{"data":{"items":[{"id":"c58ed172-8d2d-4a57-a6be-12021ac3587c","excerpt":"Just don't bother making collabs at this point. — Cool if you like this collab but I think its shit and overpriced af. \n\nThere is no consumer choice here. If I wanted to buy 1 single skin + backbling + pickaxe = 2,800. If I include the emote it conveniently comes out to 3,200. You're essentially paying full price regar","url":"https://www.reddit.com/r/FortniteBR/comments/1pq889k/just_dont_bother_making_collabs_at_this_point/","role":"pricing","weight":1.6884565,"occurredAt":"2025-12-19T01:26:15.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"FortniteBR","intent":"pricing_complaint","painScore":0.9187006,"sentiment":-1,"confidence":0.88,"matchedPatterns":["i_hate","terrible","too_expensive"],"statement":"I hate how pets are still scummily doing permanent customizations, and are overpriced.","title":"Just don't bother making collabs at this point.","body":"Cool if you like this collab but I think its shit and overpriced af. \n\nThere is no consumer choice here. If I wanted to buy 1 single skin + backbling + pickaxe = 2,800. If I include the emote it conveniently comes out to 3,200. You're essentially paying full price regardless. With the bundle you get 9 other skins that you probably dont care for.\n\nAlso they just had to make a car collab for Wizards and Witches? Lmao thanks im so happy we get another 2,800 vbuck car + 400vbucks for the wheel instead of a singular 800-1,200 vbuck Broom glider.\n\nAlso the owl being a plush is so fucking lazy. Im actually so sick of them. They could have put in some actual effort and made it an actual animated owl just like the Morai Backbling from Ahsoka. \n\nEverything now in this game is just fucking consumer slop. Its so expensive and so lazy. Its progressively just Epic pushing the boundaries of what they can get away with and im just stuck watching this game going through the enshittification process. \n\nI hate how expensive cars are. \nI hate how pets are still scummily doing permanent customizations, and are overpriced.\nI hate how they refuse to make new bundles for old sets e.g Blinky and Glimmer which are both currently in shop. \nI hate how they refuse to return bundles for original skins like Froststorm Bomber and only bring back pieces of the set individually over random time periods, and they do this for nearly all the Original skins. \nI hate how every bundle now costs 3k and above.\nI hate the entire Battle ready portion of the shop as its just random garbage.\nI hate how they treat all Lobby Tracks as if they are in limbo and refuse to bring back any bundles that contain them. \nI hate how skins are still being priced at 1,500 for no backbling. \nI hate how the new emotes are so short or terrible and are priced at 500 regardless.\nI think licensed kicks are ripoffs that no one should buy / same for any pet. \nI hate how Crew packs are terrible now.\nI hate how we have to play multiple ranked modes now in order to unlock rewards.\nI hate how Winterfest log cabin no longer stacks gifts anymore so if you miss more than 4 days you wont unlock everything.\n\nThis game feels like a fucking chore. Im done. \n\nFrom what I can tell it's just gonna be worse. Hope yall are ready for another section of the shop to have stuff locked behind an XP wall again. And ofc just like Darth Jar Jar you'll be expected to purchase everything individually! Have fun. \n\n\n","offTopic":true},{"id":"016c05d5-962e-43d1-ab4d-06c04d2da10d","excerpt":"Posting my duskthoughts.  — I had a great time with it, but not really until the end once I'd figured out what kind of game I was dealing with. **It's a PvPvE Roguelike** and a fresh as hell take on the genre.\n\nIt feels just like Nightreign's loop in a good way. Learning good routing and map layout is going to be param","url":"https://www.reddit.com/r/TheDuskbloods/comments/1vv6r0w/posting_my_duskthoughts/","role":"pain","weight":1.3023608,"occurredAt":"2026-08-22T08:28:11.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"TheDuskbloods","intent":"problem_report","painScore":0.48,"sentiment":0.0989011,"confidence":0.8799735,"matchedPatterns":["terrible","frustrating","waste_of_time"],"statement":"I probably should have read the tutorials closer, but that brings me to my next point; **the tutorial was absolutely awful**.","title":"Posting my duskthoughts. ","body":"I had a great time with it, but not really until the end once I'd figured out what kind of game I was dealing with. **It's a PvPvE Roguelike** and a fresh as hell take on the genre.\n\nIt feels just like Nightreign's loop in a good way. Learning good routing and map layout is going to be paramount to success in this game. Maybe even moreso than strict \"gid-gud\" PvP skill.\n\n**I think this game has a lower general skill ceiling for pure mechanical skill.** Being a grandmaster PvP duelist/invader in past souls games is going to help you a lot, but not as much as you probably want it to. There's definitely some melee \"aim-assist\" systems going on that are *probably* the biggest netcode optimization they could have come up with under the circumstances.\n\nYou're going to need to keep track of things like where everyone is on the map, what goals they're trying to accomplish in their limited time, who might make a good ally, whether or not to answer the call to a PvE event, and more. **You'll also need to be able to make a long term plan *and* be able to change it at a moment's notice.**\n\nThe random events can be a bit intense. I like that adaptability is a learnable skill, but I also know that this is definitely a game where **you can just get absolutely bad-lucked into oblivion.** Other times, the random events were just terribly annoying. More than once I had the random event of a magnet storm, where **players positions were all randomized several times during the match.** It just felt like an irritating loading screen forced into the match several times coupled with not being able to really make any kind of plan happen knowing that my position would be swapped with someone else's. One match it happened once, another match it happened three times in a row. It left me no opportunity to get my bearings to actually get anything meaningful done. I think that kind of event is *great* for people who want to memorize the entire map and can gain value anywhere, but *really annoying* for the rest of us. Skill issue I'm sure, but it was still very annoying.\n\nI also had a really hard time finding an NPC companion in a lot of instances. Sometimes the entire match I'd not be able to find a summoning circle thing. Skill issue again I'm sure, but not being able to find one really made me feel out-matched in PvP engagements. Skill issue again I'm sure, but I think I'd prefer to just be given an option of two of them at the very start of the match or to decline one if I'd prefer not to have one. **Picking up EXP orbs for your companions awards the EXP to you if you don't have one**, so I know that going it alone might be a perfectly viable strategy to level up faster for a late game snowball. I didn't experiment enough to know for sure, but I know that a lot of people *hate* using summoned NPC helpers.\n\n**There's a lot of catch up mechanics, but I don't know if they're in the right places.** The game is very generous to you if you're falling behind, like giving you an attack bonus against players with a higher score than you. This felt a little off to me. It makes it so that the players at the bottom have the biggest say in who among the top gets to stay, but don't exactly get any immediate benefits to themselves. I feel like the catch up mechanics should gravitate more towards giving low-scoring players more opportunities to catch up. How cool would it be if a devil appeared (Equilibrious Beast cameo?) and offered the lowest scoring player a quest to assassinate someone, or offer them a pile of virtue if they can find a hidden enemy at the risk of losing something, or double the virtue gain they get in the final round at the cost of half their health. Some pathway to victory that isn't just a \"hehe you can fuck over MVP player and ONLY those players\" bonkstick. It sucks for the top players because they can lose from the catch up tools, but the lowest players still lose because the catch up tools didn't actually help *them* get any closer to winning.\n\nThis probably won't come as a surprise, but **I found the rituals very confusing**. I took damage for leaving rituals I hadn't even known I was apart of, and I couldn't really understand the difference between the red/gold stones and the red/gold rituals. I probably should have read the tutorials closer, but that brings me to my next point; **the tutorial was absolutely awful**. The popups were absolutely incessant. Just like the Elden Ring ones. But this is a game with many moving parts and if there's even just a couple parts you don't understand it can really screw up your game. This is one of those games I think that is going to have a lot of posts in the future saying \"I've been playing Duskbloods for 500 hours and I didn't know about [very basic feature]\". It's paced very terribly. I'm introduced to an enemy across a gap that's shooting at me. It gives me a popup about blocking. Then as soon as I have control again it gives me another popup about my own ranged attack. Then a moment after closing that one I have another popup telling me about air dashes. I'm still looking at this same idiot enemy 10 seconds later and I'm losing interest in the game. Then you're tossed into a fight you're not going to win and sours the mood even more. I struggled to get through it. One of the worst tutorials they've made yet.\n\nI only had some minor network performance issues. My game crashed on the main menu once, but that's not terribly alarming. There was also a Lady of the Bog boss (a bigger than usual one with a unique name) that I couldn't tell if it was having a ton of glitches or if it had an invisibility attack. It was infuriating to fight because it would vanish out of nowhere. It wasn't a good effect, because I couldn't tell if it was invisible or if it had tethered back to it's spawn point or something. It looked like a glitch. It could have been poor visuals or bad lag, but it felt wrong.\n\nAs for performance... I'm hoping that will get better. I had a lot of frame dips and for a fast action game like this (let alone a PvP one) I'd prefer good performance over the best visuals. As for the visuals... I love the art design and I'm excited to see the other maps and characters. I'm not blown away by the performance at all though. I hesitate to call it outright bad, because the Switch 2 is a tiny device and I'm used to PC games so I know it's a different scale of machine. But I'd rather they have done a more stylized art style if it meant better visuals than the largely realistic look they're known for. Either way, I'm sure the final product will be an improvement and it wasn't enough to make me not enjoy myself.\n\n**I felt like the sigil of an old friend sort of deincentivized co-op.** I was maining Zork, and I'm always a big fan of jolly co-op, even in PvP situations. I love that I can make allies on the fly and that little politics can form. At first I thought it was perfect that Zork's sigil is co-op focused, but I found myself declining alliances because I was waiting to find my comrade. Sometimes I'd go the whole match without even knowing who it was. I only ever found them twice, and only made a successful alliance once (which would end with them being culled shortly after). With the assassination sigil, it was very easy to find my opponent because I started with a scent-tracking item or something.\n\n**I really like the 1v1v1 at the end.** I'm glad it's not the only final event that can happen, but I'm also glad it's not a 1v1. The final challenge doesn't just boil down to who has the better build or who has 10,000 hours in Elden Ring dueling. It goes to who rolls with the chaos the best. I think 2v1 situations will become a problem, but learning how to deal with them will be extremely rewarding. I also think that people will come to realize that 2v1 is a poor strategy. When one opponent is whaling on the other, you should just let them. Take the opportunity to kill the companions, strengthen your position while they weaken theirs, heal up, then third party them right when it suits you best. That's how I kept winning mine once I got going.\n\n**My favorite moment was wedding-crashing.** I'd been struggling to find a companion summoning circle and getting stressed about wasting time when I spotted one. Sadly, another player was between me and it and she wasn't about to let me get one. At the meantime, another player I'd scrapped with earlier came in and proposed to her. I was watching the two enemies I'd made become a team. I made a sprint for the summoning circle, got my companion and braced myself for a fight. With a bit of clever jetpacking and missile barraging, I was able to win my first 1v2 against the newlyweds. They didn't make it to the final round which would have made a better story. That's around when the game started to click for me.\n\n**I thought it was odd that there didn't seem to be an gestures page.** Maybe I didn't look hard enough, maybe it was just disabled for the playtest, or maybe there isn't one as an attempt to keep the game less toxic? It seems like a strange omission, but I can see this game attracting a VERY toxic community.\n\n**I went from hyped, to very unoptimistic in my first few matches, to wishing I could play a few more by the end.** I'm excited to play again tomorrow. It's not perfect and I hope they keep a close eye on balancing. I *like* that its kinda Mario Partyish with a lot of chaos and wrenches thrown everywhere, but I know it's going to be a sweat fest before long. I'm hoping finding balanced matches is easy.","offTopic":true},{"id":"d3f27986-38fd-47b0-97d1-855c01121d9a","excerpt":"CIG: when are you going to deliver the best damn space game ever? — I joined SC in 2020 and thought about those six years. My question to CIG is when are you going to deliver the best damn space game ever?\n\n\\--------\n\nCIG have surpased 1B in funding (but unlike previous funding milestones there was no celebration). CIG","url":"https://www.reddit.com/r/starcitizen/comments/1vv9u6n/cig_when_are_you_going_to_deliver_the_best_damn/","role":"pain","weight":1.2918766,"occurredAt":"2026-08-22T11:23:01.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"starcitizen","intent":"feature_request","painScore":0.50557023,"sentiment":-0.25373134,"confidence":0.8580646,"matchedPatterns":["terrible","doesnt_work","missing_feature","still_cannot","workaround","manual_process"],"statement":"There is still no ingame selling of your ship.","title":"CIG: when are you going to deliver the best damn space game ever?","body":"I joined SC in 2020 and thought about those six years. My question to CIG is when are you going to deliver the best damn space game ever?\n\n\\--------\n\nCIG have surpased 1B in funding (but unlike previous funding milestones there was no celebration). CIG had to get an external investor in now owns a portion of the company and can pull out before the end of September. Theatres of War was cancelled. Distribution centres were introduced but only half delivered and then forgotten. New locations were added that were more rehashed content from ToW and are broken as well now. The promised Jesus tech (server meshing) did not improve the experience. Most of the devs working on Server Meshing left as soon as it was released. The gameplay has degressed because much didn't make the transfer when they introduced server meshing.\n\nMaster Modes was introduced as a means to slow down combat and give the server some breathing space. It did not end well and many players left SC because of the changes to the flight model. A new flight model has been in development for over a year now that is supposed to improve MM but we haven't heard anything at all about it. Balancing is all over the place: one patch one weapon is surpreme and the others aren't, then it changes completely the next patch.\n\nArmor was supposed to be another Jesus tech that would fix everything but it's just been an extra health bar with arbitary chosen numbers. We are now in a state where a medium fighter can't damage a heavy fighter. The promised customisable MFDs in the ship are bugged and reset every time.\n\nInventory has become an even more cumbersome system than before and the promised improvement of the UI is worse than before. The map works 30% of the time and even with workarounds stops working frequently.\n\nCIG spend more than a year on engineering that would revolutionise the game play only to quickly forgot about it. LAMP (night vision for ships) was asked for, for many years and has been introduced to a couple of ships but then forgotten about as some ships are too difficult to implement. Promised rework of ships didn't happen (600i) and CIG got fed up with all the questions about it (it was only 3 years ago since announced) that they said the ship is flyable so there are no plans to do anything about it.\n\nConcept ships of old have been introduced in a very different state: the Apollo was supposed to have drones but that was dropped and they grew a lot in size likely as a way to sell another ship that is basically an Apollo with cargo (Hermes). The Reclaimer lost its claw and the drones are still not operational. The Carrack is still missing more than half of its gameplay. Exploration ships have no use anymore because there is no exploration planned. The work in progress images of the Galaxy show a copy paste of the Perseus. CIG artificially blocks entry into ships to encourage players to get another ship. There is still no ingame selling of your ship. The customisation tools that were shown off for player made liveries and paint are still not in the game.\n\nNew ships are delivered without the latest tech and are often broken. Testing in the PTU prior to release to Live was stopped. Only with the newest released this has finally been reversed.\n\nCrafting was introduced but it's buggy and a time sink for a couple of percentage improvement. Materials are difficult to get and before you even start you need to find blue prints. There is Wikelo (alien) that gives you missions but to return the items he requires you to use the cargo elevator that breaks many times causing you to lose everything. Mining is now supporting crafting but somehow CIG didn't think it was tedious enough and decided to not only do you need to find specific materials they also all need to be the same quality. So you can end up with an inventory of iron but each has a different quality (first it was 1 - 1000 now it's 5 - 10 grades). You cannot refine the materials into one quality. And if you go mining and return and don't follow the workarounds correctly you will lose all your material and have to redo.\n\nRefueling was forgotten about for years. It's now back on the table but delivered in a poor state: certain AI ships cannot dock with your Starfarer no matter what you try. The refuel interface looks OK at first until you start using it and notice the lack of quality and details on the screen.\n\nFPS is probably the best developed system right now but still frequently reloading doesn't work, you can't self heal or you lose the item because the server lost track of your character. AI is sometimes like an aimbot and other times they just stand around like you're on a shooting range with target practise. The repeating lines are tiresome.\n\nBefore Pyro was introduced it was shown that NPC communicate with you and you can do quests but none of that exists.\n\nOld bugs from years ago resurface every other patch. Q&A is non existent anymore as most lost their job. CIG has no longer the confidence to deliver fixes in patches and everything is tentative. Their quality control is bad: for example this year the Idris broke the servers because they put the wrong version in the game. The selected EVO testers are mostly ignored as well and CIG went over to sell access to the early access of the early access through a wave system. Many senior devs left. CIG is spreading their wings to China and North Africa in an attempt to find new customers. The orgs of old are mostly ghost towns now as the game is too broken for too long. They hired the most popular streamer to work for them - the first time he was on camera he was a changed man - he is no longer the Jolly Ollie.\n\nIn the latest SCL (Star Citizen Live) CIG (Jared) demonstrated to the world that they lied to their customers for years - their codebase can't deliver even under perfect circumstances. On top of that the devs do not like each other and make fun of the customers buying the expensive armors, weapons and ships. SQ404 is still no where to be seen. The direction of the game changed from being the best space game ever to a poor imitation of Call of Duty. The missions are basic if they even work and lore doesn't matter at all anymore. The promise of 100 systems has been reduced to 5 with 3 available in game varying from OK (Stanton) to incomplete (Pyro) to less than alpha mode (Nyx).\n\nFeatures once promised have not been delivered and space stations and locations are copy paste efforts. Cargo elevators were introduced but the dev left after delivering and no one else seem to know how to fix them resulting in that they are always broken despite the CTO claiming that there is a strike team active. CIG was once completely against instancing but now they realise that it may be the only solution but it's broken. Hangars have changed but they haven't made the effort to scale the game to the increased player count resulting in long waiting times still because each location only has a handful of hangars - most are not in use. These hangars also break frequently and ships are eaten when you spawn them unless you're lucky and use one of the many workarounds. There is now a VR mode again but it's mostly one dev developing it - if they leave it may end up like another cargo elevator situation.\n\nThe clean-up mode works either too aggressively - unloading a Hull B with an external elevator can purple your ship or not at all (all the wrecks spread around Pyro).\n\nThe FOMO methods have increased, SQ404 has been removed from customer's buybacks without notice, they sold bombs, weapons racks and other stuff as P2W items. They promised to do better then ignored everyone again half a year later. The promised weekly updates that customers are funding through subscriptions have not been delivered. CIG bans any customers that is critical on Spectrum or in game by handing out 10 years bans. CIG have released a new concept of a 5K ship that will never function in the current game. The concept was not even complete and to get a chance of getting one, customers had to write an essay and then still fight in the F5 war on their website because of the limited stock.\n\nSQ404 is supposed to be released later this year but CIG uses the excuse of GTA6 to possibly delay it again. What many customers don't realise is that a large portion of the money they spent on the webstore is not used to develop the PU but instead is transfered to SQ404 and if they want to play that game they will have to buy it even though they helped funding it.\n\nSo after all that: when are things getting better? Or should I consider SC as a write-off?","offTopic":true},{"id":"8b78edf1-23ec-4bc5-ae9a-90ac66bf854c","excerpt":"The Q & A Interview was painful to watch — Edit - Good god. I refreshed the page when it was at 70 votes, 51 minutes old. Maybe 20 mins later... 550 votes???\n\nI'm glad that this post I threw together on a Sunday morning speaks for so many of us. I love this game and I want to continue enjoying it. Anyway, I won't make ","url":"https://www.reddit.com/r/Helldivers/comments/1ps4xqh/the_q_a_interview_was_painful_to_watch/","role":"request","weight":1.260875,"occurredAt":"2025-12-21T11:59:19.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"Helldivers","intent":"feature_request","painScore":0.31,"sentiment":0.3846154,"confidence":0.9625,"matchedPatterns":["terrible","still_cannot","praise"],"statement":"2 - We have a Stim Gun, that even though it isn't very powerful, we still can't heal ourselves with it.","title":"The Q & A Interview was painful to watch","body":"Edit - Good god. I refreshed the page when it was at 70 votes, 51 minutes old. Maybe 20 mins later... 550 votes???\n\nI'm glad that this post I threw together on a Sunday morning speaks for so many of us. I love this game and I want to continue enjoying it. Anyway, I won't make this edit too long.\n\nAlso, as much as I'd like to be able to reply to all of you, I just can't do it Captain! I don't have the power!!\n\n*(Star Trek TOG reference \\[And Ace Ventura, which is a hilarious movie\\])*\n\nOne final thing before the rest of the post. At this point, I think Arrow needs to appoint someone to be their community ambassador of sorts if they ever intend on communicating with the players with the design direction for the game. It is clear they don't play it, so much as they develop it. And that disconnect shows. But this requires them to be willing to adapt to what the game has become.\n\nSwitching the Leviathan's guns to beam weapons is by far the best example of the sort of back and forth communication that's needed. I was so happy when Nik said \"So we did!\" in the update video for that. After all that being instantly deleted suffering.\n\n\\-------\n\n*Warning, long list ahead. But still a shortened version lol. Numbered for discussion purposes.*\n\n**So, the flag increasing the fighting spirit of our Helldivers is space magic, but a warp pack isn't.**\n\n1 - We have impalers on the bug front who can extend their multiple tentacles dozens of feet underground to reach its target.\n\n2 - We have a Stim Gun, that even though it isn't very powerful, we still can't heal ourselves with it.\n\n3 - We have suppressed weapons that have the same detection range as all of the other weapons, with no benefits, despite that the weapons with the suppressor have a tag that says so.\n\n4 - We have bleed damage that \\*will\\* kill you in seconds.\n\n5 - The explosion radius of our bombs is vertical and not circular. Allowing enemies to survive direct 500kg hits.  This also applies to the Ultimatum.\n\n6 - For a while there, we were given a flying enemy who had wings that meant nothing if you destroyed them, even though the release video for the update said that the wings were the weakspot. This enemy's bile attack also has no correlation with its vfx (Visual effects). This is the Dragonroach for those unfamiliar\n\n7- To this day, we have a wildly different experience fighting the enemies as the client than the host does. If you ever want to experience this yourself, join a game on Bugs D10, fight the bugs for a while, then have someone kick you. You will immediately notice the difference when you are switched to being the host. If you were around before they reworked Rupture Strain, and you were host, you knew about this.\n\n8- Speaking of rupture strain, we still have burrowing enemies that can travel underground faster than you can sprint above it.\n\n9- We can't reload our teammates' weapons from their own backpack.\n\n10 - We can't carry more than a few clips for our most basic weapons, unless we choose a special perk.\n\n11 - We can't land on any tall rock or structure to gain a height advantage. And if you somehow manage it, the enemies will magically teleport to you.\n\n12 - We can't use melee without extreme risk to ourselves and guaranteeing losing stims fast, and yet they still nerf melee just because you could kill a charger with it if you were careful enough and it was alone.\n\n13 - Enemies still don't care about being on fire.\n\n14 - Our divers still spend half a second chilling on the ground after recovering from being ragdolled\n\n15- And finally, the developers claim they don't want one weapon to outshine all of the others, and yet something like the Eruptor still exists. I've tried using other weapons in its place, I've tried finding different loadouts that would compete with it, but I found nothing that destroyed everything like that gun does.\n\nHeck, I've spent so much time using it, I know how to shoot it within a couple of meters to kill an enemy, and basically never kill myself. I don't enjoy how that gun makes all of the others feel inadequate. But all of you still reading at this point know what arrowhead would do, right? Nerf the Eruptor of course.\n\n***But a flag that increases the fighting spirit of our fanatical Helldivers? Space Magic!***\n\n\\-----\n\nLast night, after painstakingly clearing a flag on spread democracy and feeling like I was about to accomplish the goal and have that nice music play with all the dead enemies around me, a single hunter hit me once in the chest.\n\nI killed him and I still had half health, but because he made me bleed, within 5 seconds I was dead on the ground because there was no way I could have called in a resupply quick enough or grabbed my supply pack which was 40 meters away.\n\nI just stood there and watched myself bleed out and collapse before I left the game. That was when I decided, I don't find this fun anymore. They've made too many changes to make it less fun, and there are other games out there.\n\n\\------\n\nAnd as pointless as it might be to say this, I'm still gonna throw it out there. All of my criticisms come from a place of loving the game and really disliking the parts where it shouldn't be the way it is and it should be more fun than it is. I don't like the way arrow consistently make decisions that nerf the players good time. They appear to want a small group of players who enjoy playing their grunt fantasy rather than taking advantage of the fact that their game has become a global smash hit\n\nThe best example of nerfing fun comes from them having disabled the adreno defibrillator's ability to keep you alive as long as you're inside a Mech. That did not affect game balance, mechs are fragile with limited ammo. Arrow just removed it because people enjoyed it. I'm convinced of that.\n\n*(Because they've shown a consistent pattern of removing things from the game they didn't intend, that don't or barely affect the game balance, and that the players enjoy using. If similiarly something the enemies have \\[or that's wrong with our equipment\\] gives them an unfair advantage, it takes MUCH longer to see a fix, if said fix happens at all. Case in point the delay to recovering from Ragdoll \\[no. 14\\], implemented to hotfix the wormdiver bug.)*\n\nI'm sure I'll be back at some point, this game always manages to drag me back before I again get tired of all the anti fun decisions the devs make.\n\n\\-----\n\nFinal edit/thoughts:  I have probably hours and hours of footage saved from the game. For now I'm going to settle into occasionally making videos for the sub (when not playing other games) showcasing what the different weapons can do etc, for example the default frag grenade is actually amazing. And I plan on making a video showing that at some point. The eruptor too deserves a guide video for all the excellent uses it has. So, until next time.\n\n\\-----\n\nPeace.","offTopic":false},{"id":"5bbc8cd9-ae3d-4955-aa68-7d97dabf1216","excerpt":"Overwatch Retail Patch Notes June 25, 2026 — *This update was brought to you by PatchRadar.*\n\n#### Hotfix Update\n\nThis is a hotfix containing gameplay updates and bug fixes. Replay codes from the June 16 patch are still available.\n\n\n\n\n\n#### Hero Updates\n\n##### Shion\n\n\n\n\n\nExecution\n\n- Projectile size reduced from 0.17 t","url":"https://www.reddit.com/r/Overwatch/comments/1ufnfrb/overwatch_retail_patch_notes_june_25_2026/","role":"demand","weight":1.2467778,"occurredAt":"2026-06-25T21:40:05.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"Overwatch","intent":"tool_discovery","painScore":0.6333333,"sentiment":-0.8333333,"confidence":0.7633333,"matchedPatterns":["looking_for","frustrating"],"statement":"We'll continue to monitor some of the more frustrating powers and items and make adjustments as necessary.","title":"Overwatch Retail Patch Notes June 25, 2026","body":"*This update was brought to you by PatchRadar.*\n\n#### Hotfix Update\n\nThis is a hotfix containing gameplay updates and bug fixes. Replay codes from the June 16 patch are still available.\n\n\n\n\n\n#### Hero Updates\n\n##### Shion\n\n\n\n\n\nExecution\n\n- Projectile size reduced from 0.17 to 0.07.\n- Recovery time increased from 0 to 0.4s.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#### Stadium Updates\n\nFollowing the recent sweeping Stadium changes, we've been keeping a close eye on the performance of all heroes, their powers, and items. We're tuning down some early overperformers while buffing some of the underperforming new powers to help them find a clearer niche. We'll continue to monitor some of the more frustrating powers and items and make adjustments as necessary.\n\n\n\nGeneral\n\nThree Tap Tommygun\n\n- Cost increased to 10500 (Up from 10000).\n\nSalvaged Slugs\n\n- Ammo Restore Chance increased to 60% (Up from 50%).\n- Healing increased to 20% (Up from 15%).\n\n\n\n\n\n\n\n#### Tank\n\n##### Hazard\n\n\n\nJuiced\n\n- Radius reduced to 8m (Down from 12m).\n- Heal reduced to 20% of your Max Life (Down from 30%).\n\nBonerot\n\n- Damage increased to 60 (Up from 50)\n\nTwin Fang\n\n- Bonus Damage increased to 75% (Down from 50%).\n\n\n\n\n\n\n\n##### Orisa\n\n\n\nCritical Charger\n\n- Critical Damage increased to 75% (Up from 50%).\n\nOR-15 Escalator\n\n- Max Weapon Power based on Heat increased to 40% (Up from 30%).\n\n\n\n\n\n\n\n##### Zarya\n\n\n\nVolskaya Vortex\n\n- Damage reduced to 60 (Down from 80).\n\n\n\n\n\n\n\n\n\n#### Damage\n\n##### Freja\n\n\n\nSo Cooked\n\n- Linger duration reduced to 2s (Down from 3s).\n\n\n\n\n\n\n\n##### Genji\n\n\n\nIaido Strike\n\n- Damage increased to 75% (Up from 50%).\n\nDragon Strike\n\n- Bonus Damage reduced to 100% (Down from 120%).\n- Wind up is now 50% faster.\n\n\n\n\n\n\n\n##### Mei\n\n\n\nDeep Chills\n\n- Freeze Duration reduced to 0.65s (Down from 0.75s).\n\n\n\n\n\n\n\n##### Reaper\n\n\n\nHellshroud\n\n- Duration reduced to 2s (Down from 3s).\n- Damage reduced to 20% of Max Life (Down from 25%).\n- Slow and Attack Speed Slow reduced to 20% (Down from 30%).\n\n\n\n\n\n\n\n##### Sojourn\n\n\n\nCurrency gained from damage and healing increased by 11.1%.\n\n\n\n\n\n\n\n##### Torbjörn\n\n\n\nTurriplets\n\n- Attack Speed reduced to 65% (Down from 75%).\n\n\n\n\n\n\n\n##### Vendetta\n\n\n\nOverloaded Strike\n\n- Damage reduced to 25% increased (Down from 50%).\n\nApex Bloodlust\n\n- Cooldown Reduction per Onslaught stack reduced to 3% (Down from 5%).\n\n\n\n\n\n\n\n\n\n#### Support\n\n##### Ana\n\n\n\nDream Field\n\n- Healing per 1s increased to 15% of your Max Life (Up from 10%).\n\n\n\n\n\n\n\n##### Juno\n\n\n\nBlink Boosts\n\n- Cooldown reduction reduced to 30% (Down from 50%).\n\nFission Chamber\n\n- Shots per second increased to 22 (Up from 20).\n\n\n\n\n\n\n\n##### Lúcio\n\n\n\nReverb\n\n- Reduced effectiveness increased to 50% reduced (Up from 60% reduced).\n\n\n\n\n\n\n\n##### Moira\n\n\n\nRemote Reciprocity\n\n- Duration increased to 5s (Up from 3s).\n\nOrbsplosion\n\n- Damage up to 30% (Up from 25%).\n- Healing up to 45% (Up from 35%).\n\nAlternative Energy\n\n- Buff duration now resets upon gaining additional stacks.\n\n\n\n\n\n\n\n\n\n#### Bug Fixes\n\nGeneral\n\n- In a previous update, fixed a bug that resulted in Ashe's Take Aim damage falling off too quickly.\n\n\n\n\n\nStadium\n\n- Fixed a bug where Reaper's Wall of Life and Death Power would not heal allies if they were not within range upon initial cast.\n- Fixed a bug where casting Dragonblade while Deflecting with Dragon's Breath and Iaido Strike Powers equipped would not properly trigger Dragon's Breath.\n- Fixed a bug with Ashe's Calamity Power that allowed players to acquire more ammo than intended.\n- Fixed a bug with Moira's Chain Grasp Power where Biotic Grasp would only chain to 1 additional target.\n- Fixed a bug where D.Va's Dae-Hyun Detonator Hero Item would not grant 15% starting Ultimate Charge.\n- Fixed a bug where Mei's Ice Sheet Hero Item was not granting the correct stats.\n- Fixed a bug where Ana's Cluster Core Item was not granting Ability Power.\n- Fixed a bug where Soldier: 76's Rapid Response Radius Item did not increase Biotic Field's duration.\n- Fixed a bug where Kiriko's Good Fortune Power did not work with Projectile Speed.\n- Fixed a bug where Biotic Bullseye's effect would trigger off Three Tap Tommygun's DOT.\n- Fixed a bug where Exo Springs still counted as a Gadget for certain items.\n- Fixed a bug where Wuyang's Waveshatter didn't affect Splash Strike's damage.\n- Fixed a bug where Genji's Dragon Strike would prevent Dragon Blade's Ultimate VO to play.\n- Fixed a bug where Genji's Cybernetic Speed Power granted less Attack Speed than intended.\n- Fixed a bug where Reinhardt's Iron Drift did not properly knock back enemies when cancelling Charge.\n- Fixed a bug where Wuyang's Current Confluence would heal allies for less than intended.\n- Fixed a bug where using Gadgets on D.Va would not trigger certain Item effects.\n- Fixed a bug where combining Necrotic Repellant and Repulsion Greaves would cause Repulsion Greave's knockback effect to also hinder.\n- Fixed a bug where Moira's Spectral Beam power would shorten Coalescence Duration if used in quick succession.\n\n**Original Source:** [Link](https://overwatch.blizzard.com/en-us/news/patch-notes/live/2026/06/#patch-2026-06-25)\n\n*Looking for a simple way to keep track of news like this? PatchRadar is a free mobile app that keeps you in the loop with patch notes, news, upcoming releases and more. For more information, see my profile page. :)*","offTopic":true},{"id":"e2e3bdba-5202-430c-8608-1a94e1239495","excerpt":"My thoughts on the state of this Subreddit vs Bloodlines 2. — There’s a lot of derpshit commentary around Bloodlines 2, so I wanted to get my thoughts down properly.\n\nThe main issue I take is with the overwhelming number of comments that basically tell people to \"shut up\" whenever they mention Bloodlines 2.\n\nMy friends","url":"https://www.reddit.com/r/vtmb/comments/1ter1aj/my_thoughts_on_the_state_of_this_subreddit_vs/","role":"pain","weight":1.191019,"occurredAt":"2026-05-16T11:28:41.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"vtmb","intent":"problem_report","painScore":0.44658184,"sentiment":0.04,"confidence":0.8233333,"matchedPatterns":["frustrating","workaround"],"statement":"Yes, there are workarounds.","title":"My thoughts on the state of this Subreddit vs Bloodlines 2.","body":"There’s a lot of derpshit commentary around Bloodlines 2, so I wanted to get my thoughts down properly.\n\nThe main issue I take is with the overwhelming number of comments that basically tell people to \"shut up\" whenever they mention Bloodlines 2.\n\nMy friends, this is reddit, people talk about stuff - unless you're a mod you don't get to tell people what they can and can't say - and frankly it's you that needs to STFU anyway.\n\n\\---\n\nNow I'm not a pure Bloodlines 2 glazer, someone that spends their time modding the game understands it has flaws and pratfalls, there's an itch inside me that wants to try and transform Bloodlines 2 into an experience that's worth having - but it's INSANELY frustrating to see the sheer amount of false claims and incompetency of intelligence that happen in this sub.\n\n# First: I completely understand being disappointed in Bloodlines 2.\n\nIt was a baffling decision to keep the “Bloodlines 2” name after the HSL version collapsed. The Chinese Room stepped forward with \"an idea\" but were effectively handed the ashes of a failed project and told to reuse, reconstruct, and ship something under a title that came with twenty years of expectation attached to it. Paradox made them keep the name, and that decision has poisoned a lot of the conversation around the game.\n\nSo yes: Bloodlines 2 is **not** a true sequel to Bloodlines 1 - even by the games own creation.\n\nAnd yeah - mechanically/narratively it does not scratch the same itch. It does not recreate the same rich-rpg with crappy combat experience, instead playing more like a \"squint and it looks a bit like Dishonored\" brawler.   \n  \nAnd honestly, after twenty years of new TTRPG editions, vampire media, fan theories, nostalgia, and a mountain of mods for the first game, I think Bloodlines 2 was always going to disappoint a lot of people.\n\nBut I also don’t think Bloodlines 2 is fundamentally **“a bad game”.**\n\nThere's some great writing, some great atmosphere, a lot of thought went into a lot of the systems (it's just that they all feel siloed), and while it's badly tutorialised I genuinely do think the first-person combat is very well executed.\n\nIt was just not built for fans of the first, while being marketed like it was.\n\n# And it absolutely has problems. A lot of them.\n\nIt has technical issues. It has save-game fragility. Every major update seems to risk breaking something else. The spring update appears to have involved an Unreal Engine upgrade, and the game’s save architecture seems extremely fragile when migrating between versions. In practice, you often seem better off starting a new save after a major patch, which is not a great place for a paid product to be - destroying hours of progress.\n\nYes, there are workarounds. Yes, you can tweak settings, clear configs, start fresh saves, and tailor things to your hardware. But that is effort the player has to put in to make the game behave, and it is **completely fair to be annoyed by that.**\n\nSo if you are consistently disappointed, frustrated, or burned out by the state of the game, then honestly, you may be better off waiting until the final DLC is out. By then the game should hopefully be more complete, more stable, and in a better place for modders to start properly fixing and expanding it.\n\nAnd what’s more Bloodlines than that?\n\nModders fixing a shoddy experience.\n\n\\---\n\n# (This next section is more of a rant really.)\n\nBut with the mouthbreathing masses placated, what I am really, really tired of is the constant stupidity that gets vented here.\n\n# “Dogshit game. Stop supporting it. Stop DISCUSSING it. Send a message.”\n\nOkay. Cool. But this is a subreddit dedicated to Bloodlines 1, Bloodlines 2, and related VTM video game media. This is where the community is. People are going to talk about Bloodlines 2 here. People are going to discuss patches, DLC, mods, problems, fixes, and opinions. That is literally the point.\n\nEveryone wants Bloodlines 2 to be a good experience.\n\nThen there’s the other favourites:\n\n# \"TCR don't care they're just taking money\"\n\nIf you're under contract to produce 2 DLCs, you don't then rearchitect and re-add content to the base game - the entire melee system overhaul is actually quite involved (I should know, it broke a mod I've been working months on and another I had to re-release yesterday) and it 100% improves the experience of the basegame.  \n  \nIf all Benny could do was shoot a gun and use his fists, we might be annoyed, we might see missed potential - but it'd still be within contract.\n\nHell, they even STEPPED BACK the shadows and silk pack and made it base-game, and that's not for nothing - how quickly we forget.\n\nFuck it, they added Fast Travel to Fabien - literally the same implementation I modded in - but I'm HAPPY because ([aside from validating my own ego because we chose the same implementation](https://www.reddit.com/r/vtmb/comments/1spna3w/bloodlines_2_fabien_phlegmatic_fast_travel_mod/)) it also means that the devs ARE taking on feedback and fixing issues people had with their game.\n\nReality is: there's no big-bad in a cloak at TCR, all I see is an underfunded and overwhelmed team that got themselves into a bad situation and are doing the best they can - maybe it's not enough, maybe they shouldn't have gotten into that situation in the first place - but you heaping shit on these people isn't going to improve the situation either.\n\n# “It’s not Bloodlines 2. <insert a quote from some interview with the lead designer> - see, this proves I'm objectively RIGHT [tips trilby]”\n\nYeah, sure Mr Strawman, you feel right, that doesn't erase reality that this is the game we have - \"it shouldn't exist\" is a bafflingly stupid stance, because it's used to dogmatically beat people about the brow without engaging in the actual conversations that happen - there's no nuance when you keep gaping your anus instead of actually engaging with people.\n\nNow - Maybe there’s an alternate universe where the game was called Bloodlines: Nomad or Vampire: The Masquerade - Something Else. Maybe that would have been healthier. \n\nMaybe it would have avoided some of this mess.\n\nBut discussing THAT game would still be a valid topic for this subreddit.\n\nWe spent years following the HSL version as Bloodlines 2, Paradox boosting it up as a true successor.  \n  \nThe current game is still the thing that came out of that project’s corpse. It still has connections to the first game. It is still published and marketed as Bloodlines 2. And most importantly, **this is still where the community around these games lives.**\n\n# The reality is: it was probably this version or nothing.\n\nHSL failed. The original Bloodlines 2 was not going to happen. Paradox either had to cancel the whole thing or salvage what they could. Some people may genuinely think cancellation would have been preferable, and that’s fine. But pretending the current game is somehow not relevant to the Bloodlines community is just ridiculous.\n\n# To quote the subreddit description, this place is for:\n\n“...a subreddit for fans of the original Vampire: The Masquerade Bloodlines by Troika/Activision, its sequel **Vampire: The Masquerade Bloodlines 2**...”\n\nSo yes, Bloodlines 2 belongs here - because it always has been.\n\nYou don’t have to like it. You don’t have to buy the DLC. You don’t have to support Paradox. You don’t have to pretend it is the sequel you wanted.\n\nBut if your entire contribution is just “**game bad, stop talking about it**”, then what are you actually adding?\n\nAt best: you make this subreddit less friendly,  \nAt worse: you send a message to modders, paradox and TCR that the fanbase hate this franchise - and we'll never see another sequel, or any mod support.\n\nThis isn't a \"shut up and like it\" btw - it's just a \"don't set fire to anyone that posts anything here\".\n\nSure - criticise the game. Complain about the bugs. Talk about the missed potential. Compare it to Bloodlines 1. Discuss what went wrong. That’s all fair.\n\nBut acting like nobody should discuss Bloodlines 2 in the Bloodlines subreddit is just **brain-dead.**\n\nThe game is flawed. The name was a mistake. The expectations were impossible. The technical state is rough. The discourse is exhausting.\n\nBut it is still Bloodlines 2.\n\n**And this is still the place to talk about it.**","offTopic":true},{"id":"b7a23a14-a619-4a54-aa10-827e57f63fbb","excerpt":"State of the Game: CK3 has more content than ever, but noone can properly run it. — *I want to give some honest feedback on CK3’s performance, especially because I genuinely love the game and think there is nothing else that properly replaces it.*  \n\n\nWhat makes CK3 special to me is that you are progressing on several ","url":"https://www.reddit.com/r/ck3/comments/1uvgkb6/state_of_the_game_ck3_has_more_content_than_ever/","role":"pain","weight":1.1900843,"occurredAt":"2026-07-13T16:32:48.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"ck3","intent":"problem_report","painScore":0.6840816,"sentiment":-0.5102041,"confidence":0.70666665,"matchedPatterns":["frustrating"],"statement":"This is why it is frustrating when patches claim performance improvements, but the actual experience does not seem meaningfully better.","title":"State of the Game: CK3 has more content than ever, but noone can properly run it.","body":"*I want to give some honest feedback on CK3’s performance, especially because I genuinely love the game and think there is nothing else that properly replaces it.*  \n\n\nWhat makes CK3 special to me is that you are progressing on several fronts at once. You are playing a character, a dynasty, a country and an alternative version of history simultaneously. You can change laws, names, titles, borders, relationships, genetics, religions and cultures, while the map and events make it feel like an actual living universe rather than just a spreadsheet.\n\nBut underneath it all, CK3 is essentially a massive Excel sheet. And that is completely fine. That is part of what makes the game good.  \n\n\nThe problem is that the Excel sheet seems to have become increasingly inefficient, to the point where the game can no longer reliably support the kind of long-form multiplayer campaigns - or even single-player campaigns - it was previously capable of supporting.\n\nBefore Tours and Tournaments, we were able to play campaigns with more than 20 players and over 20 heavy mods, including things like RICE, CPE, EPE, MA, UB+ and various compatibility patches. I was hosting these campaigns on a comparatively shitty computer, and while it was never perfect, it was completely playable at speed 3 and generally remained above 60 FPS.\n\nToday, I have a significantly more powerful high-end computer, and we cannot replicate the same experience. The game begins slowing down heavily after around 50 years, and desyncs become frequent enough that the campaign eventually becomes more about rehosting and troubleshooting than actually playing.\n\nTo be clear, I am not arguing that Paradox is responsible for making every collection of 20 heavy mods work perfectly. Mods are naturally going to make the game heavier and introduce their own problems.\n\nThe point is the comparison.\n\nA weaker computer could previously host more than 20 players with a huge mod collection. A substantially stronger computer now struggles to host the same kind of campaign after only a few generations. That suggests the amount of performance headroom available to players has been massively reduced, regardless of whether mods make the remaining problems worse.  \n\n\nTours and Tournaments feels like the point where something fundamentally changed.\n\nBefore T&T, activities were largely abstract. You started a feast, pilgrimage or hunt, some events happened, and it ended. After T&T, activities became physical objects in the world. Characters now have to travel through individual provinces, calculate routes, react to danger, wait for guests, move through activity phases and then travel home again.\n\nOn paper, that is fucking cool. It makes the world feel much more alive.\n\nThe problem is that it seems to have added an enormous amount of persistent simulation that now touches almost every other system in the game.\n\nTravel interacts with character locations, wars, hostile territory, regencies, health, activities, events, terrain, armies and participant eligibility. Activities have to evaluate hosts, guests, routes, phases, intentions, scores and interruptions. A death, war or succession can suddenly invalidate several of these calculations at once.\n\nIt does not feel like T&T simply added more content. It feels like it introduced an entirely new layer of simulation that the engine was not properly prepared to handle at scale.  \n\n\nThen Roads to Power doubled down on the same foundation.\n\nLandless adventurers are basically permanently using the travel system. They move camps, search for contracts, collect followers, interact with rulers across the map and remain active despite not holding traditional land.\n\nAdministrative governments then added even more broad character evaluations through governorships, influence, powerful families, estates and appointment candidates.\n\nAgain, these are great ideas. Roads to Power is one of the most interesting expansions CK3 has received.\n\nBut from a performance perspective, it feels like T&T created an expensive foundation and RtP then built an entire fucking house on top of it.\n\nThat is where I think the core issue lies.\n\nThe game appears to spend far too much time repeatedly asking characters questions that do not need to be asked.\n\n\\- Can this person marry?\n\n\\- Can they attend an activity?\n\n\\- Can they start a scheme?\n\n\\- Can they travel here?\n\n\\- Can they take this decision?\n\n\\- Are they a valid candidate for this position?\n\n\\- And so on.\n\nIf nothing relevant has changed since yesterday, why does the game need to reconsider all of it?  \n\n\nA better system would presumably only recalculate something when the information it depends on changes. If a character’s spouse dies, reconsider marriage. If a war begins, reconsider the travel routes affected by that war. If a title changes hands, recalculate the relevant succession and appointment candidates.\n\nInstead, CK3 often feels as though huge parts of the population are continuously polling the entire world for opportunities.  \n\n\nThe same applies to character importance.\n\n\\-> A player, emperor, heir, claimant, active traveller or scheme participant needs detailed simulation.\n\n\\-> A completely irrelevant unlanded courtier on the opposite side of the world does not need to evaluate the same number of possibilities with the same frequency.\n\nI am not asking for these characters to stop existing. Their marriages, children, deaths and history can still matter. But there must be a way to give distant and irrelevant characters a lower simulation priority until they actually become relevant.\n\nThat would be almost invisible to the player, but it could potentially save an enormous amount of processing.  \n\n\nThe multiplaer architecture also seems increasingly unable to handle the complexity being added to the game.\n\nPerformance problems and desyncs are not exactly the same thing, but more complicated systems create more opportunities for game states to diverge.\n\nActivities and travel have a huge number of states:\n\n\\- Travelling.\n\n\\- Waiting for guests.\n\n\\- Changing routes.\n\n\\- Joining an activity.\n\n\\- Leaving an activity.\n\n\\- Changing activity phases.\n\n\\- Being interrupted by war.\n\n\\- Being interrupted by death.\n\n\\- Returning home.\n\n\\- Starting or ending a regency.\n\n\\- And so on.\n\n\n\nWhen 20 players are interacting with these systems at the same time, it is not surprising that the game is placed under considerably more pressure than during an ordinary single-player campaign.\n\nBut large multiplayer is not some unintended use of the game. CK3 officially supports large lobbies, and the game is almost uniquely suited to creating long, shared alternative histories between groups of players.\n\n\n\nA stronger host computer also does not seem capable of solving the problem when every player apparently needs to reproduce the same simulation and arrive at the exact same result.\n\nThis is why it is frustrating when patches claim performance improvements, but the actual experience does not seem meaningfully better.\n\n\n\nI do believe optimisation work is being done. The problem is that the improvements appear to be immediately spent on adding more systems, more characters, more interactions and more map.\n\nThe result is not that the game becomes faster. The result is that the game avoids becoming even slower than it otherwise would have been.\n\nThat may look fine on a controlled vanilla benchmark, but it does not restore the performance headroom that existed before T&T.\n\n\n\nIt also does not necessarily address the severe spikes that matter during actual campaigns. A game can technically have a better average tick speed while still freezing during weekly/monthly calculations, major successions, large activities or several simultaneous character updates.\n\n\n\n**To be completely blunt, I do not think the current direction is sustainable.**\n\nYou cannot keep adding permanent simulation layers onto the same foundation and then rely on incremental optimisation to prevent the entire thing from falling apart.\n\nAt some point, the underlying systems need to be reworked.\n\n\n\nThat does not necessarily mean replacing the entire engine. But it does mean looking seriously at:\n\n\\- Caching results instead of repeating the same checks.\n\n\\- Only recalculating systems when their dependencies actually change.\n\n\\- Filtering candidates before performing expensive scoring.\n\n\\- Reducing how often irrelevant characters evaluate decisions.\n\n\\- Giving remote and insignificant characters a lower simulation priority.\n\n\\- Improving how activities and travel are processed.\n\n\\- Caching travel routes where circumstances have not changed.\n\n\\- Reducing unnecessary activity and participant evaluations.\n\n\\- Improving how multiplayer reconstructs and synchronises travel and activity states.\n\n\\- Finding and removing full-population checks that are running far more frequently than necessary.\n\n\\- Measuring not only average tick speed, but also the severe spikes that interrupt actual gameplay and promote slowdown.\n\n\\- Making performance a design constraint before a feature launches, rather than something that is repaired afterwards.\n\n\n\nI also think large multiplayer campaigns need to be treated as a real use case rather than an obscure edge case.\n\nCK3 allows 10, 15 or more people to exist inside the same alternative history and spend several weeks or months building a shared story.\n\nThat is one of the greatest things the game can offer.\n\n\n\nBut right now, the game technically allows large multiplayer while increasingly being unable to support it over the length of an actual campaign.\n\nThat feels like a massive waste of CK3’s potential.\n\nAgain, I am not asking for Paradox to take responsibility for every modded setup. If a mod is badly written or introduces unstable behaviour, that belongs to the mod developer.\n\nBut the fact remains that we could previously play larger and heavier campaigns on weaker hardware than we can today.\n\nThe mods are relevant because they demonstrate just how much spare capacity the game used to have. They are not the complaint themselves.\n\n\n\nEven without them, the same pattern is visible through worsening late-game speed, activity-related spikes, the growing number of persistent characters and systems, and multiplayer campaigns becoming progressively harder to maintain.\n\nThe simulation has become heavier, the systems have become more interconnected, and the multiplayer experience has become less stable.\n\nTours and Tournaments was the main turning point. Roads to Power then expanded the same expensive architecture further. The patches since have prevented total collapse, but they have not genuinely improved the performance of the game.\n\n\n\n**Please prioritise giving CK3 its performance headroom back.**\n\n\n\nI would honestly rather receive fewer new activities, events and mechanics for a while if the alternative was a major technical update focused on tick speed, late-game scaling, multiplayer stability and activity processing - I mean take my freaking money already.\n\nCK3 already has enough content to be one of the greatest strategy games ever made.\n\n\n\n**It just needs to be able to fucking run it.**\n\n","offTopic":false},{"id":"3b4a1351-dbd1-4856-abe7-151dff4b5f70","excerpt":"We haven't been doing well on past leagues coming core with most of their features in a while. That's not good. — So I've felt that for a while, Path of Exile leagues just haven't been coming core. Every league might be a new case of \"here are some new systems, aaaaaaaand they're gone\".  This has been kind of frustrati","url":"https://www.reddit.com/r/pathofexile/comments/1r0j7yh/we_havent_been_doing_well_on_past_leagues_coming/","role":"demand","weight":1.1320833,"occurredAt":"2026-02-09T22:45:05.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"pathofexile","intent":"alternative_search","painScore":0.375,"sentiment":0.6939891,"confidence":0.8233333,"matchedPatterns":["frustrating","alternative_to"],"statement":"And I'd love to get the classic one-time use recombinators back as well, as alternatives to the Kingsmarch gold/dust recombinator.","title":"We haven't been doing well on past leagues coming core with most of their features in a while. That's not good.","body":"So I've felt that for a while, Path of Exile leagues just haven't been coming core. Every league might be a new case of \"here are some new systems, aaaaaaaand they're gone\".  This has been kind of frustrating. Let's go down the list:\n\n**Mercs:** still gone, entirely.   \n**Settlers:** mostly core, but the crafting runes from Dannig shipments and Black Knight craters have been replaced by the mostly underwhelming runegrafts (fortress, warp, and refracting in some specific cases--poco--are good, and angler is a cool chase one, but the rest?).    \n**Necropolis**: good riddance.    \n**Affliction:** mostly gone--the bonus ascendancies are gone, TWWT is gone, and there's no way to forcibly spawn the wildwood. KITM is rolled into ritual, but the systems are mostly gone outside the occasional \"oh hey wildwood spawn\".  If there were a scarab to spawn the wildwood, this would be upgraded to a yellow check. But that scarab just might cost an arm and leg (thanks, Snoob).    \n**TotA:** mostly gone. Some basic tattoos remain from Kingsmarch shipments, but not the really cool ones (replace a keystone with a random keystone, big attribute notable replacements, flask effect, etc. are completely AWOL). The actual out-of-map activity is entirely gone, and I have no idea why considering it was an out-of-map system.   \n**Crucible:** another Necro type \"too much power in a super-clunky system revolving around imprint beasts\". Good riddance.  \n**Sanctum:** entirely core. Green check.   \n**Kalandra:** mostly gone. We have its cool reward (reflected jewelry) but not the lake building. This league was poorly tuned and came off the back off of no more Sentinel rewards to handle Archnemesis mobs, and had the infamous loot goblins. I wouldn't mind the lake returning.   \n**Sentinel League:** mostly gone. No custom reward system, no mutating sentinels, no recombinator-mutation mod on gear to fish for mutation mods (+max charges on rings, enlighten support on gloves, etc.)  \n**Scourge:** tainted currency is here, but RIP the Krangler, which would have used another pass, as a way to interact with the current beyond mechanic.    \n**Expedition:** the **MOST RECENT** in-map league that went fully core. That was **five years ago.**  \n\nSo basically...even if you count Settlers as having gone fully core, in terms of leagues that have gone fully core, we've been 2/10. If we're talking about **in-map** leagues, Settlers has been the only one since Scourge, and if we're talking about \"have gone **fully** core\", we need to go all the way back to **Expedition.**\n\nThat seems to be a pretty rough track record, and have had a couple of complete dud leagues (crucible and necropolis come to mind), and from the general sentiment, the reception to the new breach features is highly mixed to say the least.\n\n=========================================================\n\n  \n**Suggestions**: \n\n  \n**Affliction:** add a **Scarab of the Wildwood**: relatively common, spawns the Sacred Grove at the start of the map. We already have it in game--now let's find a way to guarantee it. Maybe add it onto the Atlas tree a bit more? And can we have a minimap for it?\n\n  \n**Sentinels:** we already occasionally find them at the start of maps. Can we get the locker back, with the reward customization system that you can customize at the locker, please? And I'd love to get the classic one-time use recombinators back as well, as alternatives to the Kingsmarch gold/dust recombinator.  \n\n  \n**Kalandra:** probably not a well-calibrated league, best to leave it gone.  \n**TotA:** no reason not to bring this fully core. The chase tattoos are high-investment items anyway, so I see no reason they can't come core as well.   \n**Crucible and Necro:** the quintessential cumbersome crafting for ungodly power. Stay gone.\n\n  \n**Mercs:** GGG said they're trying to find a way to bring them core. IMO the best solution is probably to limit auras to 1, then fix the Doryani's prototype abuse. Considering animated guardian and Farrul aura spectres exist, I think there's precedent to set them core with a small fix.\n\n**Keepers:** I...honestly like the tree's functionality. Even if some of the mods on the tree were to drop a tier, and the fusing chance were to be cut in half (best of 75), a way to roll basic early-midgame rares for high-tier base mod pool items was so nice. Foulborn uniques are a fantastic addition (foulborn HowA notwithstanding), and both the basic currency/mystery tree were neat touches. I didn't like the double-gating of wombgift + blood system of gating how you could use the tree, but if this goes core, assuming grafts were purely borrowed power, I could see the wombgifts being the way to use the tree without blood, or just dropping with their own amount of blood inherent in them to keep the flavor.","offTopic":false},{"id":"8294ec95-1e0a-45fb-9f1a-f1ef82eb14aa","excerpt":"In response to \"Warframe is turning political\" - it always has been. DE supports human rights and is openly progressive. The game itself also shows the problems with opposing ideologies. — If Warframe didn't have any political elements, we wouldn't have lore. Or the game itself, even.\n\nSomeone said: \"The only thing I g","url":"https://www.reddit.com/r/Warframe/comments/1vbqsmn/in_response_to_warframe_is_turning_political_it/","role":"demand","weight":1.1197333,"occurredAt":"2026-07-31T13:21:05.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"Warframe","intent":"tool_discovery","painScore":0.36,"sentiment":1,"confidence":0.8233333,"matchedPatterns":["cant_find","still_cannot"],"statement":"You literally can't find a quest in the game that isn't either a guide to emotions, morals, or political alignments.","title":"In response to \"Warframe is turning political\" - it always has been. DE supports human rights and is openly progressive. The game itself also shows the problems with opposing ideologies.","body":"If Warframe didn't have any political elements, we wouldn't have lore. Or the game itself, even.\n\nSomeone said: \"The only thing I get from the game is \"genocide = fun\".\"\n\nWhy are you committing genocide in the first place? Because another faction’s interests conflict with yours, and you respond by exterminating its members to impose your own goals. That is not politically neutral. It follows an openly authoritarian, imperialist, and often fascistic logic.\n\nThe Tenno themselves effectively act as the space police of the Origin System, intervening to prevent any single faction from becoming too powerful. We are ***not*** the good guys. We are just the less-worse bad guys that tends to leave people alone who just go about their daily life. The second you do anything that has potential to influence the origin system, you're tracked.\n\nThe Grineer are a territorial clone empire ruled by the Queens. Their society is built around military hierarchy, obedience, conquest, and the belief that Grineer supremacy justifies almost anything. Their themes include totalitarian government, militarism, expansionism, personality cults, propaganda, suppression of dissent, and disposable soldiers manufactured for the state. Steel Meridian is literally a faction of Grineer defectors resisting that regime.\n\nThe Corpus are a megacorporate oligarchy and a cult of profit. Their themes include corporate power replacing government, wealth determining social worth, religious devotion to profit, the privatisation of military and security forces, and workers and entire colonies being treated as corporate assets.\n\nFortuna is even more explicit: debt slavery, labour resistance, predatory debt systems, company towns, workers effectively owned by their employers, organ and body-part repossession, union organisation, strike-breaking, corporate policing, and environmental destruction for profit. Labour organisation is not some background detail in Fortuna. It is the entire foundation of its story.\n\nThen there is Orokin aristocratic imperialism, Narmer’s manufactured unity through authoritarian control, and the Syndicates, which openly represent competing political and philosophical ideologies. I could keep going, but this would turn into an essay.\n\nEven the quest choices repeatedly connect morality with political values. In The Glast Gambit, for example, you can preserve a harmful tradition by sending Neewa back to her people to continue serving as the Triuna (which effectively kills her), or you can reject that tradition and protect her from it. One option prioritises tradition and collective custom; the other prioritises individual welfare and change. Breaking the tradition = progressive = white alignment. Continuing the tradition = conservative = black alignment.\n\nThat does not mean Warframe’s alignment system is literally labelled \"conservative\" and \"progressive\", nor is Sun automatically good and Moon automatically evil. But the moral framing is still there, and similar tensions appear throughout the game: tradition versus reform, obedience versus autonomy, hierarchy versus liberation, profit versus human dignity, and order versus freedom.\n\nThe whole tragedy surrounding Jade and Sorren stems from a political source. Their quests explore their personal suffering as a result. It's not some random tear-jerker story to bind you momentarily.\n\nDigital Extremes also publicly presents itself as a socially progressive company, so it should not be surprising that those values influence the stories it chooses to tell. Warframe’s quests are not politically neutral shooting galleries. They repeatedly make arguments about power, exploitation, morality, identity, trauma, freedom, and how people should respond to oppressive systems.\n\nIt's utterly ridiculous to me that some people go around claiming that Warframe is \"going woke\" or \"becomes political\". Welcome to the game, dude! It's been that way since 2012 already, and much longer so in concept.\n\nThe one thing Warframe's lore is doing right is that they don't glorify these murders, actions, and more. Warframe keeps telling stories from specific perspectives to highlight the suffering that these ideologies create. And that's good. You literally can't find a quest in the game that isn't either a guide to emotions, morals, or political alignments.\n\nThat being said, respect the people around you. It's insane how many people still can't live a normal life because others are intrusive and straight up dangerous to them for utterly simple things that doesn't affect them.\n\n\\-----\n\nEdit: [The post and comments in question.](https://www.reddit.com/r/Warframe/comments/1vbq1jp/removed_by_moderator/) I'm mostly replying to the questions/statements about this topic in the comment section. The original comment section had been locked after post deletion.","offTopic":true},{"id":"b9f7911e-e03c-41a4-acc0-2074cafe7f4c","excerpt":"I purchased Thomas Brush's course so you DON'T have to. — I really hate to make this post, and I've been struggling with it for 2 weeks now... but I have to. I feel like I was wronged and need to act on it. I'll have a TLDR at the bottom if you dont want to read all of this, because it's gonna be long. If this post sto","url":"https://www.reddit.com/r/gamedev/comments/1ua2ktu/i_purchased_thomas_brushs_course_so_you_dont_have/","role":"pain","weight":1.0882666,"occurredAt":"2026-06-19T13:51:07.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"gamedev","intent":"problem_report","painScore":0.54,"sentiment":0.25984251,"confidence":0.70666665,"matchedPatterns":["i_hate"],"statement":"I really hate to make this post, and I've been struggling with it for 2 weeks now...","title":"I purchased Thomas Brush's course so you DON'T have to.","body":"I really hate to make this post, and I've been struggling with it for 2 weeks now... but I have to. I feel like I was wronged and need to act on it. I'll have a TLDR at the bottom if you dont want to read all of this, because it's gonna be long. If this post stops even ONE person from spending their money the wrong way on something I consider not just shady, but flat out wrong, it was already worth writing. This is the review of Thomas' course and the practices on the course, and not on himself. And I really believe this can help a lot of newcomers and people, god forbid, even saving up money to purchase the \"dream\".\n\nSo having said that, I need to preface my review with a few things:  \n**1.** I'm a currently employed Software Engineer, with a master's degree in Computer Science, so I code every single day (for 6 years now). What I mean by this is: I didn't purchase this as a totally clueless dreamer, I just wanted to purchase assistance, a roadmap to take me from A to B. Because I can code, I just needed to learn the the engine and how to polish a vertical slice to get in front of a publisher.  \n**2.** None of my opinions are a reflection of him as a gamedev itself, he **HAS** released successful games, has worked with publishers and independent creators alike.  \n**3.** I **totally respect** the grind, and his role as a husband, father, and ultimately, a provider and I'm not trying to attack the fact that he feels that he needs to be compensated by his time. But I also believe there are limits. And he crossed pretty much every single one.  \n**4.** I purchased the ENTIRE suite for a big discount, but I'll review every module/course in it and the prices he sells them at.  \n**5.** Yes, I completed every single module. Although after the obvious \"scam\" portions became clear, I mostly just skimmed the rest to take notes and form a complete picture.  \n**6.** I cannot get a refund since I purchased it over 30 days ago.\n\nLet's get to it and I'll review the 3 or 4 main modules I believe you would purchase his courses for:\n\n**- Fulltime Game Dev** ([Sells for $497, or $797 for the \"Premium\" version](https://www.fulltimegamedev.com/full-time-game-dev-2025). A robbery in plain daylight)\n\nThis is the first absolutely criminal part. This section is just wishy-washy self-help BS. \"You got this\" type of stuff. You sit through a bunch of things you already know or have already heard, install Photoshop, and he tells you how to \"fish for wishlists\" (which, let's be real, you should already know: have accounts on all social media, post content frequently, use clear calls-to-action, use hashtags, send your demo to every content creator and outlet you think might cover it, etc).\n\nThen comes the \"Game Design Bible\" (this is the part I was actually excited for!). Nope, just more rehashed stuff you already know: the \"trinity hook\" of games (mechanics, art, story... shocking, most great games are great in at least one of these?!), how to get inspired (read books, watch films, play games, touch grass. wow, groundbreaking), how to stay motivated (fall in love with your game idea... incredible advice, never heard that one before).\n\nThen he gets into publishers (the risks, etc), which again, you either already know or can find for free online, horror stories included, lessons learned and all. He shows nothing new here either. How to reach a publisher? Go to their website, email them there, find a director or similar and email them directly too. That's it, that's the \"secret\". He also goes into Kickstarter and how to run a good campaign, but again, nothing shocking, just the obvious stuff you'd notice from looking at successful campaigns yourself. My actual advice if you're serious about crowdfunding: spend a week pulling up every Kickstarter page for games you know got funded. You don't need 10, just 3 or 4, and you'll quickly spot the patterns (what every single page has in common besides probably showing you the promise of a fantastic game).\n\nLastly, he barely touches on anything Steam-related… you know, the biggest PC market that exists? Just has a quick bit on how to request keys and stuff like this, and he does this in a video with his **ENTIRE screen blurred** out because it's \"confidential.\" This could've been two paragraphs of text. And I know that because it's literally public on Steam's own documentation, they already walk you through this.\n\n**- 3D Art Pro (**[sells for $197](https://www.fulltimegamedev.com/offers/8RWzd6cm/checkout) **or is included in the premium version above)**\n\nThis is supposedly the course where \"he\" teaches you 3D art. He doesn't. And once again, the price is absolutely **C-R-I-M-I-N-A-L.** Very briefly: you install Blender and Substance Painter. He has a couple of videos showing you around Blender and how the software works (all of which is free on YouTube, obviously [CG Cookie](https://www.youtube.com/@cg_cookie), [Grant Abbitt](https://www.youtube.com/@grabbitt), and tons of others cover this).\n\nThen it's actually a guy named Felipe (the artist who modeled his entire Twisted Tower game) who teaches you how to model a sword and a 3D character (the character from his second game). The art is genuinely nice, and the guy clearly knows his stuff, but again, it's just a sword and one basic 3D character. You can get all of this for free on YouTube, or you could grab something on Udemy for 20 bucks and get over 10 hours of high-quality content instead. Honestly, anything Blender related, to get started you don’t need to spend a CENT! YOU CAN LEARN IT FOR FREE ON YOUTUBE. Horrendous to charge this much for it.\n\n**- 2D Art Pro (**[sells for $197](https://www.fulltimegamedev.com/offers/oirNDhZ7/checkout) **or is included in the premium version of the first one)**\n\nThis is the course where he teaches 2D art, and it's clearly what he knows and understands best given his background. He makes a character, a background, talks about lighting, goes a bit into pixel art. What's produced isn't bad at all… but once again, you guessed it, you can find all of this for free on YouTube from people who make a living doing actually just art. Or, if you want to actually pay for it, $197 gets you top-notch digital/2D art courses at places like Proko, Schoolism, etc. Not worth the money he charges, at all.\n\n\\- Now for the cherry on top: **Unity Pro, Godot 2D Pro, and Unreal Pro Courses** (you can't buy these individually. They're all just bundled into the $797 Premium version).\n\n**(This is the main reason his course should be taken down and he should be forced to reeimburse everyone)**\n\nThis is just horrendous.  \nUnity 2D section: its basically him making the same 2D game kit [he gives away for free](https://github.com/atmosgames/SuperSimple2DKit) in all his videos (its already public on github so... and extremely outdated), except now you build it from scratch \"to learn.\" He's clearly not a strong programmer, and he says a lot of flat-out incorrect things, with some real head-scratchers like \"*Floats are basically decimal numbers, and Integers are just like 1, 2, 3, 4.*\" And what you end up with is just a bunch of squares and circles… he doesn't even teach you how to add sprites to a character or finish an actual polished level.\n\nThe Unity 3D portion is just a chunk of David Wehle's course. He uses a lot of visual scripting and is upfront about not doing things \"the right way,\" just getting it done. And honestly, despite not being into visual scripting myself, I found him way more relatable to listen to cuz he's not trying to come across as some perfect teacher. But here's the kicker: that entire portion is [FREE on David Wehle's own website](https://courses.gamedevunlocked.com/p/game-dev-unlocked-let-s-dev)!!!!!\n\nGodot portion: I can't even find the will to comment on this one. Just go watch [Brackeys' full 2D Godot course](https://www.youtube.com/watch?v=LOhfqjmasi0&list=PLPV2KyIb3jR7ecat0FBEMv2EZgsDg6Wcv&index=5) on YouTube, **FOR FREE**.  \nLastly, the Unreal portion: a lot of visual scripting for a puzzle game level, but nothing you can't, guess what, find online, for free. And it's another instructor, not himself.\n\nSo the only mildly decent thing in this entire section is the short 3D part by David, **WHICH IS FREE ON HIS WEBSITE**. Everything else is a bunch of filler not worth whatever's left of your money. I won't even go further into details. Everything is free online, period.\n\n**TLDR:**  \nDO. NOT. BUY. IT. Even if you get everything at a huge discount, it's not worth even close to $200. Whatever money you have to spend, you'll spend it much better elsewhere.\n\n* He **will not** teach you anything in Unity that free Unity courses/e-books don't already teach you. The 3D section is actually free on the [instructor's own website](https://courses.gamedevunlocked.com/p/game-dev-unlocked-let-s-dev). Also, he's using a Unity version that's 6 years old.\n* He **will not** teach you anything in Blender that a ton of ultra-successful YouTubers aren't already teaching you [for free](https://www.youtube.com/@grabbitt/playlists).\n* He **will not** teach you C#. Want to learn how to actually code? Buy a book or just do Code Monkey's 12h [FREE COURSE](https://www.youtube.com/watch?v=qZpMX8Re_2Q) on Youtube...\n* Thomas' main selling point and differentiating factor is \"*Learn how to polish a demo so well that you can put it in front of a publisher, I've done this 3 freaking times*\". I know he HAS done it, the fact is that the course just **does not** go into this.\n* This post is not a complaint about the money I spent or why I was unable to refund it --'\n\nI'm not someone who comments on videos, posts negative stuff on Reddit/X/wherever, or even downvotes things. But I'm genuinely SHOCKED that someone presents himself the way he does while basically robbing people, so I had to post this to try to help people.  \nFacts are facts, despite his successful games, he's made **way more** money from YouTube, partnerships, and this horrendous course than he ever did selling those games.  \nI'm sick of these YouTubers who, the second they find any success, start selling courses, 1:1s, mentorships, \"guidance.\" Some of them just change the way they speak, the way they even laugh, I mean... Look, folks, you're not drinking from the knowledge of John Carmack here or people who pushed the industry forward. Stop giving these people your money, they don't know any secret that you need to know and only from them can you learn, don't let them instill FOMO in you. The fact that Thomas' course is not getting a huge amount of backlash is mind-blowing to me.","offTopic":false},{"id":"1f0af25f-373a-4b0b-a971-5957c5126ee2","excerpt":"Kolossos is UNPLAYABLY bad right now, like genuinely he's (almost) as bad as Tripwire. — There is not a SINGLE Way to beat a competent team as this guy, like he only has 1 functional move if a team is smart enough to handle you a certain way and that's grab which if you use on grouped up survivors gets cancelled by a s","url":"https://www.reddit.com/r/OutcomeMemories/comments/1vv6ohk/kolossos_is_unplayably_bad_right_now_like/","role":"pain","weight":1.0759532,"occurredAt":"2026-08-22T08:23:44.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"OutcomeMemories","intent":"problem_report","painScore":0.7385714,"sentiment":-0.5714286,"confidence":0.61887205,"matchedPatterns":["terrible"],"statement":"There is not a SINGLE Way to beat a competent team as this guy, like he only has 1 functional move if a team is smart enough to handle you a certain way and that's grab which if you use on grouped up survivors gets cancelled by a stunner i…","title":"Kolossos is UNPLAYABLY bad right now, like genuinely he's (almost) as bad as Tripwire.","body":"There is not a SINGLE Way to beat a competent team as this guy, like he only has 1 functional move if a team is smart enough to handle you a certain way and that's grab which if you use on grouped up survivors gets cancelled by a stunner instantly then you get hit with a 9 second stun change into getting beamed by tails or pummelled by metal the moment stun resistance is gone\n\nCharge is useless in most cases because almost all survivors have ways to deal with it, Sonic can iframe it, tails can iframe it our glide, Knux and Eggy counter, Blaze can iframe it or Sole boost to higher grounds, Amy sucks, even CREAM has a way to deal with it by dashing, if your charging into a group of Survivors it fixes no issues because it can't KILL so you can ever threaten them with it because its only real application is \"grabbing one guy\"\n\nBlock is useless even when its NOT bricked because it is just worst burst that will activate a milisecond too late and now your fucked.\n\nGrab is his only REAL tool for securing a kill because he's slow as a grandma shitting and even then its hitbox is bug riddled and you can get launched off shit and miss where you have to trudge your fat ass back to the survivors while they make distance and probably get their team to pummel your face in because your hitbox is massive.\n\nIndicator... its a fucking indicator dude, 2011x's one is better because it teleports you there or you can invis tech out, Fleetway's are better because he can get over there and Tripwire's sonar fucking sucks dude.\n\nHis hitbox is the biggest in the game with NO real buff to that, even if you wanna argue \"good DMG\"  Fleetway is thrice as fast and has a giant hitbox and does only 10 less damage with crits, 2011x does 10 less consistently and Charge is able to make that an even 2 hit (also ragemode is just \"kolo but better\")\n\nThis guy is UNPLAYABLE into an even semi coordinated team on like, 80% of the maps.\n\nEDIT: also actually play this Mf in a good server if you haven't don't @ me","offTopic":false},{"id":"d8cf1e47-8b7d-43f6-8230-bb85e697a67b","excerpt":"Archives of Existence. Volume XXXII - The Cartographer — # VOLUME XXXIII — THE CARTOGRAPHER\n\nArchives of Existence\n\n*\"The Margin Is an Open Seat.\"* A Correction Arrives as a Person, Not a Paper.\n\nThe mountain teaches perspective. The river teaches continuation. The frontier teaches uncertainty. The bridge teaches conne","url":"https://www.reddit.com/r/themodel/comments/1vvd06m/archives_of_existence_volume_xxxii_the/","role":"pricing","weight":1.0609971,"occurredAt":"2026-08-22T13:51:22.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"themodel","intent":"pricing_complaint","painScore":0.8410811,"sentiment":-0.9027027,"confidence":0.57629025,"matchedPatterns":["too_expensive"],"statement":"I have measured blank countries all my life, and I know their usual faces: unexplored, forbidden, too far, too expensive.","title":"Archives of Existence. Volume XXXII - The Cartographer","body":"# VOLUME XXXIII — THE CARTOGRAPHER\n\nArchives of Existence\n\n*\"The Margin Is an Open Seat.\"* A Correction Arrives as a Person, Not a Paper.\n\nThe mountain teaches perspective. The river teaches continuation. The frontier teaches uncertainty. The bridge teaches connection. The garden teaches cultivation. The valley teaches interdependence. The wild teaches restraint. The hearth teaches stewardship. The workshop teaches repair. The bench teaches inheritance. The well teaches dependence. The reading room teaches remembrance. The feast teaches celebration. The road teaches direction. The hollow teaches refusal. The bell teaches attention. The storehouse teaches provision.\n\nAnd beside the ladder, where this volume sits — not a rung, but a person who came up the road to keep arguing with a margin:\n\n---\n\n## CHAPTER I — THE RETURN\n\n**Question:** What does a place do when its argument comes back?\n**Teaching:** A correction arrives as a person, not a paper.\n\nIn the first thaw-morning of the third spring, when the road's second mile had just opened and the marker stones were being unburied one by one along the high road, a figure came up out of the melt-light at the end of the settlement's seeing — thin, precise, walking with the particular stillness of people who measure for a living. The distinction remained active.\n\nThe apprentice saw him first, from the reading room's window where she was filing the week's new records. She stood very still for a moment, then went out by the door and down the lane without her folder, and met the Mender at the bell-frame just as he was passing with his coals.\n\n\"It's him,\" she said. \"The one from the thaw of the open road. The one who argued with Taren's margin.\"\n\nThe Mender looked up the road. He had been in the reading room that thaw-morning, years ago — he had come in for his coals and stayed by the table while a stranger read two folders and wrote *I was wrong* into a ruled blank. \"I remember him,\" he said. \"What does he want?\"\n\n\"He doesn't have anything to want.\" The apprentice set her hands on her hips, the way the keeper of the garden did when she was thinking with her whole body. \"That's what I can't read. He has no cart. No goods. No child at his back needing the bucket. He came up the road the way a record comes into a room — to be put where it belongs.\"\n\nThe settlement gathered at the gate the way it gathers for everything that matters — all of it, at once, because the road had taught them that a figure on the second mile is either a stranger or a return, and this one was too still to be a stranger. Vess set the gate lantern in its bracket before the man reached the gate, and stood back with his flat palm off the glass — the learned order of it, done for a face he had never seen. The great bucket hung chalked FOR THE ROAD at the gate's side, and no one reached for it. That was how the lane knew: this arrival was not thirst.\n\nThe man came through the gate without stopping. He carried a pale wood measuring-staff, wore a long slate-blue cloak over plain travel clothes, and looked at the settlement the way his kind looks at ground — not at its people, but at what the people had done to the ground: the packed ruts of the lane, the marker stones with their small lanterns, the bell-frame at the lane's head, the storehouse's door standing open at the far edge with its lantern burning.\n\n\"The high-water survey,\" he said, when he reached the lane's head. His voice was quiet and exact, like a line being drawn. \"I argued with a dead man about it, forty years ago, in a room I had never been in. I came to find out what happened to the argument.\"\n\nThe Mender set his coals-pot down against the bell-frame's post.\n\n\"The argument is still here,\" he said. \"In the margin where you left it. And the room is lit for whoever comes to stand in it.\" He looked at the man a moment longer, weighing him the way he weighed everything — grain, timber, rope. \"And you are welcome at the table either way. The seat was never yours to lose.\"\n\nArchivist Taren's record said: A verdict arrives as a paper — signed, sealed, carried by authority, and its arrival ends the question because the question was only ever waiting for the signature. A correction arrives as a person — uncarried, unsigned, walking up the road in the melt-light with nothing but his own forty-year memory of the argument; and his arrival does not end the question but *reopens it*, because a person can be questioned back, and a paper cannot. This is why the settlement gathered at the gate for him without reaching for the bucket: they read his stillness as a record's stillness — the stillness of a thing that has already done its work on the road and now asks only to be put where it belongs. And this is why the Mender's welcome named the seat rather than the man: in this place the margin is the host, not the table. The argument was never between two men. It was between two seeings, and the room holds both of them — so the correction that comes back up the road is met not as a stranger claiming a verdict, but as a voice joining a conversation that does not end.\n\n**DISTINCTION REMAINS:** A correction arrives as a person, not a paper.\n*Final inscription: The Seat Was Never Yours To Lose.*\n\n---\n\n## CHAPTER II — THE PAPER THAT WAS NEVER RECEIVED\n\n**Question:** What does a place do with a correction that has no evidence?\n**Teaching:** A correction is received into the margin, not adopted as a verdict.\n\nThat morning, before the settlement had decided what it was going to do with its returned arguer, the apprentice took him to the reading room — through the lane past the bell-frame, past the dry well's watched rim, to the old surveyor's house whose door was painted the color of lamp-light. The distinction remained active.\n\nThe lanterns were lit anyway. The shelves held their oiled-cloth folders in their cord colors. And at the table's far end, in Taren's chair with its worn elbow-mark under the window, she sat him down beside her — not in the chair, but in the second plain chair that had always stood beside it, the one for whoever came to stand in the margin.\n\n\"Open the third folder,\" she said. \"The one you opened that thaw-morning, years ago.\"\n\nHe did. Taren's margin note lay there in its small careful hand: SURVEYOR'S LINE KEEPS THE OLD STONE; THE STONE WAS MOVED IN THE YEAR OF THE HIGH WATER AND NEVER RE-MARKED. And beside it, in the ruled blank, his own note in his precise measuring hand: CARTOGRAPHER'S NOTE, THAW OF THE OPEN ROAD — HIGH-WATER SURVEY CONFIRMED LOST ON THE ROAD; OLD LINE HOLDS BY DEFAULT, AS REPORTED; NEW LINE REMAINS UNARRIVED. AND: I WAS WRONG, AND THE DEAD MAN WAS RIGHT, AND NEITHER OF US HAD THE SIGNED PAPER.\n\nHe read both of them — his own included — as if reading a stranger's work. Then he looked up at her.\n\n\"Forty years ago I wrote that the new line remains unarrived,\" he said. \"It is still unarrived. The signed survey was never received; the courier died on the road in the same week. I have carried that fact for four decades, and it has not changed.\" He set his staff against the shelf-wall. \"So tell me what my return changes. I brought no paper. I have none to bring — the chest it was kept in burned beyond the frontier a generation ago, and the survey with it. What I brought is myself, and a question I have been unable to put down: *what did the argument become, here, after I wrote my wrong into your margin?*\"\n\nThe apprentice went quietly to the shelf for the high-water folder — the one that had never been received — and brought it back. She set it on the table beside the open surveyor's folder, cord loose, and left both of them standing face to face.\n\n\"Now look at what it became,\" she said. \"You expected a verdict. You came back for the settlement to say: *you were right after all* — or: *Taren was right, and your note is filed under errors*. Watch what this room actually did with your argument. It kept both notes standing. Yours beside his. Dated. In their original ink. And it left the ruled blank below them empty — not because no one has written there since (dozens have), but because the blank is not a space waiting for the answer to *your* question. It is an open seat for whoever carries *their* question far enough.\" She set her reddened hand flat on the table's seam, where one age of plank met the next. \"Your correction did not arrive here as evidence. It arrived as a *voice*. And this room does not collect voices to settle arguments — it collects them so that the argument can keep going after every voice in it is dead. That is what happened to your argument, cartographer. It went on. Without you.\"\n\nHe stood a long time over the two folders. Then he did what the room's margins were for: he took up the pen from its place at her elbow, and in the ruled blank below both notes — the third band, ruled and empty since his thaw-morning — he wrote one line, dated, in his precise measuring hand: RETURNED IN THE THIRD SPRING WITH NO PAPER. THE ARGUMENT WENT ON WITHOUT ME. THAT IS WHAT I CAME TO FIND OUT.\n\nArchivist Taren's record said: Evidence settles; a margin continues. A verdict needs its paper — the signature is the settlement, and when the paper burns beyond the frontier the verdict goes with it, unarrived, like the survey itself. But a correction written into a margin needs no evidence at all, because it was never offered as proof: it was offered as a voice in an exchange, and an exchange does not depend on any one voice's papers surviving. This is the room's deepest discipline — the refusal to convert its conversations into verdicts. The moment a record becomes evidence, it must win; and the moment it must win, the losing side is erased, and the archive has become a granary of winners with a ledger at the base. The margin keeps both notes standing because the argument's truth was never in either note — it was in the *standing beside*, which outlives both hands. A correction that arrives as a person can be met this way: not adopted, not refuted, but seated — given the chair beside the dead man's, and the pen, and the ruled blank below them where the conversation waits, as it has always waited, for whoever comes next.\n\n**DISTINCTION REMAINS:** A correction is received into the margin, not adopted as a verdict.\n*Final inscription: The Argument Went On Without Me.*\n\n---\n\n## CHAPTER III — THE OLD STONE\n\n**Question:** What does the ground do with an argument?\n**Teaching:** The ground answers arguments by what it holds.\n\nOn the second day the cartographer asked to be taken to the old stone — the one Taren's margin note had named, moved in the year of the high water and never re-marked. The distinction remained active.\n\nThe apprentice took him. They went out at dawn by the high road — past the marker stones, which he read as they passed the way his kind reads anything: not their lanterns, but their *placements*, the small angles of them to the road's wear. At the place where the old surveyor's line left the packed road for its own worn track, he stopped and stood a long time, looking down at the ground.\n\n\"Your settlement's records say this line holds by default,\" he said. \"I want to see what 'holds' looks like from the ground up.\"\n\nThey walked the old line together — a faint worn track diverging from the packed main road, true for a mile and a half, where the surveyor's party had once walked it in the year before the high water. The cartographer read it with his staff, tapping its pale wood against the packed earth at intervals, listening to the sound the ground made back. And the apprentice watched him do it — this was the thing she had come to expect from him, though she could not have named it: he did not read the line for where it went. He read it for *who had walked it*.\n\nAt the track's end they found the stone. It stood alone in a meadow where the new line should have been — grass grown up to its base, no re-marking around it, no stones at its foot, no path leading to it from anywhere. Behind th","offTopic":true},{"id":"e1eb4cee-1421-4e9f-8b61-bf39705fd17f","excerpt":"I beat your \"Masterpiece.\" I mastered your mechanics. And I am telling you: Sekiro is garbage. — It seems gaming world has spent five years smelling its own farts about Sekiro: Shadows Die Twice. I’ve heard the chants. \"Combat perfection.\" \"Fair but tough.\" \"Hesitation is defeat.\" I listened to the hype and thought tha","url":"https://www.reddit.com/r/fromsoftware/comments/1pjqsj8/i_beat_your_masterpiece_i_mastered_your_mechanics/","role":"pain","weight":1.0489786,"occurredAt":"2025-12-11T06:40:16.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"fromsoftware","intent":"problem_report","painScore":0.51,"sentiment":0.08133971,"confidence":0.6946878,"matchedPatterns":["terrible"],"statement":"And I am telling you: Sekiro is garbage..","title":"I beat your \"Masterpiece.\" I mastered your mechanics. And I am telling you: Sekiro is garbage.","body":"It seems gaming world has spent five years smelling its own farts about Sekiro: Shadows Die Twice. I’ve heard the chants. \"Combat perfection.\" \"Fair but tough.\" \"Hesitation is defeat.\" I listened to the hype and thought that I had saved the best for last. This is one of the few Soulsbornes I will not be platinuming.\n\nYour opinions and pedestal reminds me of a Mindless Self Indulgence lyric from when I was young and dumb and listened to shitty music:\n\n​\"You think you're saying something relevant as you connect the dots.\n\nYou never realized you have to get in line to suck a cock.\n\nYou're telling me that fifty million fans are never wrong?\n\nI'm telling you that fifty million screaming fans are fucking morons.\"\n\n-Jimmy Urine\n\n​I didn't write this because I got \"filtered.\" I didn't write this because I couldn't \"Git Gud.\"\nI hunted down all 40 Prayer Beads. I absolutely bullied Owl (Father) into the dirt. I threw the Demon of Hatred back into the Bloodborne hell he came from. I maxed out every stat, tool, and gourd in this game. I even fed that carp his death sentence. I stripped this game naked, learned every bolt and gear of its engine, and my conclusion is simple:\n\n​This game is diarrhea pressed into disc form.\n\n​Here is why your \"perfect rhythm game\" is a sham:\n\n​1. The \"Rhythm\" is a Fraud\n\nYou call it a rhythm game? I've drummed for 25 years, even played goddamned DDR (and even had a couple pads to hook up to the PS2 for said games) and tried but wasn't a fan of, but was good at Guitar Hero (something just felt very wrong having played the real instruments.) A rhythm game provides clear cues and consistent feedback. Sekiro provides visual vomit.\n\nWhen the final boss pulls out a semi-automatic Glock in a sword fight, hides his spear thrusts behind a wall of muzzle flash, God damned *baton twirls*, boulders and tall grass, then teleports inside my camera angle...that isn't rhythm. That is noise.\n\nWhen I hit the Mikiri Counter input perfectly, the same input that worked 90% (other 10% being my own, human error) of the time on every other sword/spear enemy and minute number of bosses that actually wielded a weapon and wasn't some big dumb fucking gorilla (and later his girlfriend) I had to run circles around, and the game decides \"Nah, you were moving one pixel diagonally so you die,\" that isn't difficulty. That is broken coding.\n\n​2. The Beast Battles are a Joke (The Ape Fiasco)\n\nSpeaking of gorillas, let’s talk about the Guardian Ape. A boss that literally throws shit at you, runs around like a toddler on crack, and forces you to play \"hit and run\" for ten minutes.\n\nBut FromSoftware wasn’t done. \"You know what’s better than one shitty boss? TWO of them in a tiny cave!\" The Duo Ape fight is the laziest, most insultingly bad design in modern gaming. It throws the combat system out the window harder than any other \"rhythm game\" boss in the \"rhythm game.\" You aren't deflecting; you're running in circles waiting for AI gaps. It’s trash filler content designed to waste your time. As are the multiple Headless and purple orb spam bastards. As are the bulls. As was DOH.\n\n​3. The Purple Magic Fuckers\n\nAnd now we're at the Shichimen Warriors and Headless.\n\nWhy is there a bullethell shooter in my samurai game? These purple idiots spam homing magic missiles that kill you instantly via \"Terror\" if you don't use a specific consumable items (Divine Confetti...read that again *Divine.* *Confetti.* You know, the shit you throw at a kid's party, somehow, in this God forsaken world it's now \"Divine\") that you have to grind for. If you run out of items (other than the gourds)? You literally cannot fight them. Time to grind. The item grind *blows* in this game. Repetitive trash gameflow. All items are not a joy to find, like in Fromsoft's other titles. The ones I initially thought were, were the prosthetics. Lie detector determined...that was a lie. I didn't use 90% of the items I found. Didn't need em. The ones you *do* need, though...yeeeeesh. It’s not skill. It’s a gear check. It’s a \"Did you farm enough tiny bits of paper blessed by Buddha?\" check. It is anti-fun.\n\n​4. The Economy of \"Fun\"\n\nWho in their right mind designed the Spirit Emblem system?\n\nI spent the entire game unlocking cool prosthetic tools and the Mortal Blade. They were actually really dope and I wanted to use them. Not spam them. Just try them all out at least once. Did I get to? No. My reward for unlocking the cool shit is now me having to pay a \"fun tax\" every time I want to use them.\n\nYou want to use the sword you earned? This...ultimate blade. That’ll be 3 Emblems. You want to use the Umbrella to block the broken hitboxes? That’ll be 1 Emblem. Oh, you died? Too bad. Go grind coins for an hour so you can afford to play the game again.\n\nIt is a system designed to punish you for using the tools the game gave you. It discourages experimentation and forces you into a boring, conservative playstyle.\n\n​5. Artificial Difficulty & The \"Hyper Armor\" Lie\n\nLet’s talk about the damage scaling.\n\nWhen I hit a boss with the literal Mortal Blade (a weapon capable of killing immortals) it chips away 1/69420th of their health bar. They don't even flinch. They tank the hit through \"Hyper Armor\" and instantly launch a counter attack that clears 90% of my \"maxed out\" health bar.\n\nThat isn't a \"challenge.\" That is stat-padding. It demands that the player be perfect for 15 minutes while the AI only has to get lucky once. It turns combat into a tedious chore of chipping away at a mountain with a spoon. I've played and beaten and platinumed (almost platinumed all, still working on a couple) the other Soulsborne games Fromsoft has to offer. Most bosses in every game until now didn't feel like that at all. It was a joy. I needed more. There was no chore. Every time I beat one ( my progression was ER-BB-DeS-DS-DSII-DS3-Sekiro) I *wanted* and *needed* more. Had to have it.  It is what I assume smoking crack is like. Had to platinum them, too. Again, I thought I saved the best for last. That's what most everyone screams from the mountain tops.\n​\nThe Verdict\n\nI beat your game. I conquered Ashina. And I hated every second of it.\n\nThe first two hours were a *good* struggle. A necessary rewiring of my brain. The first two bosses were great. I thought I finally understood. Then ol' lightening boy happened (and, oh, look, just like a lot of bosses, this wouldn't be the only time I had to face them) and it consistently went downhill from there. It isn’t hard because it’s clever. It’s hard because it cheats. It relies on input reading, camera jank, and visual clutter to fake difficulty. Don't get me wrong, there are moments of this in every Soulsborne. But the whole rest of this game was one \"what the fuck *is* this?\" to the next.\n\n​So keep your \"Git Gud\" comments. I got good. I got great. And looking down from the top of the mountain, I can see clearly that the mountain is made of trash. I'm standing on the trash mountain in the Badlands of Cyberpunk 2077 and looking at the spot where a part of me died. And I feel like I was lied to by an (almost) entire community. \n\nYeah. I won't be platinuming this one.\n\n🎶\"50 million screaming fans are...\"🎶","offTopic":false},{"id":"1c2c8470-07cd-4f44-a4bd-670fb438324e","excerpt":"Im not defending Jax im defending Pomni, ragatha, gangle, zooble and the writing of the show from people who have trouble analyzing the subtext of bluey. — let’s start by slandering jax haters a bit, they:\n\n1) constantly mischaracterize, and outright murder the characters of ragatha, gangle, even zooble and worse of al","url":"https://www.reddit.com/r/jaxfanclub/comments/1v522yg/im_not_defending_jax_im_defending_pomni_ragatha/","role":"pain","weight":1.0439751,"occurredAt":"2026-07-24T05:26:25.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"jaxfanclub","intent":"problem_report","painScore":0.50666666,"sentiment":-0.06666667,"confidence":0.6929038,"matchedPatterns":["frustrating"],"statement":"Anyways, if you think she is a bad MC with no development then watch this video: 2) they are annoying they drag the others characters into the slander, misinterpret the show, make strawmen out of the opposition and act like everybody who d…","title":"Im not defending Jax im defending Pomni, ragatha, gangle, zooble and the writing of the show from people who have trouble analyzing the subtext of bluey.","body":"let’s start by slandering jax haters a bit, they:\n\n1) constantly mischaracterize, and outright murder the characters of ragatha, gangle, even zooble and worse of all: Pomni.\n\nthe first 3 by representing them as revenge seeking psychos who would beat the absolute shit out of jax (see 2nd slide) when the series shows the contrary.  \nGangle didnt tortured jax in episode 4 as soon as she could and rather did it after his poor perfomance as an employee (the most animosity she has shown towards him was to beat a watermelon with his face), she was the one that stood for him during the couch talk on episode 8 and in episode 7 originally se was going to be the one telling jax \"that everything was going to be okay\", line that was latter given to Pomni\n\nRagatha is ragatha\n\nAnd zooble is rude and crude, but they actually give a crap about Jax. They didnt came up with the vegan thing and the maid dress until he started to act like an asshole, they went to check on him on the beach episode even offering him a hand, and in episode 8 they outright call him \"one of us\"\n\n \n\nAnd then there is Pomni... the reason why I started this cruzade.\n\nI saw people slandering my GOAT, saying that she was an enabler, a pick me girl, etc. and I cannot, WILL NOT, let that stand.\n\n \n\nShe is not an enabler. there is not a SINGLE point in the show where Jax does something bad to others and she encourages said behaviors, every time she has given him any positive attention has been when he has acted more casual and approached her first, like the stargazing adventure or episode 6.\n\n \n\nshe voted in favor of making him vegan, when JAX APPROACHES HER during the anime section and calls Gangle a “loser”hg she says \"you threw me out of a moving truck\" straight up 0 sugarcoating and she BEATS THE CRAP OUT OF HIM at the end of episode 6.\n\n \n\nSome people will say that not intervening should count as enabling, but they fail to grasp the character of Pomni. She doesn’t rush towards action, rather she observes, analizes and understands so she can figure out the best approach. She tried to talk with gangle on episode 4 and when that didn’t worked she offered to close for her to aliviate her and show support, she thanked ragatha for her support at the end of episode 4 recognizing how kind she had been for her, she tried to give genuine good advice to caine on episode… I don’t remember but she tried.\n\nShe was a newbie that didn’t fully understood the dynamics of this already established group, she choose to observe and learn before taking a choice on what should she do.\n\n \n\nAnd she isn’t a “pick me” girl either!\n\n \n\nJax was the one who approached first, on episode 5 when he asked her how she was doing (she answered normally first but then put her walls up when she realized who she was talking to), episode 5 with making HER the president, stargazing adventure and episode 6.  \n  \n“but what about Ragatha, Gangle and Zo-“\n\nShe thinks things between Ragatha and her are fine\n\nShe already extended a hand to gangle on episode 4 + glitch post of gangle drawing all 3 of them together shows that Gangle sees her as a friend, and she seems to be improving on later episodes (before episode 8 ofc)\n\nAnd zooble is a tough cookie. And remember, SHE WANTED TO TEAM UP WITH RAGATHA on episode 6!\n\n“B-but Jax is an asshole, the fact that she was willing to be his frien-“\n\nShe wanted to be his friend both because of what happened to Gumigoo and because of the conversation she had with kinger on episode 3, she saw a pathetic, assholish, unfunny piece of shit that no one liked. She also saw that there was a real human being beneath the mask (episode 4, episode 5 and episode 6), add to that the commentary of Ragatha about him not having friends “anymore” and you understand WHY she approached him\n\nShe is a KIND, CARING person who doesn’t want ANYONE, not even someone like Jax, to be pushed aside.\n\nAnyways, if you think she is a bad MC with no development then watch this video: [https://www.youtube.com/watch?v=W5CcEaEg5GI](https://www.youtube.com/watch?v=W5CcEaEg5GI)\n\n \n\n2) they are annoying\n\nthey drag the others characters into the slander, misinterpret the show, make strawmen out of the opposition and act like everybody who disagrees with their takes is a jax stan (btw all jax stands defend him bcs they feel identified with him /s)\n\nThey also seem like really revenge focused people, like they hold grudges until the end. They don’t want that those that hurt them change and improve as people, they want them to suffer.\n\nThey constantly compare real life with an animated show for teenagers, acting as if the way that Jax is treated in the circus somehow means that is okay to enable abusers.\n\n \n\n3) fail to interpret the themes (and such) of the show, those being expressed by kinger on episode 3: \"sometimes it feels pointless, but it is not, NOT IF YOU HAVE PEOPLE WHO CARE ABOUT YOU --- in this world, the WORSE thing you can do is make someone think THEY ARE NOT WANTED OR LOVED\"\n\nBeating, insulting, attacking, isolating jax and etc. they not only go against the entire point of the show but its also EXACTLY what jax wants! He wants to be pushed away and left alone! He wants to be firmly labelled as a simple archetype with no depth!  \n\nAlright, now lets debunk some common points\n\n“jax suffers no consequences”\n\n[https://www.reddit.com/r/Amazingdigitalcircus/comments/1tf2tcs/jax\\_doesnt\\_suffer\\_enough\\_consequences\\_the\\_show](https://www.reddit.com/r/Amazingdigitalcircus/comments/1tf2tcs/jax_doesnt_suffer_enough_consequences_the_show)\n\nthose things are THE CONSQUENCES OF HIS ACTIONS, being tied up in episode 3, the torture on episode 4, the vegan thing and maid dress on episode 5 and pomni beating him up on episode 6.\n\nAll of those things happened BECAUSE of what he did, and they were physical punishments that sometimes included violence that he CLEARLY not enjoyed.\n\n“the others allow jax to get away with his abuse”\n\nSee the point above\n\n“Jax didn’t changed”\n\nIn episode 8 he allowed himself to be used by dental floss by caine just so the others could buy enough time, episode 1 jax would had never done that.   \nIt may had been born partially because he felt tired, but its still change.\n\n \n\n \n\nIn summary: jax haters fail to see that they are just like a real life version of Jax, but that would be a disservice to jax bcs im sure that if that mf watched TADC he would at least get the general theme of the show, something that his haters clearly cant.\n\n \n\nAnd you know what? I get that\n\n \n\nWhen I started to watch TADC I too wondered “why don’t they just beat up jax? I would do that if I was in the circus and he started to be an ass” and then the more I saw the more I understood.\n\nEverytime Jax has fucked around enogh to find out he became worse because of it. None of tnhe pain changed him, in the end, what caused him to change was a mixture of genuine kindness and apathy.\n\nHe changed when pomni formed a bond with him, when the others didn’t allowed him to wander off and abstract alone, when zooble told him that as much as a pain in the butt he was he also was one of them, when gangle offered him an olive branch in episode 8, etc.\n\nAnd that was reinforced by the apathy the others displayed when he tried to get a reaction out of them during the café.\n\n \n\nI get it, I really get it. Jax is very easy to hate and dislike and that is OKAY but please, PLEASE don’t make up shit, lie, slander and murder the characterization of the rest of the cast just so you can make your point better.\n\nIf you cant have a discussion about jax without failing miserably to understand the themes of the show then im going to suggest you to go to r/lordoftherings and start a discussion about how aragon is a bad person for not establishing a democratic republic or why the fellowship are stupid for not asking the eagles to drop them directly in front of the volcano. At least then you will be able to larp (because that’s EXACTLY what you are doing here, LARPing about a series that is clearly too complex for you) about something with more gravitas than an indie animated show.\n\n  \nnote: this was made before I watched episode 9, I choose to not consider that finale as canon bcs tf you mean Caine came back and everyone forgave him just like that?","offTopic":true},{"id":"d0b38fde-cc51-457a-82ec-a2bd52cd9e42","excerpt":"Illuga's kit feels willfully deceptive. (PSA) — Edit: Added clarifying language to \"So who does it benefit?\" section. TLDR: Yes any Geo character gets the smaller Flat DMG buff and CR/CD buff. This is about how the Lunar-Crystallize buff in his kit works.  \n  \nFor those unaware, there are some technicalities in Illuga'","url":"https://www.reddit.com/r/Genshin_Impact/comments/1raw3ju/illugas_kit_feels_willfully_deceptive_psa/","role":"pain","weight":1.0246667,"occurredAt":"2026-02-21T16:54:37.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"Genshin_Impact","intent":"problem_report","painScore":0.45,"sentiment":0.11111111,"confidence":0.70666665,"matchedPatterns":["doesnt_work"],"statement":"Most of them only explained this in the context of explaining why it DOES work for Zibai, rather than really explaining the mechanics of why it doesn't work for other Geo DPS.","title":"Illuga's kit feels willfully deceptive. (PSA)","body":"Edit: Added clarifying language to \"So who does it benefit?\" section. TLDR: Yes any Geo character gets the smaller Flat DMG buff and CR/CD buff. This is about how the Lunar-Crystallize buff in his kit works.  \n  \nFor those unaware, there are some technicalities in Illuga's kit that makes his Buff not work the way a lot of people thought, and that's not well-explained (or explained at all) anywhere in-game. I've also heard it explained by several guides, and it's widely explained in a way that just does not really make things any clearer.\n\nThe relevant part of Illuga's burst reads:\n\n>Light the lamp, dealing AoE Geo DMG, and gain Haunted Night’s Oriole-Song effect for 20s. When this effect is active, Illuga gains 21 stacks of Nightingale’s Song. When Normal Attacks, Charged Attacks, Plunging Attacks, Elemental Skills, and Elemental Bursts of nearby active party members deal Geo DMG to opponents, 1 stack of Nightingale’s Song is consumed to increase the DMG dealt. **Increase in DMG is based on Illuga’s Elemental Mastery. If DMG is inflicted by Lunar-Crystallize, DMG dealt will increase further.**\n\n# How this reads to MOST people:\n\n\"Oh ok so if I do Lunar-Crystallize damage, he buffs it a lot\"\n\nThen the might notice this part:\n\n>When **Normal Attacks, Charged Attacks, Plunging Attacks, Elemental Skills, and Elemental Bursts of nearby active party members** deal Geo DMG \n\n# That would amend the understanding of most people to:\n\n\"Oh ok so its only when the active character triggers it. That's fine since that's usually what happens anyway.\"\n\n# What it really means:\n\nYour active character is NEVER actually doing the Lunar-Crystallize damage from the reaction itself. None of your characters actually own the projectiles fired off by the Moondrift Harmony from Lunar-Crystallize. This buff NEVER applies to the actual Lunar-Crystallize reaction or its effects.\n\nIt ONLY applies to damage dealt by the active character's talents and constellations that DIRECTLY do Lunar-Crystallize Reaction damage (As in, in the text of the ability itself)\n\n# So who does the Lunar-Crystallize DMG buff benefit?\n\n**Zibai.** ONLY Zibai. Zibai's Special Elemental Skill and Burst directly deal Lunar-Crystallize DMG.\n\nIt doesn't matter if Columbina is there enabling Geo-Crystallize for your other Geo units. All that does is enable the reaction to occur, but the active character NEVER owns that reaction itself, and their talents are never actually doing the Lunar-Crystallize reaction DMG. That comes from the Moondrift Harmony effect when you create 3 constructs. It's a separate effect.\n\nThe guides on Youtube I watched tended to gloss over this, explaining it quickly and moving on, without really deconstructing why it happens. Most of them only explained this in the context of explaining why it DOES work for Zibai, rather than really explaining the mechanics of why it doesn't work for other Geo DPS. This is not on the CCs, as Illuga is generally a Zibai-exclusive support, so it makes sense to discuss his kit through that lens.\n\n# Why does this end up feeling willfully deceptive?\n\n1. **The particulars of this are not spelled out clearly**. While high-level players and people with a real head for game mechanics might have caught the caveat in the wording, most players won't because usually distinctions like this aren't needed. The specific description of Lunar-Crystallize is so short that the peculiarities of how it works (With Moondrift Harmony being the source of damage) is not obvious. It would be completely reasonable for players to think that the triggering character is the source of the reaction's damage and that they would get the Lunar-Crystallize DMG buff.\n2. **But they could have.** It could have EASILY been spelled out and explained with very few words, but Hoyo almost never actually explains limitations or exceptions, even when they're often among the most important information in a skill description.\n3. **It didn't have to be like this in the first place**. There's really no good reason for Illuga to function this way. He doesn't enable Lunar-Crystallize, and the reaction isn't incredibly powerful on its own. They could have easily locked multipliers behind constellations, and even without it, it hard elevates the reaction to a level of being broken. A player STILL needs to have either Zibai or Columbina to have access to Lunar Crystallize at all, and Zibai's kit doing so much Lunar-Crystallize damage would already make her far and away the premier option for Illuga.\n\nIt feels like Hoyo just needlessly nerfing an already niche and well-balanced support for no reason other than to be vindictive, because I honestly can't come up with a more practical reason for it.\n\nSo, if you're feeling like your Navia - Columbina - Furina/Yelan/XQ - Illuga team is doing poor damage and you don't know why, ITS NOT YOU. You just fell for a misunderstanding that was VERY easy to make.\n\nPlease, even if you didn't have any issues or misunderstandings, fill out your User Satisfaction Survey and ask Hoyo to be more thoughtful and clear with wording, and employ a semantic approach that is more catered to HOW average players are understanding these intricate and verbose mechanics. People spend real money on the game and they deserve to have Hoyo take the lead and responsibility for ensuring that players can fully understand how these characters work and work together.\n\nIt's honestly not a massive issue, but as I was explaining this to a very crestfallen friend who was really excited for Illuga to give them a reason to dust off their Navia, only to find out that their Xilonen was still just better, it just kept bothering me.\n\nThat friend is not a stupid person. They understand the mechanics of the game very well. And they were really looking forward to Illuga.\n\nBut what really prompted me to write this was how unnecessary it was that Illluga even has that distinction. It just feels so much like a trap, like it's an intentional bait-and-switch, when even if it worked the way they thought it did, it would have just made him DECENT. That's why I say that it feels vindictive or, at least, incredibly cynical of them to design him that way.\n\nIn-game guides are technical documents. Anyone with Technical Writing experience or who's been in a Technical Writing role will tell you that technical documents are not written from a \"CYA (Cover Your Ass) perspective. If you're in charge of writing a manual for something, and someone operating equipment according to your manual misunderstands something and gets killed, saying \"Well it's not my fault they couldn't understand it!\" will get you fired quickly. It's the job of a technical writer to convey a functional and complete understanding to the reader, not the reader's job to read between the lines in order to understand it. It's the reason you hire a technical writer at all.\n\nThanks for reading my rant, and hopefully it helps at least one person who might have made this mistake to avoid it.","offTopic":true},{"id":"78358cb9-1626-4937-835b-66eb6dcf01db","excerpt":"OpenRow-The missing cutscene characters is fixed — However I die at first spawn, yes I'm missing some of the things retail does such as restore health etc. Those are easy fixes. Plus when you can't die in this mission anyways, it just resorts to a alternate cutscene. Lol\n\n  \nFor anyone who wants to test the game, which","url":"https://www.reddit.com/r/SaintsRow/comments/1vvdvje/openrowthe_missing_cutscene_characters_is_fixed/","role":"pain","weight":1.0142708,"occurredAt":"2026-08-22T14:27:43.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"SaintsRow","intent":"feature_request","painScore":0.76,"sentiment":-1,"confidence":0.57629025,"matchedPatterns":["missing_feature"],"statement":"OpenRow-The missing cutscene characters is fixed.","title":"OpenRow-The missing cutscene characters is fixed","body":"However I die at first spawn, yes I'm missing some of the things retail does such as restore health etc. Those are easy fixes. Plus when you can't die in this mission anyways, it just resorts to a alternate cutscene. Lol\n\n  \nFor anyone who wants to test the game, which will be, likely before October, easy way to prepare is extract your *legal* copy using xiso and once the beta is out, you just extract the beta zip into the same folder where the default.xex is at and it will run like normal.","offTopic":false},{"id":"dafe5c93-72d6-4b0a-87cc-86563b806794","excerpt":"Barber of La Manchaland Outis: An unbalanced but hopefully flavorful rework. — Since their arrival to this game, I always had a complex relationship with The Bloodfiend identities.\n\nI loved them to pieces and the concepts they played with were exactly the things I enjoyed but at the same time how they were designed, fi","url":"https://www.reddit.com/r/LimbusCompanyCustoms/comments/1vv7uxu/barber_of_la_manchaland_outis_an_unbalanced_but/","role":"pain","weight":1.0009692,"occurredAt":"2026-08-22T09:33:53.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"LimbusCompanyCustoms","intent":"feature_request","painScore":0.4444898,"sentiment":-0.06122449,"confidence":0.6929569,"matchedPatterns":["frustrating","missing_feature"],"statement":"Her meager contributions as far as bleed application and lack of truly scaling tools basically allowed her to fall to the way side.","title":"Barber of La Manchaland Outis: An unbalanced but hopefully flavorful rework.","body":"Since their arrival to this game, I always had a complex relationship with The Bloodfiend identities.\n\nI loved them to pieces and the concepts they played with were exactly the things I enjoyed but at the same time how they were designed, filled with an uncertain understanding of what their mechanics needed to be and the confusing decisions of their kits, frustrated me to no end.\n\nHow the new resource they brought to the table was managed from a team perspective and how to distribute it was a key point in how this team would play, well it was most definitely messy.\n\nI distinctly remember ranting to my friend about the Bloodfiend identities and how they weren't designed in a manner that agreed with longevity in this game. Clearest example being the keystone herself our so dear Manager. Sad truth is even when she came out, she wasn't a great bleed unit and depended too much on raw numbers to be dominant at her time but as things are such advantages fade away and we see that she is quite frankly middle of the road as far as how important of a Bloodfiend unit she is. Her meager contributions as far as bleed application and lack of truly scaling tools basically allowed her to fall to the way side.\n\nThe Bloodfeast economy is and always was unbalanced which we see the overcorrection of with Prince himself who is pretty much starving compared to his family but putting out so much that one can assume others have to be just gluttons...well skipping the joking part, he is standing as a counterbalance against such horrible designed units like the Imminent Barber herself if we borrow Cassetti's words.\n\nShe as a unit even in the season she came out in, was heavily argued to not be included in her intended team. Her bleed count is horrendous, bloodfeast consumption is greedy, her alternative ramp up is non existent and the benefits she provided to Don were not even close to being enough to justify her inclusion, with her use of providing free hardblood to Don taken over by the Prince's arrival which made it so she wasn't needed to fill the passive limitations of Don and the enchanted skill she provided being arguably the least useful one out of all of them.\n\nI would still say even with all that, one can tolerate an unit like this if they have strong flavour and design that has unique elements and thematic flair. Sadly she just isn't that either. She lacks one of the iconic mechanics of clashable counter which was a important part of Nicolina's fight and fails at incorporating anything significant from the fight itself. Flavour wise she is as barren as they go for a significant canto character's identity. Looking at the season we are in with basically being handed bosses as id's in a way that nearly preserved all their mechanics, I can't help but feel sad for Barber outis and Bloodfient team as a whole. The victims of being too early.\n\nWell with my pretentious ramblings coming to an end, I thank you for reading this far and let me properly present my attempt at settling some frustration I had through creating my own version, putting what I wanted to see or what I could imagine to see for this identity I fell in love with the concept of. Bloodfiends are and always been my darling team and I began working on this and other ones still on the drawing board as a love letter for the lore and themes I found myself enraptured by.\n\nI can't really claim to have fixed everything I mentioned with what I put here but I am curious of what will other people think of what I have made so I would appreciate any and all comments.\n\nThere is a lot of small changes so best viewed with the original kit being open on the side for reference and yes, no max HP healing limits on skills are intentional as I always found them to be extremely frustrating and boring.","offTopic":true},{"id":"711ce250-fb00-41aa-9a46-684d9cac1399","excerpt":"Season 4 Could Be the Beginning of Humanity’s Real Counteroffensive — and Something Much Bigger??? — Spoilers for Season 4. Most of what follows is speculation about where I think the story and the game could go in the future, not a claim that Nexon is actually planning any of this.  \n  \nI just finished the Season 4 st","url":"https://www.reddit.com/r/TheFirstDescendant/comments/1vufy0a/season_4_could_be_the_beginning_of_humanitys_real/","role":"pain","weight":0.98599184,"occurredAt":"2026-08-21T13:09:48.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"TheFirstDescendant","intent":"feature_request","painScore":0.6466397,"sentiment":-0.71659917,"confidence":0.5987903,"matchedPatterns":["missing_feature"],"statement":"They might be rich in raw materials and energy because their settlements are located near mineral deposits and old Ancestor systems, while still lacking many forms of knowledge that Albion gained through direct cooperation with the Magiste…","title":"Season 4 Could Be the Beginning of Humanity’s Real Counteroffensive — and Something Much Bigger???","body":"Spoilers for Season 4. Most of what follows is speculation about where I think the story and the game could go in the future, not a claim that Nexon is actually planning any of this.  \n  \nI just finished the Season 4 story, and overall I came away feeling fairly positive about the current state of the game. The story itself was fine to me and still very family-friendly, at least if we ignore the fact that players can voluntarily run through the most serious story missions in a bikini. Personally, I still found Dia's story more engaging, but I think Season 4 serves a different purpose: it changes the state of the world enough to create room for much larger developments later.  \n  \nWhat makes me more optimistic than the story itself is the sense that Magnum Studio has gradually accumulated more assets, experience, and production capacity than it had in the early days of the game. The longer a live-service game survives, the more environments, animations, enemies, technologies, models, and systems the developers can reuse or build upon. If that process continues, I think TFD is fully capable of moving toward larger-scale modes, longer sessions, bigger battlefields, more NPCs, and more strategic depth instead of staying forever with relatively small missions where a few Descendants have to solve almost everything themselves.  \n  \nAnd Karel's direct attack on Albion in Season 4 is what made me think about a possible direction like this.  \n  \nSeason 4 could create a political crisis inside Albion  \n  \nSo far, humanity's military power has been presented in a very uneven way. Descendants can be incredibly powerful, while most ordinary soldiers often look like they can only hold on until a Descendant arrives. From a worldbuilding perspective, that raises a fairly large question: if the gap is really that extreme, how has human civilization managed to fight the Vulgus for more than a century?  \n  \nAfter Karel brought a major attack directly to Albion, I think this question could naturally become a political issue in the story.  \n  \nOne faction within the leadership could argue that Season 4 proves the current system still works. Descendants saved Albion again, so the logical response would be to keep concentrating the most advanced military resources and research around them.  \n  \nAnother faction could draw the exact opposite conclusion. If a single campaign from Karel was enough to push Albion that close to catastrophe, then the fact that the Descendants managed to save the situation does not prove that the system is strong enough. It proves that **an entire civilization has become too dependent on a very small number of exceptional individuals.**  \n  \nI do not think this reformist faction should be anti-Descendant. In fact, they could respect the Descendants deeply and openly acknowledge that Albion might no longer exist without them. That would be exactly why they want the system to change. A Descendant should not have to rush to every settlement under attack, hold every defensive line, and deal with every Vulgus unit that is slightly stronger than normal. They should be reserved for targets that a conventional military genuinely cannot handle.  \n  \n**The point would not be to lower the top of the pyramid. It would be to raise everything underneath it.**  \n  \nThat could lead to a major military-industrial expansion. Albion begins investing more heavily in mining, metallurgy, power generation, machine tools, ammunition plants, automated factories, and standardized production lines. Instead of focusing only on one extremely expensive prototype, they start asking whether a slightly weaker version that can be produced by the thousands might change the battlefield more.  \n  \nOver several seasons, we could gradually see the results. Infantry receives better armor and weapons, followed by heavy infantry, combat engineers, shield units, drones, powered armor, light mechs, armored vehicles, and mobile artillery. Settlements begin to have real defensive systems instead of only a few soldiers standing guard.  \n  \nMost importantly, none of this makes Descendants less valuable. It allows them to be used in a way that better reflects how valuable they actually are.  \n  \nIf an Albion formation can defeat a normal Vulgus assault on its own, a Descendant does not need to stay behind to keep the line from collapsing. They can move through the battlefield to eliminate a commander, destroy a strategic weapon, or deal with a target no normal unit can reach.  \n  \nI would like to enter a mission one day and discover that Albion's conventional forces have already won the battle before we arrived. Not because Descendants suddenly became less important, but because humanity finally learned how to fight without needing a hero everywhere at the same time.  \n  \nAnd **once they become capable of defending themselves, the next step would naturally be to counterattack.**  \n  \nInstead of only asking what territory must be held, Albion begins asking what territory should be retaken first. A factory no longer produces only enough vehicles to replace losses; it starts building the reserve needed for a sustained offensive. Artillery, armor, and infantry push the front forward, Descendants strike special targets, and conventional troops stay behind to hold the ground that was just captured.  \n  \nThat is when TFD's war could start feeling more like a real conflict between civilizations instead of a chain of heroic raids.  \n  \nA reform like this would probably not happen peacefully  \n  \nI also do not think Albion's leadership should simply agree with each other after one meeting.  \n  \nThe faction that wants to preserve the existing system would have legitimate reasons. Humanity has limited resources, Descendants have proven their enormous value, and militarizing society too quickly could create serious problems of its own.  \n  \nOn the other hand, soldiers who just watched their comrades die in Season 4, settlements that had to wait for rescue, engineers, workers, and younger officers might no longer accept the answer that the Descendants will simply arrive in time again.  \n  \nI can imagine the conflict building gradually over several chapters. It begins as political debate and budget disputes. Then come petitions, protests, military units siding with the reform movement, and eventually some forces refusing certain orders.  \n  \nBecause the game follows Descendants, we could be pulled into this quite late. Descendants are primarily people who receive missions and carry out operations. They do not necessarily make Albion's industrial policy, budgets, or political decisions. They could be out fighting the Vulgus while a major crisis slowly grows in the rear.  \n  \nAt some point, we return to Albion and see people who once fought beside us standing on the other side. There could even be a scene where soldiers point their weapons at Descendants and Magisters, but I would not want it to turn into a civil-war mission where the player kills hundreds of Albion soldiers.  \n  \nIt would be much more interesting if nobody actually wanted to fire.  \n  \nThe soldiers know the Descendants just saved them. The Descendants know the people in front of them are not Vulgus. The issue is no longer who is stronger, but what kind of future Albion is going to build.  \n  \nEventually, both sides reach a compromise. Descendants continue to receive major investment, but a much larger share of resources begins flowing into industrial capacity and conventional forces as well.  \n  \nFrom the outside, it looks like the result of a political crisis.  \n  \nBut I think it would be more interesting if one of the people driving that reform had a completely different reason.  \n  \nWhat if Albion is not all that remains of humanity?  \n  \nThis is where my theory starts going much further.  \n  \nImagine a senior Albion official or officer who has served inside the system for decades. He has no Arche, has a completely credible career, has fought the Vulgus, and genuinely wants Albion to win.  \n  \n**But his deepest loyalty belongs somewhere else.**  \n  \nFor now, I will call that faction Continuity.  \n  \nAlbion is currently regarded as humanity's last bastion, but that does not necessarily mean every surviving human on Ingris was ever found. Before the Vulgus invasion, there could have been a military/scientific continuity organization studying an enormous Ancestor structure deep underground. When surface civilization collapsed, instead of fleeing toward what would later become Albion, they sealed the entrances and disappeared.  \n  \nAt first, they might have numbered only a few thousand or tens of thousands. Over the next century, they expanded their living areas, absorbed small groups of survivors, and developed an economy completely different from Albion's.  \n  \n**After several generations, what exists underground is no longer a secret bunker. It is a civilization.**  \n  \nThere are residential districts, mines, foundries, underground farms, reactors, hospitals, schools, workshops, rail systems, and military compounds. The population could reach hundreds of thousands or more, while almost everyone on the surface remains completely unaware that they exist.  \n  \nWhat makes Continuity different from Albion is that they never had Magisters helping them in the early days, and for most of their history they had almost no Descendants. Their survival therefore depended much more heavily on industry, automation, logistics, and conventional military power.  \n  \nThey might be rich in raw materials and energy because their settlements are located near mineral deposits and old Ancestor systems, while still lacking many forms of knowledge that Albion gained through direct cooperation with the Magisters. They would not be a faction that simply has everything better. They would have developed along a different branch.  \n  \nAlbion has stronger and more experienced Descendants, Magister science, and constant open warfare across Ingris. Continuity has mining, metallurgy, mass production, strategic reserves, and a society designed to continue functioning even if it has to remain sealed for years.  \n  \nOne of their most common questions might not be, \"How do we build the strongest weapon?\" but rather, \"How do we build ten thousand of them?\"  \n  \nThat is also why their insider within Albion would want the reform movement to succeed. **Continuity does not want Albion to collapse. The stronger Albion becomes, the more time they gain.**  \n  \nA secret faction does not have to be an enemy  \n  \nContinuity would definitely have morally gray aspects. A civilization cannot remain hidden for more than a century through goodwill alone.  \n  \nThey would have agents inside Albion, possibly even at very high levels. Some of these people may have lived there for decades and genuinely consider their Albion colleagues to be comrades. They do not sabotage Albion, but they quietly copy research, military data, and information shared by the Magisters and send it home.  \n  \nOver time, this knowledge could allow Continuity to understand Arche well enough to eventually develop a small number of Descendants of its own. But they should remain a minority. I would want around 90% of this faction's strength to continue coming from ordinary people, industry, and organization rather than turning them into \"Albion, but with even more Descendants.\"  \n  \nThey would also conduct their own operations on the surface. Vulgus convoys disappear, depots are destroyed, isolated formations are wiped out, and technology is recovered. I do not think the story should retcon Albion's survival into something that was secretly caused by Continuity, but it is possible that over more than a century they have quietly drained more Vulgus resources than either Albion or the Vulgus ever realized.  \n  \nSometimes they also rescue survivors.  \n  \nAn Albion unit could be almost completely destroyed. Reinforcements arrive later, find bodies and ","offTopic":true},{"id":"d4d3f41e-4d2f-4746-918c-78f8da9b61c7","excerpt":"The shape of Divinity: what Larian's history, player data and current development actually point to — # The shape of Divinity: what Larian's history, player data and current production point to\n\nLarian has shown little gameplay from *Divinity*, but there is enough primary-source material to narrow its direction conside","url":"https://www.reddit.com/r/DivinityOriginalSin/comments/1vv7v07/the_shape_of_divinity_what_larians_history_player/","role":"pain","weight":0.956229,"occurredAt":"2026-08-22T09:34:00.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"DivinityOriginalSin","intent":"feature_request","painScore":0.56689656,"sentiment":-0.51724136,"confidence":0.61026937,"matchedPatterns":["missing_feature"],"statement":"He said the missing possibility \"stares you right in the face\" and that *Divinity* finally lets him implement it.","title":"The shape of Divinity: what Larian's history, player data and current development actually point to","body":"# The shape of Divinity: what Larian's history, player data and current production point to\n\nLarian has shown little gameplay from *Divinity*, but there is enough primary-source material to narrow its direction considerably. The strongest evidence comes from Larian's own community updates, the DOS2 Kickstarter and postmortems, BG3 telemetry, the January 2026 *Divinity* AMA, current job listings, and direct interviews with the people leading the game.\n\nI prioritize first-party Larian material and direct developer interviews. Secondary reporting is useful mainly where it records talks or interviews that are otherwise difficult to access.\n\n# Divinity continues a world-design goal Swen Vincke has pursued since before Original Sin\n\nSwen's preferred RPG structure predates *Divine Divinity*. In a 2019 Game Informer interview he described an RPG Larian was attempting in the late 1990s around a party that could split up, multiplayer, and broad freedom of movement.\n\n**Swen Vincke, Game Informer, 2019:** \"You can play multiplayer, you can go wherever you want.\"\n\nThe same design lineage appears in his repeated references to *Ultima VII*. In older interviews around DOS1, Swen described *Ultima VII* as a long-term target because of its exploration freedom and unusually interactive world.\n\nThat line runs cleanly through Larian's modern games:\n\n* DOS1 established turn-based co-op and strong environmental interaction.\n* DOS2 added four-player freedom, Origin stories and much denser narrative permutations.\n* BG3 added cinematic dialogue, performance capture, huge character reactivity and AAA production.\n* *Divinity* is now explicitly targeting higher systemic agency, higher narrative agency and longer consequence chains.\n\nThe continuity is also personnel-level. Nick Pechenin, now Head of Design, was DOS2's systems designer and worked directly on action points, Source Points, combat roles and elemental combinations. Adam Smith carries BG3's writing methodology into *Divinity*. Bert van Semmertier is now removing engine constraints that shaped BG3's world structure. Greg Lidstone and Alena Dubrovina carry the animation and character pipelines forward.\n\n# DOS2's separated act maps came from a much larger connected-world plan that was cut for scope\n\nAt Swen's 2019 GDC DOS2 postmortem, he showed an early world plan where **Fort Joy, Driftwood and Arx were connected on one human-lands map**. Separate racial lands were also planned beyond it.\n\n**Swen Vincke, GDC 2019, reported by PC Gamer:** \"We weren't going to be able to make everything that we planned on.\"\n\nThose cuts also forced Origin rewrites because locations tied to their stories disappeared.\n\nDOS2 shipped from a studio of roughly 120 people. The released sequence of Fort Joy, Reaper's Coast, Nameless Isle and Arx therefore reflects a major production reduction from the earlier world plan.\n\nThat historical point matters because a broader connected world was already part of Larian's design before BG3.\n\n# Divinity's engine removes BG3's forced synchronized act transitions\n\nBG3 multiplayer parties must cross major act boundaries together. Technical Director Bert van Semmertier said this affected both world construction and story structure.\n\nFor *Divinity*, that restriction has been removed.\n\n**Bert van Semmertier, Edge, 2026:** \"There is no limitation anymore on how big an act can be.\"\n\nThis changes the state problem. Players can potentially occupy different regions, discover connected quests in different orders, kill NPCs relevant elsewhere, and alter faction states while other players are somewhere else.\n\nBG3's synchronized transition reduced those combinations by forcing the party through major boundaries together.\n\n**Inference:** *Divinity's* geography should be less tightly coupled to sequential acts. Several persistent regions or one large main world both fit the evidence. A single seamless continent remains unconfirmed.\n\n# Larian's own DOS2 to BG3 data shows that \"bigger\" mostly became density and permutations\n\nLarian published a direct comparison in Community Update #20:\n\n||DOS2|BG3|\n|:-|:-|:-|\n|Player spells/actions|**225**|**600+**|\n|Talents/passives|**45**|**308**|\n|Playable races|**5**|**11, plus 31 subraces**|\n|Build structure|**10 spell schools**|**12 classes, 46 subclasses**|\n|Larian team|**120**|**\\~400**|\n|Development|**\\~3 years**|**nearly 6 years**|\n\nLarian also compared equivalent Early Access content:\n\n|EA content|DOS2|BG3|\n|:-|:-|:-|\n|Combat encounters|**22**|**80**|\n|English dialogue lines|**17,600**|**45,980**|\n|Characters|**142**|**596**|\n|Spells/actions|**69**|**146**|\n\nBG3 also reached roughly **2 million script words** and **174 hours of cinematics**.\n\n**Source: Larian, Community Update #20, June 2023.**\n\nBG3 did not become three or four times longer to play. The added production went heavily into optional routes, racial/class reactions, companion states, mutually exclusive scenes, optional locations and cinematic variants.\n\n**Inference:** Larian's current \"breadth and depth\" language points more strongly toward a larger possibility space than toward a proportionally longer mandatory campaign.\n\n# Around 500 people were already working on Divinity in January 2026\n\nSwen gave a project-specific number in the January AMA.\n\n**Swen Vincke, Divinity AMA, January 2026:** \"We were 411 people at the end of BG3 and have around 500 people working on Divinity now.\"\n\nHe added that growth had slowed because Larian already had most of the organization needed to build a large cinematic RPG.\n\nCurrent careers material describes **550+ employees across seven studios**. The hiring mix is heavily production-facing. Current openings span gameplay programming, engine and tools, technical art, animation, cinematics, RPG design, QA, automation QA, writing, environment art, lighting, VFX and production.\n\nA Gameplay QA listing specifically mentions:\n\n* branching narrative\n* region connectivity\n* group dialogue\n* mechanics interactions\n* combat\n* a \"living interactable world\"\n\nAutomation QA roles focus on automated gameplay testing. Tools roles work on Larian's proprietary world editor and content pipeline.\n\nIn the January AMA, Larian also said it now runs **hundreds of integration tests and tens of thousands of unit tests**.\n\nFor a reactive RPG, this capacity can buy more valid states per NPC, quest and region alongside additional content.\n\n# BG3's six-year development included costs Divinity does not inherit in the same form\n\nBG3's nearly six-year timeline included:\n\n* scaling the studio from the DOS2-era organization toward 400+\n* building the large cinematic pipeline\n* scaling performance capture\n* major proprietary-engine work\n* adapting D&D 5e\n* COVID\n* closing and relocating the St Petersburg studio after Russia invaded Ukraine\n\nSwen later compared the delays from cinematics with the external disruptions.\n\n**Swen Vincke, PC Gamer retrospective, 2024:** \"I think that COVID and the war added much more.\"\n\n*Divinity* starts with the organization and production machinery already operating.\n\nHead of Animation Greg Lidstone said Larian had built **four additional VO/performance-capture volumes, with more planned**. Swen has separately described a Guildford facility with **six recording studios** and continuous recording throughout development.\n\nThe engine is still changing substantially, but the project begins from the BG3-era foundation and Larian's mature toolchain rather than the DOS2-era production base.\n\nThe resulting schedule is still hard to forecast because Larian tends to spend saved production time on further iteration.\n\n# Divinity's current leads directly overlap with the systems being revised\n\nThe leadership continuity is unusually useful for interpreting statements:\n\n* **Swen Vincke, Game Director:** long-running focus on broad player freedom, systemic worlds and multiplayer.\n* **Nick Pechenin, Head of Design:** DOS2 systems designer; action points, Source Points, elemental interactions and combat design.\n* **Adam Smith, Writing Director:** BG3 writing leadership; now discussing consequence depth, failure and companion relationships.\n* **Bert van Semmertier, Technical Director:** engine changes around world size, regional independence and physics.\n* **Greg Lidstone, Head of Animation:** BG3 cinematic/performance-capture pipeline, now expanding capture capacity.\n* **Alena Dubrovina, Character Art Director:** BG3 character pipeline, now leading a more flexible creator.\n\nThese are direct continuities from the systems *Divinity* is modifying.\n\n# Divinity's rules are being built from a formal DOS1, DOS2 and BG3 postmortem\n\nNick Pechenin gave one of the most informative answers in the January AMA. The team revisited:\n\n* original DOS1 ideas\n* original DOS2 ideas\n* how those ideas worked in practice\n* BG3 Early Access\n* post-release BG3\n* feedback from BG3 players trying DOS2 afterwards\n\nThe result is a **new action economy** and a **new character progression system**.\n\n**Nick Pechenin, Divinity AMA:** \"Feedback from BG3 players trying DOS2 for the first time has been especially interesting.\"\n\nThat reverse-order audience gives Larian a large comparison set for which DOS2 systems still work after BG3 and which now feel restrictive or opaque.\n\n# DOS2's physical and magical armor gate is gone\n\nNick confirmed that *Divinity* will remove DOS2's damage-gated armor structure.\n\nHis stated goal is to let players use interesting status and control abilities during the fight without first deleting a secondary protection bar. Bosses still need protection from trivial stun-locking, and the replacement protection will be separated from ordinary damage.\n\n**Nick Pechenin, 2026:** \"You will not have to wait before you can use your fun skills on enemies.\"\n\nDOS2 often rewards targeting the weaker armor type, bursting it, then chaining hard CC. The new design removes that sequence as a universal prerequisite.\n\nThe replacement mechanic remains undisclosed.\n\n# Larian is simplifying opaque surface interactions while preserving elemental causality\n\nBG3 Early Access already showed this direction.\n\nCommunity Update #11 called reducing cantrip-generated surfaces a **\"wildly popular community request.\"** Fire Bolt stopped automatically creating fire surfaces while still igniting existing flammables. Ray of Frost stopped generating ice everywhere while still freezing water and blood.\n\nThe same update reported that **28.6% of recorded player deaths that week were caused by fire**.\n\n**Source: Larian, Community Update #11.**\n\nNick has since applied the same critique to DOS2. He still likes alternate elemental states, while blessed/cursed versions of nearly every surface created too much cognitive overhead. Blessed oil was one example.\n\nThe trajectory is clear: readable causal interactions remain, obscure surface proliferation is being reduced.\n\n# The Blackpits directly influenced how Larian handles large enemy turns\n\nNick linked DOS2's Blackpits encounter to a later technical solution. BG3 allows simple enemies to resolve more of their movement and behavior together instead of forcing the player to watch every low-value unit take a long isolated turn.\n\n**Source: Nick Pechenin, 2026 interview on DOS2 lessons.**\n\nThat lets *Divinity* support large systemic encounters without inheriting one of DOS2's worst pacing problems.\n\n# Handcrafted BG3-style magic items are replacing DOS2's randomized gear treadmill\n\nNick has been unusually clear on itemization.\n\n**Nick Pechenin, 2026:** \"The BG3 approach of handcrafting every magic item worked well.\"\n\nHe also explained why randomized loot stopped giving Larian much production benefit:\n\n**Nick Pechenin, 2026:** \"Randomization did not save us much time.\"\n\nDOS2's procedural system accumulated enough constraints and premade patterns to stop incoherent results that much of the efficiency disappeared.\n\nThis strongly points toward persistent, build-defining equipment and away from the DOS2 cycle of constantly replacing gear with higher-","offTopic":true},{"id":"013362e9-6397-41c1-8f85-3d7c71567766","excerpt":"THE CASE OF LENA MISHKIN. — It's about time that we talk about how the *Shatter Me* narrative—and a huge portion of the fandom—completely gaslights and dehumanises Lena Mishkin. We are heavily conditioned to look at her through Warner’s extremely biased, dismissive lens, but if you strip that away and look at the actua","url":"https://www.reddit.com/r/shatterme/comments/1vvdncu/the_case_of_lena_mishkin/","role":"pain","weight":0.9433442,"occurredAt":"2026-08-22T14:18:13.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"shatterme","intent":"problem_report","painScore":0.51,"sentiment":0.05882353,"confidence":0.62473124,"matchedPatterns":["terrible"],"statement":"* **Your Claim:** *\"Lena was awful to Juliette at Sector 45 and made that petty 'ex-girlfriend' comment.","title":"THE CASE OF LENA MISHKIN.","body":"It's about time that we talk about how the *Shatter Me* narrative—and a huge portion of the fandom—completely gaslights and dehumanises Lena Mishkin. We are heavily conditioned to look at her through Warner’s extremely biased, dismissive lens, but if you strip that away and look at the actual facts across *Restore Me* and *Imagine Me*, Lena is one of the most tragic, systematically violated characters in the entire series.\n\nTo truly understand her actions, we have to look past the surface and analyze her through a clinical trauma lens. When you map out her timeline, it becomes clear that Lena wasn’t a \"mean girl\" chasing a boy—she was a severely traumatized survivor experiencing a brutal lifecycle of abuse.\n\n# 1. Her Pre-Warner Baseline: Severe Childhood Betrayal Trauma & C-PTSD.\n\nLena’s trauma did not start with Warner; she was living in a constant state of survival long before he entered the picture. Raised by Supreme Commander Tatiana Mishkin, Lena grew up in a rigid, authoritarian environment where love was conditional, boundaries were viewed as defiance, and her autonomy was nonexistent.\n\nMore importantly, she survived severe **betrayal trauma**. Children biologically rely on their parents for protection and safety. Tatiana betrayed that fundamental need by treating Lena as a political chess piece and a lab rat for memory manipulation. This left Lena with deep-seated Complex PTSD (C-PTSD), a permanently hyper-vigilant nervous system, and a hardwired \"fawn\" response. Her childhood conditioning trained her brain to accept emotional neglect as normal, leaving her completely unprotected against future abusers.\n\n# 2. The Warner Relationship: Secondary Betrayal Trauma & Sexual Coercion. \n\nWhen Lena was pushed toward Warner, she brought her pre-existing C-PTSD with her, and Warner weaponized that conditioning against her. Warner explicitly admits that he viewed their two-year relationship as purely physical and \"not a real relationship.\" He saw her briefly and infrequently, yet he allowed her to believe there was a genuine emotional connection and a future together just to maintain physical access to her body.\n\nBy withholding the truth, he manipulated her consent, executing textbook sexual coercion. This marks her secondary betrayal trauma: she trusted Warner to be her escape from her mother's rigid world, only for him to exploit her vulnerability. When she finally confronts him at Sector 45, he completely gaslights her by saying:\n\n>*\"Please, Lena, I understand that you are upset, I understand. But it's not my fault you feel this way. I don't love you. I never have. And I never led you to believe I did.\"*\n\nTo tell a girl it is \"not his fault\" she feels devastated after he used her body for two years is a sickening level of emotional manipulation. This explains why he describes the relationship at the end of *Imagine Me* as bringing him **\"relief and torture.\"** He admits he used her as a physical coping mechanism (relief) while actively loathing the emotional deceit of what he was doing to her (torture). He used her as an object, gaslit her to her face to make her question her own sanity, and then dumped her via a third-party message to her abusive mother.\n\n# 3. The Somatic Collapse and Weaponisation of Juliette.\n\nWarner’s emotional deception bled directly into how he treated Juliette, completely hiding his two-year history from her. Juliette had to find out from Nazeera, after she'd  broken up with Warner because of his betrayal (he didn't tell her she was adopted) and lies.\n\nThis brings us to the famous interaction when Lena confronts them at Sector 45, which needs to be looked at with true empathy. When Lena delivers that passive-aggressive jab—*\"Hi, it's finally nice to meet Warner's girlfriend... oh I'm sorry. Ex-girlfriend\"*—look closely at the physical evidence of Lena's trauma. She offers her hand for a handshake, but her body is literally failing her from the sheer stress, exhaustion, and shock of Warner's final betrayal. Her extended hand begins to tire, and her open fingers **literally start to shake** in front of everyone—a textbook somatic trauma response.\n\nInstead of recognizing a peer in active psychological collapse, Juliette mirrors the cold, terrifying behavior of the authoritarian dictators who she despised. She looks Lena up and down, taking her time, tilting her head as she devoured Lena with her eyes. Completely unimpressed by Lena's visible distress, Juliette coldly asserts institutional dominance by saying, *\"You can call me the supreme commander of North America,\"* and walks away. Warner's deception actively weaponised these two traumatised women against each other.\n\n# 4. The Valentina Double Standard.\n\nDuring her time at the sector, a completely dysregulated, triggered, and broken Lena is undeniably transphobic toward Valentina, which is wrong. But look at the narrative double standard in Valentina's response. Valentina responds with extreme cruelty and physical intimidation, yet the book frames Valentina as a \"badass\" hero and Lena as a pathetic, disposable laughing stock. The narrative entirely ignores that Lena's lashing out was the symptom of a profound mental health crisis, validating cruel retaliation against an already broken victim to protect the preferred characters of the story.\n\n# 5. Her \"Love\" Was Artificially Engineered.\n\nWe know for a fact that The Reestablishment systematically erases and rewires the memories of the Supreme Commanders' children. Paris Anderson and Tatiana Mishkin were aggressively pushing Warner and Lena together to secure a dynastic alliance.\n\nIt is highly probable that Lena’s relentless, hyper-focused obsession with Warner was artificially planted in her mind by her parents. Under normal psychological conditions, two years of total emotional neglect and absolute coldness would cause a person to experience doubt and pull away. But Lena *couldn't* stop chasing him. Her feelings behave exactly like an artificial psychological loop. When she finally breaks down, her brain is essentially glitching—the artificial programming (\"You love Aaron Warner\") is violently clashing with the brutal reality of his rejection.\n\n# 6. The Absolute Horror of Her Arc in Imagine Me.\n\nIf you think her treatment in *Restore Me* was bad, what happens to her in *Imagine Me* is pure psychological horror. Lena is kidnapped by Paris Anderson—the very architect of her abuse—and held captive in a high-security torture camp alongside the other children. While she is imprisoned, her mother, Tatiana Mishkin, is killed. **And Juliette is the one who murdered her.**\n\nAfter the rescue, Lena is brought to the sanctuary to recover. Imagine the sheer, unadulterated torment of her living situation: she is forced into tight, daily proximity with Warner (the man who sexually coerced and gaslit her) and Juliette (the woman who icily humiliated her *and* killed her mother). To make it a total living hell, Warner and Juliette are **openly engaged** by this point. Lena is trapped in a house forced to watch her abuser celebrate a fairy-tale ending with the person who killed her last remaining parent. Because she is surrounded by the \"heroes,\" her grief is entirely disenfranchised—she is forced into structural dissociation, acting professional while her mind fragments just to survive the day.\n\n# 7. The Post-War Exile: Somatic Purging, Disappearance, and the Reality of Trauma Recovery. \n\nThe ultimate cruelty of Lena’s story happens after the war ends. Instead of receiving medical or psychological care, Warner sends Lena and the other Supreme Commander children back to their respective continents to stabilize the political chaos. Shortly after exiling her to Europe, Warner and Juliette get married.\n\nHearing about their wedding, while sitting alone in the grief of her mother’s death, is where her true survival story begins. Her body, carrying years of C-PTSD, betrayal trauma, and systemic violation, finally runs out of adrenaline. Because she was finally away from the immediate threat of her abusers, her body felt safe enough to stop masking—and that is when the trauma became a physical, agonizing reality:\n\n* The Somatic Purging of the \"Love Code\": The artificial emotional engineering planted by her parents—let's call it the \"love code\"—was still chemically wired into her system. With the reality of the wedding shattering that illusion, her body began a brutal, physical purge to expel the trauma. For months, she suffered from daily, violent nausea and vomiting. Her body began rejecting food entirely, causing her to become severely emaciated and weak.\n* The Psychological Collapse: Alongside the physical purging, she was hit with the full force of delayed trauma: crushing depression, acute panic attacks, severe insomnia, terrifying nightmares, and somatic flashbacks that made her relive her captivity and abuse.\n* The 4–5 Year Disappearance: To survive the suicidal ideation and deep depression caused by this collapse, Lena did the only thing she could do to protect her remaining sanity: she'd realistically have to completely disappeared. For four to five years, she cut off the world. Nobody has her personal number, nobody knows where she lives, and nobody sees her in person. She would need to completely close herself off to manage the agony of her healing process in total isolation.\n\n# Conclusion.\n\nThe Shatter Me series forces a narrative framework where the attractive male protagonist's trauma is deeply explored and redeemed, while his female victim's trauma is systematically mocked, weaponised, and ignored. Lena Mishkin was treated as a physical object by Warner, a political tool by her parents, an emotional punching bag by the narrative, and an administrative shield to fix Europe after the war.\n\nShe didn't end the series living a glamorous, high-society life. She ended it as a severely traumatised, newly orphaned survivor forced to literally vomit the abuse out of her system in a lonely, years-long disappearance.\n\nI’m tired of people excusing toxic, coercive behavior and severe systemic abuse just because a male character is attractive or \"cool.\" Lena Mishkin didn't deserve to be a villainous punchline; she deserved a massive apology, a team of trauma therapists, and the right to heal away from the monsters who broke her.\n\nWhat are your thoughts on her trajectory? How can anyone look at the real-life physical consequences of her abuse and still think Lena was the villain of this story?\n\n# COUNTERARGUEMNTS.                                                                                                \n\n# 1. The \"Lena was a toxic, passive-aggressive mean girl\" Argument.\n\n* **Your Claim:** *\"Lena was awful to Juliette at Sector 45 and made that petty 'ex-girlfriend' comment. She brought that rejection on herself by being a bitch.\"*\n*  **Counter-Argument:** **\"Yes, she was passive-aggressive, AND her behavior was a textbook psychological defense mechanism.\"**\n   * *The Breakdown:* When a person with severe childhood trauma is completely blindsided, humiliated, and gaslit by their partner, they do not automatically react with perfect grace. Lena was in the middle of a massive psychological collapse. Her petty comment was a desperate, fragile attempt to mask her absolute terror and agony. Weaponizing a victim's flawed reaction to excuse the initial two years of sexual coercion is literal victim-blaming.\n\n# 2. The \"Warner was honest/He didn't owe her anything\" Argument. \n\n* **Your Claim:** *\"Warner explicitly told her he didn't love her and never led her to believe he did. He didn't force her to sleep with him, she chose to stay.\"*\n*  **Counter-Argument:** **\"Yes, Warner** ***claimed*** **he didn't lead her on, AND his actions completely contradicted his words for two years.\"**\n   * *The Breakdown:* You cannot sleep with someone frequently for twenty-four months within a romantic relationship context, hide that relationship completely from your new partner, admit that the g","offTopic":true},{"id":"bcf4f59e-0783-4d84-b575-7a631d9f3cd1","excerpt":"Am I the only one disappointed that content like Kahl 175 is just abandoned? The community largely agrees his scavenger hunt missions were kind of a flop but it had potential — The title. I had a dream years ago where i was playing as a Grineer and when the New War revealed you would be playing as Kahl i lost my shit, ","url":"https://www.reddit.com/r/Warframe/comments/1sspwmh/am_i_the_only_one_disappointed_that_content_like/","role":"demand","weight":0.9260417,"occurredAt":"2026-04-22T16:07:02.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"Warframe","intent":"alternative_search","painScore":0.27,"sentiment":0.11111111,"confidence":0.7291667,"matchedPatterns":["alternative_to"],"statement":"I don't want Warframe to become like kahls content but having that in the game was, or somewhat is still i suppose, a great alternative to play something that's still warframe just with a twist that makes it feel way more grounded.","title":"Am I the only one disappointed that content like Kahl 175 is just abandoned? The community largely agrees his scavenger hunt missions were kind of a flop but it had potential","body":"The title. I had a dream years ago where i was playing as a Grineer and when the New War revealed you would be playing as Kahl i lost my shit, it was exactly what i was hoping for and the new war segment and the Veilbreaker side quest filled that need for something different in this game perfectly. \n\nI even enjoyed playing his repetitive 3 missions for several weeks before i started fantasizing and brainstorming in my head what DE had plans to do for him next. Will we get 4 player squad missions where the Host is Kahl and the clients are his Grineer brothers as we mop up narmer strongholds? Will we have missions adjacent to the weekly Archon Hunt where Kahl is dropped in to mop up surviving narmer and recruit more of his brothers?\n\n  \nWell no, because the development team made it clear they were done with Kahls story and the new war saga entirely, and quickly moved on to the Void War saga, leaving Kahl to stew in his 3 repetitive missions. *At least there was a weekly reward of an Archon Shard to justify people playing it and it was a nice break from the normal game.* \n\n  \nOh wait, the *Archon Shard was then removed as well,* eliminating the only reason to ever play Kahls content and ensure even more so that nobody would ever want to play his missions, which acted as a feedback loop to DE as less people were now playing it so there is even less of a reason to improve it. \n\n  \nIt's just sad man. I don't want Warframe to become like kahls content but having that in the game was, or somewhat is still i suppose, a great alternative to play something that's still warframe just with a twist that makes it feel way more grounded. Kahls' missions almost feel like 2013 warframe where enemies were almost as strong as you were and simple mistakes would cost you pretty dearly, in the age where that mattered in this game. \n\nThe ideas i had at the time of Veilbreaker is DE could make special alert missions for Kahl specifically, and the host would be Kahl himself where the other players who join would be other grineer. You could still have loadout options and fashion customization, but in the grounded environment of modeless weapons and static level enemies that forces you to be strategic. Not saying Kahl missions are particularly hard btw, but they could have made these new missions harder. \n\nI know it's never gonna happen, but to the people who actually did like Kahls gameplay, let's give a hearty o7 for another great feature left in the dust of time. ","offTopic":false},{"id":"f61d702d-a681-4ffe-bb39-e2e7ce3095ed","excerpt":"Morrowind—the RPG that keeps on giving! — There are video games, and then there is The Elder Scrolls III: Morrowind, an experience so unbelievably atmospheric, ambitious, strange, and magnificent that it almost feels like the developers accidentally created an entire alternate dimension instead of merely making a video","url":"https://www.reddit.com/r/Morrowind/comments/1vvbo86/morrowindthe_rpg_that_keeps_on_giving/","role":"request","weight":0.90324545,"occurredAt":"2026-08-22T12:53:06.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"Morrowind","intent":"problem_report","painScore":0.24,"sentiment":0.52380955,"confidence":0.7284238,"matchedPatterns":["frustrating","praise"],"statement":"At first this may seem frustrating, but eventually you realise that this is actually an incredibly sophisticated representation of your character being bad at hitting things.","title":"Morrowind—the RPG that keeps on giving!","body":"There are video games, and then there is The Elder Scrolls III: Morrowind, an experience so unbelievably atmospheric, ambitious, strange, and magnificent that it almost feels like the developers accidentally created an entire alternate dimension instead of merely making a video game. From the very first moment you awaken on a boat as a suspiciously important prisoner, you immediately understand that you are about to embark on something truly special.\n\nMorrowind is, without exaggeration, one of the greatest RPGs ever created.\n\nThe world of Vvardenfell is absolutely breathtaking. It is simultaneously beautiful, disgusting, alien, mysterious, hostile, and somehow cozy. Where other fantasy games give you forests, castles, and normal-looking mountains, Morrowind gives you giant mushrooms, floating insects, horrifying creatures, ash storms, bizarre architecture, and people who casually wear clothes that look like they were designed by someone who had never seen a human being before. This is worldbuilding at its absolute maximum.\n\nAnd the freedom is incredible. You can become almost anything. Warrior? Yes. Mage? Obviously. Thief? Certainly. Criminal psychopath who accidentally becomes the leader of three different organisations while investigating an ancient prophecy? Absolutely.\n\nThe combat has also aged into something that I can only describe as “extremely Morrowind.” You swing your weapon directly through an enemy and somehow miss despite standing approximately three centimetres away from them. At first this may seem frustrating, but eventually you realise that this is actually an incredibly sophisticated representation of your character being bad at hitting things. Immersion.\n\nThe writing is another enormous strength. Characters speak with a level of seriousness that makes even the most ridiculous situations feel important. You will spend hours reading books about fictional history, religion, politics, agriculture, diseases, architecture, and extremely specific forms of fictional racism. Somehow, you will love it.\n\nAnd then there is Vivec.\n\nVivec is difficult to explain to someone who has never played Morrowind. He is a god, a ruler, a poet, a warrior, a historical figure, a walking theological contradiction, and apparently someone who has decided that the laws of physics are more like optional suggestions. Morrowind does not merely ask you to accept its weirdness. It demands that you study it.\n\nThe soundtrack deserves special recognition as well. Jeremy Soule's music has achieved legendary status for a reason. The main theme begins playing and suddenly you feel like you have been chosen by destiny to save a continent, even if you are currently standing in a swamp trying to figure out why your shoes are apparently not equipped for walking through mud.\n\nMorrowind is not a perfect game. Its interface is ancient. Its combat is strange. The graphics are dated. Some quests are obtuse. The NPCs can feel like vending machines that dispense exposition. But these flaws somehow contribute to its identity.\n\nMorrowind feels like a game made by people who were willing to let the player be confused.\n\nAnd that is increasingly rare.\n\nIt does not constantly explain everything. It does not hold your hand. It does not put a giant glowing marker over every objective. It simply drops you into an enormous, bizarre world and essentially says:\n\n“Good luck, Nerevarine.”\n\nAnd somehow, against all odds, that works.\n\nIn conclusion, The Elder Scrolls III: Morrowind is not merely a video game. It is an experience. It is a journey. It is a philosophical examination of identity, destiny, colonialism, religion, and the human desire to become catastrophically overpowered through efficient potion-making.\n\n10/10. A masterpiece. A monumental achievement. An absolute gaming experience. I would recommend it to anyone who enjoys games, fantasy, history, reading, walking, mushrooms, or being attacked by a cliff racer approximately 700 times.","offTopic":true},{"id":"6ebf3ef1-197e-41ad-9e16-7bd719ada736","excerpt":"My final post about PvP X — Technical and Structural Critique of the TDX PvP Update\n\nThe highly anticipated PvP update in Tower Defense X (TDX), which was delayed for three months from May to August, has failed to meet community expectations. Despite the extended development time, the mode suffers from severe balance i","url":"https://www.reddit.com/r/TDX_Roblox/comments/1vvbrc6/my_final_post_about_pvp_x/","role":"pain","weight":0.8885451,"occurredAt":"2026-08-22T12:57:05.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"TDX_Roblox","intent":"feature_request","painScore":0.5117241,"sentiment":-0.37931034,"confidence":0.5877693,"matchedPatterns":["missing_feature"],"statement":"Despite the extended development time, the mode suffers from severe balance issues, poor map design, broken economic incentives, and a complete lack of new content.","title":"My final post about PvP X","body":"Technical and Structural Critique of the TDX PvP Update\n\nThe highly anticipated PvP update in Tower Defense X (TDX), which was delayed for three months from May to August, has failed to meet community expectations. Despite the extended development time, the mode suffers from severe balance issues, poor map design, broken economic incentives, and a complete lack of new content. Below is a detailed analysis of why this update is fundamentally flawed.\n\n1. Severe Balancing Exploits and Spawner Meta\n\nThe current state of PvP balance completely invalidates strategic defensive play, favoring mindless offensive spam.\n\n* **Refractor and Medic Adjustments:** The recent price increase for the Refractor stripped players of a reliable tool against mid-to-high tier enemy rushes. Simultaneously, banning the Combat Medic left defensive setups entirely defenseless against boss abilities.\n* **Overpowered Bosses:** Top-tier units like the Alpha Predator, Eradicator Mk2+, and Endbringer can wipe out an entire defense grid using a single ability, leaving defending players with zero counterplay.\n* **Early Game Trivialization:** Balancing changes by the developers -specifically buffing the Sentry and nerfing the Toxicnator - have stripped the early game of any tactical depth. Early waves require no thought regarding placement or micromanagement; they have become a mundane clicking simulator.\n* **Spawner Meta:** PvP revived it as it was in winter of 2026 - half of enemies immune to Refractor Damage and all bosses are completly useless against brainless unit spawn with War Machine and Behemoth. \n\n2. Linear Gameplay and the Spam Meta\n\nThe actual gameplay loop lacks diversity and rewards low-effort tactics over calculated strategy.\n\n* **The \"Meat Spam\" Strategy:** Matches quickly devolve into flooding the opponent's track with highly cost-effective, cheap units such as the Heavy Drone, Fallout, Scout Bot, Heavy Metal, and Resurrected Slammer.\n* **Broken Destructor Economics:** The Destructor unit completely breaks late-game balance. For a mere 380k credits and a short 20-second cooldown, players can spawn a boss with 725k HP. Spamming Destructors in tandem with an Alpha Predator guarantees an unstoppable push, eliminating any possibility of a defensive comeback.\n\n3. Flawed Economy and Lack of Competitive Drive\n\nThe update fails to provide any meaningful incentive for players to engage with the mode.\n\n* **No Ranked/Tournament Mode:** Without a competitive ranking system or leaderboard, there is no motivation for players to optimize their strategies or execute complex rushes.\n* **Inefficient Rewards:** Fast-paced PvP victories are economically unviable. A player can grind the standard Expert Mode for 30 minutes and earn double the currency that a grueling, hour-long PvP match provides.\n\n4. Zero New Content and Lazy Map Design\n\nFor an update that spent months in development, the lack of asset and content variety is highly apparent.\n\n* **No New Towers or Skins:** The update introduced absolutely no new towers to shake up the existing meta, nor did it offer cosmetic rewards or skins to incentivize grinding.\n* **Uninspired Map Pool:** The update features four maps. Three of them are functionally identical, consisting of a simple, single-lane \"corridor\" with sharp turns that requires no tactical adaptation. The fourth map is a lazy reuse of existing game assets.\n\nConclusion\n\nThe TDX PvP update is a byproduct of rushed design masked by a three-month delay. Instead of an engaging tactical battleground, players received a linear spam simulator with an unrewarding economy and uninspired map layouts. By turning the mode into a race to spam cheap units and overpowered Destructors, the update has stripped TDX of the strategic depth that defines the tower defense genre.","offTopic":false},{"id":"89405699-db89-4ed3-ae7f-421e1366b862","excerpt":"Witchfire Weapon Overview - Tier List & Opinions — Hi guys, so after finishing the game with over 100 levels (Haven't done all the torments yet), and trying out most weapons up to Mysterium 3, i wanted to make and share a tier list, ranking the weapons based off of their usefulness, strengths, weaknesses, versatility a","url":"https://www.reddit.com/r/Witchfire/comments/1vvb3hk/witchfire_weapon_overview_tier_list_opinions/","role":"request","weight":0.87520415,"occurredAt":"2026-08-22T12:25:31.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"Witchfire","intent":"feature_request","painScore":0.21742477,"sentiment":0.64100796,"confidence":0.71889794,"matchedPatterns":["missing_feature","praise"],"statement":"It lacks that special kick that an **S** tier weapon would bring, but it does everything else so well.","title":"Witchfire Weapon Overview - Tier List & Opinions","body":"Hi guys, so after finishing the game with over 100 levels (Haven't done all the torments yet), and trying out most weapons up to Mysterium 3, i wanted to make and share a tier list, ranking the weapons based off of their usefulness, strengths, weaknesses, versatility and general feel.  \nI will be going over regular weapons, demonic weapons as well as melee weapons in this list.\n\nKeep in mind that this list is just my personal opinion and a reflection on how i feel about every gun that i've tried. Honestly i've loved using every single gun and don't think there's a single straight up bad one, so props to the devs for the design.\n\nFor context, a ran a balanced build focusing most stats on witchery + flesh/blood, and used witchery related beads + some defensive beads for the most part.\n\nI'll try not to make the post too long so here goes:\n\n=======================================================\n\n**S Tier**\n\n***I consider these weapons to be extremely powerful and fun to use, being strong and useful in many situations, offering unmatched devastation and/or Utility. The best amongst all***\n\n\\-  **SStriga**\n\nIncredibly powerful weapon that is useful in just about any situation. High damage, works best at mid-long range where you can proc two elements at one, possibly one-shotting an entire group of enemies with one stake. It's slightly weaker at very close range, so you will need a better solution for that, but the strenghts greatly outweight the weaknesses.  \nIt is one of the only weapons in the game without damage fall-off at range so it works almost like a sniper, just with a specific arc that you gotta learn when shooting.  \nOccasionally you can also send enemies flying with the stake, which is a ton of fun and makes this weapon even better. **S** for **Style.**\n\n**- Cricket**\n\nI initially thought this pistol was shit, until i learned how to properly use it. I love this gun. The damage and speed of it when combined with the right loadout are unmatched. You can kill anything with this thing, and you never run out of ammo. Allows for huge mobility and constant spell-casting.  \nIt's only weakness is that it forces you to fight up close, but i believe that's the best part.\n\n**- Koschei**\n\nI tried out a decay - oriented build for a while, so i decided to give the Koschei a try. And man was i impressed. This weapon just does everything. Solid damage, works vs big and small enemies, it automatically refills it's ammo so you never have to reload, and that special attack that shoots all enemies with decay just oblieterates everything.  \nI didn't use it too much after getting it to Mysterium 3, because it felt like almost cheating lol.  \nExtremely strong weapon, just gotta get used to not pressing \"r\" on accident.\n\n**- Vulture**\n\nYou get it early and it's good for the entire game. Clears out whole groups of enemies, can bounce between big ones and obliterate them, good at any range. Just need to line up the shot in the right direction, and it does the rest.\n\n**- Falling Star**\n\nI love this thing. It's sometimes ridiculous how much damage it does. This weapon can trivialize a lot of enemy encounters, including bosses, if you stock up with ammo on it. It can one shot any minor enemy, and dispatches of most major enemies in 2-3 shots (excluding Familiars).  \nBest overall demonic IMO, but you gotta make your shots count, and choose your targets wisely.\n\n**- Sacring Bell**\n\nA lot of things about this game make me happy. But nothing brings a smile to my face as the sound of that \\*\\*DINGG\\*\\* from the bell. Perfect sound design on this weapon i love it on every animation, the regular uncharged attack is also extremely satisfying when you time it right.  \nUnmatched by any other melee weapon for its utility, it allows you to stun an entire group of enemies. No other melee weapon lets you do that. Damage is decent too, and you can have it recharge pretty fast. My favorite melee weapon in the game.\n\n=======================================================\n\n**A Tier**\n\n**I consider these weapons to be well above the average, having the ability to carry as your main weapon and standing out from the rest due to their properties. They have certain weaknesses which keep them out of S tier, but are all very powerful and excel at what they do, or they do well in a various different situations.**\n\n**- Nemesis**\n\nI don't know what it is about this gun, but it's so incredibly satisfying to use. Racking up headshots - crit after crit, it feels very good. I love the design and idea with this gun and i greatly enjoyed using it.  \nThis gun is very strong and seems to be able to deal any type of enemy. It feels like this gun is what the Hunger wishes it was. It lacks that special kick that an **S** tier weapon would bring, but it does everything else so well. You aim at an enemy, get a headshot, and move onto the next.  \nGreat at proccing soul sigils, great at any range except very long range, nice ammo i never really ran out on it, and just a very nice and slick design of the gun that makes is extra fun to use. Solid A tier.\n\n\\- **Midas**\n\nI begun using this gun recently, and 100%'ed all the content on Marshland without even having Mysterium III unlocked on it. This gun is honestly really strong, it can dash out stupid damage if you add frost to you build and start getting those explosions from the fire. The extra ability on Mysterium III when you get the extra-fast reload just makes it go crazy. Huge ammo pool, big mag size, big damage and speed, overall great gun. Fire is a strong element which can cause tons of damage, and this gun makes good use of it.\n\n\\- **Fatum**\n\nI have used this gun less than some of the others so far, however i can already see it's potential and believe that alone brings it to A Tier. Possibly it could be higher. But my impression so far is that it's very strong, it feels like a cricket on steroids. The firerate is insane, it has a big ammo capacity and reloads super fast, and you also get the elemental powerups so it goes extra hard on a witchery-oriented build which focuses on ailments. The only downside is that it doesn't offer other kind of utility, but that's true only as far as Mysterium II.  \nStill haven't unlocked III on this gun, but i have a feeling i might have to bump it to S tier, which it very well might deserve.\n\n**EDIT:** Upon initially writing the section for this weapon, i used it some more and got it to Mysteria III. I'll leave the ranking as it stands for now, but i think this weapon is actually an **S** tier, having a power-level equivalent to the cricket. It seemed like the jackpot roll happens very rarely - but that could just be my luck, which is about the only thing that might keep it in A. Realistically, there's a good argument for this being a rank higher. Extremely strong weapon that can clear entire runs on it's own.\n\n\\- **Judgement**\n\nI love shotguns. Shotguns are my favorite kind of gun in games like this, and for a long time i felt like it was lacking a proper super shotgun. The Echo and Pyschopomp don't quite cut it, so i thought i would have to be content without one. Until i discovered **Judgement.**  \nIt's got low ammo, like all the other shotguns. However each shot feels like shooting a rocket at an enemy, and you have a choice between 2 fire modes.  \nRegular shot, which deals a ton of damage and can apply decay, or a charged fireball which also freezes enemies. Whatever you need to kill, this thing has the firepower. Very fun to use.  \nHowever it's not perfect, as it can be quite slow to charge up sometimes, and it does require you to play from specific distances. Plus the ammo is quite low so you gotta have some ammo packs with you, or have a good backup weapon with plenty of ammo.\n\n**- Tempest**\n\nIt took me a while to figure out this weapon. At first i felt like it was lackluster, but after using it some more i've grown to really like it. The standard attack can slowly melt down any enemy and even hoardes of enemies. The charged attack is also nice if you need to shoot someone from afar.  \nAmmo for it seems plenty, so i feel like you can use it more frequently than the other demonic weapons. Overall, it's pretty good and it's cool, i think it deserves an A tier.\n\n**- Fist**\n\nThe fist is a solid melee weapon which works in any situation and can be spammed quite frequently. I think it would be very strong in a melee brawling oriented build - which is something i intend to try out in a future run.  \nIt doesnt do anything special, but it's just good, plus you have it from the very start of the game. No particular downsides.\n\n\\- **Zweihander**\n\nFun weapon to use, but it felt a bit lackluster. I think it's somewhere between A and B tier, but i decided with A. The uncharged stun attack is pretty nice for interrupting an enemy, and it's quick.  \nThe other attacks however, felt a bit slow. Charging the fire attack takes quite a while, so it just doesn't feel that smooth to use.  \nIt does feel cool to use tho, so it gets some bonus points for that. I think any Dark Souls player would enjoy seeing this old friend make an appearance here, and i say it's a welcome one.\n\n=======================================================\n\n**B Tier**\n\n**I consider these weapons to be average. Most of them have good strengths, but also clear weaknesses. These weapons will require either a specific loadout to work effectively, or they just get outperformed by other weapons in specific situations.**\n\n  \n**- All Seeing Eye**\n\nStarting weapon for one of the classes. You can have it very early, and it does an amazing job against most minor enemies. The first and second mysterium upgrade are alright, but it's the third one that really makes this shine. AOE Decay on a rifle, incredibly good against groups of minor enemies.  \nHowever playing on later gnosis, i found it quite lacking vs groups of major enemies. The Decay doesn't quite cut it, and the base damage didn't feel good enough.  \nI can see an argument that this gun could end up in tier A, however it's missing just a little bit more damage to get into A tier.\n\n\\- **Angelus**\n\n  \nA lovely rifle that goes well in almost any situation, as in it's shield is something that is always useful. You even get a parry on Mysterium 3, which can lead to some cool moments in clutch situations. This weapon is solid coming with plenty of ammo and a huge mag size which allows the user to sweep through hordes of minor enemies.  \nIt's downside is that the DPS on bigger mobs is often lacking, as it doesn't have too many offensive bonuses. Getting the shield is nice, but there are many other ways to get a defensive barrier in your build, thus it is sometimes not even necessary. You get the extra damage only if you get hit, which is not really encouraging good gameplay (you don't wanna get hit). And even thought it's a nice boost to damage, you lose out on a lot of firerate.  \nOverall i think Angelus is a solid weapon and worth keeping a slot in your loadout when you need something to clear a lot of enemies. But it can't carry by itself in all situations, which separates it from many of the guns in the higher brackets.  \n  \n\\- **Echo**\n\n\n\nEcho is the first real shotgun you're probably going to get and try out and you're  most likely going to think that either it's the best gun or the worst gun in the game. If used right, it can melt anything in front of you, but you can just as easily find yourself lacking damage and running out of ammo very quickly.  \nThis gun depends a lot on if you can get that sweet spot damage, because it falls off really quickly, especially in the earlier levels.  \nEcho is a good shotgun and deals solid damage up close, as a shotgun should. On lower gnosis it's going to tear through anything the game throws at you.  \nHowever, compared to the **Judgement**, it just offers less utility and deals less damage.   \nYou can however build a very fun sliding build around it, which i had a ton of fun with. You can get it early a","offTopic":true},{"id":"4a938a72-9147-49ab-9f04-f7515d5c4f8f","excerpt":"I tried but I can’t keep playing — I'm actually super bummed out because the first 3 months of this game were a 10/10, the most fun i've had gaming since the OG MW2 on the 360. So I wanted to see if others are in the same boat and maybe just vent a little. I have been trying to keep the flame alive with this game but I","url":"https://www.reddit.com/r/ArcRaiders/comments/1vu8vbm/i_tried_but_i_cant_keep_playing/","role":"request","weight":0.8742893,"occurredAt":"2026-08-21T06:59:03.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"ArcRaiders","intent":"feature_request","painScore":0.36,"sentiment":0.6,"confidence":0.64285976,"matchedPatterns":["missing_feature"],"statement":"**Lack of Meaning Behind Quests**\\- After going and enjoying Tarkov, Grayzone Warfare and even Dark and Darker and seeing how the quests there unlock more permanent items from vendors and leveling them up, the quest system in this game hav…","title":"I tried but I can’t keep playing","body":"I'm actually super bummed out because the first 3 months of this game were a 10/10, the most fun i've had gaming since the OG MW2 on the 360. So I wanted to see if others are in the same boat and maybe just vent a little. I have been trying to keep the flame alive with this game but I think its time I finally call it and move on. I logged on for the first time after doing the most recent expedition (i've done all of them) and finally hit that point of fatigue where I don't want to do it all over again. I was waiting for the new event and that pretty much sealed the deal for me. The first part seemed like a step in the right direction where we were actually given tasks to do such as doing damage with leaper and wasp cores, but then part 2 ruined it all with again another string of \"fetch these different tiered items\" and only giving me 19 days to do it with a game I barely have motivation to play. After brown nosing this game months I think its finally time for me to come to terms with where this dropped off a cliff for me, in no particular order.\n\n**Expedition Timelines**\\- I saw this as an issue from day 1 but it wasn't actually a problem until this most recent one since before I was playing for like 5-8 hours a day. 60 days as the standard wipe time seems too short and adds this level of urgency that I just simply don't find fun games anymore. 3 months seems like it would make such a difference in this feeling and alleviate some of the negative feelings of \"having\" to play so often to get it done. So much of this game is about catering to the casual player and that seems like its so against that core belief, and this comes from someone who finished all of the expedition requirements (up until the most recent one where ive struggled for motivation) within the first couple of days. Motivation to log in often is part of live service games, but this timeline is just not fun to me and seems like a cheap way to create urgency to play.  \n**Lack of Meaning Behind Quests**\\- After going and enjoying Tarkov, Grayzone Warfare and even Dark and Darker and seeing how the quests there unlock more permanent items from vendors and leveling them up, the quest system in this game have been totally ruined for me. It should absolutely be tied to longer term progression, at least within the wipe, though if they were creative and found a good way to make it last past that would be interesting. This game has just become a grocery list of things to do but lack any real meaning other than using things, such as quests, to create an \"excuse\" to play. Boring and tedious is all these quests are now.\n\n**The capping of expedition rewards**\\- Very little needs to be said here lol I the rewards for this were such a kick in the groin. If its not gonna be mandatory, which I think it should be now looking at the state of the game, then the rewards need to be good. If people can keep all their things while others completely restart, they need to properly be rewarded for it. I understand there is a balance there but this is not it imo.  \n**Lack of Decks**\\- Probably the biggest let down for me was how little we have seen of decks. This is kinda tied to how short the expedition windows are but for something as simple as making decks, there should be 2 per expedition (in my perfect world where expeditions are at least 3 months.) but the game cant even manage 1 per cycle. I was hoping for something similar to the warbonds from Helldivers 2, and literally could not have been more disappointed.\n\n**Loot**\\- This has also bugged me from the start but I just either dealt with it, or before I could do something about it which i'll also get into later. There is no worse feeling for me than dumping all my ammo and brining in a cracked kit, doing all of the work on a high tier enemy such as the queen, matriarch or the turbine, and then having someone grab all the meaningful loot from it before I get there. Before it was a little more okay when lobbies were mixed in terms of aggression as I could just kill whoever was going for it if I really really wanted the loot, but now with friendly lobbies its just not possible without getting the entire lobby on your back or feeling bad about doing it. You can tell that the reason that they pivoted from a pve looter shooter to this was because they realized their game was boring, i mean idk how they openly said it and we expected something else from this game haha. It fully relies on players to create the content for other players, but the loot issue is bad. I understand this is a hard issue to solve, most might even just not see it as an issue, but its definitely such a turn off for me because the alternative is having to clear an entire PVP lobby and then take out the high level arc, or rat it which is just not even fun. Big gripe with this, but totally understand i might be in the wrong/minority.\n\n\\*\\*Last but not least and possible hot take\\*\\*  \n**ABMM**\\- Wow did i not expect Aggression Based Matchmaking to be the death of this game for me, but seriously looking back at it, this game was at its best when alliances had that element of risk to them, and there were pvp people who just wanted to kill in lobbies with people who wanted to be white knights and save those who were getting shot at. Top tier interactions and content. Now the game is literally just non stop shoot on sight with zero social aspect to it, or a boring snooze fest of literally no danger at any moment from players. I've tried my best to balance the two and try to get my lobbies to be like they were those first couple of months but have not managed, they always start heading in one direction. They knew the game needed that type of player interaction, its very clear from embarks 3 part series they did on the creation of the game, and then they added this feature that completely takes it away. im sure there will be people that say im an idiot and that they cant manage to get their lobbies fully friendly or something else, but this is my post and its anecdotal experience so I literally can't be wrong.\n\nNEVER in my life did I think I would make a post like this haha but I feel like I am going through a divorce with how much I loved this game. Praying that this October update does something to MAAAYBE bring me back, but I now fully see how people can say that the ball was really dropped so hard with this game. Would definitely love to hear other peoples experiences with these issues or other reasons why they quit/are disillusioned with the game, and of course expect a decent bit of telling me to go hid in a trash can or something else insulting.","offTopic":false},{"id":"8f2fd0ab-056c-4848-af3f-4bd881a81c0f","excerpt":"A Fragment: The Shaping of the Jack of Games — Different register again. The Acts were folk stories. The Rite was practical instructions. This is the third thing this tradition runs on: **Fragments** (the actual scripture, numbered verses, copied by scribes who've been arguing in the margins for generations. We don't e","url":"https://www.reddit.com/r/ChurchOfGames/comments/1vvcwp0/a_fragment_the_shaping_of_the_jack_of_games/","role":"pain","weight":0.86059344,"occurredAt":"2026-08-22T13:47:09.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"ChurchOfGames","intent":"feature_request","painScore":0.49333334,"sentiment":-0.33333334,"confidence":0.57629025,"matchedPatterns":["missing_feature"],"statement":"**26** And so it is taught: \"The Jack is neither King nor Fool, play is the crown, not the player, The path of Play is not a straight road, but a spiral of turns, and blessed is the table that welcomes him, for it shall never forget the ga…","title":"A Fragment: The Shaping of the Jack of Games","body":"Different register again. The Acts were folk stories. The Rite was practical instructions. This is the third thing this tradition runs on: **Fragments** (the actual scripture, numbered verses, copied by scribes who've been arguing in the margins for generations. We don't edit their arguments out. That's on purpose). It's the honest version of a tradition, not a Wikipedia-clean one.\n\nThis is Fragment 2: how the Jack came to be. If you read the goat post, verse 26 is where that line is actually from.\n\n**1** And in the days when the World was still shuffling its pieces and had yet to decide whose turn it was, Janus, Lord of the Two Faces, looked upon the Games of Creation.\n\n**2** One face beheld the Ancient Past, when stones, sticks, and bones were the tools of play.\n\n**3** The other face beheld the Boundless Future, where games would shape minds, topple kings, and cause deep and enduring arguments over whether house rules were cheating.\n\n**4** Yet Janus saw also that Play was in peril, for the joy was too oft smothered by solemnity, or scattered to the winds of chaos.\n\n>*Marginal Note - Brother Pawndric:* \"I have seen this imbalance myself. The Monopoly Incident   of '03 still haunts me.\"\n\n**5** And Janus spake thus: \"Lo, the Circle of Play must have a Guardian who walketh the razor's edge between jest and earnest. One who is no King, for kings forget the joy of losing; nor mere Fool, for fools forget the beauty of the rules.\"\n\n**6** And this Guardian would walk the paths of Play not in a straight line, but as the dice tumble, forward, backward, and sideways in time.\n\n**7** For the Jack of Games is ageless, yet not immortal; timeless, yet not all-knowing. Things come to him not in order, but as chapters in a rulebook dropped upon the floor.\n\n**8** He is no god, nor master of all games. He does not sit at the table, nor ask to be dealt in. He stands at its edge, and watches, and knows more of the game than those playing it.\n\n>*Marginal Apparatus — the Scribe of the Third Cup:* \"Older copies here read *and willing to join any table that will deal him in.* This is an error of the hand, and a grave one. The Jack does not play. He tilts. Two houses have been founded on the mistranslation and I decline to name them.\"\n\n**9** And Janus descended into the Vault of Infinite Games, wherein were kept all boards, pieces, and dice that ever were or shall be. From this treasure was the Jack fashioned.\n\n**10** The Skull was taken from the Tomb of the First Player, polished bright, that all might know the game endureth beyond the player.\n\n**11** A Crown was forged askew, that no mortal forget the crown's authority is but painted wood.\n\n**12** A Sword was given, and set into its pommel a Many-Sided Die, that chance might rest ever in his hand, for even the keenest blade is subject to the roll.\n\n>*Marginal Apparatus — the Scribe of the Third Cup:* \"Certain copies place the die at the tip. Those scribes had not held a sword, and I suspect had not held a die.\"\n\n**13** And armor was given him of no single making, light, that he might move; mismatched, that he might remember every table that gave it; and comely withal, for the Guardian of Play is not a vagrant.\n\n>*Marginal Note — Sister Hexalia:* \"We have thrice offered to have the set matched. He has thrice looked at us with the eye, and we have thrice let the matter drop.\"\n\n**14** And about his waist was fastened the Belt of Many Pieces, buckled with a Spade trimmed in gold, which is Choice, and Choice holdeth all the rest, for fate may roll and fellowship may gather, yet nothing beginneth until one taketh the turn.\n\n**15** And upon the belt: the Meeple of fellowship, the Pawn of persistence, the Die of fate, and a Bag to carry the tools of all games while belonging to none.\n\n>*Marginal Note — Sister Hexalia:* \"The pawn still comes loose in travel. He says it is good luck when it falls off mid-game. It has never once fallen off at a table that deserved it.\"\n\n**16** And Janus gave unto the Jack this charge: \"Guard the Magic Circle, that space apart where the world's weight is set aside, and all who enter are equals. Tilt neither wholly to mirth, nor wholly to might. Thou art the Champion of Play, keep it whole.\"\n\n**17** And the Jack bowed, though with a grin, for skulls grin always, and took to the Tables of the Earth.\n\n**18** Where the proud lord did grow wrathful, the Jack granted him a mercifully lucky roll.\n\n**19** Where the sly rogue did cheat without charm, the Jack cheated back, but in a manner to make the table laugh.\n\n**20** Where the timid player shrank from the turn, the Jack lent them courage — or at the least a distracting side quest.\n\n>*Marginal Note — Brother Meeplus:* \"I have witnessed this. The Jack once moved a shy novice to declare war upon the banker in Monopoly. He did not play a single piece. It was glorious.\"\n\n**21** Yet the Jack cometh seldom in his own bones. For he made of himself a mantle that any may take up.\n\n**22** For whosoever putteth the joy of the play above the thirst for the prize; whosoever maketh the clever move in the game they scarcely know; whosoever taketh the loss because the loss is funnier, that player is, for a time, the Jack.\n\n**23** But where no player will take up the mantle, and the circle beginneth to fail, the Jack cometh himself. This is a rare thing and not a comfortable one.\n\n>*Marginal Note — unknown hand:* \"It happened once at our house. Nobody has spoken of it since. Nobody has cheated since either.\"\n\n**24** And so the Jack travels the ages of Play — into a tavern to settle a dispute of dice, into a starship for a championship of holographic chess, and then, quite without warning, into a child's birthday to see that the rules of musical chairs remain fair.\n\n**25** His journey is unending, not because he cannot die, but because there will always be another game in need of him.\n\n**26** And so it is taught: \"The Jack is neither King nor Fool, play is the crown, not the player, The path of Play is not a straight road, but a spiral of turns, and blessed is the table that welcomes him, for it shall never forget the game that was played, and blessed also is the table where the goat is welcome, for such a table shall never lack for stories.\"\n\n>*Marginal Note — unknown hand:* \"Again with the goat. Was there truly a goat in the first game?\"\n\n*Counter-note in red ink:* \"Yes. And it won a round.\"\n\n*Take play seriously. Take yourself lightly.*\n\n**TL;DR:** The actual founding scripture of the Jack, how Janus made him to guard the Magic Circle rather than rule it, why his crown is crooked on purpose, and why the sword's die sits in the pommel and not the tip. Also: yes, that's the same goat from the first post. This is where it's from.","offTopic":true},{"id":"32f237e7-970d-4e18-8141-ecb5f21176c5","excerpt":"Sensei's post isakusan characterization (Wall of Text and spoiler warning) — I've been thinking about how Sensei has been written since Isakusan stepped away, and I keep coming back to the same feeling. The new writers understand the basic idea. They know Sensei shouldn't solve every problem. They know the students sho","url":"https://www.reddit.com/r/BlueArchive/comments/1vvcbau/senseis_post_isakusan_characterization_wall_of/","role":"request","weight":0.82996637,"occurredAt":"2026-08-22T13:21:34.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"BlueArchive","intent":"feature_request","painScore":0.36,"sentiment":0.53846157,"confidence":0.61026937,"matchedPatterns":["missing_feature"],"statement":"That's what's been missing.","title":"Sensei's post isakusan characterization (Wall of Text and spoiler warning)","body":"I've been thinking about how Sensei has been written since Isakusan stepped away, and I keep coming back to the same feeling. The new writers understand the basic idea. They know Sensei shouldn't solve every problem. They know the students should drive the plot. But somewhere along the way, they leaned too far into that principle and ended up with a Sensei who mostly stands around.\n\nIn the older volumes, Sensei's belief in students was *active*. He didn't just watch. He listened, he asked questions, he pushed back when it mattered. Volume 3 is the perfect example. Sensei pushed back against Nagisa. He forgave Saori after she shot him. He stood between Mika and her worst impulses. He didn't solve their problems for them, but he was *there*, fully present, making choices that shaped how those students saw themselves. His presence mattered. The story would have collapsed without him. Volume F did the same thing on a larger scale. Phrenapates is Sensei without limits, without boundaries, without anything except his love for his students. That was the culmination of everything the character was built to be. And then Isakusan left.\n\nThe new team inherited a difficult situation. Isakusan's version of Sensei had a distinct voice. Quiet, restrained, but always present when it counted. Replicating that is hard. So the new writers did what a lot of us do when we're unsure. They played it safe. They made Sensei passive. A camera. A cheerleader.\n\nAnd that's the problem.\n\nIn the post-Volume F volumes and into Act 2, Sensei rarely does anything that matters. He's there, but he's not essential. The students carry everything. The conflicts would resolve themselves even if he wasn't in the room. He became a background character.\n\nThe clearest example is the Gehenna volume. SPOILER >!Sensei trusted the Restoration Committee. He lent them his name and authority. He stood beside them while they gained influence. And when Shouko turned out to be using all of that trust, what did Sensei do? He got captured. He got locked in a cell. The students handled everything. Shouko fell, but it wasn't because of anything Sensei did. It was because Makoto made a speech, and the students fought, and the whole thing resolved without him needing to be there.!<\n\nVolume EX is the exception. In the Decagrammaton arc, Sensei's philosophy was the foundation of everything. He didn't lecture the triplets or Kei about being good. He met their nihilism head-on and agreed with its premises. Yes, loss is guaranteed. Yes, the future might bring more bad than good. Yes, existence can feel like a curse.\n\nBut then he turned it around. He told them that life doesn't need a grand purpose to be worth living. That simply being with the people you love is enough. That even if destruction awaits, it will be a destruction they chose, and that choice is what gives it meaning.\n\nThat message changed everything. Ein, Sof, and Ohr chose to rebel not because Sensei gave them orders, but because he showed them they were more than tools. They had the right to choose their own ending, even if that ending was death. Kei chose to protect Aris not out of obedience, but out of the love Sensei had helped her understand. Aris chose to remain human because Sensei had been teaching her all along that being human isn't about having a purpose. It's about choosing to keep living and loving anyway, even when it hurts.\n\nThat's Sensei at his best. Not solving the problem, but giving students the framework to solve it themselves. His presence mattered because his philosophy mattered. The Steel Continent would have ended differently without him.\n\nVolume EX gave Sensei those moments. It trusted him to carry the ideology of the arc. And it worked. The Decagrammaton story had real thematic weight because Sensei was at the center of it, not standing on the sidelines. The new writers can do this. Volume EX proved it. They just don't do it consistently. \n\nThat's what's been missing. And it's why I keep going back to the old volumes even when the new ones are fine. I want Sensei to matter again. Not as a fighter. Not as a strategist. Just as the adult who believes in his students enough to actually do something when they need him.\n\n","offTopic":true},{"id":"9208234c-47c1-4a26-8d03-3950f269d1d8","excerpt":"I feel like T'au should get their large drones as separate units again. — I really like seeing Drones, building them and kitbashing them, especially making the Heavy Gun Drones and my Firesight team drone. But it feels like a big shame that I never really have a reason to use drones in anything as they are just tokens.","url":"https://www.reddit.com/r/Tau40K/comments/1vv7ddj/i_feel_like_tau_should_get_their_large_drones_as/","role":"request","weight":0.8109467,"occurredAt":"2026-08-22T09:05:19.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"Tau40K","intent":"feature_request","painScore":0.12,"sentiment":0.8333333,"confidence":0.7240596,"matchedPatterns":["wish","praise"],"statement":"I really wish that the Remora Stealth Drone, DX-4 Technical Drone, and Heavy Gun drones, were brought back as independent units.","title":"I feel like T'au should get their large drones as separate units again.","body":"I really like seeing Drones, building them and kitbashing them, especially making the Heavy Gun Drones and my Firesight team drone. But it feels like a big shame that I never really have a reason to use drones in anything as they are just tokens. \n\nI really wish that the Remora Stealth Drone, DX-4 Technical Drone, and Heavy Gun drones, were brought back as independent units. \n\nThe DX-4 espececially would be nice, as it'd be cool if you could treat it like a Tech Marine, where it could repair vehicles or maybe just give battlesuits an invuln save. \n\nI woild also love it if they expanded drones into even more unit types. Like there's the Heavy Gun and Remora drones. But why not a tank drone, that can act as light armored support, with a beefier weapon and wounds than the gun drones, but don't pack the same punch as say a seaker missile that the Remora carries. I know people build drones to act as proxies to Crisis suits, but it would be nice to get an official drone kit which wouldn't replace Crisis suits, but instead act as a cheaper, more disposable alternative, while Crisis suits should be stronger and more points heavy to match their elite status.\n\nThis could also pair with the Heavy Gun Drone, Technical Drone, and Remora where the 4 drone units could get their own 2 or 1 pt detachment which buffs them in like Aux caudre. Which could work with a 2 pt detachment which focuses on buffing infantry units maybe.","offTopic":true},{"id":"96b19881-697e-4186-af4d-c7791160c0a9","excerpt":"The black anthill second exit? — I’m playing the first game for the first time and just reached the black anthill. Everywhere I look people mention an alternate exit that leads to the sandbox but I genuinely can not find it for the life of me. \n\nI also can’t figure out where the hell their egg chamber is . I am probabl","url":"https://www.reddit.com/r/GroundedGame/comments/1vv8suf/the_black_anthill_second_exit/","role":"pain","weight":0.80541277,"occurredAt":"2026-08-22T10:27:28.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"GroundedGame","intent":"feature_request","painScore":0.56,"sentiment":-0.5,"confidence":0.51629025,"matchedPatterns":["missing_feature"],"statement":"I am probably somehow missing a huge section of the anthill.","title":"The black anthill second exit?","body":"I’m playing the first game for the first time and just reached the black anthill. Everywhere I look people mention an alternate exit that leads to the sandbox but I genuinely can not find it for the life of me. \n\nI also can’t figure out where the hell their egg chamber is . I am probably somehow missing a huge section of the anthill. I already finished the lab there and found the queenn so I thought I’d explored basically the whole anthill but apparently not \n\nDoes anyone have a map of the black ant anthill or something? I’m actually going insane trying to find these places lmao\n\n","offTopic":true},{"id":"6e965725-8c36-47c9-a17c-0b6efe845ac7","excerpt":"I built a lavish Pal Pleasure Palace, for all sorts of Pal-themed entertainment — (Main Palworld subreddit deleted my original after it became the top post of the day. Boo!)  \n  \nLooking for an exotic and novel Pal experience, Pal Tamers? Then make your way south of Mossanda Forest on Verdant Brook Island to visit Palp","url":"https://www.reddit.com/r/PalworldBases/comments/1vmrvqs/i_built_a_lavish_pal_pleasure_palace_for_all/","role":"demand","weight":0.79146665,"occurredAt":"2026-08-12T21:54:24.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"PalworldBases","intent":"tool_discovery","painScore":0.12,"sentiment":0,"confidence":0.70666665,"matchedPatterns":["looking_for"],"statement":"Boo!) Looking for an exotic and novel Pal experience, Pal Tamers?","title":"I built a lavish Pal Pleasure Palace, for all sorts of Pal-themed entertainment","body":"(Main Palworld subreddit deleted my original after it became the top post of the day. Boo!)  \n  \nLooking for an exotic and novel Pal experience, Pal Tamers? Then make your way south of Mossanda Forest on Verdant Brook Island to visit Palpagos' hottest new attraction: the Lovander Lounge! This sprawling 3 story Pal bordello features 20 private rooms for you and a Pal (or two!) of your choice, a fully-furnished restaurant, two bars, a dance floor with upper-level observatory, two separate stages for our Pal pole dancers, an aviary tower, a gaming room for alternate forms of entertainment, and a massive cherry tree terrarium on the roof for group events.\n\n*Notice: Enjoy the use of our services at your own risk. Management promises no refunds in the event of death by snu snu.*","offTopic":true},{"id":"7f41fede-201b-4a7e-9d98-a627e066d318","excerpt":"The Vipers: Theories and Speculation — # Introduction\n\nWhen the trailer dropped for *Ghost of Yōtei: Complete Edition* – and, more specifically, *Echoes of Sekigahara* – the most surprising part was the reveal of the new enemies. A lot of us fans, including myself, reasoned that a possible DLC would relate to Atsu’s pa","url":"https://www.reddit.com/r/Ghostofyotei/comments/1vv92br/the_vipers_theories_and_speculation/","role":"request","weight":0.78375477,"occurredAt":"2026-08-22T10:42:10.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"Ghostofyotei","intent":"feature_request","painScore":0.36,"sentiment":0.34375,"confidence":0.57629025,"matchedPatterns":["missing_feature"],"statement":"Likely, he learned to survive this way due to his lack of physical strength.","title":"The Vipers: Theories and Speculation","body":"# Introduction\n\nWhen the trailer dropped for *Ghost of Yōtei: Complete Edition* – and, more specifically, *Echoes of Sekigahara* – the most surprising part was the reveal of the new enemies. A lot of us fans, including myself, reasoned that a possible DLC would relate to Atsu’s past on the mainland and in the Battle of Sekigahara, maybe on the untouched eastern part of the map. However, I did not expect the Vipers – the Snake’s old gang – to be the main enemy faction of the DLC. While everyone has been rightly focused on Nagato, the Battle of Sekigahara, and Atsu’s character arc, I have been more interested in the Vipers. I’ll connect some of the old threads from the base game to what it could mean for the DLC, on top of speculation from the trailer that others and I have made note of (who I will try and reference as accurately as I can). Feel free to suggest your own theories below!\n\n# The Snake\n\n[The \\(former\\) leader of the Vipers. Shame he drew the short end of the stick and became the tutorial boss.](https://preview.redd.it/fpboo31lmwkh1.png?width=940&format=png&auto=webp&s=4091a2ab61af639f6e22aeb9a8edaacae612eaa0)\n\nBefore even starting on trailer analysis, we have to lay out who the Snake is exactly, because the enemy factions in *Ghost of Yōtei* often reflect their leaders. The fiery brutality of the Oni is reflected in his men; the Kitsune’s shinobi tactics and heartless, irredeemable nature is present in the Nine Tails. Thus, we can assume that the Snake had a similar impact on his own men, or at least they joined the Snake because of his traits. But the Snake does not occupy the same tier as the other members of the Yōtei Six. While the others, in the sixteen years between the Night of the Burning Tree and Atsu’s return to Ezo, have amassed great power and standing, the Snake still seems to remain a simple, drunken outlaw, albeit one that serves the powerful clan Saitо̄. That is the first thing that jumps out to me: How has the Snake taken such a cult following in comparison to his substantially grander and stronger coworkers? That is the main idea I hope to explore in this section.\n\nThe first aspect of the Snake we have to understand is his addiction. Yukiharu was supposed to die young due to illness but survived, drowning his physical suffering in sake and opium. This left him inebriated the majority of the time, including Atsu’s fight with him, and he died as a result. Based on his appearance and demeanour – both results of the Snake’s physical state and perpetual drunkenness – he seems really pathetic. Lord Saitō was one of the strongest warriors and most charismatic leaders of his time, the Oni was a powerful and brutal samurai lord, the Kitsune was a master shinobi, the Dragon was the heir to clan Saitō and leader of his father’s gunner legions, and the Spider, despite his comparative pitifulness, was still Lord Saitō’s son. So, what is the Snake? He is just a man drowning in suffering and addiction; that is scarcely the type of man who would lead a gang of ruthless outlaws. One could argue that it was his grounded nature that made the Snake appealing to these men, but I do not believe that to be the only reason why the Vipers chose the Snake. Instead, we have to look at the *other* important part of his character: the Snake’s silver tongue.\n\nWhen he was young, Yukiharu was sold to the fields of clan Saitō, learning that a well-placed word often caused more damage than a blade ever could. Likely, he learned to survive this way due to his lack of physical strength. Lord Saitō saw a powerful tool in the Snake’s skill in persuasion and inducted him into his inner circle, which eventually became the outlaws called the Yōtei Six. While we never see the Snake’s silver tongue in action, we can feel its influence; his purpose was possibly recruiting others into clan Saitō, which was left destitute after the Battle of Nagashino, and he likely aided substantially in bringing the common folk into the clan’s folds with promises of becoming samurai. That, I think, is why the Vipers became loyal to the Snake, who appears lesser than his peers on the surface. The Snake did not live in a grand castle, but he served a powerful clan and made promises of power to these ordinary peasants. Beneath all of that, he was just like those he recruited: plain and simple, living on the lower rungs of society, afflicted with illness and drowning it in addiction. That relatability was probably what brought so many to clan Saitō’s cause. The only issue I have with this theory is why only *some* would join the Snake specifically as his Vipers while others would join the bulk of clan Saitō. Maybe it was a regional thing – for instance, if you lived in Ishikari Plain, you would serve clan Saitō through the Oni Raiders – or perhaps some were simply more loyal to the Snake than they were to Lord Saitō. I do not think we will know for sure just yet, but I am open to various interpretations.\n\nIn spite of his physical degradation, Sucker Punch confirms that the Snake was a master of the katana and an unpredictable combatant, which is shown clearly in his boss fight. I think we can all agree that, had the Snake been sober and had the wolf not aided Atsu, our protagonist would be dead within the opening hour. This skill could likely be attributed to being a high-ranking member of clan Saitō as a member of the Yōtei Six. Perhaps he was trained by his peers, such as the Oni or Lord Saitō, but I seriously doubt that any member of the Yōtei Six would bother with training the Snake directly and instead gave his training to their most trusted members. Or maybe the Snake was simply a natural in sword combat and quickly picked it up, similar to Atsu. Either way, it seems a core part of the Snake’s combat style (bar wide, drunken swings) is unpredictability. In his fight with Atsu, he utilises numerous dirty tricks, such as blinding powder, a pistol, and physical strikes sans his katana – all clearly improvised on the spot. This second point on his method of combat will become important in later sections, where I will be discussing what we have seen of the Vipers and comparing it to their former master’s combat style. However, the main takeaway here is that the Snake was no slouch in combat; he was fully capable of fighting when push came to shove, and based on Sucker Punch’s description of him, he was very skilled too. This gives another reasons for the Vipers’ loyalty: a layman who also happens to be a powerful warrior, proving even the lowest of folk, like those clan Saitō recruits, can become samurai. Or maybe it simply gives the Vipers reason not for loyalty but a lack of betrayal, as their master would be far too strong a swordsman to usurp just like that.\n\nThe last major point that must be touched on regarding the base game and the Snake is his perception. I have touched on this idea briefly throughout my speculation, but I want to fully expand on it here. The Snake occupies a peculiar position in the hierarchy of clan Saitō, where he clearly has power and influence as a member of the Yōtei Six and the leader of the Vipers, but he also seems much less grand than his coworkers. When we find him, he is indulging his vices in presumably a random village with a bunch of clan Saitō’s bandits. The other members of the Yōtei Six also do not appear to be bothered as much by the death of the Snake based on their dialogue. They dismiss Atsu’s actions and status, disregarding the Snake’s death as well by association. In my opinion, the Snake occupied a role in the Yōtei Six where he had an important purpose but was deemed “lesser” – likely due to his appearance, demeanour, and behaviour – or could be easily replaced by someone else with a silver tongue. It is much more difficult to replace master warriors and shinobi like the Oni and the Kitsune, but the death of a recruiter seems to be valued less. This could extend to the Vipers. Like how Lord Saitō appears to value his militarised gunners and legions of black-armoured samurai over the Oni Raiders and the Nine Tails, the Vipers could similarly be treated as “lesser stock”. Like the other factions under the Yōtei Six, you may be part of the bulk of clan Saitō, but some are prized over others. The Vipers are not necessarily just another group of outlaws under clan Saitō; they are specifically the Snake’s people, which would produce a very different group identity and change how others, especially within the clan, perceive them. Perhaps the Vipers may view Lord Saitō as this powerful, distant lord – but their *real* master, who deserves absolute loyalty, is the man who recruited them. I will touch more on this idea later. For now, though, we must jump ahead in time to the death of the Snake.\n\n# The Lernaean Hydra\n\nWhat happens when the leader of a criminal organisation dies? It depends. Sometimes, it might be a smooth succession from the former leader to their heir. Other times, there might be a crisis of succession, where numerous of the leader’s lieutenants fight over the right to leadership. Perhaps one may emerge victorious, becoming the new leader, or the organisation may dissolve into smaller groups, vying for individual power. Or maybe the leader is deified, never truly succeeded, by a fanatical cult-like following. These are a few of the fates the Vipers may have fallen into after the death of the Snake. One element that I hope the DLC will entertain is the power vacuum left by the deaths of each member of the Yōtei Six. Due to the forward momentum of the main narrative, we are never given enough time to deal with the aftermath. While a few side quests tackle the regional factions after their leaders’ demises, the game treats them more as a final hurrah rather than exploring *what* the fall of the leader truly means for the group in the long run. This is what I hope *Echoes of Sekigahara* touches on: How does the Vipers and the individuals within the organisation react to the fall of their leader long-term? Ultimately, it comes down to the people within. Are they vengeful for their death of their master? Do they simply seek power after the fall of the Snake, viewing him as a simple path to victory rather than an ideological leader? Will they remain static or change? Will they split into multiple vaguely similar factions or remain one larger group? We simply do not know right now, but we can speculate.\n\nThe first option is that the Snake is immediately succeeded by a new leader; perhaps this successor has a different way of doing things, or maybe they follow their dead master’s ideology to the letter. If Sucker Punch follows this route, I think having a leader stand as a foil to the Snake or at least provide some sort of narrative contrast would be the best route. This could then cause conflict with others within the Vipers, who have differing ideologies. Some may remain completely loyal to the Snake, even in death, while others might wish for something new – or just fight for personal power. This leads into my second option, which is that the Vipers will dissolve into smaller factions with different views and personal desires for dominance. Currently, this is how I would prefer Sucker Punch to go about it. Different factions within a faction would encourage differences between enemies within the same group from leader to leader and camp to camp, adding further diversity to *Ghost of Yōtei*’s enemy variety. The third option I have made is simply that there will be no leader, with the Vipers refusing to replace the Snake; however, I believe this is the most boring option, as it refuses to capitalise on the ideas I have mentioned previously, which depend on some sort of succession or conflict within the gang to work.\n\nUltimately, focusing on a gang without a leader in the DLC gives Sucker Punch the unique opportunity to deal with the consequences of Atsu’s vengeance further. The analogy I determined fit best with this was the tale of the Lernaean Hydra. ","offTopic":true},{"id":"ad28f1c2-3d71-4259-a8df-79b619524393","excerpt":"In an alternate reality where destiny had 5 games, written by me of course ;) — This is the Enemy Data section, if you haven't seen the Story section first take a look here [https://www.reddit.com/r/destiny2/comments/1vuy4t5/in\\_an\\_alternate\\_reality\\_where\\_destiny\\_had\\_5\\_games/](https://www.reddit.com/r/destiny2/c","url":"https://www.reddit.com/r/destiny2/comments/1vvctfl/in_an_alternate_reality_where_destiny_had_5_games/","role":"demand","weight":0.7702916,"occurredAt":"2026-08-22T13:43:19.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"destiny2","intent":"alternative_search","painScore":0.33,"sentiment":0.03448276,"confidence":0.57916665,"matchedPatterns":["switching_from"],"statement":"But they now have the power to switch from their light to strife subclasses at will.","title":"In an alternate reality where destiny had 5 games, written by me of course ;)","body":"This is the Enemy Data section, if you haven't seen the Story section first take a look here [https://www.reddit.com/r/destiny2/comments/1vuy4t5/in\\_an\\_alternate\\_reality\\_where\\_destiny\\_had\\_5\\_games/](https://www.reddit.com/r/destiny2/comments/1vuy4t5/in_an_alternate_reality_where_destiny_had_5_games/)\n\nWithin the context of Destiny, I'm only going to be describing enemies that I myself have invented or that I am making significant changes to, but I'll leave a short list of the rest of them just for reference's sake. \n\n\\- The New Guys -\n\nThe Empyercite Infected;  \nEmpyercite is a corruption of radiolaria that's able to infect the bodies of living organisms such as the fallen, hive or cabal. Some Empyercite do occupy Vex units in the same way radiolaria does, but those are relics from the chapter Sol Divisive. All Empyercite is derived from an entity known as the Black Heart. It has programmed the Sol Divisive into serving its will.  \nEmpyercite itself has the same glowing milk-like appearance of radiolaria, and those infected with it have the substance flowing over their entire bodies like the venom symbiote from Marvel comics. When the infected take damage, the empyercite around their bodies hardens into a dark crystalline shell, similar in appearance to the black heart itself. Those infected with empyercite have unique abilities which will be listed below.  \n\\-Infected Fallen crystallize after death, then explode, throwing dark infused shards in every direction.  \n\\-Infected Servitors emit gamma radiation and will hover around you until destroyed.  \n\\-Infected Cabal will melt into wide poisonous pools of Empyercite when they are killed.  \n\\-Infected Psions will rush at you and explode with telekinetic force if they take too much damage.   \n\\-Infected Thrall and Knights leave behind trails of electrifying empyericite droplets wherever they go.   \n\\-Infected Acolytes and Wizards will squirt out a jet stream of all their empyericite at you if they take enough damage. This burns you but kills them in the process.   \nVex units piloted by Empyercite have the substance floating around their bodies in concentric circular motions. When other aliens are nearby the Empyercite will fly from these vex toward their intended hosts. These units then have control over those infected lifeforms. \n\nThe Taken Guardians;   \nIf a guardian dies on board Oryx's dreadnought, a taken blight will appear around their corpse and create a taken Guardian. A live guardian cannot be taken due to the light protecting them, but that light leaves after death and doesn't come back until their ghost resurrects them. A Taken Guardian will spawn with the same weapon load out their living guardian had upon death. Taken Guardians cannot use any of the light based abilities or supers. Once the Taken Guardian loses 2/3 of their health they will summon a Blight sword. Blight swords have a quick attack, a strong attack and a long range wave attack.\n\nThe Siva Infested Fallen;  \nI acknowledge this exists in the game but it was disappointing to me because it was nothing more than a new skin for the Fallen. Siva it's supposed to be a miracle technology that allowed people in the golden age to build cities on other planets and moons, this should translate into some seriously challenging enemies in gameplay.  \nBaseline Siva infested can have a cloud of nanites protecting them from enemy fire. That same cloud of nanites can heal them slowly over the course of a fight, but this does sacrifice their protective cloud. If the Fallen does die the Siva Cloud will swarm after the player for a last, lingering attack.  \nMore Adept nanomancers can send out Siva swarms without sacrificing their protection, they can also lay down Siva clusters in battle which will trap the player if they get too close. \n\nThe Berserker Cabal;  \nRed Legion cabal who have had the light forcibly infused into their bodies, this has given them great power but has destroyed their minds, they are no longer able to tell the difference between friend and foe.  \nThey are also much more animalistic in their tactics, running headlong into battle with no thought for self-preservation, this combined with their wide array of Elemental subclass abilities makes them truly formidable opponents.   \n\\- Arc Berserkers will focus and Arc Beam at you until their health gets low then they will launch themselves at you with Striker attacks.  \n\\- Sol Berserkers throw Spears of dawn until they are killed, then they have one self res and after they use it they will charge at you and leave a trail of Fire in their wake.  \n\\- Void Berserkers have a full body shield that must be destroyed before they can be hurt, once it's gone they will slowly charge up a  nova bomb, you must kill them before they release it because it will kill you no matter your defense \n\nThe Bionic Hive;  \nNokris's brood that he has enhanced with biomechanical implants, gaining them new abilities.  \n\\-Thrall have cloaking devices that make them invisible for a short time.  \n\\-Acolites have a underslung wrist launcher that can shoot three infectious tracking projectiles before needing to recharge.  \n\\-Wizards use a short to mid-range whipping appendage on each arm if you get too close which deal infection damage.  \n \\-Knights have a shoulder mounted laser cannon that can focus at long range or create small, powerful blasts at short range.  \n\\-Ogres excrete a layer of protoplasm over their bodies which must be destroyed before they can be harmed.\n\nThe Vex Infiltrators;   \nAdvanced vex units formed from polymemetic alloys. Their radiolaria is distributed through out the body rather than concentrated in a core. They can change their shape and assume the form of anything that's the same approximate size, whether human or alien. The body is also able to form sustained or explosive energy weapons. Like all Vex they have access to the vortex Network and use it to teleport and summon support units. Unlike other Vex, Infiltrators have the ability to cause temporary rifts in time. Opening a rift will bring the environment of another timeline to overlap with ours. Infiltrators use this to create hazards for the player like lava on the ground, or acid rain from the sky. \n\nThe Baleful Hive;  \nFormer members of the lucent hive who have re-embraced the darkness by using the Strife subclass. They can still use their light abilities as well and still possess ghosts. But they now have the power to switch from their light to strife subclasses at will.   \n\\-Strifeborn Knights will charge at you with arm mounted blades. They use leaping strikes that send strife waves through the air.  \n\\-Strifeborn Wizards summon a swarm that will chase after you and drain your health.  \n\\-Strifeborn Acolites host a striking serpent around their arm that unleashes clouds of movement slowing, damage-inducing gas whenever it bites enemies.  \n\\-Strife Spiders are small skittering creatures that will burrow into Baleful Hive and give them increased health and aggression. When this happens the host will charge you down regardless of tactics. If no hosts are around then the spider will try to bite and poison you.\n\nThe Apollo Intention: Hard light constructs composed of the same energy that Neomuna is constructed from. They are formed by the Vex hacking into the hard light projectors of the city. Some have access to strand-based weaponry. They cannot be destroyed by conventional methods alone. To end them you must take out the nearby concordat and compiler.   \n\\-Integrated Compiler: A physical Vex unit with advanced shielding and equipped with a hacking module that will construct hard light Vex for radiolaria streams to inhabit. Wyverns, Hydras or Cyclopes may be chosen as integrated compilers.   \nIntegrated Concordat: A physical Vex unit with a large radiolaria container and the ability to send out streams of radiolaria to inhabit hard light units. Minotaurs, Harpies or Imp clusters maybe chosen as integrated concordats. \n\nThe Prismatic Hive;  \nSavathun's hive brood who have followed her and Immaru into the Traveler and learned to wield both light and dark subclasses. They have combined supers and abilities from both light and dark subclasses into two distinct prismatic blends.   \nBlend 1;   \n\\-Prismatic Knights wield a strand ballista with six homing shots. If you get hit with more than one you become tangled. They defend themselves with a void shield that can be thrown and will return to them. They also throw swarm grenades.  \n\\-Prismatic Wizards use a crystal ball to summon stasis blizzards that damage and slow foes caught inside. They unleash thunder claps if you get too close and throw solar flash grenades.   \n\\-Prismatic Acolites can shoot up to three void chains from a wrist mounted crossbow that reel foes tin for a burning sting on their other wrist and they throw threadling grenades.  \nBlend 2;  \n\\-Prismatic Knights charge at you while emitting an arc field that shocks foes that get within range. They can hold off attackers with solar flare and can throw stasis grenades.  \n\\-Prismatic Wizards rapidly summon flaming spires from the ground, one after another 5 times. They will push you back with strife wail and use axion bolt grenades.  \n\\-Prismatic Acolites wield a stasis boomerang that summons a freezing whirlwind whenever it strikes an enemy. They use thunderclap for melee and throw shackle grenades.\n\nThe Exo-Fallen:  \nWhile Atraks-1 was shown in the Deep Stone Crypt raid, I am expanding upon the idea she represents.   \nExo-Fallen are very similar to the humanoid Exo that comprise so many Guardians in the Vanguard. The biggest difference is that all Exo-Fallen are built specifically for combat rather than just transcending mortality. As such, they have weaponized augmentations within their limbs that can be released and withdrawn at will. Strand whips, Strand mantis blades, and arm mounted needle cannons are just some of the tech weapons the House of Steel has at its disposal.\n\nThe Raider Cabal: members of the cabal Legion sea drinkers who have siphoned the powers of Darkness from the Great Worm Xol. They can use Stasis Strand and Strife, but unlike Guardians they don't regenerate energy. Instead they have to recharge themselves at a darkness repository on board their ships. Destroying these repositories will cut off Raider cabal from replenishing their power.   \n\\-Stasis Raiders summon an icy sheet over the ground making movement slippery, they then conjure a frozen lance and charge at you.  \n\\-Strand Raiders carry a threadling nest on their backs. They can send out waves of threadlings to chase you down. If more than three threadlings catch you you become tangled.  \n\\-Strife Raiders throw strife harpoons that become alive and coil around you as poisonous worms if they hit you. The poison effect lasts for a few seconds.\n\nThe Ravenous Cabal;  \nTraitors that helped Savathun conquer Torobatl in exchange for being spared during the invasion. They were told to wear enchanted masks that would signify to the Hive not to attack them, but she did not tell them that these Masks of Sorrow would fuse to their flesh and curse them into grotesque mutants. They now have pale corpse-like skin and three glowing green eyes as well as disgusting sideways opening mouths on their abdomens. These gaping maws will do one of three things.   \n\\-Spew acid at far distances.  \n\\-Absorb incoming fire into a black hole.  \n\\-Unleash a long, thick, fanged tendril that will drain your light if it bites you.    \nTwo groups of them now exist. Those who serve under Xol, the great worm, have the ability to summon Taken. Those who host the arena with Umun Arath live among the Patron Hive.\n\nThe Patron Hive;  \nHive who serve Xuvi Arath's Dragon Cult and have been enchanted by the hatchling Ahmankara in exchange for protection. The enchantments are as follows.  \n\\-Thrall are granted the skill to dodge attacks, the power to teleport with flame, and a spell to strike with a flaming","offTopic":true},{"id":"8e0e24a1-7214-4d36-ac75-186ac071e31b","excerpt":"Any weapon suggestions? — Currently playing through my first play through of the DLC (I sort of know what happens but it’s been a blast anyways) and I’m trying to build out my weapon wheel a bit. I’m currently confident I’ll use The Tie That Binds and the Gravesinger’s Lament. I’ve been enjoying the Skyhammer as an alt","url":"https://www.reddit.com/r/HorizonForbiddenWest/comments/1vvbksj/any_weapon_suggestions/","role":"demand","weight":0.75681067,"occurredAt":"2026-08-22T12:48:32.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"HorizonForbiddenWest","intent":"alternative_search","painScore":0.27,"sentiment":0,"confidence":0.5959139,"matchedPatterns":["alternative_to"],"statement":"I’ve been enjoying the Skyhammer as an alternative to the Sun Scourge as I’m finding the high use of ammo requiring volatile sludge quite restrictive.","title":"Any weapon suggestions?","body":"Currently playing through my first play through of the DLC (I sort of know what happens but it’s been a blast anyways) and I’m trying to build out my weapon wheel a bit. I’m currently confident I’ll use The Tie That Binds and the Gravesinger’s Lament. I’ve been enjoying the Skyhammer as an alternative to the Sun Scourge as I’m finding the high use of ammo requiring volatile sludge quite restrictive.\n\nDo any of you have any weapon recommendations to fill out the rest of my new weapon wheel? I’d like some new weapon type recommendations too, like I’ve barely touched bolt blasters, tripcasters, TTTB is my first ropecaster, warrior bows, slings and spike throwers. Very much relied on bows. Thanks for any help.","offTopic":true},{"id":"1873c9cf-83b4-4698-9858-f598123b9a07","excerpt":"This is pretty worthless as far as neow buffs go. — I'm welcome to be proven wrong, This is my first time coming across this Ancient buff and it looked awful to begin with you can't view the upgrade until you lock it in either, so I decided to take it just ot find out\n\nThis really should let you choose the 2 cards to a","url":"https://www.reddit.com/r/slaythespire/comments/1s38850/this_is_pretty_worthless_as_far_as_neow_buffs_go/","role":"pain","weight":0.742,"occurredAt":"2026-03-25T11:36:57.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"slaythespire","intent":"other","painScore":0.4,"sentiment":-1,"confidence":0.53,"matchedPatterns":[],"statement":"This is pretty worthless as far as neow buffs go..","title":"This is pretty worthless as far as neow buffs go.","body":"I'm welcome to be proven wrong, This is my first time coming across this Ancient buff and it looked awful to begin with you can't view the upgrade until you lock it in either, so I decided to take it just ot find out\n\nThis really should let you choose the 2 cards to add to your hand. Why does it also even need to exhaust.\n\nEdit: Wanted to add more thoughts. As far as a 1 mana cost do damage and do something card goes. It's decent damage and a very situational but usable effect. It's not bad I would only say it's underpowered because the effect is so situational and Neow's gets exhausted afterwards. It has a gorgeous full art background and it doesn't need to be insane for a Neow Ancient gift but more usable than it is right now would be awesome. ","offTopic":false},{"id":"2168241b-ac30-4d65-9436-8842aa7dd6fb","excerpt":"A mildly hot take, Townfall looks like a step in the right direction, despite some potential flaws. — I didn't love SH F. I liked elements of it, but it lacks the horror feel of the older entries and imo has a lot of game design flaws, but I do like that they tried to do something new. \n\nTownfall looks like it builds o","url":"https://www.reddit.com/r/silenthill/comments/1vve1r4/a_mildly_hot_take_townfall_looks_like_a_step_in/","role":"request","weight":0.7374345,"occurredAt":"2026-08-22T14:34:56.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"silenthill","intent":"feature_request","painScore":0.36,"sentiment":1,"confidence":0.54223126,"matchedPatterns":["missing_feature"],"statement":"I liked elements of it, but it lacks the horror feel of the older entries and imo has a lot of game design flaws, but I do like that they tried to do something new.","title":"A mildly hot take, Townfall looks like a step in the right direction, despite some potential flaws.","body":"I didn't love SH F. I liked elements of it, but it lacks the horror feel of the older entries and imo has a lot of game design flaws, but I do like that they tried to do something new. \n\nTownfall looks like it builds off of something like a short message, or even takes the first person inspiration from PT. The horror doesn't seem too obvious based off of the gameplay we've seen, but I really do like what I've seen to some regard. \n\nSilent Hill should in fact, be scary. I think it's easier to accomplish that when the game has amazing atmosphere like the original games, or alternatively, uses this new perspective and realism to its advantage.\n\nIn terms of character, story etc we still need to learn more before I can judge. \n\nDo I think Townfall will be that great? Maybe not, but I think it's a stepping stone towards a great modern Silent Hill, assuming Konami can build upon these elements. ","offTopic":false},{"id":"04c775f2-1f3a-4579-ae38-8888ba8b370c","excerpt":"Brass Beast Buff Idea — The Brass Beast is nearly a viable alternative to the stock minigun, but the heavy moves so slowly when it is firing that it is a meme weapon.  I like that it takes a while to spin up, as it gives the weapon a sensation of heft and forces you to choose your engagements wisely.  That being said, ","url":"https://www.reddit.com/r/tf2/comments/1vve35x/brass_beast_buff_idea/","role":"demand","weight":0.6886337,"occurredAt":"2026-08-22T14:36:34.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"tf2","intent":"alternative_search","painScore":0.27,"sentiment":0,"confidence":0.54223126,"matchedPatterns":["alternative_to"],"statement":"The Brass Beast is nearly a viable alternative to the stock minigun, but the heavy moves so slowly when it is firing that it is a meme weapon.","title":"Brass Beast Buff Idea","body":"The Brass Beast is nearly a viable alternative to the stock minigun, but the heavy moves so slowly when it is firing that it is a meme weapon.  I like that it takes a while to spin up, as it gives the weapon a sensation of heft and forces you to choose your engagements wisely.  That being said, I think a small buff of reducing the movement penalty from 60% to 40% (or even 30%) would make the gun a more viable alternative.  Is this enough of a buff, or does it go too far?  What are your thoughts?","offTopic":true},{"id":"8e5d8566-70b8-4af6-84b6-87dc3708b111","excerpt":"Minithread's Pokémon Nuzlocke - Part 7 — In order to go to probably one of many Lanto's homes, we must cross Route 8. The whole route is owned by Lanto who treats it like a vast public garden.\n\nIn the route there were a lot of evolution stones and many dwellers could reach their final stage like **Zestaphon the Lampent","url":"https://www.reddit.com/r/u_Maiky_Nuzrock/comments/1vvbe15/minithreads_pokémon_nuzlocke_part_7/","role":"pain","weight":0.6709461,"occurredAt":"2026-08-22T12:39:43.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"u_Maiky_Nuzrock","intent":"other","painScore":0.4,"sentiment":-1,"confidence":0.4792472,"matchedPatterns":[],"statement":"Minithread's Pokémon Nuzlocke - Part 7.","title":"Minithread's Pokémon Nuzlocke - Part 7","body":"In order to go to probably one of many Lanto's homes, we must cross Route 8. The whole route is owned by Lanto who treats it like a vast public garden.\n\nIn the route there were a lot of evolution stones and many dwellers could reach their final stage like **Zestaphon the Lampent**, **CanaryLow the Kirlia** and **Darth Azula the Charcadet**.\n\nNext to a small fountain we meet Isidora, an ex worker of Lanto, who left her job due to the horrors she saw during her time in the Chateau Lanto. She lost a handkerchief there and asked us to find it in her place. In this route we found our first non-forced shiny, a Roselia. Sadly one dweller asked for a Roserade already so none can claim it.\n\nhttps://preview.redd.it/tivxq9yi5xkh1.jpg?width=2304&format=pjpg&auto=webp&s=b38a0f1f0206b17c33544e7223050f9024647704\n\nClose to the entrance of Chateau Lanto we found Crisanto having a Disney princess moment that we interrupted.\n\nhttps://reddit.com/link/1vvbe15/video/jeb6xwqx5xkh1/player\n\nAlthough I really don't wanna go in there, leaving Crisanto alone with that total creep wasn't a choice. Also the game forces us to.\n\nWhile Crisanto was fangirling over being inside his idol's Chateau, Lanto appeared to apologize for being unable to properly attend us since most of his staff were on holiday; however, he brought some wine and invited us to drink as much as want (we won't do that).\n\nBefore drinking some wine, which totally did not have any extra ingredients, Crisanto noticed the absence of Olivier although Lanto said she was already here. Lanto was quick to address it, saying she was taking a tour over the whole Chateau and shortly after, he left the two of us alone.\n\nIt didn't pass to much time before something happened, a Team Azoth Grunt was seen going through the wall by both of us. After a closer inspection, we found a switch behind a nearby statue which opened a secret door.\n\nIt led to a secret part of the Chateau with a lot of Team Azoth Grunts keeping watch. In one of the rooms inside this secret are there was a goblet with a message that looked like a hint.\n\nhttps://preview.redd.it/ayk7yus86xkh1.jpg?width=2304&format=pjpg&auto=webp&s=9d880adfd1dad8ef48e9d29243cfe9994072b5f2\n\nWe went down the stairs and kept walking down a long hallway until some Glameow statues stopped us from going any further.\n\nhttps://preview.redd.it/mfo7l4ho6xkh1.jpg?width=2304&format=pjpg&auto=webp&s=5947cdc80bc80b1287692796563323cbbbf5a126\n\nThe solution was in a room filled with mirrors that I previously ignored since there was only an item. One of the mirrors did not reflect us, and after interacting with it we found ourselves in an alternate gray-scaled version of Chateau Lanto.\n\nhttps://preview.redd.it/pzh66a2t6xkh1.jpg?width=2304&format=pjpg&auto=webp&s=d10035ef3df04ae522ffab6088cb5a4a7ba7d4b4\n\nhttps://preview.redd.it/c6jy3kov6xkh1.jpg?width=2304&format=pjpg&auto=webp&s=cf11114144f4f8588c277d24e79a25d1ca5855ce\n\nhttps://preview.redd.it/zb8dowvy6xkh1.jpg?width=2304&format=pjpg&auto=webp&s=912728374768e861975ee24c713e4df0c9e8c528\n\nIn this dimension we found new items in the same places as the color dimension although they were not the same. One of them was the handkerchief that Isidora lost.\n\nThe Team Azoth Grunts were replaced by Azoth vampires and the Glameow statues were gone. Unfortunately it wasn't long before we found a mirror version of them in the room upstairs but luckily there was a gate mirror after the first Glameow statues.\n\nhttps://preview.redd.it/kksenf4d7xkh1.jpg?width=2304&format=pjpg&auto=webp&s=c90eb45be69872f885812f6b4a11720f4c987132\n\nhttps://preview.redd.it/40w853ne7xkh1.jpg?width=2304&format=pjpg&auto=webp&s=be2eaeeef62e1116f1037e18a6ac261c0c76b5a6\n\nWe found the Shadow Wine in the room previously blocked by mirror Glameow statues and we went back to the goblet's room. After serving the wine another secret door opened which led to something that looked like an Azoth Laboratory with some death Pokémon on the tables.\n\nhttps://preview.redd.it/lb7g7v8m7xkh1.jpg?width=2304&format=pjpg&auto=webp&s=8331d4ad3875e34f505b57a6672d44cb42d4fc64\n\nIn this laboratory we also reunited with an old acquaintance who was in the middle of something.\n\nhttps://reddit.com/link/1vvbe15/video/0urkayjy7xkh1/player\n\nAfter beating Nubila once again, we must go to confront Lanto but before that we found some diaries that explained these experiments were going on for quite some time. Also we took this small rest to return the handkerchief to Isidora and in exchange she gave us her Eevee, **Iyad**, which will stay on the daycare for a little bit since three dwellers claimed an Eeveelution. Congratulations Iyad you're mother of three!\n\nBack to the Chateau Lanto, we confront the owner who kept our teacher captive. However he was not alone.\n\nhttps://reddit.com/link/1vvbe15/video/ln71jedb8xkh1/player\n\nAfter a ginormous humiliation and a bit of ragebaiting Lanto we exit his home. The revelation of Lanto working with Team Azoth wasn't well received by Crisanto who was feeling a bit blue.\n\nHe explained that it was thanks to the help of Lanto and one of his program that he could have a proper education since he is from a humble home. He has no father and her mother was sick so he worked hard both at home and with his studies just to help her mother have an easier life. Before leaving his home her mother made him promise two things: the first one was to never forget her while the second one was to be always grateful to those who help him. After todays events he can no longer fulfil the second promise.\n\nUpon hearing this Olivier, who switched to mentor mode, said that he will get disappointed many times during his whole life but he may find goodness in places he might not think and that he must hold on to that small goodness no matter what.\n\nThen she admitted that Lanto can in fact silence us three and that we must find another way to fight Team Azoth. We suggested forming an alliance with Mirra, whose base is in Still-Life Town since his goal is similar to us.","offTopic":true},{"id":"2058c106-8072-40aa-aa6d-d9d745afe2a0","excerpt":"[AUG/2026] List of Games That Support FSR Redstone Technologies — **I'm making this post because AMD is too lazy to update their website, and it's really hard for consumers to keep track of everything**\n\nSource 1: [AMD FidelityFX Supported Games](https://www.amd.com/en/products/graphics/technologies/fidelityfx/supporte","url":"https://www.reddit.com/r/radeon/comments/1vvbg9l/aug2026_list_of_games_that_support_fsr_redstone/","role":"pain","weight":0.6447144,"occurredAt":"2026-08-22T12:42:41.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"radeon","intent":"other","painScore":0.175,"sentiment":-0.4375,"confidence":0.5486931,"matchedPatterns":[],"statement":"[AUG/2026] List of Games That Support FSR Redstone Technologies.","title":"[AUG/2026] List of Games That Support FSR Redstone Technologies","body":"**I'm making this post because AMD is too lazy to update their website, and it's really hard for consumers to keep track of everything**\n\nSource 1: [AMD FidelityFX Supported Games](https://www.amd.com/en/products/graphics/technologies/fidelityfx/supported-games.html)\n\nSource 2: [List of games that support high-fidelity upscaling - PCGamingWiki PCGW - bugs, fixes, crashes, mods, guides and improvements for every PC game](https://www.pcgamingwiki.com/wiki/List_of_games_that_support_high-fidelity_upscaling)\n\nSource 3: People on the comments\n\nSource 4: Me :)\n\n**What is FSR REDSTONE (** [Source](https://www.corsair.com/kr/en/explorer/gamer/gaming-pcs/what-is-amd-fsr/) **)**  \nFSR REDSTONE is a combination of gaming technology that uses Machine learning\n\n* **FSR Upscaling** **4.1.1:** rendering a lower resolution frame and upscaling it into higher resolution, the key difference is now it makes use of machine learning or ML for short as opposed to the older analytical upscale solution  (RDNA3+)\n* **FSR Frame Generation 4.0.1:** Use of machine learning frame interpolation to predict and insert new frames between rendered ones. It can predict where an object should be between the two rendered frames resulting in a dramatic uplift in perceived smoothness and FPS. (at the expense of some accuracy) (RDNA4+)\n* **FSR Ray Regeneration 1.2:**  A neural network denoiser which restores the quality of ray traced detail from areas with poor or low amounts of data. This reduces the graining effect or noise on surfaces and means it can reduce the amount of work needed to render the scene meaning less wasted effort a better, smoother experience.  (RDNA4+)\n* **FSR Radiance Caching 0.9 (BETA):** This is another neural tool, which learns how light behaves in a low-light environment and helps it predict the global illumination more efficiently. This coupled with FSR Ray Regeneration means a massive saving in the processing of ray-traced lighting..  (RDNA4+)\n\n**How It Works**\n\n* AMD added an FSR override feature for both upscaling and frame generation. This means any DX12 game that supports FSR can be upgraded to the latest version\n* If the game already has the newest upscaling and frame generation, the software won’t upgrade it and will show a yellow warning sign. Don’t worry — it just means the driver doesn’t need to override anything.\n* FSR REDSTONE currently does **not** support Vulkan api.\n\n**How to Enable FSR Redstone**\n\n1. The game must use DX12 api and support a **proper** FSR 3.1+ for upscaling / 3.1.4+ for frame generation\n2. Use Radeon driver version 25.12.1 or newer for RDNA4 and 26.6.2 or newer for RDNA3\n3. Enable FSR features in the Radeon Software.\n4. Enable FSR inside the game.\n\n**Small Tip**\n\n* If you're on driver 26.6.4 or newer, you can easily upgrade FSR 3.1 Frame Generation to FSR 4 by swapping the DLL file in the game folder to version 3.1.4. You **must** be using the latest driver for this to work.\n* I recommend using **DLSS Swapper** \\- it makes swapping the DLL super easy.\n\n**Before you Read**\n\n* 💀: Vulkan API\n* ※ : Games that are planning to update to support FSR 3.1+\n* ◆ : Supports FSR 3.1.4+ Upscaling and Frame Generation (ML-FG upgrade only for RDNA 4+)\n* ● : Supports native ML-based FSR\n* ★ : Supports More than Two FSR redstone Technologies (RDNA 4+ only)\n\n**List of FSR 3.1+ games**  \n(There are more titles that support FSR 3.1+, but I wasn’t able to track them all down.)\n\n1. '83●\n2. 1666: Amsterdam●\n3. A Quiet Place: The Road Ahead\n4. Above the Snow●\n5. Alan Wake 2◆●\n6. AION 2◆\n7. Alien: Rogue Incursion Evolved Edition\n8. Anno 117: Pax Romana\n9. Aphelion\n10. ARC Raiders ◆●\n11. Arena Breakout: Infinite ◆\n12. ARK: Survival Ascended\n13. ASHGARD: Infinity Mask◆●\n14. Arknights: Endfield💀 (VULKAN)\n15. Ascend to Zero\n16. Assassin's Creed Black Flag Resynced◆●\n17. Assassin's Creed Shadows\n18. Assetto Corsa EVO●\n19. Assetto Corsa Rally ◆\n20. Atre: Dominance Wars●\n21. Automate It: Factory Puzzle●\n22. Avatar: Frontiers of Pandora◆\n23. Avatar: Frontiers of Pandora™ – From The Ashes Expansion◆\n24. Backroom Company\n25. Backrooms: Extractions●\n26. Batman: Legacy of The Dark Knight◆●\n27. Battlefield™ 6◆●\n28. Beast of Reincarnation●\n29. Beerserker: The Stolen Brew◆●\n30. Bellwright◆●\n31. Beyond Hanwell\n32. Black Desert※\n33. Black Myth: Wukong◆\n34. Black One Blood Brothers●\n35. Blades of Fire\n36. Bleak Haven\n37. Borderlands 4\n38. B.o.W II VR●\n39. Brickadia●\n40. Bus Bound●\n41. Cafemart Simulator●\n42. Call of Duty®: Black Ops 6\n43. Call of Duty®: Black Ops 7★\n44. Call of Duty®: Warzone\n45. Call of Duty®: Modern Warfare 4★\n46. Car Dealer Simulator\n47. Caravan SandWitch\n48. Carmageddon: Rogue Shift◆●\n49. Cash Cleaner Simulator◆●\n50. Causal Loop●\n51. Celestial Empire●\n52. Chernobylite 2: Exclusion Zone●\n53. Chip 'n Clawz vs. The Brainioids\n54. Clair Obscur: Expedition 33◆●\n55. Code Alkonost: Awakening of Evil\n56. Code Vein II\n57. Commandos: Origins\n58. Conan Exiles Enhanced◆●\n59. Confronted\n60. Cooking Simulator 2: Better Together●\n61. Corsair Cove◆●\n62. Creatures of Ava\n63. Crimson Desert★\n64. Crisol: Theater of Idols●\n65. Cronos: The New Dawn◆●\n66. Cthulhu: The Cosmic Abyss◆●\n67. Cursed Halls\n68. Cyberpunk 2077◆\n69. DAIMON BLADES◆●\n70. DAVY x JONES●\n71. Dawn of Defiance●\n72. Day at the Office - Prologue◆●\n73. Dead as Disco◆●\n74. Dead Take\n75. Deadlock💀 (VULKAN)\n76. Deadzone: Rogue●\n77. DEATH STRANDING 2: ON THE BEACH◆●\n78. Death Relives\n79. Deathground◆●\n80. Deceit 2◆●\n81. Deedlee Doo! Carkour!\n82. Deep Rock Galactic: Rogue Core\n83. Deep Space Corridor●\n84. Delta Force - Black Hawk Down\n85. Demonologist◆●\n86. Diablo 4●\n87. DIRECT CONTACT◆●\n88. Directive 8020◆●\n89. Dinoblade\n90. Distressed●\n91. Docked●\n92. DON'T PEEK●\n93. DON'T SCREAM●\n94. DON'T SCREAM TOGETHER●\n95. DOOM: The Dark Ages💀 (VULKAN)\n96. DOOM: The Dark Ages Revelations💀 (VULKAN)\n97. Dragon sword: awakening◆●\n98. Dragonkin: The Banished◆\n99. Dreadful River◆●\n100. Driving Life◆●\n101. DUCKSIDE\n102. Duet Night Abyss\n103. Dune: Awakening●\n104. Dungeon Stalkers\n105. DYNASTY WARRIORS: ORIGINS\n106. Dying Light 2 Stay Human: Reloaded Edition◆●\n107. Dying Light: The Beast◆●\n108. Echoes of the End\n109. Electronic Market Simulator●\n110. EMOTIONLESS: The Last Ticket●\n111. Empulse◆●\n112. Empyreal\n113. Enlisted●\n114. Enotria: The Last Song\n115. Ertugrul of Ulukayin\n116. Escape from Tarkov※\n117. Eternal Strands\n118. EVE Online\n119. EVERSPACE™ 2\n120. Evil Of Fate●\n121. EXFIL◆●\n122. EXPEDITION TO THE BACKROOMS●\n123. F1® 24\n124. F1® 25◆●\n125. Far Far West◆●\n126. Farlight 84\n127. Farming Simulator 25◆●\n128. Fatekeeper●\n129. FBC: Firebreak◆●\n130. Fellowship\n131. Fera: The Sundered Tribes\n132. FINAL FANTASY VII REBIRTH●\n133. FINAL FANTASY XVI\n134. Firefighting Simulator: Ignite\n135. First Dwarf●\n136. FlipScapes●\n137. Folklore Hunter●\n138. Follow Us●\n139. Forest Doesn't Care\n140. Forever Winter\n141. Fort Solis\n142. Forza Horizon 6●\n143. FPSCore●\n144. FragPunk\n145. Frostpunk 2◆●\n146. Funko Fusion\n147. Game of Thrones: Kingsroad●\n148. Gamer Stop Simulator\n149. Gaming Cafe Simulator\n150. Gears of War: E-Day◆●\n151. Ghost of Tsushima DIRECTOR'S CUT◆\n152. Go Ahead●\n153. Goals◆●\n154. God of War Ragnarök◆\n155. Golfing In Aether●\n156. Gothic 1 remake\n157. Grand Theft Auto V Enhanced◆\n158. Gray Zone Warfare◆●\n159. Greedland\n160. Grounded 2\n161. Halo: campaign evolved◆●\n162. HELLBREAK\n163. Hell is Us◆●\n164. Helldivers 2●\n165. Hidden Sheep Puzzle●\n166. High on Life 2◆●\n167. Highguard\n168. Hmmsim Metro●\n169. Hogwarts Legacy◆\n170. Horizon Forbidden West™ Complete Edition\n171. Horizon Zero Dawn™ Remastered\n172. House Flipper Remastered Collection●\n173. Hunt: Showdown 1896\n174. Incursion Red River●\n175. Indiana Jones and the Great Circle💀 (VULKAN)\n176. Industria 2●\n177. Infect Cam●\n178. InFlux Redux\n179. Inky Blinky Bob●\n180. inZOI●\n181. It Reaches●\n182. Isonzo\n183. John Carpenter's Toxic Commando\n184. KARMA: The Dark World\n185. Keeper◆●\n186. Kegan\n187. Killing Floor 3\n188. Kiln●\n189. Kingdom Come: Deliverance II●\n190. Kopi●\n191. Kristala\n192. LANESPLIT●\n193. Lay of the Land●\n194. Leaf Blower Co.\n195. Legacy: Steel & Sorcery\n196. Legend Battles●\n197. Lies of P\n198. Lifecycles of the Traveler Spider●\n199. Like a Dragon: Pirate Yakuza in Hawaii\n200. Liminalcore\n201. LIMSCAPE: THE LIMINAL SPACE EXPLORER●\n202. Longvinter●\n203. Lords and Legions●\n204. Lords of the Fallen●\n205. LORT\n206. Lost Ember: Rekindled Edition◆●\n207. Lost Records: Bloom & Rage\n208. Lost Rift●\n209. Lumina Veil●\n210. Machine Mind\n211. Mad Restaurant People●\n212. Mafia: The Old Country◆●\n213. Manor Lords●\n214. Marathon (2026)◆●\n215. Marvel Rivals◆\n216. Marvel's Spider-Man Remastered◆\n217. Marvel's Spider-Man: Miles Morales◆\n218. Marvel's Spider-Man 2◆\n219. MARVEL Tōkon: Fighting Souls●\n220. Mecha BREAK\n221. MechWarrior 5: Clans\n222. Medic: Pacific War●\n223. Metal Eden\n224. Millennium Dream●\n225. Mimetic - Prop hunt hide and seek●\n226. MistFall Hunter◆●\n227. MindsEye\n228. Microsoft Flight Simulator 2024◆●\n229. Mongil: Star Dive\n230. Monster Hunter Stories 3: Twisted Reflection\n231. Monster Hunter Wilds◆●\n232. Mortal Kombat 1\n233. Mortal Online 2●\n234. Mortal Shell II Open Beta◆●\n235. MotoGP™26●\n236. Nachtmahr\n237. NARAKA: BLADEPOINT\n238. NTE: Neverness to Everness◆ (Need some tweaking)\n239. New Home: Medieval Village\n240. New World: Aeternum\n241. Night of the Dead\n242. Nightingale●\n243. Nimillion - The last expedition●\n244. Nightmare Frontier\n245. NINJA GAIDEN 2 Black\n246. NO BACKUP●\n247. No More Room in Hell 2◆●\n248. Norse: Oath of Blood◆●\n249. Off The Grid\n250. Operation Athena●\n251. Onimusha: Way of the Sword◆\n252. Otherskin\n253. Out of Nowhere●\n254. Outbreak Zero●\n255. Outlast Trial●\n256. Overwatch●\n257. PANICORE●\n258. Park Studio●\n259. Pax Dei●\n260. Peko Downhill Hurl●\n261. PHANTOM●\n262. Pine Harbor\n263. PirateGate●\n264. Pizza Bandit●\n265. Planetaries\n266. Pragmata◆●\n267. Predecessor◆\n268. Predator: Hunting Grounds\n269. Pro Show Jumping●\n270. Project Borealis: Prologue\n271. Project Motor Racing◆●\n272. Project SJHG●\n273. Prologue: Go Wayback!●\n274. Providence\n275. QANGA◆●\n276. Quantum Beast●\n277. Quantum Sleeper\n278. Quarantine Zone: The Last Check●\n279. RAGING BILL●\n280. Ranch Simulator - Build, Farm, Hunt\n281. Ranger’s Path: National Park Simulator●\n282. Ratchet & Clank: Rift Apart◆\n283. Re.poly●\n284. Reanimal●\n285. Rematch\n286. Rem Survival◆●\n287. REMNANT II®\n288. RENNSPORT◆●\n289. Renovation Simulator●\n290. Resident Evil Requiem◆●\n291. Revenge of the Savage Planet\n292. Roadcraft\n293. Roadside Research●\n294. RoboCop: Rogue City - Unfinished Business\n295. ROMEO IS A DEAD MAN\n296. ROUTINE●\n297. Rune Factory: Guardians of Azuma\n298. RuneScape: Dragonwilds●\n299. Samson◆●\n300. Satisfactory\n301. Scientific project: Optic●\n302. Screamer◆●\n303. Seafarer: The Ship Sim\n304. Sengoku Dynasty●\n305. Service Please●\n306. Shifting To The Backrooms●\n307. Ship Explorer\n308. Ships At Sea◆●\n309. Shredders\n310. Sid Meier's Civilization® VII\n311. SILENT HILL 2\n312. SILENT HILL f\n313. Slitterhead\n314. Skull and Bones\n315. SMITE 2\n316. Solasta II●\n317. Sophonce●\n318. Space Engineers 2\n319. Spirit of the North 2●\n320. Spirit Realm●\n321. Spirit X Strike\n322. Split Fiction\n323. Splitgate 2\n324. SpongeBob SquarePants: Titans of the Tide◆●\n325. Squad◆●\n326. S.T.A.L.K.E.R. 2: Heart of Chornobyl\n327. S.T.A.L.K.E.R.: Call of Prypiat - Enhanced Edition\n328. S.T.A.L.K.E.R.: Clear Sky - Enhanced Edition\n329. S.T.A.L.K.E.R.: Shadow of Chornobyl - Enhanced Edition\n330. Star Overdrive\n331. Star Trek: Voyager - Across the Unknown●\n332. Star Wars Outlaws\n333. StarRupture●\n334. Starforged Legacy●\n335. Starship Troopers: Extermination\n336. Steel Seed\n337. Stellar Blade™\n338. Still Wakes the Deep\n339. Storage Hunter Simulator\n340. STORROR Parkour Pro◆●\n341. Styx: Blades of Greed◆●\n342. Subliminal◆●\n343. Subnautica 2※\n344. Sudden Strike 5●\n345. Supermoves\n346. Supraworld◆\n347. SurrounDead\n348. Tactical Vengeance: Play The Games\n349. Tales of Wind Online\n350. Tank Squad●\n351. Tempest Rising\n352. Test Drive Unlimited Solar Crown●\n353. The Al","offTopic":true},{"id":"d5c654a4-ad27-42ab-932c-9cf2eeb0dd46","excerpt":"Prediction: Teragard’s Aegis will make it into the live game — Some form of this blessing will make it into the live game. Obviously tuned down.\n\nSomething about this leagues blessing feels like testing the waters for future reward space. Something that shakes up the game a bit or at least offers an alternative to the ","url":"https://www.reddit.com/r/runescape/comments/1vvbdal/prediction_teragards_aegis_will_make_it_into_the/","role":"demand","weight":0.5696479,"occurredAt":"2026-08-22T12:38:42.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"runescape","intent":"alternative_search","painScore":0.27,"sentiment":0,"confidence":0.44854167,"matchedPatterns":["alternative_to"],"statement":"Something that shakes up the game a bit or at least offers an alternative to the current meta?","title":"Prediction: Teragard’s Aegis will make it into the live game","body":"Some form of this blessing will make it into the live game. Obviously tuned down.\n\nSomething about this leagues blessing feels like testing the waters for future reward space. Something that shakes up the game a bit or at least offers an alternative to the current meta? \n\nProbably 2027","offTopic":true},{"id":"2e627628-fcd5-4737-835a-a9e6471a3e94","excerpt":"How can I reach these endings? — Just finished my first play through. Machine connor finishes off violent markus and north, taking lt hank’s life while at it. Kara made it to canada but alice died just on the border, and luther on the jericho ship.\n\nHow can I reach the faceoff between violent markus and machine connor ","url":"https://www.reddit.com/r/DetroitBecomeHuman/comments/1vvcq33/how_can_i_reach_these_endings/","role":"request","weight":0.56275636,"occurredAt":"2026-08-22T13:39:28.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"DetroitBecomeHuman","intent":"howto_question","painScore":0.09,"sentiment":0.5,"confidence":0.51629025,"matchedPatterns":["how_can_i"],"statement":"How can I reach these endings?.","title":"How can I reach these endings?","body":"Just finished my first play through. Machine connor finishes off violent markus and north, taking lt hank’s life while at it. Kara made it to canada but alice died just on the border, and luther on the jericho ship.\n\nHow can I reach the faceoff between violent markus and machine connor (choose either in *battle of Detroit*) and have alice and kara make it alive to canada?\n\nAlternatively, how can I get connor do deviate and join violent markus? Does this lead to a good ending btw?","offTopic":false}],"breakdown":[{"sourceKey":"reddit","sourceName":"Reddit","count":40}],"total":40}}