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Showing content with the highest reputation on 04/24/23 in all areas
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Wartales has sure added a lot since I played back in Early Access. The fact that you can set up pitons and climb mountains is a pretty interesting mechanic. My band is pretty strong at level 5-6, and we have one lucky wolf named Fang who has surprisingly survived from the early game. I've buried a lot of animals, so this pup is clearly lucky. I think it might be better than Battle Brothers. It definitely is much deeper. It might not have the same replayability, mostly because of a more set narrative, but it does give you a lot of interesting options on how to construct your warband and still creates some great storylines amongst the team.4 points
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Ooh this works flawlessely! Here's a file with ClearOnDeath set to true for all summon weapon status effects -> statuseffects.gamedatabundle4 points
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https://twitter.com/JoJoFromJerz/status/16505369389511229493 points
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RPG roundtable podcast: Josh Sawyer, Mike Laidlaw, Strix Beltran, Paweł Sasko, and Lis Moberly go deep on writing and playing RPGs | PC Gamer3 points
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https://www.bbc.com/news/world-australia-65370284 A fundamental rethink of Australian defense strategy (called the biggest rethink since WWII). In order to counter the red paper dragon up north... Scrapping plans for armored vehicles and self propelled guns in favour of more HIMARS, long range missiles (300+ miles) and a few hundred extra cruise missiles, expecting a war with China being fought over long distances rather than massed ranks of infantry and armored battalions and lets face it, most of the area north of Sydney is about as populated as The Strip in New Vegas (unfair dig at the game, as that was really a console game limitation at the time) It recommends that Australia's armed forces switch focus from land-based armour to "longer-range strike capability, with munitions built in Australia", Defence Minister Richard Marles said. "We need to have a defence force which has the capacity to engage in 'impactful projection'," Mr Marles told reporters. The minister said the acquisition of "precision strike missiles" with ranges in excess of 500km (310 miles) would give the army "the firepower and mobility it needs into the future".2 points
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From my experience this is caused by a NPC touching your AoE. Just had the same thing with Cotta fight, when some dunce blithely traipsed right into soft winds of death. So to be on the safe side it's better to turn AoEs off for the fight duration. Also let those idiots pass by when it's your turn and you see them coming by. Oh, and another very important thing: if you reload from a quicksave, guards auto-aggro regardless. Gotta go back all the way to the start screen. Shipwright doesn't offer you discount if you don't off Cotta though, and if there's a shop where a discount, heh, counts, it's the one that sells ships.2 points
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This requires a particular definition of "fine", though. Russia's economy was astonishingly small for a country of its size to begin with, and it is unlikely to improve because of the war. The freedoms of the average Russian citizen weren't all that great to begin with, and things have got a lot worse since the war began. So I wouldn't say "fine" in any meaningful sense that I can interpret the word.2 points
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Granted that only lazyness prevented me from doing it for next BPM version, would you allow me to include this file (with usual credits) ?2 points
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it's been too long, so I can't edit the thread title anymore mod pls change it to ": The Bad Man Is Gone"1 point
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That is the next game I'm playing after Solasta. It looks so good.1 point
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It is the best game ever, so get it. If you play on Civilized, the combat is pretty forgiving. Enemies are basically level locked, so as you level it will be easier to dominate areas that might have been hard early on. Also on Civilized, death is not too serious and is actually an easy way to get back home quickly if you have travelled too far. The only time you really need to use strategy is when you fight bosses, and you don't need to rush those. You can even go into admin mode and change the combat settings if you are having trouble. I've done that with a couple bosses. It's a pretty flexible game when you are playing single player or co-op. You can basically adjust the setting to any play style you want.1 point
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I recall a lot of discussion here from people playing Conan: Exiles. I am thinking about getting this game just for its exploration and base-building aspects. So, if I were to set the combat-related things to the easiest settings, how difficult is the combat? Will it still be frustratingly difficult for someone who doesn't do well with action games where you need to tee up combat sequences and maneuvers and such?1 point
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Huh. I'm pretty sure it's not there in my game. I'm going to check right now. Edit: Found it! I guess because I only checked those Ability menu items when he's in his normal form and not when shifted, I missed seeing it. Thanks!1 point
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there is an option on ulbrig's ability menu titled wild shape (return). green color so it stands out. HA! Good Fun!1 point
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Maybe it's better I start a separate thread about modding. With the complete list of changes for all classes, so I can explain what are my actual objectives and principles (and limitations, since I don't want to customize as many things as I did in PoE2). This will allow me to present the "bigger picture" I intend.1 point
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I saw somewhere, that an all out trade war with China (i.e. no trade at all) would cost Australia 6% of it's GDP. It will hurt, but it's survivable. The process of replacing China with other trading partners already started a couple of years ago, to make the country more of less indifferent to what Beijing does in that regard. Doesn't mean Canberra will just sit and wring its hands if any allied country or territory gets embroiled in a war.1 point
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Cool, definitely a POE veteran here but I haven't played it in so long I've forgotten too much to give useful feedback. Think I'll play it again soon so I can contribute (and because it's awesome).1 point
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True, good point I am watching this HBO series called the Leftovers, its about the biblical end of the world and where people suddenly vanish and then the people left behind have to move on and process how to survive in this new world where 20% of the population suddenly vanished and when I mean vanished I mean a husband\wife would vanish or some of the kids and not the whole family But its second time I am watching it, the first time I watched it I only watched the first season and I watched it during the first depressing and draconian month of lockdowns and the global response to the lockdowns. I had to stop watching it back then in 2020 because it started depressing me and making me anxious1 point
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Of courses not. If anything it would be because they are too strong Compared to other classes. Or too strong when rest spamming (but I will add per rest charges to other classes instead). I only intend to nerf about 3 spells that cause other balance issues. Could have been great but modfing PoE1 is difficult, so I prefer to limit my intentions to tweaking a couple of numbers. For the reason mentionned above I would rather go with a simple scaling mechanics. Your idea wouldn't alter Deep wound though, since it would trigger from the weapon attack itself (not the raw bonus), but Deep Wounds damages don't depend on inflicted damages in PoE1.1 point
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Of the companions the gameplay I've probably enjoyed the most is Aloth as two-handed Battlemage in his starting armor (with structurally stable for no Crushing AR penalty) and Heaven's Cacophony helmet as an off-tank. Conquerer's Stance for always on +10 accuracy and Tactical Barrage/Refreshing Defense + Spirit Shield/Mirror image/Alacrity/Spirit-Lance only take ~3 seconds to cast (these are the only spells I'd take as abilities and then I'd use grimoires for the rest, and ideally take the path that gives him -1s grimoire switch time) so he can quickly get to throwing Spirit-Lance Clear-Outs (with the option of Avenging Storm from Heaven's Cacophony), knock-downs, and 4th/6th/7th level spells from grimoires. Does a lot of damage and CC against groups of enemies while being quite sturdy (with wizard buffs and Int scaling for fighter buffs battlemage Aloth is tankier than Eder can hope to be in Deadfire). People tend to argue for using Xoti as a priest and while that's not wrong her single-class monk path ends up quite strong; really the only thing not to do with Xoti is multiclass. Xotis monk subclass is bad early game when you're spending 2-3 wounds instead of 1-2 for your abilities but late game 6 wounds instead of 5 for Whispers of the Wind doesn't even matter and WotW tends to kill people -> more wounds for Xoti. Keep it simple and use monk fists which are very generously statted while saving you upgrade supplies + Ajamuut's Stalking Cloak. Single-class monks as a base are just really good and she mostly just a bit worse in boss-fights where she can't get kills. Because I am incredibly lazy I just gave her heavy armor + Iron Wheel and a script to use WotW on the nearest enemy if she had 6 wounds and a a might inspiration.1 point
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Because there's always time to remember and be amazed at such magnificent characters in history... https://headstuff.org/culture/history/julie-la-maupin-daubigny-swashbuckling-opera-singer/1 point
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I wouldn't nerf casters just because Rougues are a bit lame on PotD difficulty. First of all I would give Persistent Distraction's "Distracted" the feature to unlock Sneack Attack (as in Deadfire). Currently it doesn't (in PoE) and tha means Persistent Distraction doesn't unlock Deathblows by itself. Then I would scale Sneak Attack with level or make it a raw lash (less than 50% though I guess). This would mimic the ability to slide a weapon into the gaps of the enemy's armor when nobody's looking - sneaky. Raw lash would make Sneak Attack a bit less potent in the early game but much better over the course of the game because it's multplicative instead of additive dmg improvement. Would be a great combo with weapon quality, Deathblows and Backstab - and Finishing Blow, too. However, it would make Deep Wounds less effective compared to additive dmg - because raw dmg doesn't trigger Deep Wounds. So maybe alter Deep Wounds, too so that it gets triggered by pierce/slash/crush/raw dmg.1 point
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Not much I guess. I might consider it if I have time to spare. If the way, if there are some veteran from PoE1, I'm starting to discuss a (much less ambitious) small Balance Mod for PoE1. I'm starting on this thread about Rogues : Melee Rogue is too weak on PotD Upscale - Page 2 - Pillars of Eternity: Characters Builds, Strategies & the Unity Engine (Spoiler Warning!) - Obsidian Forum Community1 point
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have finally played a new wotr game deep enough to do all o' act ii with the new companion as well as the act iii ulbrig specific content. quick observations: - the new content is owlcat ordinary which means if you enjoyed wotr, then you will possible grumble 'bout narrative shortcomings or bugs related to the dlc, but such is no worse than the bulk o' what has been previous released. however, a few o' the quests is kinda haphazard and ill-defined; you may feel the need to check your journal to be sure a couple quests is finished, or not. - the only act iii content other than crusade management we completed before exploring gundrun were greengates and the molten scar which had us reach level 11 by a handful o' xp. after completing the act iii ulbrig quests am ~3/4 to level 12; is a fair amount o' content available on decent sized maps. there is more happening in currantglen and gundrun than we expected. the dlc is not just 'bout the shifter class with a wotr companion tacked on for good measure. ulbrig and his relevant maps result in considerable more content than other wotr companions, for better or worse. - is a few munchkin bait l00t items considering the level o' the content. is multiple +6 enhancement gear pieces and those items have bonuses beyond the enhancement. -the crusade upgrades from ulbrig provide your army with new military units but have only accessed infantry and archers 'cause as am having stated, am early in act iii. even so our new default infantry unit is the ulbrig specific houndmasters. - am highly recommending upgrading the phylactery of stevanius (ring) with the convert to force damage option before tackling gundrun. - a merchant in gundrun sells multiple weapons and items which target lycanthropes. am not yet having encountered lycanthropes, so... regardless, am gonna repeat am pleasant surprised by the amount o' new content provided by the dlc. HA! Good Fun!!1 point
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Would setting summoned weapons effects to end when a character is knock out make for a negative impact on balance? The main reason I ask is that it seems setting status effects that grant summoned weapons to "ClearOnDeath" seems to be a potential fix for NPC casters (such as Katrenn) failing to drop their equipped weapons.1 point
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Since my purpose is to give more Per Rest casts to martial classes in general, my rule would be by default to give 4x Per Rest cast of everything Per Rest. Because 4x Per Rest cast is what casters gain per spell level, it would feel fair. Sometimes I would make exception to 3x if the ability feels a bit strong (Unbending, as it is) or weak/spammy (Binding Roots as it is, or Hastening Exhortation). Expect +2x Per Rest cast compared to current values, with some exceptions (Unbending and Binding Roots feel quite balanced as they are, so no +2 Per Rest cast). Finishing Blow does not feel especially powerful (it is hard to get these bonus damages to their maximal without overkilling ; we also had this debate in PoE2) but x4 Finishing Blows feel nice for hard fights, you can even spam it for the default +5Acc / +50% damages. Every classes need a couple of Per Rest abilities with a lots of casts. In the case of Fearsome Strike, I also need to differentiate it from Withering Strike the most I can, so if one is Per Rest and the other Per Encounter, it's better. (Withering also has a slightly superior DPS) Again, it isn't strong enough to prevent me from setting it to 4x Per Rest. Mmm, why ? There are 3 kinds of "retaliation effects" : - Item retaliation, which has lowish normal damages. This one could have been better with raw damages (but I won't change items), cause DR is a pain in this case. Fire Godlike is in this category but its scaling damages makes it better. - Barbaric Retaliation, same but raw. This one is indeed much better because it is raw. - Riposte which retaliates (with a chance) by a Full Attack. Your usual weapon attacks aren't raw, why Riposte should be raw ? Also Rogue's attacks usually have no issues with DR due to the bonus damages. Also changing weapon attack to raw damages would be technically complicated. INT doesn't mean lesser damages for Deep Wound AFAIK, this is not wounding/wounding shots. 9 raw damages/3s is just 3 damages per second. It is not much given that an endgame Rogue with zeroish recovery will swing for 50ish damages per weapon attack every second. That's not big damages unless you switch targets. But if you want to switch targets, why aren't you playing an AoE damages class to begin with ? What I mean is that Deep Wound effect wouldn't be so impressive even with 9 raw damages per tick. Adding 9 raw damages on first shot is nice, the added damages after that is meager but that's still added damages. You need to combo it to exploit its potential. But since I intend to buff Rogue possibilities, it kind of feel right. Not all classes should be able to do everything and I don't intend do change that. However, since I plan to rise the number of cast of Per Rest abilities, at least there should be more charges of Deprive the Unworthy (so even if you can't debuff, you could at lest prevent foes from buffing, take that Thaos !). Indeed, that's because of him that I'm pretty sure Unbending works about the same as PoE2, and/or at least enable somewhat infinite Endurance while it lasts. Indeed. Casters are only limited by their number of Per Rest ressource which feels somewhat balanced as long as one doesn't rest spam. I won't address rest spamming, since it would change the whole game, and that's not my intention. At low level, Spiritshift, Radiance and Arcane Assault save a bit your day. Ahem, @Boeroer, if you have any opinion here (I know you probably don't play much with PoE2 BPM, but that hasn't prevented you from helping it )1 point
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Ah, too bad. Problem is, my characters have different amounts of weapon sets, so it's impossible to e.g. activate a specific set for all characters by toggling. In my second playthrough I will try to have all of them have the same amount. I'd love to open up with a arbalest salvo and then switch to default, but that's too much of a hazzle to do it manually every time. Thanks!1 point
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Hello Team and Community, I have been playing Grounded since it's first game preview release on Xbox. I've seen how far this game has developed into what it is today. I have been thinking a lot on additional content for the game. One that has been on my mind now for a while is jumping spiders, and their related armor, weapons, and possible mutations that could fit perfectly in your game. Below is my idea: The Jumping Spider: The enemy type is an ambush predator jumping on it's target and using surprise attacks to overwhelm it's prey. It would be a fast attacker that would literally pounce on you from afar and unleash fast attacks before leeping away to prepare for it's next attack. Either option as a summoned boss or roaming backyard enemy would be fine. However, the use of a roaming enemy type would be more thrilling to me as not knowing when they would attack plays on how they are in the animal kingdom. They could fit anywhere in the backyard with the upper garden jungle being a primary location. Their parts would be the typical spider chunks, jumping spider legs, and those big eyes. With those parts in hand they would provide an opportunity to craft a unique armor and tools for future backyard adventures. Jumping Spider Armor: The armor unique to Jumping Spider parts would feature the typical three perks (base perk, sleek perk, set perk). The idea is to turn the wearer into an ambush predator or parkour enthusiast. The base perk could focus on reducing fall damage with three pieces practically removing fall damage entirely. The Sleek path would increase jump height of character allowing for a more vertical approach to engagements and navigation. Finally the set perk would be allowing the wearer to charge attack faster after landing from a jump. This set would allow for a unique experience to the backyard with new movement possibilities. Mutations: Similar to Mithridatism from wolf spiders, Ambush Predator could be an excellent opportunity provided from Jumping Spider kills. This would make the user capable of taking on encounters as an assassin and exploit weaknesses! The mutation could allow for weak spots to be made on a target from the first hit on the target if they were not aggressive towards the user. Allowing for future hits in that area to increase damage dealt from all sources. The idea here is to ambush the target and overwhelm them just as a jumping spider would. Overall, I hope you like my idea for the jumping spider and that we could see this addition in a future update. Thank you so much for making a great game, and for all your hard work on this amazing experience. Grounded has been a great experience for me and my family and we cannot wait to see what comes next. P.S. I am typically a healer/support in roleplaying games and would love to see that option further developed on. I also have some ideas for that. Thank you for the new wasp queen, mutations, and tools.1 point
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Having things in storage sucks... I spent 5+ of my life missing 2/3 of my stuff because it was in self-storage facilities... occasionally in a different country or continent It got messy too when I finally got reunited with my things. A number of things you just can't live without, so I had duplicates (and in some cases multiplicates) of a number of essential things like dishes, cutlery, cups (just about everything you have in a kitchen really), beds/mattresses/linen, furniture, clothes... you name it1 point
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Regarding mods, @Elric Galad's Balanced Polishing Mod is quite popular. You can read about it at length here. It contains two mods, buffs and nerfs. You can just install the former if you just want to supercharge your game, or both to make it truly more balanced. As for other mods, such as those that change class or subclass abilities, that's really more a matter of personal preference. After playing for awhile I added a mod that raised the level cap, just to have more fun with MC builds while playing on PotD with the level scaling on. My favorite ranged build was @Not So Clever Hound's "Soul sniper" mindstalker build, but that's a gun build. For bows, one of the classic favorites is the Ascendant/Arcane archer wielding Frostseeker. There are lots of discussions of this build online; see for example this post. As for Berath's Blessings, I always take Bonus Attributes, Bonus Skills, Unique Item Vendor, Infamous Past, Loaded Pockets and Mythical Discovery. Loaded Pockets is really great if you have a character with high stealth and decent sleight of hand, as it gives you a chance to get extra loot when pickpocketing, including magical items (which is great early game) and gems, including high level gems once you reach about 10th level, including the rare Adra Ban and Sapphires, which are very scarce resources in the game. It's thus a skill which is always worth using.1 point
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I have played most build combinations in BPM. With a level cap of 33 I think many can eventually do what you're talking about. The hard part is "take on any encounter at any point" as many builds come online late. I've been playing a lot of builds in ultimate-like conditions, some with deadly deadfire on, level cap 20, testing against megabosses, DLC content and such. These builds I am confident can solo everything without cheese FF / soul blade SC FF Barbarian / Devoted or Barbarian / Black Jacket Barbarian / Ghost Heart The last two I've only tested high level content and some of their survival abilities come on late, particularly with the savage being dependent on savage defiance for healing, so I'd run some kind of a forbidden fist or the brute. FF / soul blade will be stupidly strong by level 33 since you'll get the high level FF abilities plus cipher's shared nightmare. SC FF already has enough penetration at L20 to beat everything, if you kept leveling it you'd just benefit from more accuracy and damage from transcendent suffering power level mainly, but that also levels with multiclass. There are a lot of builds that can do like 90% of the content or even 99%, but many have trouble early on or can't beat specific megabosses without cheese or at least consumables. Hauani O Whe is probably impossible without a cipher or some kind of summons (without consumables, or going way out of your way to get Mechanical Marvel). Dorudugan is impossible for some tanky builds that don't do damage fast enough. I think troubadour / psion can do nearly everything by late game, I don't know about on the way, but I'm pretty sure you won't be able to beat Dorudugan. I would advise against blood mage. It was nerfed pretty hard. Wall of Draining is much weaker and blood sacrifice prevents healing. There may still be some blood mage / X builds that can solo everything, particularly by level 33, but not as you encounter things. The strongest blood mage / X builds in BPM are mostly melee builds IMO. Troubadour / blood mage is interesting and has a lot of late-game versatility, but without consumables your healing is going to be extremely limited early on. Even once you get ancient memory plus blood mage passive you will heal something like what a fighter would get from constant recovery alone. I think this build will not be able to beat Dorudugan at L20, and HOW would be extremely difficult. But at L33, I have no idea, with the power level boosts to healing maybe it makes a big difference. Forbidden fist builds are going to be your best bet by far IMO. In addition to the two I listed, ravagers, cantors, votaries, brawlers, wanderers, and sages (melee focused) are all quite strong, though I haven't tested them as much, and HOW while possible with dichotomous souls can be rather difficult. With FF you get your strongest attack at Level 1, and as long as you balance INT/RES/DEX correctly and choose items that reduce hostile effect duration, you can spam that attack, which had tremendous penetration, good accuracy and damage, enfeebles enemies, heals you, and produces wounds. Pure FF fighter builds are not that interesting to me since you mostly just spam FF, part of why I like the transcendent more. ------ I should also note when you reach Tier 9 in multiclass builds due to the Level 33 mod, many multiclass builds become absurdly strong. Many classes have Tier 8 and 9 abilities that provide resource regeneration, which is reasonably balanced with a level 20 cap that limits in most cases said resource regeneration to single classes. Fighters, paladins, monks, rangers, rogues, and barbarians all gain varying amounts of resource regeneration, and certain combinations will become quite broken. Also, I'm unsure if shared nightmare works on other classes spells. If it does, then cipher/casters could become extremely overpowered when their spells cover the entire screen (e.g., a hierophant could possibly use citzal's spirit lance to hit everyone on the screen and use soul annihilation on all of them). In other cases, like paladin / troubadour, you can easily regain paladin resources from chanting many lives pass by, and fighter / x martials as well as ranger / x martials become much stronger for their resource regeneration. Until that point you would be reliant on potions of enlightenment in long battles with most classes, but you don't want to use consumables, so... this basically just leaves combinations with renewable resources, i.e., monks, chanters, ciphers, blood mages, paladins, and their various combinations. Again, FF / soul blade ticks all the boxes...1 point
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Hello ! First of all, thank you @Not So Clever Houndfor your detailed post(s). I've been using your builds for some time now and they never cease to amaze me. Which is why I wanted to call on your expertise to answer my question : I like to play with the level cap 33 mod and I wanted to start a completionist solo POTD upscaled run (eventually even using deadly deadfire mod). In your opinion, what would be the best class to solo everything with the following restrictions : - No consummables (no potions, no scrolls, no figurines, no traps, ...) - The build has to be able to take on any encounter at any point and never use stealth to circumvent danger (Clearing out the digsite, Gorecci Street, DLCs Bosses and Megabosses) - No strand of favor cheese (in a perfect world, I would like to avoid grimoire imprints as well but I'm less reluctant to use it if need be) - Berath's Blessings are ok. - Mods are ok (obviously !). Do you think this build exists (with level cap 33) ? I was thinking about Forbidden Fist/Bloodmage but I'm having some trouble clearing out the digsite, Troubadour/BM (basically your Chilling tunes build) was a cakewalk in comparison but is it able to kill all megabosses with my restrictions ? Maybe Troubadour/Psion or Troub/FF but I did not test them out... Anyways, your insight will be much appreciated. Thanks in advance,1 point
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https://www.ktvu.com/news/emeryville-man-arrested-in-connection-with-stabbing-death-of-cash-app-exec-bob-lee Apparently it was a very personal attack and they were traveling together. People have been holding this up as an example about how dangerous and lawless San Francisco is, so I'm sure they will all be chagrined to know it wasn't a random act of violence or a mugging by a homeless person. Yes, I'm sure all the people slandering SF will retract their statements. :(1 point
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I'm the one taking most of those pictures I pretty much spent most of my time out of kit, serving as a wrangler for the folks in armour. If you watch through the series of Death March videos I'm lurking around the outskirts at various parts in my civvies and MMCC handler gear. However, I did manage to make time to take the throne for a time...1 point
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Just so I don't fill up the "what you did today" thread as SWC was going on, I thought I'd do a bit of a picture bomb here:1 point
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I searched and there wasn't a single topic about this that came up. So excuse me for using the forums to find out information, so sorry to have inconvenienced you. Jesus.1 point
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You did miss something - like couple updates and one stretchgoal. Game features 7 companions and 4 sidekicks. Companions are getting expanded in Deadfire - with the relationship system. They will also have all their own character arch’s and personal quest. Sidekicks are companions light - unique NPC whom you will meet on your journey, with their own story and character, but they are less complex. They won’t have relationship system, nor story arc nor personal quest. The idea was to give players more cool characters to choose from, with less design and narrative work. Josh compared it to how in Baldur’s Gate some of the companions had robust arcs, while other were cool, but didn’t evolve or interact with you all that much.1 point
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Ever play Shadowrun? You know those extra runners you can hire outside of your companions? That is basically what sidekicks are, though with more personality, you meet them in the world and you have to recruit them, and depending on your PC you might get different ones. The reason you don't get to fully customize your companions is because they're not dolls for you to play with, they're supposed to be characters, with backstories, making Eder a wizard wouldn't mesh with his lore, he is a farmer, and deadfire doubles down on that by adding more interaction with them than PoE1, so they can leave if you burn down an orphanage or enter into romances with other companions. Also for game play purposes, there was nothing balanced around having as many created characters as you like, creating 6 rangers or druids and breaking the game by over-stacking on one type of class was silly.1 point
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Zero. The chances are zero. In any case they just "cancelled" the mouthpiece. The abhorrent messaging will continue unabated.0 points
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Wacky finish to game 4 of Dubs vs Kings with Steph pulling a Chris Webber and calling a timeout when the Dubs were out of timeouts. They hung on to win so it's all good. This is definitely the most entertaining series of round 1.0 points
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How long until Ubisoft fires 2/3 of their staff and has AI make all the copy paste activities on their maps? Would we even notice a difference?0 points