by a row of SOS boys, with John, Derek and Aaron scoring very similar percentages in 13th, 14th and 15th place respectively. Sweetheart Ray is no longer the most favourite LI to come out of MHS, as in this round he ends up in a tie for 16th place with none other than his almost polar opposite, rough and ready Captain Jeff.
Leonard from Q30 (17th place) ties with Cherry from SOS but at least he beats his brother Richard (20th place) in the heart of the readers - and we all know that he'd be pretty pleased with that. Claire (SBR) is the second most favourite female LI in 18th place, while mysterious Luke (SOS) completes the top 20 in 19th place.
Here are the rest of the Lis who placed lower than the top 20:
(21) Carlos (SBR) 9.2%
(22) Justin (SBR) 8.6%
(23) Benny Bart (MB) 8.4%
(24) Tarino (MHS) 8.1%
(25) Gino (MHS) tied with Stephanie (SOS) at 7.8%
(26) Dante (MB) 6.9%
(27) Andy (HS) 6.3%
(28) Mike (MHS) 6.1 %
(29) Alek (WP) tied with Dante (CY) at 5.9%
(30) Kayla (WP) 5.3 %
(31) Alex (MHS) 3.9%
(32) Chris (SIF) 3.4%
(33) Frances (MB) 3.2%
(34) William (SIF) 3.1%
(35) Trisha (MB) 2.6%
(36) Charles (SBR) 2.1%
(37) Orlando (SBR) 1.8%
(38) Chris the bodyguard (MHS) tied with Adi (HS) at 1.6%
(39) Ellen (MHS) tied with Manta (SIF) at 1.2%
(40) Masked Man (SOS) 1.1%
(41) Ellia (CY) 0.8%
(42) Mermaid (SIF) 0.6%
(43) Simon (MB) 0.4%
(44) Charles (WP) tied with Emma (Q30) and Jackie (SIF) at 0.2%.
These lower rankings include some LIs that, based on the discussions we see on the subreddit, we were not expecting to get as many votes as they did - and vice versa. Dante from CY has more votes than Orlando from SBR? And Chris the bodyguard (MHS) beat the Masked Man (SOS)? Say what... Also: Jackie (SIF) definitely deserved a lot more votes! We might have to start a hashtag or something.
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💎Question 3: Which non-LI character you’d romance in a heartbeat?

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Here are the top 15 most desired LIs in this community:
To absolutely no one's surprise, Geralt (HS) takes the top spot with 39.1% of the readers eager to unbuckle his sexy neck belts at the first occasion. Dreamy Xander from MB takes a very respectable second place with 23.2%: we will forever long for his full lips and crisp linen suit. Another MB favourite, Prince Ethan Wood completes the podium with his Matrix-style coat and intense eyes, but sassy and sexy demon Austie (HS) is not very far behind in fourth place.
Vampires Dustin Chase in fifth place and - although at quite a distance - Sophia in sixth join the ranks of the many LIs who sadly never were in MB. Cute lifeguard Zoey from WP ranks seventh, and no worries if you don't remember who she is: her screen time was about 5 minutes total - but enough to end up in a tie with angelic mentor Misselina from HS. Frenemy Candy from SOS makes eighth place, while evil stunner Monica from MB clutches ninth. To complete the top 10 is no one else but grumpy Angel Fencio (HS) - we obviously all want him to show us his collection of talismans - tied with Bean from MHS, who sadly had the audacity to get married to someone else.
In 11th place is SOS great friend Bobby, whose bravery in the face of untold horrors gave him a special place in all our hearts, in a tie with another WP lifeguard, Ryan (yeah, we have little recollection of him as well). Party-loving and OSHA nemesis Anthony Wood (MHS) is in 12th place, while scheming yet gorgeous Julia (Q30) takes 13th.
In 14th place is no one else but our dear Sailor Bobby - an option that was added as humorous but instead raked up a fairly respectable 14% of votes. As they say, if you are not handsome you should be handy, and no one is a better dress maker than Bobby! Plus, how can we forget when he disguised himself as a tribesman to save Adelaide from becoming soup? He ends up in a tie with a fan favourite, sweet angel Sammy (HS). Completing the top-15 is another HS angel, the ethereal Leeloo.
This question also had an "other" box, where people could add names that were not included in the list. For all those (quite a few!) people who wrote Dino (HS), Sam (CY) and Orlando (SBR)... we choose to believe you misread the question, but if you didn't... oh boy, have we got good news for you!
A few people also wished for Rachel (CY) and Hiro (SBR) to be LIs, so that's another happy ending there as per the latest release.
Some also wished for Diego, Baron Samedi and Jackie from SIF, and Joseph, Christian and Gustavo from SBR to be LIs, and we are happy to say that, although their routes might be a bit hidden and not all of them can be endgame LIs, you can most definitely already hookup with/romance all of them. Check the wiki for details!
A few people asked for the coffee shop owner in CY... we have the feeling that we know who at least one of them is, and truth be told, that beard is dreamy so we can see their point! More bearded LIs please!
Those who asked for Fyr... far from us to kink shame here, but let's just hope he turns out to be human at some point! We also have some Seraph Crowley (HS) and Angel Mora (MB) fans amongst us, as clear proof that no one is ever too old for love, plus WP Agent Phillips' manbun has also scored him some eager fans.
But that one person who asked for Sean from MB... we hope for your sake you are also about 12 years old because otherwise you need an old priest, a young priest and also a police officer.
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💎Question 4: Which LI do you think is overrated, and why?

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Here are the top 10 most overrated LIs in the game according to our community.
You know how they say never rest on your laurels? In a surprising (or maybe not?) twist of fate, some of the most liked LIs also topped the most overrated rankings, which goes to show that the beauty of our community is that we all have different (and sometimes opposite) opinions! So please let's not fight in the comments, haha.
The most overrated LI crown goes to Lucifer with the 21.9% of the votes, (which is almost as him winning an Oscar and a Razzie on the same evening) mostly due to his behaviour, which many identify as "toxic", "abusive" and "triggering". Many readers are "not comfortable with his choking/manhandling of MC", and his "lack of respect for personal space". "Being treated poorly in the hope to finally reach a hidden soft side does not seem worth it". Some think "he needs therapy", and wonder "why he's still behaving like a teen while he's possibly thousands of years old". A reason why many dislike him however, is also "the daily flood of fanart that features him": we might all be a little Lucifered-out here on the subreddit!
Tied in second place (pun fully intended!) are Alexander (CY) and Victor (MB) at 11.5%: the reasons given for both of them are surprisingly similar. Both boys are into BDSM but neither seem to "truly know the rules of consent" and people think that they "overstep boundaries a little too often". Both have been described as "creepy", "controlling" and "plain weird". Victor is also guilty of being "boring" ("I asked for a tea not for your life story in India!" - someone wrote). Both have been invited to "drop the Christian Grey act" and some people think "they would be arrested in real life if they acted this way". Oh boy.
Justin (SBR) completes this unflattering podium at 9.1% because of his "obnoxious outbursts" and the way he treats MC. He is "rude" and "mean" and people seem to be willing to "pay diamonds to put him in his place". Hopefully that won't be necessary!
Jake from WP is fourth at 7.8%, the main reason being that he is "too difficult to romance", "too expensive and still rude", and that "we have to solve the Da Vinci code to get him" - as someone hilariously wrote.
Bad boy Brandon (SBR) scores 6.1% of the votes landing fifth place, with the word "jerk" being the most recurrently used to describe him. He is "arrogant", a "vanishing act", and "he is never nice to MC for long". Come on, Brandon! You can do better!
Unclaimed Andy (HS) takes sixth place with 4.5% for being "jealous" and "annoying" - although we would maybe argue that he's not really that overrated, as far as we can see from the sub...
In seventh place is Max (MB) at 4.1% but we are confused by the person who mentioned "his abs being too perfect" as a reason for disliking him. Of course, there is such a thing as too much of a good thing, so... fair enough? Other words used are "too boring", otherwise many people voted for him but did not really give a reason why. Max needs to work on his PR clearly!
Another tie in eight place sees Adam (Q30) and Dino (HS) score 3.7% of the votes. The Royal bodyguard is described as "a barbarian" and his behaviour as "possessive" and "controlling", while the main complaints against Dino seem for the vast majority to be directed to his looks: comments range from "his eyes look disproportionally big compared to his head" to "his hair seems separated from his face" to some people calling him a "Fabio lookalike". Beauty is in the eye of the beholder indeed!
Gruff Captain Jeff (MHS) makes ninth with 3.3%, mostly because of "the dodgy power dynamic between him and MC" and his "bullying": "I like puppies is not a free get out of jail card!" someone wrote. The fact that SOS Luke "drugged MC" bags him unanimously the tenth spot with 2.8% of the votes.
Not in the top ten but voted often enough to deserve a special mention are John (SOS) because of his "murderous tendencies", Derek (SOS) because "people only likes him for his glow-up", and Leonard (Q30) as "he took Emma's spot as the third main LI in the story" and "that was a cop out!" Plus "he seems so good only because the other two are the worst", someone quipped.
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💎Question 5: Which LI do you think is underrated, and why?

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Let's all cheer ourselves up with the opposite end of the spectrum! Here are the top 10 Lis that the community think deserve more love! The answers in this question were a lot more fragmented, with a lot of random characters getting very few votes, so the ranking percentages are significantly lower than in other questions.
A few people chose to write "every female LI" as this question's answer, and this is reflected in the rankings below, where way more female characters are mentioned compared to other questions. So RC, we need more screen time for badass, gorgeous, interesting female LIs!
HS still carries its weight as the most popular story, with three of its main LIs topping the rankings, all lamenting the fact that they are "unfairly overshadowed by bad boy Lucifer". Andy tops the list with 8.5% of the votes: players think he is "a really good guy", "sweet", "cute", "caring", "thoughtful". They admit "he has flaws" but he "will help if you need him" and "will stand up for those he cares about". It's nice to see him getting some love!
Devil cutie Mimi ends up as a close second with only a few votes of difference, at 8.1%. She is "cute", "badass", and "so cool". Many people wrote they don't usually romance female Lis but they chose her nonetheless because she is "a great LI in every way". Someone wishes RC would "flesh her out a little more" and "give her more screen time". Third spot is for Dino: a "sweetheart" and "the cutest man in the game".
Jake from WP nabs fourth place with the 4.9% of votes. Players thinks the focus is too much on how hard he is to pursue, while "he is totally worth it", because after the initial coldness he becomes "sweet", "kind" and "caring". His "love for his family is another big plus", and he is always "supportive", "mature", "loyal" and "intense". Someone also wrote that "his sex scenes are amazing".
Gorgeous dancer Carlos from SBR is in fifth place: he is described as "cute", "great personality", "respectful" and "the sweetest". One to watch for sure! Prince Leonard (Q30) ties with Claire (SBR) in sixth place. Leonard is "complicated", "interesting" and "clever", while Claire is "sweet", "mature" and "loyal". Seventh position is for Michael (SOS) - "cute", "affectionate", "funny" - and Kayla (WP) who's "really nice" and "one of the first female LIs that didn't seem like a complete afterthought".
Eight place goes to Sam (CY) - "wholesome", "the right amount of naughty and nice", "a sweet and likeable guy" - in a tie with Chris (SIF) - "funny", "strong", "loyal", "always has your back". Ninth place is another tie between Sebastian (SIF) - "sweet" and "supportive" - and Alex (MHS) - "amazing personality", "really helpful".
Last but not least the tenth place is a foursome: William (SIF) gets some love for being "good", "solid", "loyal" and "fun", in a tie with Charles (SBR) - described as "perfect", "romantic" and "caring", as well as "hot", "sexy" and "gentle" - Jackie (SIF) - "an under-appreciated king", "handsome" and "fun", and Frances (MB) - a "real badass" and "one of the best LIs in MB".
So, time to replay your favourite book and try out one of these Lis instead than your usual one!
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💎Question 6: If you could eat or drink one thing from the RC universe, what would you choose?

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Max (MB) might no longer hold the crown of most loved LI in the game, but his cooking skills still hold strong. A whopping 37.2% of the people in this community would eat anything he prepares. Getting drunk on Glyft at the HS Academy takes second spot with 23.1% of the preferences, while a sugar rush after a light BDSM session in CY is all what the 13.2% of us want, completing this delicious podium.
In fourth place is pizza with a bunch of MHS friends, fifth is potential death - as long as ice cream and Jake from WP are involved - and sixth is Anthony Wood's juice at one of his epic MHS parties.
Dinner at the SOS circus is seventh, chosen by a fearless 3% of the community, while canapés at a jewellery fashion show in Q30 score the eighth and last place.
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💎Question 7: If you could spend a weekend in any RC story, would you:

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An entire weekend in the RC universe! What mischief is our community planning to get up to?
It looks like HS is once again top of the list, with over 38% of players willing to test their wings and get some strange and possibly corrosive blue liquid down their unclaimed throats. But LOW's gorgeous backgrounds and atmospheric setting have convinced the 16% of us to go explore a Japanese village, and possibly meet some mysterious cutie. Adelaide and her SIF crew navigate steadily in third place: 10.7% of us would follow them over the edge of the world and beyond.
In fourth place is a spot of murder mystery fun in CY, as 10.3% of us would happily explore a British family mansion - bloodshed possible but not guaranteed. A diplomatic trip with the Q30 Sagar Royal Court appeals to the 6.1% of us, especially if a romantic sunset is on the bill. The quaint and frankly unsettling SOS woods do not scare the 5.7% of us, but as long as no one picks up a nice bouquet of flowers, we should all be ok. In seventh place is our favourite vampire popstar Benny Bart (MB) performing at the Taste of the Night, while eighth is a dance marathon in SBR, inclusive of a trip to romantic Paris. Tarino's somewhat unusual directorial skills in MHS score ninth place, while hot surfers in WP's Miami end up last.
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💎Question 8: If you could get more episodes of a series that has now ended, which one would you choose?

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It's time to go down memory lane! We loved all the stories that RC has now completed, but which one we miss the most?
Side note: SIF and WP were still ongoing when this survey was first opened hence they are not featured in this list.
Horror story SOS takes a clear lead, with over 47% of our community wishing we could get more adventures with MC and her friends. MB is second, with a healthy 34% of readers wishing to spend more time in the company of vampires and werewolves. Q30 is third, with 13.3% of readers missing its Royal Palace and all the intrigue coming with it, and last but not least is comedy MHS, which is missed by 5.4% of this community.
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And now, some questions about this community's gaming habits:
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💎Question 9: How do you usually approach LI relationships?

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This question had a fairly split response between those who date a few LIs but ultimately choose only one (48.9%) and those who are fiercely monogamous from the start (42.4%). A healthy 8.7% of the readers prefer instead to play the field and date as many LIs as the gameplay will allow. And with so many great characters to choose from, that's hardly a surprise!
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💎Question 10: Would you play a book that has a male MC?

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We all know that at the moment all RC stories are gender-locked with a female MC. But what does the community think? Would we play a book with a male MC? The majority is in favour, with 61.9% of the responders answering with a resounding YES.
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💎Question 11: Do you use the RC wiki on Fandom?

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Our amazing fan-written Romance Club wiki recently celebrated 100 pages!
It sounds like a whopping 78.8% of this community uses the wiki, while about 14.1% did not know it existed (so we hope you are using it now!) and 7.1% are true daredevils who play without any wiki help.
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💎Question 12: What genre of story do you enjoy the most?

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With new stories always coming up, we were curious to know which genres this community enjoys the most.
Despite the game being called Romance Club, the top of the genre ranking goes to Fantasy, with a striking 74.1% of preferences. But no worries: Romance is a steady second with a great 70.8% of the votes. Third place goes to Mystery with 65.7%.
Adventure comes fourth with 55.2%, followed by Horror (42.5%), Historical (35.1%), Science Fiction (29.1%) and finally Comedy (26.4%).
A very small number of people (too little to make percentage) also asked for drama, thriller, detective/crime, heist/spy, high school/teens, superheroes, zombies and time travel. All great ideas!
The community has spoken though: RC, give us elves and gnomes and medieval tales of debauchery and magic!
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💎Question 13: How long have you been playing Romance Club for?

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We were curious to know for how long we all have been playing this game we love. The survey showed a good mix of old and new readers, with a clear tendency towards long-term reading, which makes us so very happy to know we are all just equally addicted.
36% stated that they have been playing for over a year, 23.6% for more than six months, 17.8% for more than three months, 16.1% for more than one month and 6.4% for less than a month. Welcome one and all, we hope you are all going to be here for the long haul!
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💎Question 14: How did you find out about the game Romance Club?

https://preview.redd.it/3rcvli496y951.png?width=745&format=png&auto=webp&s=c48166ce7feee6ee5dab1c00fac3ea6dd3ab43ff
The main way in which our community has found out about RC is through the app store/google play store (70.9%). Another subreddit is a source for 13.5% of us (we probably have to say thank you to our friends at Lovestruck and Choices!) while a friend recommended the game to 8.7% of us.
Instagram (3%) and Facebook (1.5%) are also popular sources, but 2.4% of us arrived to the game through adverts, which is to us the most interesting data since in the mod team we haven't personally seen any adverts for this game - ever - so if anyone has screenshots, please post them in the comments, we are super curious!
Some users (too few to make percentage) also mentioned videos and memes on TikTok or Youtube, Google Search, Tumblr, Twitter, Vkontakte or even their own sister(s) as a source.
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💎Question 15: Which operating system do you play the game on?

https://preview.redd.it/j6zb31bg6y951.png?width=772&format=png&auto=webp&s=be90706aaa9835b173355c50388a6c5197ac786b
The majority of this community plays on Android (57.7%) while 42.3% play on iOS.
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💎Question 16: Which other story games do you play?

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Here are the top-10 story app games we play in this community, aside from RC.
Unsurprisingly, market leader Choices comes first with 53.3% of the votes. Another giant in the field, Episodes, comes second - although with quite a substantially smaller percentage of votes, clocking at 28.1%. The top-three is completed by UK TV show-inspired Love Island with the 24.6%.
Chapters is the fourth most played game at 24.2%, followed by Lovestruck and Love Sick - tied at 16.1%. Moments is sixth at 13.1%, new entry on the market Stories: Love and choices follows in seventh with 5.3%, Journeys is eighth with 4.7% and The Arcana is ninth with 2.6%. The top-ten is completed by Tabou Stories: Love Episodes in a tie with Originals - both at 1.2%.
Some also reminisced about Storyscapes (gone too soon but not forgotten!) and many other game apps were mentioned but by too few people to make up for an accountable percentage. We surely discovered some games we had never heard of before, though, including: Fictif, Heart's Choice, Everlasting Summer, Fancy Love, Romance: Stories and choices, Secrets: Game of choices, Fictions: Choose your emotions, Mystic Messenger, City of Love and many, many more... so thanks everyone for all these new suggestions!
And to that one person who selected half a dozen games and then commented with "it is a problem!" ... trust us, you are in very, very good company here!!
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And lastly, some demographics:
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💎Question 17: Where in the world are you from?

https://preview.redd.it/wi54oynj7y951.png?width=742&format=png&auto=webp&s=67fd4ef85a56518876e64f5f1e35d704dc5d241a
We are a very international bunch, that's for sure! Here are the numbers:
45.5% of this community lives in Europe, 24.3% in North America, 16.9% is in Asia, 5.7% is in Central/South America, 5.3% is in Africa and 2.3% is in Australia/New Zealand. Welcome one and all! We are so happy you are here.
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💎Question 18: How old are you?

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How old are we? The survey has spoken: 44.7% is between the ages of 18 and 24; 28.1% is between 25 and 35; 21.1% is 17 or younger; 6.1 % is 36 or older.
We must admit that we did not expect so many people to be on the younger end of the spectrum! But we hope everyone - of all ages - will always find this subreddit to be a safe, welcoming and friendly place where to discuss this game we all love. We mods work hard every day to keep this the most relaxed and fun RC space on the net and we feel so lucky that you are all as awesome as you are!
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💎Question 19: What is your gender identity?

https://preview.redd.it/kkr5bm1x7y951.png?width=810&format=png&auto=webp&s=90068fd1b9c2762f5b181b56af647848529c14e2
The overwhelming majority of this community (93.5%) identifies as female, while 4.6% identifies as male, 1.3% is non-binary, 0,4% identifies as genderqueer and 0.2% marked themselves as confused.
The fact that MC is gender-locked female and that LGBTQ routes are limited in the game is certainly one of the reasons why our community is not more diverse. Hopefully RC will expand their stories to include more diverse gender choices in terms of MCs and LIs, so to allow more people to enjoy their great storytelling skills.
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💎Question 20: What is your sexual orientation?

https://preview.redd.it/iskgfuk38y951.png?width=749&format=png&auto=webp&s=0d0cd01d9bedfb1f577206939bc22b959bc6921e
Here's the sexual orientation of our community:
70.1% identifies as Straight/Heterosexual
22.5% identifies as Bisexual
1.9% identifies as Lesbian/WLW
1.7% identifies as Pansexual
1.5% identifies as Gay/MLM
0.4% identifies as Aromantic
0.3% identifies as Aromantic/Bisexual
0.3% identifies as Asexual
0.3% identifies as Demisexual
0.2% identifies as Asexual/Biromantic
0.2% identifies as Asexual/Heterosexual
Once again, we hope that future plots featuring more diverse MC/LIs will attract more diverse players to our community.
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That's all folks! We hope you found these results interesting and we look forward to a new survey once we hit 5000 users! Until then... happy gaming and thanks for making this awesome community as great as it is! :)
💎 RomanceClub mods 💎
💎u/LauraVi 💎u/swankytutu 💎u/directormmn
💎💎💎💎💎💎💎💎💎💎💎💎💎💎💎💎
submitted by LauraVi to RomanceClub [link] [comments]

What are we measuring when we roll dice?

I've recently been spending time working on a dice system from the ground up, which has lead to questioning a lot of standard practices in RPG design. The question of what dice rolls actually tell us has been one of the more interesting ones.
I feel it's safe to call dice rolls a function with inputs and outputs. In the vast majority of cases, the inputs are task difficulty/circumstance, character skill/ability and luck. The output usually being a binary success/failure.
To take an example everyone is familiar with, D&D5e has circumstance represented by advantage, skill by the attribute+proficiency modifier, luck by the D20 and task difficulty by the DC. The outcome being either success or failure. In essence, the question being posed seems to be "Given X skill and Y task, how lucky does a character have to get to succeed?"
To answer the titular question, we seem to be measuring whether a character gets lucky enough to succeed at a task given their skill level. In D&D 5e the focus of the question is on luck, with it's modifier usually being quite low compared to the variance introduced by a D20. In many D100 systems like WH40k and CoC the focus is on skill instead, given that the skill "bonus" ranges from 0 to 100. Regardless, they ultimately ask and answer the same question.
The first question is, is this reasonable? The answer is a pretty strong yes, it has been proven to work time and again. The idea that skill+luck=success is perfectly reasonable. Skill is used to differentiate characters and make them feel real, with strengths and weaknesses. Luck/dice are used to inject chance and unpredictability, as well as reduce player responsibility for failure.
The second, much more interesting, question: is it the only/best way? Practical applications aside, it is great at focusing on the material aspect of a story. Can the heroes complete the task? Are they good enough to do the thing? For games that focus on these aspects the skill+luck formula works perfectly. Its lack of focus on character motivation and approach seems to indicate that for internally focused games it might not be the best option.
There's not many systems which break this formula in a significant way that I know of.Blades in the Dark puts in work on the output side, by splitting things up into effect (how well your task succeeds) and position (how bad the consequences are likely to be), but ultimately asks the same question.
Dogs in the Vineyard allows a character to escalate a conflict, trying again but with a harsher method. While I personally enjoy the idea, the dice resolution of who wins is still decided based on skill.
Legend of the Five Rings uses elements to represent character personality traits, which are then used much as an attribute would be. This modifies the inputs and thus the question, asking if a character is the type of person who finds the task easy. Being intimidating is not just about understanding people, but also about being capable of aggression.
In my own endeavours I've opted for measuring effort (how much a character wants to succeed) and outputting consequence (how much it costs them). This means a task succeeds solely based on how much a player is willing to risk to achieve their goal, with the consequences being greater or lesser depending on their skill and luck.
I'm curious if others are aware of or working on resolution mechanics which break from measuring exclusively skill and luck, if so, how and why?
submitted by Shearti to RPGcreation [link] [comments]

a non-transphobic defense of the existence of the late r/GenderCritical subreddit (the necessity of seeing motherhood as a class)

I want to first assert that I am not a radfem TERF. Before you judge my politics, let me take you through what I believe about gender.
  1. There is no gender essentialism. Humans are like animals. We do not have souls. We do not have a gender inside of us. I am a woman but I don't 'feel like a woman' inside me. In fact, at some point I used to identify publicly as non-binary because I thought it was a fact of reality that everyone was empty of this thing called 'gender' inside of us. I subscribed to anti-humanist ideas.
    1. Corollary: I reject any notion of a Cartesian spirit or soul or spiritual gender as non-materialist.
  2. Gender is expressed through sex and sexuality. You are born a certain sex and with a sexuality that is both innate (gay or straight) but also capable of developing or changing during pubescence based on experiences that shape your ego (fetishes). In nature, it makes sense for animals to change their appearance (sex) to achieve sexual gratification (reproduction). Our bodies know more than we can say because sexuality is beyond language and not subservient to what our ego thinks or logically demands. If you were born a homosexual and were an effeminate child, you might become a trans woman because you are attracted to heterosexual men or bears. If that isn't the case and you are attracted to mostly straight women and have no desire for SRS, then maybe your desire to transition is a sexual expression based on a desire to conceal your sex for the sake of non-traditional sexual intercourse that you find erotic. THAT IS OK. I do very kinky stuff in bed as well. I am also incapable of admitting what I do in bed because my ego wants to protect my fetishes that are dependent on secrecy.
    1. Corollary: There is no concrete reality to 'gender,' it is either expressed physically through sex or physically through sexuality (actions and communication geared towards sex).
  3. Non-binary gender identity has arisen because of how the PMC class engages in immaterial labor. Since there is no reality to gender outside of sex or sexuality (the expression of sex drive), we can't 'perceive' our gender identity, we can only enact it. The present PMC class of college educated women and non-binary queer people are no longer engaging in productive labor that still resembles traditional 'labor' and not just clicking things on a screen or typing posts for Woke McDonald's. They no longer have to engage in reproductive labor or care labor, and when they do, they turn it into a microtransaction to let capial manage their hearts (hey, paypal me for explaining this to you, cis man). Women now have to be seen as equal subjects under capital because they need to be equally subject to capital's formal exploitation through the wage. When a woman says, "I must not be anything because I don't feel anything inside," it's because gender isn't essential and isn't something you feel like a soul. You feel nothing because you are depressed because you can't have kids under capitalism and are kind of sexually frustrated, and because you aren't engaging in labor that makes you feel like a 'woman' (mothering and reproductive labor), or a million other reasons that have to do with your working conditions and the stupid life you're being forced to eke out. If you are like me, 'doing things' that express 'gender' (sexuality, sex acts, and reproductive labor) will actually make you 'feel like a woman.' If you aren't feeling anything, the problem is the job and life you are being forced to live, which is alienated and unnatural. And not all women are meant to be mothers. You need to follow your 'vocation' (what you feel).
  4. Women entered the workforce around the same time the middle class started to boom. The middle class is being replace by the PMC. The PMC require exploitative reproductive practices in order to maintain their family structure and the reproduction of the middle class as a whole. Middle class couples traditionally needed one income to support a family, and their gen X/millennial children need two. Their children are PMC. Due to the falling rate of profit, it now takes two parents' incomes to raise a child in the middle class. There is a generational gap because of the falling rate of profit. PMC jobs were created by the middle class not by increasing labor production directly (more workers, more machines) but through maximizing the techniques used to control labor for profit--- that is why we see the growth of the managerial class, the PMC. Profit is created from unwaged work. The PMC tap into profit by creating microtransactions out of areas of life that used to not be able to be accessed by the wage. This 'technology' (by technology, I mean machines plus the sum total of all science including social science) is what they pay huge sums of future labor (student debt is promising future work/wage) to be able to access. In order to pay back their student debt, PMC women must engage in formal labor in a workplace, even if they have children. This fundamentally changes our social structure because it causes women to outsource their own reproductive labor to working class women. Look at how the median income of college graduates has shifted over the course of the last few decades--- parental incomes ($142,000 for Virginia Tech) are over double the median income at age 34 ($62,000). It now takes two incomes to raise one family, which leads to assortative mating.
  5. Liberation of the working class requires the liberation working mothers from capitalism. Working mothers have it hard. Either we do all of our own reproductive labor (homemaking, childcare, cooking) on top of our formal labor (our job) to provide for our families, or we share that labor with our partner if we are lucky to have one--- and he is also overworked. We know it is impossible to "double our workloads" because we already work as much as we can, so the sad truth is working outside of our families comes at the cost of the work we can do to support our own families, and it is easier to be fired for being a bad employee than it is to be fired for being a bad mom. But there's a third option: maybe we think that we can work hard enough in our jobs to afford better childcare to give our kids an advantage. But a family in Virginia already has to spend 18 percent of their income on childcare for an infant, and nowhere in America does any state provide what is considered affordable childcare (lower than 8 percent of our incomes). If you happen to be college-educated and debt-free, you might be able to make enough at your job to pay other women to do your reproductive labor for you--- you can use apps to hire maids, babysitters, meals, laundry, anything. But when you order a cleaning lady or babysitter to your apartment, you are ignoring the fact that she also has kids. You are paying her as little as possible because you are merely PMC. By nature of you buying her labor away from her own family, you have already ordered the social world into one where some children have better care during their most important formative years. And the working class women who aren't engaging in reproductive labor for the PMC/MC are engaged in working class labor, and the number one thing that prevents working class women from being able to become politically active is they are afraid a strike will threaten their job security, which for them threatens their children's security. Box store and essential workplaces can only strike if they find a way to collectivize childcare and give mutual aid to working women. Working mothers have specific issues that need to be organized around as our own class because we have uteruses that produce capital by producing labor and we are biologically bound to the reproduction of our children.
  6. A UBI for women and familial caregivers (a 'care wage' or 'wages for housework') would be revolutionary. Capitalism is based off of the unpaid/underpaid reproductive labor of women, and would not be able to sustain itself without the exploitation of women beginning at the very origin of the family unit: the working mother. If working class women had a UBI, they could safely go on strike without worrying that their children will starve. If PMC women have a UBI, they can mother their own children and stop outsourcing their reproductive labor to the exploited working class. Religious social conservatives want the protection of the family unit. All of this can be framed as pro-life. Without economic pressure, women can better vet their partners and find good fathers who will provide for them. This UBI should also apply to all single parents and for one partner is a queer co-parenting partnership. It should also apply to all caregivers since 40% of COVID-19 deaths in the U.S. have occurred in nursing homes. We need to bring our elderly back home, and we can only afford to be full-time care providers if we are given a wage for it. If non-violent incarcerated men are also returned to their communities, the need for the state will wither away because working class family units can stabilize society long enough during an interim period until work is locally re-organized between workers based completely on mutual consent and a division of resources based on supporting the most vulnerable members of our society evenly: children.

If hypothetically a UBI for mothers is too problematic for the left, then the left is the problem.

You are not a communist if you are unwilling to make sacrifices for your community. You should be willing to sacrifice if it means over 50% of society (WOMEN AND CHILDREN) would benefit the most. All working class people could be liberated by a UBI for women. If you are less than 1% of the population, you must make your interests coincide with the interests of the working class and stop blocking material progress for women. This broad desire (UBI for mothers) can also be extended beyond sex and sexuality to include queer parents and familial caregivers easily. What prevents people from even imagining the idea of a UBI for mothers is their fear of being called out on being TERFS or being seen as too trad and unwoke.
I am a materialist feminist. I am mostly inspired by the Wages for Housework campaign from 70s Italy. I am also pretty trad because I am a heterosexual woman who believes in god (because of fucking Wittgenstein and Simone Weil, please help) who wants to have kids but cannot under capitalism because I don't think it's ethical to give birth to a future worker under capitalism especially because we are on track for global destruction because of climate change. But I would have children under communism in a heartbeat because I think it will look more like stateless socialism, like early christian communities with a division of labor based around our sexual drives and moral agreements (which ultimately should be about affirming life and protecting children). Most queer anarchists I know love the idea of queer separatism anyway. People with different moral agreements on reproduction should form their own communities (even if it means forming communities within cities). I have loved many leftist trans women more than I can possibly ever say. But motherhood is a biological, materialist class. Babies need their mothers. Children need their mothers. Substitutes are ersatz. Adults need their mothers. Before you get offended about this, please think of your own mom and what she has done to support you. Think of how scary it is that women's bodies have to basically cleave in half under the threat of bleeding out in order to produce a baby (and each baby is the production of a future worker, a future member of your community).
This understanding of gender also makes sense for working class men. High school guys shoot up their cafeterias because of existential sexual frustration: they know that no matter what they do under capitalism, they will never be able to earn enough to attract a woman who could be a housewife happily for them. There are women who want to be housewives, who would agree to a partnership if it meant they didn't have to engage in productive labor and could focus on the reproduction of their children instead. If we make it possible for working class women to be able to 'depend' on working class men again for a larger income, we can create social harmony.
Please don't cancel me, I have already given up everything to organize for communism from within the working class. This is just what I believe.
submitted by blueridgebitch to stupidpol [link] [comments]

Psylisa's Guide to Freely - 6/26/20

Welcome all, to another edition of Psylisa's Guides! You didn't think I was going to forget the guide, did you? Things have been quite crazy both in the larger world and my world lately, so I'm a bit behind on everything. I hope everyone reading is staying safe. On to the champion!   Freely is a Gold Find and Support Champion. He increases your divine favor directly with his Adventurous Tale ability. When you want to add Freely to your formation, you can swap him with Minsc (Slot 7).  

CNE Blog Highlight

 

Statistics

----- Core Stats -----
Race: Halfling Class: Bard/Warlock Alignment: Neutral Good
Age: 42 Affiliation: None
STR: 13 DEX: 17 CON: 10
INT: 8 WIS: 10 CHA: 16
  Role: Support/Gold Eligible for Patrons: Mirt    

Buffs/Debuffs

Requisition - Fruit Stagger - Shield Follow-Through - Border Opportunity - Cornucopia
 

Abilities

Eldritch Blast: A beam of aquamarine crackling energy streaks towards a random enemy.   Luck of Yondalla: Freely, and any allies granted this ability through his specializations, have the Luck of Yondalla backing them up. Whenever they attack, one of the following Lucky Breaks occurs completely at random, affecting all enemies hit by the attack. Each Lucky Break can be applied on each enemy once for each Champion with Luck of Yondalla. Each application lasts for 15 seconds, so even if 10 Champions are attacking a single enemy with Luck of Yondalla, the actual Lucky Break applications on the enemy will vary over time.  
 
  Unlucky For Them: The total effect of Luck of Yondalla: Opportunity is increased by 100% on enemies affected by it. This buff applies once to the total value of the applications.
  An Adventurous Tale: If Freely is in your formation when you complete an area for the first time, he keeps track of it for future tales. When you reset your adventure, you'll collect an additional .01% of Divine Favor for each area Freely tracked, stacking additively but applying multiplicatively. Freely does not have to be in your formation when you reset to gain the additional Divine Favor, but he does need to be in your formation when you complete an area to increase his bonus. The bonus resets when you complete your adventure. This ability is buffed by feats and equipment.
  Cutting Words: Freely distracts enemies if he is within 3 slots of a Tank Champion who is under attack by at least 1 enemy, increasing the overwhelm point of such Champions by 5. This ability is not buffed.
 

Specializations

Trust in Law: Grants Luck of Yondalla to all Lawful Champions in your formation. Affected Champions now cause Lucky Breaks whenever they attack.   Value Neutrality: Grants Luck of Yondalla to Neutral Champions (on the Lawful/Neutral/Chaotic scale) in your formation. Affected Champions now cause Lucky Breaks whenever they attack.   Always Expect Chaos: Grants Luck of Yondalla to Chaotic Champions in your formation. Affected Champions now cause Lucky Breaks whenever they attack.
 

Ultimate Attack

I Will Not Deafen: Freely grabs his sword and launches himself toward an enemy, showering green and red lightning in his wake until he smashes into his opponent for massive damage. It also applies all four Lucky Breaks on that enemy or any they didn't already have.
 

Achievement:

Everyone Got Lucky Complete 500 Areas in a Full Formation Empowered by Luck of Yolondalla.
 

Equipment

Slot 1: Global DPS Slot 2: Luck of Yondalla: Requisition Slot 3: Unlucky For Them Slot 4: An Adventurous Tale Slot 5: Ultimate Damage Slot 6: Ultimate Cooldown  

Who should I focus on?

My advice: 1) Freely 2) Deekin 3) Walnut
 

My Thoughts

Freely's Gold ability is a bit odd in that it increases direct favor by a % as well as providing a gold boost through Luck of Yondalla: Requisition.   In 500 areas cleared (without geafeats), you can expect a ~10% increase in Divine Favor gained. Not too shabby, and you don't even have to use him in your final levels! I can see players getting a 2x bonus to favor with decent gear.   For Azaka formations, he should absolutely be utilized over Catti-Brie. Assuming you are using Drizzt, Catti will provide a 2x boost to your Gold Find, which is a low bar to beat. Speaking of Azaka, if you are using Freely solely for Gold Find/Favor, then you'll most likely want to pick his Lawful specialization. Azaka, Drizzt, Krull, and Nrakk are all lawful, as is Spurt with Freely always getting his own buff - bringing the count to 6 attackers buffed. Don't forget his Fortuitous Feat to increase the base value of Requisition by 40%! The question for you Azaka fans out there will be whether you sub out Regis and Wulfgar in exchange for Lawful champions that can apply another stack of Requisition. I think if you're over 200% Requisition, you absolutely should. And that doesn't really require much gear to achieve.   In terms of Support, Freely will not disappoint. Even gearless, he'll slide in with an e9-e10 buff ability, depending on how many stacks of Opportunity you manage to get. His key will be applying at least one stack of Opportunity to activate Unlucky For Them as well as the gear increase for it. Keep in mind, that with no stacks of Opportunity, you lose out on both the gear increase and the skill damage increase, so it's extremely important to keep this debuff up. It should also be noted that Yondalla will activate per target hit, so attacks that cleave/pierce become very valuable. As a debuff, it also double-dips with certain abilities (such as Stoki's Ki Explosion). Briv/Zorbu combination (they are both Chaotic; Zorbu pierces, Briv cleaves) along with Morgaen (attacks twice) and Avren (attacks three times) ended up pushing my levels quite a bit. Unlocking Freely's DPS potential will be reliant on using a champion that can double-dip on the debuffs (such as Stoki). Stoki is simply the easiest fit here. If you are lacking her or other champions that can double-dip, Freely's DPS potential definitely drops. Depending on your gear, you might consider other options.
 

Verdict

Support: 8/10 (10/10 if using double-dip mechanics) Gold: 10/10
 

TL;DR

 

Open Bugs

submitted by Psylisa to idlechampions [link] [comments]

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