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Gromnir

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Everything posted by Gromnir

  1. complete missed the point on the beta party. beta party is a constant. we were not comparing nature godlike to the beta party but were providing damage with a relative fixed party. same nature godlike caster in a party of assassin/______, berserker/_______, or paladin/_______ would likely being doing less damage simple 'cause other party members would be doing more. woulda thought such were self evident. and we already made the point earlier that dedicated casters did not benefit much from multiclassing. "the casters typical do not benefit from multi-classing. the passive weapon damage enhancers do little for dedicated casters and multi-class casters. combine a wizard and priest also is tending to be counterproductive as you is sacrificing higher level abilities simple to access a secondary spell catalog. casters, with few exceptions, benefit little from multi-class, which is kinda what most people expected, no?" we did note however how efficacious multiclasses which include casters can be and how general improvements to the casters only magnifies the gulf 'tween multiclass power and single. as such you are chasing your tail on the weapon efficacy o' multiclass combos. but yes, am thinking an impasse were reached a couple posts previous. HA! Good Fun!
  2. 100+ fireballs have a rather large aoe which you is clear glossing over and such is supplemented by + 100 rolling flames and interrupt fodder such as tattered veils. just ran foothills map with a 6th level nature godlike evoker as part o' a beta merc party and he did +600 damage. 1 small map and we weren't giving him cheap kills and holding the rogue back or somesuch. we already mentioned specific builds which you casual ignore it seems. take the same nature godlike mentioned multiple times and make it a sage combining helwalker monk and whatever-you-want wizard with a dual wield scepter config. will hit 10 wounds quick, so even at 15 for starting might ,you will likely be at ~30 might for most of the battle. quickened scepters, thanks to monk flurry bolstered by dance o' death, is gonna be doing consistent high damage with overpower penetration and heightened accuracy even before adding lightning lash at level 7. might is multiplicative, so the ~30 might nature godlike sage's fireballs is gonna be hitting extreme hard, with comical screen wiping damage when activating empowers. priests o' wael combined helwaker monk? *chuckle* the priestly spiritual weapons is having a rather large lash so a rod blast combined with monk flurry is devastating even before one considers how potent is the heals for such a build. don't like monk for some reason, then add paladin for fod + rod blast. warlocks can nullify the berserker penalty with wizard's infuse with vital essence. this alone makes 'em a powerful build whether is using parasitic staff or spirit lance or whatever. etc. serious diminishing return. if you ain't yet convinced, you never will be. regardless, our initial point stands that you got the issue all bas$ ackwards and inverted. you haven't identified a problem with casters and comparing 'em to multiclass exploitive builds is nothing save self-indulgent and counterproductive scarecrow beating. HA! Good Fun!
  3. other than tanks, am doing something similar... although before the return to might, we were dumping strength on our pure casters and raising constitution by an equal amount-- were admitted a bit silly, but effective. by capping the attributes at 35 makes us even less likely to pump single attributes as am suspecting we will frequent be hitting caps by mid/late game even with 15 as a starting attribute. as an example, our beta helwalker builds, without any might boosting gear, typical get to 30+ strength early in an encounter. in poe, for rp reasons, we played virtual the same attribute spread for every character save tanks: https://forums.obsidian.net/topic/84838-optimal-starting-stats-and-late-game-signifficance-for-wizard/?p=1782213 with multiple potd runs in poe, we can say with some confidence that our default attribute spreads were more than adequate. attributes appear to be less frequent drivers in dialogues, so am current not skewing attributes to take dialog into account. as such, our current default spread for pc non tanks is: m15, c10, d15, p13, int 15, r 10. is some limited variation with int and per flipping depending on a build, but am typical building multiclasses which benefit from the aforementioned spread whether they is templars, contemplatives, sages, warlocks or whatnot. even so, if we discovered our assumptions 'bout deadfire dialogs being less attribute linked, we would gladly return to our poe spread w/o a moment's hesitation. might is a bit more important in deadfire than were the case in poe, but optimal attributes spreads were hardly essential even for potd runs in poe and we suspect deadfire will be the same based on our considerable gameplay hour investment in deadfire. HA! Good Fun!
  4. irony. honest, do some homework and search board for contemplative, sage, ascetic, warlock and similar combos. am thinking you is gonna be surprised by how effective such is in deadfire. your personal experience may be insufficient at this point to be giving you a full picture if you genuine is seeing multiclass caster builds as "pretty weak." and yes, nature godlike specialist casters is one-hit wonders in the sense they is powerful damage dealers. is a pretty significant "hit." HA! Good Fun!
  5. a single class devoted fighter? we can show you ridiculous damage totals from a beta playthru using a nature godlike evoker wizard even w/o abusing hardtack. we can play the one-ups game all day long. "Most caster multiclasses are actually pretty weak" *chuckle* do a quicky search for feedback regarding op warlocks, sages, ascetics, contemplatives and other combos. such builds has become even more potent with the return o' might. a few o' the helwalker builds we mentioned at beta release is having found new life. a ranged helwalker sage or contemplative dual wielding scepters is almost comical strong... no pun. deadfire might not be the game you believe it to be. HA! Good Fun!
  6. we did read, and the dubious comparison is exact why we responded. curious conclusions reached by the misleading comparison were why we responded. casters ain't weak compared to other single classes (with the notable exception o' paladins and perhaps monks) and they ain't insufficient insofar as fulfilling their role within a deadfire party-- take a caster will not gimp your party. furthermore, due to the nature o' multiclassing itself, general improvements to casters will necessarily improve those multiclasses which combine with casters, thus perpetuating the very problem you seem to identify. etc. am repeating self. a few multiclass combos would indeed benefit from surgical nerfing. however, such an observation does not necessarily result in one concluding casters is suffering any kinda generalized gameplay paucity. *shrug* this scarecrow has had the stuffing beat out o' it mercilessly by backers since the beta were first released. HA! Good Fun!
  7. the single class caster complaints has, from day 1 o' the beta, been all bass ackwards. use the beta mercenary party and add a single class caster. play on vet difficulty. chances are the pc caster and merc wizard is gonna be doing admirable dps and contributing much to the party in terms o' essential debuffs/buffs/whatever. the single class pc caster as part o' the beta merc party, played by somebody with at least a smidge o' poe experience, will likely find vet difficulty to be challenging w/o being overwhelming... at least such is the likely scenario now that penetration has been nerfed a bit. for some peculiar reason, folks measure deadfire single class casters 'gainst a benchmark o' helfire sages and assassin/_______ or berserker/_________ mutli-class weapon havers and come to the curious conclusion o' the need for a caster power-up. "combat is over so quick i can't get more than two spells cast" and similar such silliness is used as evidence o' broken casters. ... is mind boggling. yes, there is more than a handful o' multi-class weapon focused builds which is, even in the most recent beta release, doing comical high damage. got folks routine observing how their combat encounters is lasting less than 30 seconds but somehow they see root problem with casters? the casters typical do not benefit from multi-classing. the passive weapon damage enhancers do little for dedicated casters and multi-class casters. combine a wizard and priest also is tending to be counterproductive as you is sacrificing higher level abilities simple to access a secondary spell catalog. casters, with few exceptions, benefit little from multi-class, which is kinda what most people expected, no? nevertheless, when caster potency is decried, is not measured 'gainst the actual deadfire gameplay challenges. casters is also not declared weak when single class rogues or fighters is occupying the other side o' the scale. nope, casters is weak compared to multi-class... whatevers. given current state o' deadfire gameplay, to come to the conclusion casters need additional developer buffs is... wacky. heck, such a solution not only ignores current challenge level o' the game for an entire single-class party, but it magnifies the already existing op status o' any weapon haver multiclass which combines with a caster. am realizing Gromnir is howling at the wind, but am genuine baffled by the majority o' caster complaints since the release o' the first deadfire beta. HA! Good Fun!
  8. good performance has, in general, improved graphics look cleaner and more polished ship combat has improved single class accelerated power acquisition bad most o' the gameplay "improvements" are not a few old bugs persist and new bugs emerge... as one would expect from a beta. ugly nothing genuine ugly gonna start with (not) ugly as the current beta is darn close to release-worthy in our estimation. sure, is some bugs which cropped up in the recent build which we would hate to see in the release, but the current build is more playable than many releases we has played in the past decade. the good includes, first and foremost, improvements to ship combat. am finding with the recent release we need be much more involved in ship management than were the case with the earlier build. fire-jibe-fire is no longer a default tactic and changes to the costs for move actions is much appreciated. sure, is still a mini-game, so am not expecting a full-featured, tactical, turn-based ship-to-ship combat simulator. ship combat is a useful gold sink with moderate fun and unique tactical gameplay inserted into a crpg. good. additional powhaz for single class players is a good. multi-class weapon havers is still outclassing singles in terms o' pure damage potential, but the additional rate o' power acquisition is a major boon which significantly levels the playing field. playing single class no longer feels like voluntary self gimping. however, there is the possibility this change will result in High level single class eventual oustripping the relative efficacy o' multis. is tough to make such guesses based on only having access to mid-level gameplay, but more is typical better, and by high levels, single class will have much more. more subtle good is the noticeable improvements in performance is also appreciated. bad the passive abilities is bad. the passives is either o' negligible usefulness, or they is functional essential. bad. tanks is gonna choose weapon and shield. most weapon-focused single and multi-clases is gonna choose a weapon style. etc. as with poe, functional no-brainer options has been returned to the franchise in spite o' the fact the earlier beta builds showed how such stuff were anything but necessary. paladin single class tanks, for example, were extreme effective in earlier deadfire builds. weapon-focused single and multis who did not take fighter has nevertheless been doing impressive dps w/o the advantage o' weapon styles to bolster. yes, the caster classes suffered from a dearth o' passives in earlier beta releases. as such, providing the casters with a few useful passives were probable a good idea. provide those classes which suffered from a paucity o' passives were a good idea, but the more universal addition o' passives is wholly misguided. likewise, the reversion to might is a mistake. return o' might is resulting in multiple bads. the current op multis is those combos which exploit the passives or low-level abilities o' paladins, monks, barbarians, rogues and whatnot to be resulting in often ridiculous damage outputs. not take more than a little imagination to be seeing how the damage potential to sages and witches and paladin/_______ has just increased substantial with a return of might. again, is a situation wherein a fix were not genuine needed, but is nevertheless being applied. and yeah, resolve is no longer a clear and obvious dump stat for all builds save tanks, but such were the case when might were switched to strength. instead o' strength/resolve, we now got might/resolve, with capped attribute scores made necessary by the obvious exploitive potential o' high resolve players and Foes. a player votary tank with easily obtainable +30 resolve at mid-high levels will no doubt choose clarity o' agony to halve the duration o' already brief adverse effects. 'course is not so funny when +30 resolve deadfire enemies is laughing off any effect with a duration. additionally, does anybody genuine think artificial caps is good game design? nevertheless, caps is made essential by the might reversion. is not as if Gromnir is fundamental averse to might-- we liked poe might. the thing is, the switch to strength were reasonable given the functional dump status o' resolve in poe. the switch back to might does not appear to be similarly reasonable. as with passives, the problem being fixed is less concrete. bugs is also bad. a few oldie bugs remain in spite o' fact they has been 'round since first beta. ixamitil plains scholar background is still borked, becoming arcane apprentice (+2 arcana) following a reload. seems minor, but one would expect the fix would also be relative simple. converse, new bugs such as the one involving two-weapon fighting has significant impact on gameplay. nevertheless, is still a beta, so bugs is an expected bad. regardless, in spite o' the badness o' the return o' passives and the ill-conceived implementation o' a return of might +resolve fix+attribute cap, am largely happy with the current build. the change o' casting times hasn't altered our gameplay overmuch save for our casters run out of spells even quicker than they did in earlier beta builds. am still able to interrupt foes in spite o' quickened casts, though micromanagement necessarily has increased-- smaller window o' opportunity. is multiple minor changes am needing familiarize self, but overall am impressed with deadfire progress. HA! Good Fun! ps kinda miss the previous sinister voice set compared to new.
  9. dunno. we lived chicago and western pennsylvania and any number o' other places where "black ice" is common. don't even need freezing rain to get black ice. all you need is a short-term melt, followed by a freeze. is a pretty common occurrence actually. sure, not to the degree in the video, but patches o' black ice has been something we dealt with everywhere we lived where temps got low enough for snow accumulations. as bad as chicago is for weather, it is also 'bout the most flat city anywhere. were built on a vast swamp, so hills is kinda rare. still gotta deal with icy roads in chicago, but is few things making you feel as powerless as hitting ice on a hill, followed by sensation o' hydroplane/skating as you glide towards oncoming traffic or a busy intersection. HA! Good Fun!
  10. ... from a practical standpoint, the citicorp decision is akin to dunkin donuts announcing they will no longer allow bump stocks and expanded magazines to be sold at any o' their franchise locations. this is a whole lotta nothing. HA! Good Fun! I was trying to say the same thing subtly with the Kroger comment. yeah, am thinking folks is getting distracted by the headline. am not certain how many smaller retailers this change will impact, but it can't be many. do same thing with dolphin-safe fishing practices and people would laugh at the inanity o' such a move. as o' march 22, 2018, citibank won't make its lending services available to retailers who provide massive trawling nets... 'cause citibank weeps for the dolphins? whatever. HA! Good Fun!
  11. is not restricting purchasers from buying bumpstocks and expanded magazines. "Citigroup, the largest issuer of credit cards in the world, said its policy won’t stop cardholders in its consumer business from shopping at merchants of their choice." is restricting retailers from using their lending services. "The bank is imposing the restrictions on companies that use it to issue store credit-cards or for lending and other services, according to a memo Thursday." this is a non story as citibank doesn't have any such entanglements with sellers o' bumpstocks and expanded magazines. HA! Good Fun!
  12. you have kids and they are big enough to push a shovel. free driveway clearing service. use the "builds character" nonsense if your wife balks. on the negative side, you still gotta drive in the snow. as a californian, you likely have had cars which is still running after ten years on the road. ten years o' driving on salted/sand covered roads and your car looks like the flying dutchman from the pirates of the caribbean movies. oh, and live someplace flat if you is gonna live in snow. HA! Good Fun!
  13. ... from a practical standpoint, the citicorp decision is akin to dunkin donuts announcing they will no longer allow bump stocks and expanded magazines to be sold at any o' their franchise locations. this is a whole lotta nothing. HA! Good Fun!
  14. quote from earlier in the thread: "thankfully, 'cause o' poe/deadfire rules flexibility, relative bad builds is still gonna be viable and even fun." ... is possible am being being punk'd by josh, but am s'posing it is possible this is one o' those rare issues 'bout which the two o' us is simpatico. am s'posing the only question is whether Gromnir is fulfilling betelgeuse role or adam maitland. HA! Good Fun!
  15. poppy fields? HA! Good Fun!
  16. developers specific noted they were not trying for actual balance o' poe classes. the developers created poe with the idea min-maxers and build monkeys would get benefits from their efforts. goal were all classes being viable and fun. sure, some classes and builds were better than others, but developers were attempting to avoid disproportionate balance issues which would make some classes/weapons/abilities/attributes/etc pointless or no-brainers. 'course the developers did kinda throw in the towel on balance with the expansions. go figure. HA! Good Fun!
  17. Drama much? All he’s saying is that multiclassing opens the door to allowing people to do stupid things. Doesn’t mean the system is broken. You cannot accuse someone that plays a new game for the first time that hey are stupid. It's design fault not the player's.So “don’t give backers, who knew what they were signing up for, what they want because ‘casuals’”? I’m pretty sure everyone here has re-rolled a character at least once because they learned something new about the mechanics of whatever game they were playing at the time. We can’t expect them to cater to the lowest common denominator *and* make a challenging game heck, the developers has warned, numerous times, how MULTIclassing nullifies the no bad build objective and during character creation new players is specific warned o' the potential pitfalls o' multiclassing into impotence. HC SVNT DRACONES is clear added at the edge o' the map. 'course, the developers must needs be aware o' actual player behavior. if, regardless o' obvious and repeated warnings, players ruin their gameplay experience 'cause o' failure to heed warnings, then such a result is not good for the developer. don't matter if is stoopidity o' the player which leads to disappointment if too many players end up disappointed. is a consumer product, and obsidian needs for players to enjoy themselves as 'posed to becoming frustrated. am personal satisfied with clear and obvious here be dragons warnings for new players. complex is actual a selling point for Gromnir, just so long as such complexity is clear identified and made understandable. as an example, much o' poe combat were complex as well as hidden and obscure. were genuine a long time 'fore folks were certain if crits were multiplicative or additive and even the developers were confused 'bout crit maths. complex is bad if is hidden. hold+shift is the single best feature o' deadfire as it makes combat mechanics more transparent. personally, we want transparency and complexity, which is why am tending to multiclass main characters. even so, am needing be recognizing how obsidian is creating a consumer product, and hardcore boardies is representing an exceeding small % o' actual players. ever watch some o' those twitch or youtube gamer site plays o' poe or deadfire beta? is guys who run game/crpg sites and when they go through deadfire beta character creation am frequent baffled by the choices they is making. such videos suggest to Gromnir how even s'posed hardcore gamers is common making brain freeze kinda choices during character creation. thankfully, 'cause o' poe/deadfire rules flexibility, even relative bad builds is still gonna be viable and even fun, but if is curious disheartening to us as we watch how folks approach character generation choices, then developers must be heartbroken. as such, efforts to protect players from themselves might be understandable even if is disappointing to us. HA! Good Fun!
  18. *quick read o' recent pages* see we missed funny stuff. in any event, the following is a bit dated at this point, but occurred almost immediate before the most recent reports o' mcmaster being targeted for removal from wh by the end o' the month. audio and video is oddly synced for us... if the state department link is too annoying, try the following: hardly a shock trump wants mcmaster gone, eh? HA! Good Fun!
  19. Not so far away keep in mind you are looking at socal, so is gonna be a ~45 minute commute just from obsidian to blizzard during peak traffic hours. ... only slight hyperbolic. as to might reversion, am having same concerns as we stated earlier. sure, a great many beta folks love the change back to might, but the beta folks is the same kinda wacky as were the iwd ranged weapon mob, iwd2 kit folks, and the bg2 weapon mastery complainers. the change from might to strength were done 'cause resolve were a dump attribute for many poe and deadfire builds. the reason why the vast majority o' folks (not all) complained o' the change from might to strength were transparent: beloved builds became relative weaker w/o an obvious dump attribute. it were complained how ciphers became suck 'cause o' the might-to-strength change? nothing mechanical 'bout the cipher changed by altering might, but the change did make an additional attribute genuine important to ciphers. the goal o' changing might to strength were to exorcise an obvious dump attribute, so cipher player complaints were kinda ridiculous. the fact ciphers didn't have an additional dump attribute following the change to might were the goal o' the change as 'posed to evidence o' a problem. 'course there is wacky strength builds resulting from strength. pure casters is no less silly when depending 'pon strength as they were when might were perceived as essential. drop strength to basement and raise constitution for a big boost in health while avoiding a fort save penalty is strategic sound and resulting in curious builds. similar, is a few tank+caster builds which benefit disproportionate from resolve affecting spell damage, heal bonuses and deflection. the change to strength clear does not remove a dump attribute from all builds. nevertheless, overall, there is fewer deadfire builds which benefit from dumping strength and/or resolve than were the case o' non tanks almost uniform dumping resolve before the change. all one needs do is look at the build section o' the poe board to see how common were resolve dumping in the old might system. worse, given multiclassing o' deadfire, multiclass builds which rely 'pon doing weapon damage is current disproportionate strong. even with strength as 'posed to might, paladin/______, assassin/_______, berserker/_______, is disproportionate powerful 'cause o' weapon damage. change back to might means those multiclasses will be able to multi with casters to do even more spell damage and healing; make the already op builds even more powerful? heck, before the change to strength, we were getting more than a few laughs from sceptre wielding helwalker/caster builds who were able to spend much o' combat with +35 might while staying at ranged distances. change back to might makes a few o' those helwalker builds stoopid powerful, particularly when using empowered spells bolstered by eye popping might scores. strength were not a perfect fix to the problem o' resolve dumping, but it did reduce the number o' exploitive builds. the change to strength were working and the fact it were working could almost be quantified by the volume o' the predictable howls from the disturbing consistent beta folks. iwd ranged weapons. iwd2 kits. bg2 mastery/grandmastery. a nerf or balance change which fails to enrage the fans is likely pointless. point to consensus opposition o' fandom in such cases is a near infallible barometer o' appropriateness o' change. so now there is a return to might? what has changed since we got the strength change? the reasons for changing might to strength appear to be no less meaningful now than a few months ago. in point o' fact, given how op the current strength focused weapon builds is playing in the beta, am thinking the argument for strength as 'posed to might has actual been bolstered. we got an explanation from obsidian as to why they switched from might to strength, but we ain't yet heard reasoning for the reversion. am thinking we need hear the reasoning. no doubt the developers have reasons, but am hopeful this ain't one o' those situations when the developers simple caved to perceived fan desire. a few o' poe worst design decisions were made to appease the mob. HA! Good Fun!
  20. kinda contradictory, and identifying the problem... perhaps. minsc did not, in fact, have good writing. clear do not need good writing to strike some kinda chord with the audience. as you noted, minsc had a catchphrase, a hamster, and a couple one-liners. the writing were shallow and, at best, silly. the voice acting and the rodent gimmick were what made minsc popular? probable. kotor 1 hk-47 also did not have particular good writing by any reasonable or meaningful measure. nevertheless, the voice-acting and the gimmick made the assassin robot exceeding popular in spite o' absence o' quality writing. if sidekicks become popular, am suspecting it won't be because o' the writing save for in the most generous definitions o' writing. ****tail napkin length character treatment as 'posed to any kinda actual writing. gonna need hook or gimmick to sell the character, coupled with ______. voice acting? a running gag? dunno. as such, am suspecting if a sidekick becomes liked or popular, it will be a surprise as much to the obsidians as anybody. humor might be a good start, but slapstick humor hasn't been part o' the obsidian repertoire in the past. HA! Good Fun! ps am not thinking we ever saw mazzy as included in particular beloved joinable npc lists. part o' the problem bioware identified regarding mazzy were she were not as easily attainable as most o' the other bg2 joinables and so many bg2 players already had established parties by the time the came 'pon her. were a no room at the inn issue. should be a lesson for obsidian.
  21. kinda a bump big day for the browns http://www.espn.com/nfl/story/_/id/22705144/cleveland-browns-trading-two-draft-picks-miami-dolphins-wide-receiver-jarvis-landry http://www.espn.com/nfl/story/_/id/22706211/cleveland-browns-get-tyrod-taylor-trade-buffalo-bills get tyrod taylor and jarvis landry, and they still have the number one and number four picks in the first round o' the upcoming draft. HA! Good Fun!
  22. dunno. is the reality actual better? robin is a fully developed character, and a few robins has been at least as intriguing as batman. sidekicks is the companions who weren't good enough to make it as companions. deadfire sidekicks is the dross. is the recrement leftovers from obsidian's companion process, recycled and given new life as something... less. at best, sidekicks is companion failures. at worst, they is the bastard children o' a hundred maniacs. although to be fair, is not as if there is 100 poe writers, so using the movie reference is a bit hyperbolic. HA! Good Fun!
  23. That took awhile in the first game. Fortunately I was somehow aware of that problem and plotted my head canon around it. dunno. first inn is on second world map location following the tutorial... which makes it darn early. however, we will note how being able to afford more than a single poe hireling 'pon reaching the first inn were prohibitive. also, the experience penalty for hirelings is curious; am encouraged to acquire hirelings asap so as to keep penalty small as possible, but lagging a single level is most significant at low levels. the difference in powha o' a 3rd level whatever v. a 4th level whatever is typical greater than the difference 'tween a 10th level character and one who has attained 11th level. even so, we never found the hireling situation to be particular cumbersome, and clear not too temporal remote. however, for folks wanting to go full hireling party, such were not practical possible 'pon reaching the first inn save through cheats n' such. HA! Good Fun! ps as for companions becoming available, one wonders how obsidian measures time... and am gonna note how for a game which could last tens o' hours, "first third" could be disheartening. saw more than a few folks with +60 hours for a poe run. so potential +20 hours before getting access to all companions? am not certain such a time frame is encouraging.
  24. https://www.wsj.com/articles/martin-shkreli-sentenced-to-seven-years-in-prison-1520621915 and for those blocked http://money.cnn.com/2018/03/09/news/martin-shkreli-sentencing/index.html perhaps the saddest part o' the story is how much a small fry is martin. in the larger scheme o' what is happening with pharmaceutical companies such as marathon and valeant, martin is an insignificant nobody. martin is hardly a scapegoat, but he is a token sacrifice. HA! Good Fun!
  25. there is indeed obstruction on the books in ca, but obvious this would be a Fed obstruction issue, no? doesn't matter if is CA. were the defendant (mayor) resorting to an act of murder, bribery, intimidation, threats or actual use o' force 'gainst witnesses, court officials or law enforcement? were the defendant misleading law enforcement through scheme or untruth? the obvious stuff for obstruction ain't present. we can find such stuff insofar as trump possible obstructing the russia investigation, but were no coercion or misleading by the mayor in the present case. no doubt the doj is gonna attempt to look for a way to prosecute, but is actual not obvious to Gromnir from a reading o' 18 u.s. code chapter 73 how best to charge the mayor. if the mayor were a lending institution, then warning persons the target o' a subpoena or investigation would be obstruction, but such is not the case in the current scenario. however, am no longer doing criminal law, and have not been part o' a fed obstruction case for almost two decades, so am hardly an expert 'pon such matters. nevertheless, do a read o' 18 u.s. code chapter 73 if you is genuine curious. make sure to read the whole thing too as folks can imagine all kinda stuff into documents and laws n' such if they parse and analogize and whatnot. HA! Good Fun! ps btw, am only speaking as to obstruction. pps read malcador's link. kinda odd reading 18 u.s. code § 3. is 4 case law elements for accessory after the fact: felony, knowledge o' the felony, knowledge o' the felon's identity and misleading by defendant. gonna be a tough slog for accessory after the fact.
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