Binäre Optionen Swiss 5 Min Plan - Blogger

Significant Dualities, in Nature and in Societies

Caution: This article is a long read, and goes in many directions. For the curious mind, it's a lively mindfield to explore and come back again and again. If you prefer poster images, never mind.
Some links occur here mostly because they're interesting, and somehow are part of a duality.
For me, duality means at least two things which are associated somehow, but considered separately are different. We don't need to count above 2, like say 'polyality' because obviously the idea of divergence, or fork, is able to have many 'tines' or separate paths. (See Tuning Fork, below.) We don't have time to cover every possibility, so let's just stick with 2, the most simple case of multiple. (See Rhizome Philosophy for an interesting alternative to this binary association structure. Also the paragraph titled "Association Schemes" in Exploiting the Pyramid.)
We aren't considering pairs of identicals, like dual wheels, two of exactly the same thing, but maybe if there is a small difference, or doubtful meaning between similar things (see dual internal organs under anatomy, below).
Sometimes the association between things is not obvious, in which case we better explain, but most dualities are obviously two tined. Let it go at that.
Tuning Fork, a synchronous dynamic opposition, and also an acoustic device having a dual nature similar to both stringed eg. Piano and other percussion devices (eg. Glockenspiel. See also disambiguation of similar percussion instruments. Tuning forks have the advantage of needing no containment structure because their duality counter-balances the vibrations. All the other devices have a single resonator for each tone.
Dualism (disambiguation index) | wkpd
Fake Word Similarities Dual not confused with duel Dual not confused with do all. (Obvious.)
Duality expressions
flip side
double edged sword
Janus faced
dark side-- bright side
balance equilibrium equation
opposites (word list)
positive-negative (photography))
bilateral symmetry
images, real vs virtual
paired symbols
yin-yang (principle) yin-yang (history)
Dual Obelisks, ancient Egypt (had different inscriptions on each)
duality as found on tumblr (index)
hypocrisy vs sincerity (philosophical mirror) hypocrisy sincerity sin cere means without wax, not a crackpot idea
Being a Leftist Means never having to Say You’re Sorry title of this essay inspired by a 1970s witticism
dual-process theory of human intelligence
The Balance (disambiguation index) | wkpd, in the physical, a two-sided weight comparator, in the abstract, the equation... possibly the most significant model (3) of reality ever conceived.
Exercising Equations, For Example...
How can things fly, and boats sail upwind?
Bernoulli's two-path model of lift vs Newton's Reaction of air-inertia model of force
Previous link models a lifting surface as a flat-plane and air is deflected in a single direction. Modeling a lifting surface as an arc also works, but no simple reference explaining this is found. So I'm going to do it, very briefly...
Imagine a wing, or sail, is a simple arc, and a small sample of air passing by it is like a stone on a string.. Air has mass, therefore thrusting it around a curve causes a reaction force opposite the center of the curve (aka lift.)
This is an important example because large commercial aircraft wings are complex mechanical devices that change shape depending on speed (scroll down to Flaps). At low speed, the wing simulates an arc, and a sail is made loose to form a larger curve. (Sailing in light airs, reduce tension on halyards, while a tight (more flat) sail configuration is called 'close-hauled').
Binary Thinking, True or False?
What is it? | qra
Binary opposition WARNING: Cultural Marxism, deconstruction
False dilemma, an obstacle to effective negotiation, in which nuances and concessions should be considered, not "take it or leave it" ultimatums
GOOD, BAD, UGLY? 2015 | stnfd
Example: Evolution vs Religious Tradition (Creationism) Purpose or no Purpose, that's the question: Darwinism: Survival without Purpose 2007 Another example from Mark Driscoll
Biblical Christianity requires black-and-white thinking because it is dualistic... Mainstream culture refuses to allow any categories because that would mean making distinctions, which ultimately ends in making value judgments. (which is DISCRIMINATION!) For the record, I am in favor of discrimination, not by race, but by behavior record. Discriminating Evolution from Intelligent Design (the flaws clause) 7 min
Boolean Logic
technical: Bifurcation theory
Binary Options
Wave–particle duality | wkpd Wave–particle duality (article index) | scidly Light and Sound CGI video, wave-particle duality 25 min
position vs momentum (uncertainty principle)
observer vs object observed (anthropic principle)
Energy-mass duality | wkpd
Mutual-Influence Orbital Oscillation Patterns
Mass Duality vs Time, Effects
Lunacy; tidal lock one side seen, one side hidden
Orbital resonance
Example: Earth-Luna orbit each other; Luna's mass is 0.0123 of earth's. Earth oscillates due to Luna, but radius of orbit is less than Earth's radius, so it's less obvious. See Barycenter. See also NASA, Moon, Luna's orbit, and Libration.
Earth Mother Goddess Duo: Gaia/Medea Hypothesis
Internal Organ Duals, Why? What are paired organs? (lists) 2018 | qra Symmetry Why do we have two of some organs, but not all? 2014 | stkxchg
Respiratory-Circulatory System Overlap (dual function) Venous Blood forced by thoracic-ambient pressure differential... Heart and lungs are together in the pulmonary cavity, experience simultaneous pressure fluctuations (scroll down to 'Respiratory Pump'), thus fluid influx and egress (air is a fluid). Respiration includes blood circulation, the respiratory and circulatory systems are inextricably linked.
Note that previous articles omit hydrostatic pressure which influences venous circulation (fluid pressure is higher at lower elevations, depending on density; eg. Hg (used in barometers) is 13.534g/cm3, blood is 1.06 g/cm3 (slightly more than water)). When you experience tingling, numbness or swelling due to inactivity, raise the inactive limbs above heart, gravity will help the circulation. Also, dizziness might be due to pressure variations in brain, such as suddenly standing upright after kneeling for awhile. Move more slowly.
Notice that we have only indirect control over heart-rate. We can increase physical activity (especially respiration) voluntarily, then the autonomous nerve system takes care of the rates.
Origin of Sex
Reproduction, Evolution of
When Did Sex Become Fun? 2016 | spns
A Brief History of Human Sex 2006 | lvsci
Chromosome Duality predicts longevity, reliably Scientists Discover Why women live longer Petrov 8 min
The sex with the reduced sex chromosome dies earlier: a comparison across the tree of life Mar.2020
Polarization (waves) see also Introduction to Polarized Light
magnetic geomagnetic pole
Bi-polar Disorder (mental health)
Dysphoric Mania in Bipolar Disorder (reality IS bipolar, see previous links)
dysphoria is a profound state of unease or a general dissatisfaction with life
split personality, eg. Dr. Jekyll and Mr. Hyde
Euphoria vs Dysphoria
psycho-active stimulants create euphoria 10 BEST LEGAL EUPHORIC HIGH HERBS 2017 See also 4 Most Euphoric Nootropics
What are Nootropics?
What Is Rejection Sensitive Dysphoria?
DUO - Animation Short Film (Fr) 2014 - GOBELINS (for some performance artists, life is a matter of trust) 3.5 min
Dual inheritance theory
Moral Duality
Bi-polar Disorder (social inequality), topic continues under heading "Double Standard of Morality" (scroll down)... A simple two-tier arrangement of mucked-up social "order" which originated in prehistoric times, a result of a conquering group, aka "ruling class" which maintains a dominant position (see Dominance as social construct). The privileged class takes advantage in several ways, one of which allows THEM to commit crimes against US without consequence, but the reverse situation is dealt with harshly.
Assuming there is an ecological crisis, Culture Dysphoria 2015
The historic task of cultural change is to resolve throughout the dominant culture the distortions of rationalist human/nature dualisms that deny our ecological embodiment and membership of the global ecological community.
In Reality, trends toward the Cosmopolitan Cluster are profoundly dissatisfying to conservative individuals. The CC issue is a case of 'the melting pot'. see also Cosmopolitan Cluster
The urban rural divide in the US and other complexities of polarization JUL.17,2019 | ToL
New idea: 'indivi', I'm going to premise means not divided, a singleton, and dual means two. That leads us to... a person is an undivided twosome, let's assume it means mind-body.
What exactly is the duality of human nature? | qra (trick question, see answer by Mike Brant, also good, Marcos Sheldon Padilla (per mind-body), see next link)
More about Mind-Body
UR2 CGPGrey 5 min
Dual Citizenship
list of, a good place to look for spies Editorial: The problem of dual citizenship 2014... “dual citizenship can present a security issue whether to permit access to classified information which affects recruitment, employment and assignments.” -US State Dept. In some cases, dual citizenship could disqualify an applicant for a sensitive position with the CIA or the State Department. (But not so for Israelis?)... List Israeli Dual Citizens in the US. 114th Congress; Bernie Sanders is on it 2016 | SotN
Binary Competition US vs THEM
Right vs Left (politics)
angels and demons 2 Class Social Hierarchy (Social Order Simplified)
Double Standard of Morality
... is a necessary adjunct to an US vs THEM ethic... because conflating US with THEM gives us cognitive dissonance; (social) equality is oblivion
The Dual Code of Morality
CHINA Strategy; moral dualities
Double Standard of Morality A necessary adjunct to US vs THEM ethic
social equality is oblivion
Bite the Hand that FED you; Ferried by kin-dness from Diaspora to Serendip, then They try to sink that "kin"ship
How the Jews Destroyed Germany | rjn
Jewish Declaration of War on Nazi Germany 1933
How The Jews Destroyed America | rjn
Nazi Jews- “Jew's own worst enemy!” 2007 Makow\rense
Cabalist Bankers Funded Hitler Via Wehrmacht Sep.2019 | svmls
Jewish Origins of Communism
For (Moses) Hess, the cardinal sin of the Judaic people was to abandon their heritage, while the cardinal objective of his Communism was to persuade all other people to abandon theirs…
Communism was the means for achieving Judaic supremacy over the gentiles. The gentiles were fated to be reduced to a faceless, deracinated mass. Capitalism was also capable of producing this effect, through free trade and the unfettered financialization of society, in which the management of money becomes a vast business in itself, and where the highest virtue, after obeisance to Judaism, is profit.
Israel’s New Ideology of Genocide 2018
ve’ahavta (“love your neighbor as yourself”) admonition to Goyim for regarding their Jewish neighbors; as for the Jews themselves, haba le-horgecha, hashkem le-horgo (“he who comes to kill you, rise early and kill him first” as told in 3 Little Pigs))
(wolf) attempts to trick third pig out of his (brick) house by asking to meet him at various places, but he is outwitted each time (3rd pig rises early, does the suggested task, and saves himself from being eaten)
Juice Dualities Juice, and DNA Melting Plot 1
back pages
A take-down of religious "morality" by a "believer"
To Serve the Greater Good, a Moral Philosophy for today++
Survey of Creativity and Destruction 1 Westciv
Garrett Hardin writes: "The essential characteristic of a tribe is that it should follow a double standard of morality -- one kind of behavior for in-group relations, another for out-group." -Wild Taboo "It is a tragic irony that discrimination has produced a species (homo sapiens) that now proposes to abandon the principle responsible for its rise to greatness."
Survey of Creativity and Destruction 8; Survival is Objective #1 in Evolution
Wild Taboo; Hardin/Masters
Competitive Exclusion Principle In the competition for living space and resources between two species (or two groups that occupy the same ecological niche), one will inevitably and inexorably eliminate the other. “In a finite universe – and the organisms of our world know no other – where the total number of organisms of both kinds cannot exceed a certain number… one species will necessarily replace the other species completely if the two species are “complete competitors, i.e., live the same kind of life.”
Historic Walls: Segregation and Security, defensive duo Disapproval of US.MX Border Barrier Design
Musical Duets (entertainment break from difficult study)
2x(Tico) no Fubá - Duo Siqueira Lima - guitar 4 Hands 3 min (includes brief encore) otra vez... 22x (Tico) Zequinha de Abreu arr. N Kossinskaya guitar quartet 4 min Anabel Montesinos & Marco Tamayo | Mozart, Rondo Alla Turca (w/audience) 3 min
Delibes, Lakmé - Duo des fleurs, Sabine Devieilhe & Marianne Crebassa, 3.8m views since Nov2017 4.5 min
Sun Quan The Emperor (Guzheng & Drum Ver.) 9.6m views since 2015 5 min
MUSA - Chandelier(Sia) & Wrecking Ball Mash - Guzheng and Zhongruan 3.3m views since 2015 3.5 min
Irish Senior Citizen Plays London Mall Piano... Then Magic Occurs; spontaneous Irish duet, Galway and Kerry 582k views since Jun.3.2019 (today is Jun.10) 7 min
Rasputin (Boney M) (viol/cello)- The Ayoub Sisters 3.4 min
A.Montesinos & M.Tamayo-Tres canciones de The Beatles-Stagione Internazionale di Chitarra Classica 9.9 min
Fool on the Hill; She's Leaving Home; Penny Lane;
Crazy - Patsy Cline Cover (Allison Young vocals, Josh Turner Guitar) 8.5k views 3.3 min
Dancing, an exercise in aesthetic, social duality
Grace on Ice Gabriella PAPADAKIS, Guillaume CIZERON, 2016 WC's music: Perfect- Ed Sheeran 4.3 min
A family exercise Derek and Julianne, music: "Unsteady" 2 min
Piano Duet, + 3 couples in traditional form Andrea & Matteo Bocelli, music: "Fall On Me" 2.6 min
Memorabilia (skips emotional intro) Jordan​ and​ ​Lindsay contemporary style, music: “Take Me Home” 1.3 min dance episode ends at 3:00
study notes
submitted by acloudrift to todayplusplus [link] [comments]

Live Q&A 22 [Readers Digest]

Hello fellow redditors,

caught quite by surprise Sub_Octavian organized a Live QnA. And judging by the number of comments ... I got some work ahead of me. As always, the "Q" provides a link to the comment chain of the adjacent question. Starting web radio. Let's go:


Q: Could we get a % damage dealt stat in the postbattle screen? Or maybe in-match as well? And the API as well of course ;)
A: It's in our backlog, and thanks for the reminder. I will refresh the discussion in the team :)

Q: Now that IJN AA was further nerfed with the CV/AA Overhaul, can Atago finally get her missing AA, as well as an updated superstructure to match her actual hull?
A: Missing AA? Atago plane kills score is surpassed by only Baltimore, Cleveland, Kutuzov and Wichita, and only by 1-1,4 frags on average, while all other combat stats are absolutely decent. Pre-rework she was roughly in the same spot, and I don't recall her being strongest AA ship on T8. Sorry, there is no justification for buffs at the moment. As for model improvements, we normally do this for older models from time to time, if there are better references and free resources. If there is room for improvement, she will get them some day.

Q: Will WoWs ever get the same treatment WoT did in regards to graphics, performance, and optimization?
A: I think I commented on it a few times. We do not plan to make any complete and total tech overhaul in one huge updates. We do incremental changes. Some FX improvements here, sound improvements there, x64 client there, etc, etc. For now, there is no plan to change it approach. We will update visual, tech and under the hood part from time to time. Your question is valid and good, but for the future, I want to clarify: WoT and WoWS are different teams, studios and even before WoT engine changed, our common engine versions were very different. There is almost zero point in connecting this games from this point of view.

Q: Given the feedback from the testing, what is your opinion of the concept of the Pobeda/Slava? A lot of people don't seem to like a ship that promotes a very passive, sniping playstyle.
A: It's a WIP ship; pretty soon her testing will be stopped, then feedback and data will be studied and then GD will decide what to do with her for then next test stage. With most obvious options being: to continue with the same concept, but change it to be bettemore balanced/better perceived or to try different concept.
Speaking about my personal opinion. I've been hearing "it promotes passive playstyle" all the time, about everything, for years. Anything people don't like, they slap this "passive gameplay" marker on. In reality, it usually does not affect anything a lot. Campers continue to camp, pushers push. But this time I actually 100% agree with your evaluation. It is a true glass sniper cannon. Yamato and Montana can be very good at long range, too, but unlike Slava, they are not useless in CQC and can push.

Q: What is the status on the gun fire bloom change?
A: Same, in dev queue. Unfortunately, it's a game logic component, so it's in the same bin with, like, Priority sector rework or CV autopilot improvements. We will get there, but we're not ready to increase the priority of this feature to emergency (aka drop everything else and do it ASAP), because, at the time all this gun bloom changes were happening, it was obvious (after several weeks) that the impact is really low. For sure, there IS impact, in some particular cases it can be a game changer, and no denying that we're bringing this back as we promised. But right now, other things are just more important and cover much more players. TLDR - Work in progress, sorry for taking so long, will be done as promised.

Q: Are there any plans to adjust the German battleships?, there are multiple different small changes that could be implemented to make them relevant again. They are fun ships but simply not working in the current meta.
A: I cannot back the opinion that German BB are "not working". If we look at different stats, German BB are in the middle of the group on each tier in terms of WR. They may not have stellar absolute avg. damage, but they're contributing to the team success well enough. Their popularity is also very high, even with all other options which are in the game.
There are a few additional factors, though:
  1. Meta changes indeed, and so does feelings and gameplay experience. I am not arguing that German BB gameplay may feel different, most likely, it does (for me personally - no, but again, I appreciate other opinions).
  2. There are quite a few strong premium/coal/freeXP BB on almost every tier, and a lot of skilled players stick to them. E.g Missouri, Musashi and JB are very solid, very popular, and a lot of good players use them for farm regularly. When such ships are in the group, other ships can feel weaker.
All in all, we're not opposed to improve German BB experience while staying within balance. Right now RU BB are being introduced, and they occupy the same slot of CQC BB. Let's see how their stats settle, how they shake down with German BB and then we will address this question one more time. If there is room for improvements, I don't see any single reason not to give them love. Also, I'm a fan of secondary build BBs, can be sure I will be the first to vouch for that :)

Q: Is WG happy with the effect that CV has on Tier 8 matchmaking? T8 ships are helpless against T10 aircraft, and T8 aircraft are helpless against T10 AA. This is punishing for surface ships and CV alike when being bottom tier in a T8 boat is bad enough already.
A: T8 vs T10 MM situation is roughly the same regardless of the class. As stated before, some global MM improvements are being worked on, and no CV-specific changes are currently planned. We want to improve the experience for T8 in general, for all classes.

Q: Could we ever get a soft-cap for only 1 CV per match like you did for T10 but for all tiers or was it the intention from the start to have at least 2 CVs in a match? Maybe a slightly changed cap for 1 minute or so instead of 3. Bottom tier in a double CV game feel really frustrating, not to say about the amount of spotting they can do.
A: We're not against soft cap for 1 CV on T8 in the same way it's implemented for T10. The problem is T8 CV popularity. We update the data from time to time, and overall, when it becomes viable, we will strongly consider doing this cap. Right now it's not going to work, and I actually did a long post about it here:

Q: What happend to Viribus Unitis, Yahagi and Leone?
A: I mean some ships are just being put aside for some time, until there is a good moment to release them. It's fine, not all WIP content is scheduled to be release immediately after testing.

Q: Are there any plans to update the Gearing’s model? Currently, it’s proportionally wrong and quite a bit wider than it should be (it should have the same width as a Sumner like the Yueyang).
A: We will update old models from time to time, as we recently did with Yamato.

Q: Do you think AP bomb mechanic in general (not just Graf which is already being tested) needs to be changed and explained better as well? Currently its behavior is too extreme and difficult to predict imo. It either deals 15-25k citadel damage which is super frustrating to the receiving side or deals 2-3k overpen damage which is meh from the CV player view. There is also no baseline stat to compare the penetration number of each kind of AP bombs either, unlike HE bombs which is a fixed number.
A: No. We're quite happy with the current base mechanic, and think that it has good skill / reward ratio. What we're concerned about is AP alpha strike potential on some CV, especially while the general playerbase progresses in terms of skill and learns how to use this armament properly. So there may be some, most likely minor, tweaks in future. But the base concept itself, in our opinion, works well.

Q: Is WG happy with the amount of spotting and the more and more reduced value of concealment in the game?
Same question, only longer:
In the days of old with few/no CVs/RadaHydro concealment was very very powerful and a tool that good players could use to play with for interesting and often tense results.
A: Hello,
CV related part:
Not entirely.
That may not be obvious, but the planned 0.8.4 changes, which, basically, affect the squadron speed WILL influence spotting. And for us, these changes are targeted at dpm and spotting equally. The takeoff delay will affect initial spotting, which we do consider a problem as well.
We cannot promise that it will be enough, but:
  1. I can absolutely confirm that in any case, there is new meta, where there IS more spotting overall. We do not consider it a bad thing.
  2. While working on this issue further, we will try hard to use tweaks, not reworking the mechanic. Which means that options like "CV only spots for itself" and "CV spotting has delay like Radar" are not viable for us at the moment, and we will consider them only if absolutely necessary (everything else won't work).
Overall spotting part:
Not entirely.
All factors combined, we are concerned about spotting in the game. We're fine with meta changing, but would like to keep it soft, when possible. Right now we're concentrated on CV part, as obviously CV rework had big and immediate effect, when we're fully happy with it, we will look at everything else.

Q: Can you give us a penetration value of AP bombs? It's really interesting to know. Thanks.
Hosho (Type 99 25 Mod1): 174
Ruyjo (Type 3 25 Mod1 Mk4): 228
Shokaku (Type 2 50 Mark1): 262
Hakuryu (Type 2 80 Mk5 Mod1): 351
Enterprise (M62): 244
GZ (PD 500): 334 (pre buff)
These should be the base values. Please take this into account:
  1. Penetration capability is always the same, it's not affected by anything.
  2. However, bombs interact with effective armor, so angle matters and they even can bounce.
  3. They have normalization. It's base value is bigger than AP shells, but it's applied non-linearly; if the angle is bad, even great normalization won't help.
  4. Aircraft angle and speed affect bomb speed and trajectory (but bombs do not loose penetration from speed!). Which means that for maximum penetration capabilities we must make the drop as close to 90 degrees as possible -> dropping early. For soft targets it may make sense to drop lately because, as with AP shells, for soft targets you don't want overpens and increasing effective armor turns into a benefit.

Q: Are there any plans to add a german coal or steel ship to the armory in the near future?
A: There are always plans to add ships of all nations and all tiers to the game for all currencies. But in Q&A, we do not make such announcements, sorry. The only thing I can say there are some cool German ships planned for the foreseeable future and I look forward to them myself :-) But that's true for other game nations as well.

Q: Has there been any thought given toward allowing 19 pt captains to further specialize in skills(picked by the player) much the same way the special coal/doubloon captains do now? To clarify I mean skills, not special traits that activate when certain conditions are met.
A: Captains "meta" is something we may want to update in the future, but from all "meta" things at the moment, we have higher priorities.

Q: Are there any plans to address the (imho) imbalance between the volume of almost non-stop damage over time ships have to deal with since the CV rework and the very limited (few heals and repair parties with long cooldowns) possibilities a player has to counter DOT damage, given the fact that surface ships can not disengage against a CV like they could against any surface ship (stop shooting to reduce spotting range, take cover, move away) ?
A: Overall CV balancing and AA improvements will affect his anyways. Less plane speed + better AA counterplay = less strikes = less hits = less damage, including DoT. It does not make any sense to do your proposed change until 0.8.4 and further planned changes are made and do their impact.
Also, their damage structure is not so DoT-reliant as you may think. Torps have very nerfed flooding chance, rockets are not stellar either. T10 CV atm have roughly 6% of flooding and 13,5% of fires in their damage structure, and that's the highest value of the class. T10 cruisers do 21% in fires alone.

Q: Regarding AA, would you consider the outcome of this clip to be working as intended? It’s a 20 second clip, just an Atlanta with DFAA vs Tier 6 torpedo bombers.Without giving too much away, would the future planned changes to AA change this interaction in a meaningful way?
A: We're happy with Atlanta herself. From all non CV ships in the game, Atlanta avg plane kills are surpassed only by Minotaur,Worcester and a couple of USN BB. Relatively to the game, Atlanta has an amazing AA.
However, we're not entirely happy about CV-AA interaction globally, especially in regards to priority sector. We want the combination of AA ship/build + skillful priority sector usage to have noticeably more impact on ship's AA defence, and that's what we're working on right now.

Q: Are there any plans on making secondaries more viable as a build?
We now have a pair of US ships that show that a good build can be fun but that's about it. ManSecs is a waste of 4 points for 99% of ships. Between a T9 BB having 5km guns and the Vanguard having the wrong ones it seems to be an area that's been mostly overlooked.
A: Yes. But it is not simple. I doubt we will make significant changes with current settings, and new secondary mechanics obviously will be a long term project, given other things being worked on. I can say this: we want to do something cool with secondaries, but there is no final decision what and when yet. At the moment we do not treat " secondaries being a fun alternative for just a couple of ship lines " an emergency. It is an area of the game we will eventually revisit, along with many others.

Q: I have a question regarding Catapult Fighter consumables. As of now, they seem rather slow to actually attack enemy aircrafts, and also, the full squadron is depleted even when they shoot down a nearly used-up squadron consisting of, say, 2 aircrafts. Is WG happy with the current efficiency of Catapult fighters? Any tweaks to make players feel more protected when using the consumable?
A: Yes, we're happy with the efficiency of this consumable. It does what it was meant to - inflicts losses on enemy squadron or, in some cases, creates area denial. It's more efficient when launched with good timing, it's less efficient when launched late. It's more efficient if CV plays aggressively, it's less efficient if CV plays carefully. TBH, we're fine with its state right now, and our nearest efforts to improve AA protection will be targeted at priority sector mechanic, not at fighters.

Q: What is WG's opinion on presence of skill gap between players in current reworked CVs? I have personally seen fails in current CVs worse than anything I have ever encountered in old CVs.
A: The presence of skill gap is not a problem (good players should be rewarded, bad players should be punished), the question is in the "width" of this gap, and it's effect on the game: on player's personal performance and on the team. Pre rework CV were very different in this aspect from everybody else. And in this aspect, with all data we have, we don't have any doubts that new CV are much much better than old CV.

Q: While I understand specific changes to a module and/or system would be reserved for the Dev Blog, can you update us on the plans for the system as a whole? Approximate timing of the change?
The number of new T10 ships is continually increasing thus the inventory of ships with and without Legendary Modules grows. Would premium ships ever have a Legendary Module opportunity? What about CV’s?
A: That's not about getting in trouble :) As I've hinted a few times, we're at the design stage. It may be completely new system, or complementing system or just "keep these mods and do more of them". Right now there is truly no answer, and the decision is in the process.

Q: Any chance for a setting to disable the in-game chat (apart from system messages like consumable use and the wheel messages)?
A: It's being discussed right now actually, as there are quite a few requests to do it from the players. We will let you know when the decision is made, of course.

Q: Right now CVs feel very removed from the gameplayloop. A lot of the time as a surface player i feel like just a target / NPC for the damage race between the two CVs. This is made worse by there being basically no interaction between CVs. Fighters are buggy as hell and usually just cancel each other out.
  1. We want to add more counterplay, as stated several times in thisn QnA. Please check out my replies about Priority sector.
  2. Fighter cancelling each other is exactly what we want. If you have a fighter ready you can try to cancel enemy fighter. Also, we don't want them to be "press the button to wipe the enemy out immediately". For now we see that they work as they should.
  3. I play the same game, regularly, on various ships classes and tiers. Sorry, but I feel you are blowing this out of proportion. Some issues? Sure. NPC mode? Eh, no, and it is not backed by stats either. CV damage increase with player skill is relarively higher than on other classes, but WR increase is lower. CV as a class influence battle outcome less than other classes and much less than they used to. Also, please read about new AA mechanic. Auras deal very consistent damage. They were much more RNG pre rework.

Q: What are the alternative ways for players to acquire the Admiral Kuznetsov captain after the Victory event? Will there be a permanent campaign for Kuznetsov similar to the campaigns for Yamamoto and Halsey? Given that Kuznetsov has abilities that give a significant advantage over a standard captain, if players who miss out on the campaign cannot get him later on, they would be significantly disadvantaged during combat.
A: It's WIP, but according to the current plan, there will be means to get this commander afterwards, however, not immediately after the event. For exactly the reasons you state: we don't want newer players to miss out good content. What it will be (a campaign? an armory item?) - I cannot confirm now.

Q: Has there been any updates regarding linux players getting warnings and potentially banned?, I know you guys aren't officially supporting linux but the game runs perfectly under wine it's just the warning system causing issues since the last update.
A: We're looking into it, but unfortunately, as Linux is NOT officially supported, I cannot give any guarantees. Sorry :(

Q: Is there a possibility of another captain skill rework. I feel that AA skills should be separated from secondary skills currently as both suffer from their meh performance together and their significant investment away from skills that increase survivability and/or captain skills that increase comfortability.
A: Some updates are more than possible in foreseeable future. Complete rework - highly unlikely this year or even beyond.

Q: I know that balancing is cyclical, and that you're actively working on spotting and CV balance in general (thanks!), but my question is on the DD side of the equation: Are you seeing as significant of an affect on DD's as a class since rework as the population of DD mains is claiming?
A: DD popularity has decreased of course (what's interesting quite a few DD players have become very active with CV). It is on acceptable level, and to be honest, I don't think it's something very special. We had a lot of popularity fluctuations over the years - at some point BB were over dominating and cruisers were nearly obsolete, and even before thet DD were on top. Right now the class distribution is okay (cruisers did big comeback btw), and with a few changes to CV, most likely, DD and CV populations will bounce back a bit more (more DD less CV).
As for DD efficiency, it's definitely fine stats-wise, but we fully understand subjective, situational factor. Hence the upcoming changes to HE bombs for example, the already done nerfs to the rockets, etc, etc.
Balance is cynical, but numbers is not the only thing we care about. Sentiment has huge weight too, and the biggest challenge is to balance these things before balancing the ships :-)

Q: Are there plans to introduce similar things for the AP shells ? Say at 5,10 and 15km where applicable ? That would be extremely useful for certain ships in deciding whether to use AP or not.
A: Not a priority, as unfortunately, AP shells loose penetration with distance non linearly, they have different trajectories, hit at different angles, and normalize. We're not fans of adding super hardcore information to the client, which the bulk of playerbase will never use. On the other hand, adding this information in interactive and digestible form so it actually helps players to make decisions, is a big task. A good one, but very costly. So it sits in back log for now.

Q: Do you think that the binary nature of HE penetration is a problem when it comes to balancing skills like IFHE and small-caliber guns, or do you guys think that its fine and you can balance it regardless?
A: I do not comment on leaks and speculations ;) But answering the main part, we think that core mechanics of HE is fine, and with 99% probability any further improvements will be "tweaking the knobs" rather then "2020 year of HE rework".

Q: Has the dev team considered "changing/nerfing" IFHE by buffing the consistency of small caliber AP a small amount (like lower arming threshold, OR slightly better normalization, OR slightly better bounce angles, etc.) in order to create a competitor to IFHE?
A: Yes, along with many other options, but there is no direction that we're firmly believe in just yet.

Q: Are there any new operations in development?
A: Apart from some..interesting special events - no. Our efforts in terms of game modes will be concentrated more on enriching PvP and making cool events this year.

Q: Is there any chance to increase the punishment for afk and bot at asia server? Since the chinese server stopped update and remained at 0.7.3. There are many players from Chinese server moved to Asia server since last year. Bots are everywhere, You can meet at least 1 bot or afk players per team per match. Situation are even worse at low Tier during morning and midnight server time. It is just not fun to play with such numbers of bot and player who fire once every 5 mins.
A: Yes. And not only for Asia. Actually, we're readdressing our system right now to better detect and better suspend the accounts which looks like "bots". Whether they are bots or just zero-effort farm accounts played by 10 ppl, is not relevant - we know they ruin the experience for fair players. So there will be improvements here in the near future.

Q: Are there any plans to introduce a game mode without carriers anytime soon?
A: No (apart from various events, that can be "no CV", "no BB" and "no whatever class, because it's an event").

Q: Any plans on completely rebalancing Graf Zeppelin, now that its biggest weapon --- speed --- has been nerfed 40 knots? Any plans for further AA/CV balance that you can share at the moment?
A: Question 1: no, the speed boost mechanics is being changed globally and systematically. It's not a GZ nerf, it's a global mechanics nerf affecting all CV in the game. In the meantime, GZ retains her individual quality - high speed, with DB and TB planes having 181kt of base speed while other CV at this tier have it in 130ish range. What's more, her DB are being buffed. Better accuracy, more comfortable attack and, what's IMO even more important, higher bomb speed and penetration. The numbers do not seem huge, but in game it can be a difference between penetrating or not penetrating armor deck, especially against higher tier ships. And we all know that citadel hit is very desirable when you use AP bombs. If GZ will be weak after the changes for some reason, she will be improved in some other way - that's a standard workflow.
Question 2: everything we can share ATM is in Dev Blog.

Q: Special commander Kutznetov has a much less specialised (ship reaches <10% HP) special ability activation threshold. This was because Yamamoto and Halsey’s were considered too specific (score a kraken, ect.).
With this in mind, will there be a revision of Halsey and Yamamoto’s special ability threshold?
Is this activation threshold something we could see in future special commanders of other nations?
A: The idea is that we want to try slightly different concept.
Right now we have guys like Doe Brothers (no super talents, improved skills), Epic Yamamoto and Halsey ( improved skills, super rare and super epic talents), and now we want to try Kuznetsov as "less improved skills, less epic, but easier to trigger talents".
Right now we're not 100% sure of the further developments. But if Kuznetsov is successful, I'm pretty sure there will be more commanders like that for other game nations. At the same time Yamamoto and Halsey future in this case is an open question. Should they be reworked, removing their mega epic effect in favor of less good/easier to trigger? Or should we get the alt.versions? Or maybe all 3 types of commanders will co-exist to suits different tastes :-) We will see.

Q: Have you considered making AA rewarding or at least the investment for AA specs less costly?
It requires a substantial investment to specialise any ship for AA, yet there is next to no control.
A: Yes, and that's kinda in the plan. To reward more for AA control and/or AA loadout. Without making ships like Mino into "I evaporate you in a second before you even notice", preferably.

Q: Will the Yueyang ever be rebalanced to account for the unnecessary nerfs a few patches ago?
A: As any other ship, YY can be changed in the future, but we do not consider the nerf "unnecessary", happy with the result, and there is no reverting planned. YY sits firmly in the middle of T10 DD in terms of damage, WR, frags and other stats. At the same time, YY audience skill curve is not special (as opposed to Daring for example), so her relative performance is also fine. She's the least popular T10 DD, but always was like this, and her popularity is still acceptable to us. She used to be OP, now she's OK. Can it be "more OK" (better) while staying within acceptable balance? Yes, as many other ships, too. So we will consider it for the future updates.

  1. Citadels that are small in size and are placed in the stern. In the case of the Enterprise almost none existent.
  2. Automatic fire and flood control damage
  3. High resistance to fire and flooding
  4. The automatic movement control moves the CV in reverse. This has the effect of not exposing a citadel that is already hard to get to.
What is the rationale for these design features?
  1. Citadels in the game are being defined according to a specific set of rules. CV citadels follow this set as well, and their citadel placement has nothing to do with rework. From what I see in game and in stats, they can be easily citadeled in most cases.
  2. Already explained long time ago in DevBlog.
  3. Same.
  4. Same.

Q: When will the Midway and Hakuryu get their Legendary Module back? They got frozen after 0.8.0 and currently cannot be used (although they can be earned).
Personaly I would love to see the Midway get its old jets back from the Closed Beta when the Legendary Upgrade gets mounted. Dont know how it should balanced, but it would be cool to look at nonetheless
A: I'm not 100% sure they will, actually. Because in our plans, we want to readdress the Legendary Mod thing overall. Maybe there will be some other system instead. Or maybe there will be changes. There is no exact decision right now; it may turn out that these mods will appear in some time as a part of current system, or they may be replaced (for all ships) with something completely new. Or these systems will co-exist. Sorry, in all fairness, we don't know ourselves right now :-)

Q: In about another 6-8 months, when it is finally admitted that the CV rework has failed, how will WG attempt to repair the damage done?
A: While "never say never" is true (looks at Halloween subs), we don't have any indication that CV rework is a failure. It has some issues, part of which are still to be resolved, it has some negative constructive feedback, and, sorry to say that, I mean no disrespect, it also has some echo-chamber hatred sentiment, which is not really constructive, too.
As you can guess, no developer is interested in making the game worse, less popular, less enjoyable, etc. WoWS is the result for our effort, it's main career project for most of us, and it's huge part of our lives. From all main audience metrics, overall results of CV rework are good. From balance metrics, CV rework is good. Some players being unhappy or salty is of course NOT good, but:
  1. We're addressing the players concerns, and working on feedback points.
  2. We had the gut to rework the class from scratch, and none of us had pink dreams that CV rework would suit absolutely everyone.
If you disagree, fine, everyone is entitled to own opinion. And I apologize if the game is worse for you as a result of out efforts to make it better. Obviously none of us can be happy about it. But in all honesty, I am not going to admit something I don't believe in, while the full picture looks good and the game is alive and kicking. Even if this sub has turned into CV hate fest for some players, when many positive opinions are actively mocked and downvoted.

Q: My clan is one of the top Naval Battle clans in the world. We set the pre-damage star record with 164 stars and put up 245 last week. We have really enjoyed the game mode and how it brings the clan together.
However, the change to damage from base XP had a HUGE side effect last weekend. A strategy I saw was to div in a co-op game with two other players and have them not fire their guns until the player going for the star gets their damage. This makes what was a fun game mode very boring, especially when more players take advantage of this. Can WG either to go back to base XP or only allow Naval Battles to be done in randoms? Thank you.
A: Feedback appreciated, most likely we will get to XP and think about damage more.

Q: Will there ever be high tier operations It would give me great feels to play operation Ten Go as Yamato/Musashi at Leyte or something with Missouri
A: Unfortunately our current efforts are mostly switched to PvP maps and modes, and to thematic events. For now, we're not able to spend any significant resources on Operations, simply because there are things much bigger chunk of playerbase cares about.

Q: Kinda two questions stuffed in one, but. Will there ever be considered doing a BB line split for RN and KM, for Battlecruisers? Having vessels like HMS Renown would be awesome.
A: There is no reason for not adding new interesting lines, but I am not announcing them on QnA ;)


That went quicker than I thought! As always, I have omitted super obvious questions that result in a "This is confidential" answer. Also: If I have forogotten any important question OR a link is broken, let me know.
Enjoy reading!
submitted by Vectoranalysis to WorldOfWarships [link] [comments]

Lengthy analysis: Thoughts on arena, tier lists, and the low placement of Caeda/Clair

So this think piece is mostly a response to seeing Caeda and Clair's questionable middling tier placements:
Both tier list creators have stated things like availability and budget not being a factor, but seeing Caeda being rated at the same tier as Athena on both lists really highlights imo how misguided these placements are.
From gamepress:
Caeda is the definition of missed potential: instead of her signature Wing Spear, Caeda's weapon is an Armourslayer+, which is doing her no favours with her 25 base attack. A Wo Dao+ can help improve her offensive potential, but she still can't hold a feather to other red fliers such as Elincia or Halloween Nowi. Her high resistance lets her take on the role of an anti-mage unit, but this advantage is not enough for her to compete against her rivals.
Erm, clearly not even updated to account for Wing Sword.
Gamepedia actually has an updated review, but I'll single out a particular bullet point:
As previously mentioned, her Attack and Defense stats hold her back. Unfortunately, she's pretty much limited to taking on Green armored units and debuffed red armors, as her low Attack betrays her weapon.
This... isn't simply true.
In any case, arguing a single unit's placement is imo an unproductive use of time: players will see each unit and rate them differently based on their subjective criteria.
But really, what I want to do is not argue Caeda's placement in said tier lists, but use Caeda's questionable placement in both lists as an opportunity to highlight some differences in perspectives I have that these tier lists seem to fail to consider.

Dueling potential as an overrated rating criteria

Defense teams do not need to be practical

Arena offense favors enemy phase over player phase units

Diminishing returns off overly min-maxed offensive spreads

Quick Riposte in relation to middling vs high speed

Chill Speed is recontextualizing what it means to be top and middling speed

Stacking supports in the context of player vs enemy phase

Optimal builds vs "ceiling" builds

Finally, the Caeda vs L!Ryoma comparison

Closing Thoughts

EDIT: Fixed some typos
submitted by red_graydient to FireEmblemHeroes [link] [comments]

Streamlined Beginner's Guide

I was making edits to A Beginner Guide written by a Beginner and Updated by a Friend when it gave me the error message that the post had too many characters. I decided it was honestly too wordy. I hope that the clarity of the message was not lost during the chopping process. Light suggestions and/or questions are welcome. I added this to the wiki as well after updating it due to your suggestions :)
The guide starts with day 1 "need to know" information then proceeds with Characters you Want, the Daily Grind, More to Grind, Comic Cards, Character Optimization, and finally a Quick Start Glossary.
First Month Goals
Content Difficulty Progression
This is a rough estimation of the progression of the game using the character level as a reference.
1-50 50-60 60+ 60++ 60+++
Story Mode Ch.1-8 Chapters 9-10 Chapter 11 Chapter 12
VS: Easy/Normal VS: Hard World Boss iThanos World Boss Ultimate
- - SL 1-15 SL 15-25 -
- - Strange Epic Quest Wolvie Epic Quest -
AB AB AB clear XAB clear XAB score chasing
Cards: - 4* cards with ~30% SCD and 20+ Ignore Defense 4*/5*/6* cards w/SCD, Ignore Defense, and Attack 6* cards with ~30% SCD, ~30% Ignore Defense, and +30% All Attack
Villain Siege, Alliance Battle, TimeLine, Alliance Conquest, ShadowLand.
Starter Team: 6* Sharon Rogers, Loki, and any top character of your choice
This can be done with the 6* selector (day 1), the 6* selector (day 7), and "Hero's Journey".
A "Six Star Selector" allows for you to choose a character from a menu and that character is immediately 6* regardless of whether you recruited them or not.
For your 2nd and 3rd starter characters there are conflicting recommendations which to me proves it doesn't really matter who you choose, but be warned that not all characters are created equally so it is best to choose from these or the difficult to farm "Facetank" characters listed further down.
Check out the analysis/discussion from "Starter toons: Sharon Rogers and _________?" and decide for yourself, but definitely get Sharon Rogers.
After your first "failed" mission it is highly recommended to get 4 star Iron Fist.
Get his Hobo (netflix) Uni when you have the chance.
Farm Enough Story Mission Bios to 6 Star Cap, Widow, and Iron Man.
Both Cap and Iron Man will be very useful additions to your team. Black Widow can be good, but as a beginner will be mostly useful as a striker in the Corvus Glaive World Boss battle.
You can get Age of Ultron unis for gold.
Use your 3 day trial of bio subscription for "Paywall" characters
I would recruit Enchantress, Agent Venom, and Kid Kaiju who are all still useful at T1. I would only use them on Carnage if you plan on paying for a bio subscription to T2 him (need ~366 bios to max gears). You will still need to get Mega Rank Up Tickets (2600 Crystals on weekend) to rank them up.
T2 Carnage > Agent Venom > Kid Kaiju > Enchantress > Ironheart > Hyperion > T1 Carnage
The best deals for real money include Stark Stash, Bio Subscription, VIP Package, and S.H.I.E.L.D.
Prices vary slightly depending on where you live and whether you use android or Apple (android is cheaper), but these are generally the best deals:
You don't need to spend money to be successful in this game, but I would highly recommend at least getting the Stark Stash (or bio sub) to get to VIP 1 (200 Crystals) for increased gold in Co-Op. You'll also hear a lot about "tag heals" which is unlocked at VIP 3 (2300 crystals total), and "Heroic Rifts" which are unlocked at VIP 10 (99,000 crystals total).
The best deals for Crystals include on sale uniforms (750), Mega Rank Up Tickets (2600), and "Deluxe" pack (6600).
Get in as high level alliance as you can (ideally 24+)
Use the weekly recruitment thread to join an Alliance for camaraderie, alliance stat boosts, alliance member rifts, energy rewards, and Alliance Battle/Conquest. Note that the stat boosts from Alliances You may see Alliance requirements including days of activity, Alliance Battle score, and Alliance Conquest participation. Even so, there are so many alliances out there that the odds are good that you can find a good balance between casual and competitive. There will also be a variety in beginner and veterans. But let's be honest, veterans need beginners around to tell them that they are awesome :)
Don't go "all in" on Epic Quests (Dr. Strange and Wolverine/Jean), rather dip your feet!
Dr. Strange, Wolverine, and Jean are all amazing, but the cost is significantly above a beginner's paygrade. I would however recommend completing enough quests to start farming Baron Mordo (need 50 Red Norns and 200 Blue Norns) and Rogue/Beast (need 100 Dimension Debris and 100 Red Norns). Rogue (speed) and Beast (combat) are perfect complements to your Sharon/Loki starter pack. For more information: Dr. Strange Epic Quest Guide and Rise of the X-men Epic Quest guide.

Characters and why you want them:

Facetank chars - Low skill threshold to defeat most content. High priority characters bolded.
Character Survivability Farmability
Sharon Rogers iframes + damage immunity Use starter selectors. Otherwise Bio Selectors.
Loki shield + clones = RUN Viable starter option. Otherwise Dimension Rift "Chitauri Invasion"
Carnage iframes + invincibility @ T2 Bio $ubscription only. Use Rank up Tickets and save bios for gears.
Agent Venom iframes + shield + invincibility Bio $ubscription only. Use Rank up Tickets and save bios for gears.
Enchantress shield, and can permanently charm world bosses Bio $ubscription only. Use Rank up Tickets and save bios for gears.
Kid Kaiju iframes + summons + shield Bio $ubscription only. Use Rank up Tickets and save bios for gears.
Elsa iframe + damage immunity @ T2 Villain Siege Chaos Tokens
Kate Bishop iframes + stuns Villain Siege "Hard"
Captain Marvel damage immunity Timeline Honor Tokens
Crystal snare attacks + shield Special Mission, Inhumans "Crystal Palace"
Songbird snare attacks + shield Special Mission, New Avengers "Baked Alaska"
Groot Heal; Baby uni: iframes Dimension Rift "Bark is Worse than Bite"
Yellow Jacket several iframes Dimension Rift "Amazingly Interesting Voyage"
Wasp damage immunity "bubble" + iframe Dimension Rift "Growth Spurt"
Baron Mordo iframe + stuns + shield Epic Quest, Memory Mission "Road to the Monastery"
Ancient One invincibility + heal Epic Quest, Memory Mission "Monastery in Trouble"
Hellstorm immunity + summon Epic Quest, Dark Dimension "Increasing Darkness"
Rogue damage immunity (skill/leadership) + iframes + heal Epic Quest: Rise of the X-men, Tracking "Going Rogue"
Beast stun + snare + iframe Epic Quest: Rise of the X-men, Tracking "Friends and Enemies"
Storm stun + guard breaks + iframes Epic Quest: Rise of the X-men, Tracking "Weathering the Storm"
Cyclops stun + guard breaks + damage immunity + iframe Epic Quest: Rise of the X-men, Tracking "Blindsided!"
Magneto bind + guard breaks + shield + iframes 6600 crystals for "Deluxe" pack; "Mutual Enemy"
Captain America damage immunity + iframe (uni) Story Mission 1-1, 3-10, and 5-6
Black Widow dodge + guard breaks + stun (uni) Story Mission 1-4, 2-6, 3-9, and 5-4
Iron Fist uni: invincibility + iframe; dodge @ T2 Story Mission 4-5 and 6-5.
Elektra iframes + stun Story Mission 4-6, 7-2, and 7-5
Black Panther damage immunity + iframes Story Mission 8-1
Thor guard breaks + shield Story Mission 8-9, 12-5, and 12-8
Blackbolt guard breaks + damage immunity @ T2 Story Mission 8-10
GR (Robbie Reyes) iframes + shield Bio Selectors.
Mantis iframes + heal + fear bubble Bio Selectors.
Red Hulk guard breaks + heal + damage immunity (uni) Bio Selectors.
Silk shield + webbing Bio Selectors.
Leadership characters - Only need ranking and mastery to be helpful. Characters worth further investment are marked with ‡
Boost Character(s)
48% Damage to Male She-Hulk (uni = +55%)
45% Energy Attack Hela, Ironheart
45% Energy Attack for Blast Ancient One‡, Star-lord (uni = +50%)
45% Physical Attack Gorgon, Beast
40% Energy Attack Ebony Maw
45% All Attack Magneto‡ (for X-men)
36% All Attack Moon-Girl‡
24% All Attack Wiccan‡, Sin, Punisher, Ultron, Shang-Chi‡, Hyperion‡, Hogan, Cyclops‡ (+24% All Defense)
30% Energy Attack Crystal‡, Singularity, Lash, Captain Marvel‡, Modok, Blackbolt‡
30% Physical Attack Elsa‡, Deathlok, War Machine, Crossbones, Winter Soldier, Ulik‡, Hulk
18% All Attack, 18% All Defense, 6% Speed Wasp‡
36% All Attack for Universal Ronan‡ (+36% all defense), Medusa‡
60% Lightning Damage Lincoln
60% Fire Damage Satana‡, Red Hulk‡
60% Cold Damage Misty Knight
Support characters - Generally cannot be main damage dealers unless marked

The Daily Grind:

Complete each of the daily "challenges". Most of these modes should be done during Hot Time (reduced cost and increased rewards) which occurs twice a day for 3 hours (6 AM/PM Pacific Time). Most can also be played on "auto" by using clear tickets. For Story missions you can "autoclear" which will insta-clear the level giving you gold and shield/alliance experience, but it will not give your characters experience.
Story missions (1+/day):
Complete story mode chapters up to 10 as soon as you can. You can level characters more quickly using higher levels. After you have done such, here's a list of story mode characters (alphabetical) that you might want to get:
Special missions (20 min/day):
Rank New Avengers Inhumans
1 Songbird Crystal
2 Wiccan Gorgon
3 White Tiger Moon Girl
4 Squirrel Girl Maximus
5 Hulkling Karnak
Daily Missions (2/day)
Fairly easy missions with great rewards including: gold and the option for Iso-8/nornstones, more gold/experience chips, or M'kraan Shards (X-men material).
Villain Siege (1-3/day)
This is a fossil of previous “end-game” content. It is more important that you win the battle then you use all of the recommended characters. If you know it will take you two tries, then use a team with NO recommended characters first, followed by one with 2-3 of the recommended characters.
Use the Chaos Tokens for: Elsa >> Chaos Custom Gear Chest/Chaos Chest > Ant-man > Lash
Timeline (1-10/day)
A "one vs. one" matchup that gives honor tokens for each battle (win or lose) and crystals at the end of the week for how high you scored in comparison to others. Note that your characters start with all skills on cooldown while the enemy's do not. At least do one a day, but it would be worth it to do all of them.
Use the Tokens on Captain Marvel > Warwolf > Honor Card Chest/Honor Chest > Gamora

More to Grind

Alliance Battle
Great source of gold, norns, and bios. Here's a chart of who to use from my Alliance Battle Guide:
Day Main Damage Leader Support Notes
Open (x2; reset day) Loki, Sharon, Hellstorm, Strange She-Hulk, Ancient One, Gorgon, Hela Warwolf (T2), Coulson (T2), Groot (T2) save combat/villain (i.e. Carnage) for XAB
Combat Hobo Iron Fist, Agent Venom, Carnage, Black Panther, Moon Knight, Red Hulk, Captain America She-Hulk, Hulk, Shang-Chi Groot (T2), Warwolf (T2) save T2 Warwolf for XAB, unless you have T2 Coulson.
Blast Sharon, Enchantress, Strange, Mantis, Cyclops Ancient One, Star-Lord Coulson (T2)
Speed Elsa (L), Kate, Rogue, Silk, Kid Kaiju Elsa, Winter Soldier Baby Groot (T2) Speed day is tough. Get Elsa's uni and her T2.
Universal Loki, Hellstorm, GR (Robbie Reyes), Captain Marvel, Black Order, Dmmu, Odin Ronan, Medusa, Hela Throot (T2) Loki strikes again.
Female Sharon, Floki, Elsa, Mantis, Rogue Hela, Ancient One (uni) Ancient One (uni) Starog is easier than Loki (uni) and would allow Floki to be used for XAB as DPS (if no BO) or team-up (w/DMMU).
Villain Loki, Enchantress Ronan, Hela n/a Looookiii
Dimension Rift (3 "completions")
Coordinate Rifts with alliance members to get completion bonus (gold, dimension debris, energy). MFF etiquette strongly suggests you commit to several battles in a rift if you choose to enter it.
Cards to farm: Loki, Nebula, Baby Groot, Star-Lord/Yondu, Zombies (Heroic Rifts), and Punisher (Heroic Rifts)
Characters to farm: Loki > Wasp/Yellowjacket/Groot > Ronan > others
Co-Op (5 "Rewards" collections)
It is worth it to increase your VIP to 1 for its benefit in Co-Op alone. There are 8 reward slots that open with increasing VIP. VIP 1 opens the GOLD slot. Otherwise the first slot is random (giving you a chance for gold).
Characters at 4 stars & level 40 Stage ~Gold per ”Reward Acquired”
0 Stage 1 ~260,000
21+ Stage 2 ~280,000
41+ Stage 3 ~320,000
61+ Stage 4 ~360,000
81+ Stage 5 ~400,000
101+ Stage 6 ~440,000
Epic Quest Missions
Memory Missions, Dark Dimension, Tracking, Veiled Secret, and Mutual Enemy will eventually become part of your "daily grind," but as a beginner focus only on farming Rogue and Beast from the X-men "Tracking" missions. It might also be worth farming Baron Mordo from Dr. Strange Memory Mission "Road to the Monastery" partially due to the extra obelisks.
World Boss Invasion (unlimited)
Your characters will be temporarily maxed for this co-op boss battle. Be sure to read and follow the requirements as best you can. Push the purple button when available. Slot boxes for later and then open them for random norns, bios, and other resources.
World Bosses
Gives black anti-matter, chaos norns, and bios for the black order (BO) characters. One of your primary goals of the game should be to beat world bosses as soon as possible. A few pointers:
Once unlocked and clearing 30/35 build up: Strange >>>> Corvus/Proxima > Odin/Dormammu/Jean >> Thanos > Ebony/Supergiant >>>> Black Dwarf.
World Boss Ultimate is ridiculously challenging.
A "transition" into end game content, but you can do it! Try your best to get farther each week. Floors 5, 10, and 15 reward bio selectors. These are my Six Pieces of Advice for Shadowland:
  1. Force low tier characters to clear difficult low floors. Save T2 for floors 10+
  2. Plan out all static floors (1, 2, 5, 21-25) but especially floors 22 and 23 (and floor 5 for a beginner).
  3. Keep Track of your Roster.
  4. Unless you want a specific reward avoid Waves, Rumbles, Reflects, Bleeds, and Spider-Army
  5. Keep Track of your Clears and Analyze for Improvement
  6. Have Fun, Take Your Time, and Good Luck!
First time clear rewards are incredible including rank up tickets, cards, awakened iso, and Black Anti-matter for Epic Quests and ranking up Native T2's.
Battleworld (1-10/day “when active”)
Occasional event that can reward bios, iso, obelisks, and cards. I would at least do one to get “on the board” and get some reward. It is usually good to max your participation if you can just for the gold participation rewards though which scale up with number of entries.
Alliance Conquest
Depending on the activity of your alliance you may be required (or encouraged) to participate in this incredible, interactive battle game between 3 alliances. It is reminiscent of the world domination game Risk).
It has two phases: the obvious Attack phase (3 times a day) and the slightly more confusing "prep" phase. During prep phase all you can do is revive defeated character with alliance tokens from the store or switch defending characters with crystals. It will be difficult to contribute much until you get a few 6* characters.

Comic Cards Offer Huge Team-wide Stat Boosts

Check out this awesome card guide. You want to work on building 4* cards with Skill Cooldown and Ignore Defense and then slowly replace those cards with 4*, 5* and 6* cards with Skill Cooldown, Ignore Defense, and Attack. Here are some great cards with "ideal rolls" from Comic Cards INFO:
Card (Acquired) Stat 1* (static) Stat 2* (static) Stat 3* Stat 4* Stat 5* Stat 6*
Loki (Loki Rift) All Attack Cooldown duration Ignore Defense Attack Speed All Defense Energy/Physical Attack
Marvel Zombies #2 (any Heroic Rift) Dodge Cooldown duration Critical Damage Ignore Defense Recovery Rate All Attack
Baby Groot (Groot Rift) Critical Damage Ignore Defense Energy Attack Cooldown duration All Defense All Attack/Physical Attack
Star-Lord (Yondu Rift) Ignore Defense Critical Rate Physical Attack Cooldown duration All Defense All Attack/Energy Attack
Avengers (Nebula Rift) Max HP Ignore Defense All Attack/Physical Attack Cooldown duration Critical Damage Energy Attack
Punisher #19 (any Heroic Rift) Ignore Defense Attack Speed Max HP Cooldown Duration All Defense All Attack
Civil War #4/Thor (Crystal Card Chests) All Attack Physical Defense Physical Attack Cooldown duration Critical Damage Ignore Defense/Energy Attack
It is very expensive to "unequip" cards, obelisks, and iso. Build them up in your inventory before you equip.

Character optimization for damage/survivability balance

First off: skills that increase by % (i.e. summons, buffs, and shields) should be upgraded.
Gears are built similarly for every character
Check this out for more in depth explanation, but this is the basics:
Gear 1st slot 2nd slot the rest
1 Energy/Physical attack per lvl "base" energy/physical or all attack "base" energy/physical or all attack
2 Physical defense per lvl Energy defense per lvl All defense
3 HP per lv HP per lvl or HP HP
4 Skill Cooldown in as many slots needed to get 50% Ignore Defense in leftover slots (until 50%) Crit damage, attack speed, or crit rate if both SCD and Ignore Defense are maxed
† You need to figure out if a character has attacks that base off of energy or phyical. From there you only want one or the other. A bit confusing.
Aim for 17/17/17/17 on characters you use semi-regularly and 20/20/20/20 on your main characters (required for T2 ticket).
Attack Iso Sets (OD, POAH, HE) tend to be the best in the long run, but heal (IAAG, SB) and Shield (DDE, BP) have their place.
As a beginner you will likely need survivability boosting until you can max your skill cooldown. It is easiest to roll Stark Backing (heal set), but I am Also Groot (heal set) is better. Drastic Density Enhancement is a shield skill that procs on attack. Binary is a Shield on Defense. As I've moved through the game I have found that I want an attack set (Overdrive, Power of Angry Hulk, or Hawk's eye) on essentially all of my characters. Note that Hawk's Eye can lead to redundant SCD and lacking Ignore Defense.
Don't equip fully awakened Iso unless you for sure want to keep a set (i.e. not Stark Backing, but yes OD or POAH). Equipping 3* or 4* iso on most of your characters should be fine. You can equip 5* and 6* iso on your main World Boss and Alliance battle hitters.
Obelisks ideally should have some attack stats and either a damage increase "1 attack" or an invincibility proc.
For Obelisk building start with:
and then upgrade/change option until you get a good proc. Ideally increase damage "1 attack" (any mode but especially XAB) or invincibility (any mode but especially timeline and alliance conquest).
Never buy uniforms unless they are on sale (750 or less). I would not buy uniforms just for the sake of increasing the stats of another uniform wearer. There is always a benefit from buying a uniform for a character that you use, but there are definitely a few "game-changers":
T2 will always increase a character's overall power, but there are a few that are particularly useful. When looking to Tier 2 a character take particular note of how their skills may change and possible team-wide boosts.
Elsa, Black Bolt, and Carnage absolutely need their T2. They gain a damage immunity (invincibility for Carnage) on one of their skills which significantly increases their survivability.
Support characters have significant team boosts at T2 which may make their T2 of higher priority than other "worth it" T2's. These include Coulson, Warwolf, Groot, Wasp, and Mantis.
Skill Rotations
When using a character, the order of skills you use can have a significant impact on survivability and damage output. Try to prioritize higher damaging skills (usually 5, 4, and 3) and buffs (usually skill 5 or 3) while also preventing overlapping survivability mechanisms (damage immunity, iframes, guard-hit shields, and crowd control). As an example look at Sharon's skills:
Damage Immunity ... ... i frame
3 1c 5 2c 4(c)
Skill 3 starts the damage immunity. Skill 1 is a non-iframe skill. Skill 5 ends in an iframe and the beginning of skills 2 and 4 are both iframes. You could also just do 3-5-4 with similar reasoning. With the Starlight uni do not cancel skill 4 (the iframe/main damage is at the end).
I've compiled a list of skill rotations specifically for Shadowland, but also useful for any other mode. Keep in in mind that stun-type debuffs have no effect on World Bosses (other than Skill 2 "Charm" of Enchantress).
Uru are a huge resource sink-hole that become increasingly available to you from level 60-70
They can fill in the cracks of your character build after you have used up your gear options. Do not try to get mythic uru unless you are willing to sell your soul rather shoot for 4* and maybe 5*. Once you are at level 70 try the following algorithm:
  1. Fill all empty uru slots with worthless 1* uru (physical defense) then amplify until you have 3-4 shiny spots.
  2. Equip 2 attack uru (energy or physical) on each gear in the amplified spots.
  3. Max Skill cooldown at 50% (200=1%).
  4. Max Ignore Defense at 50%. (200=1%).
  5. Equip whatever you feel the character needs. Critical Damage/Critical Rate are solid options (boost at about 2:1 ratio). Attack speed is useful, but not for every character (shortens iframe time). HP and Energy Defense is great for Destroyer. Dodge might be useful.
If you only have a few slots available then I would focus on SCD and Ignore Defense, but recognize the uru you equip might not be there to stay. Amplifying is RNG (as most things in this game are) and you may end up with redundant stats (i.e. a slot with SCD or Ignore Defense gets amplified).

Lab upgrades (especially Item Shop) may have some value**

How much you actually want to upgrade these things is up to personal preference, but imho it is generally too costly. But you can get a second opinion

Quick Start Glossary

I tried to avoid jargon and acronyms specifically in this guide, but head over here for ones you will definitely come across.


submitted by aby_baby to future_fight [link] [comments]

An in-depth review of the "Ghost Mode" gameplay overhaul mod

As I'm sure you can all relate, the 10th Witcher Games Anniversary video brought a lot of feels. And with them came the itch to do yet another playthrough of my favourite video game. This time, to freshen up the experience, I decided to break from my tradition of only installing visual enhancement mods and look into the gameplay overhauls recommended on the sub.
To my surprise in-depth assessments of these mods were nowhere to be found. True you can look up detailed descriptions of what they change, but that won't give you an impression of how the changes work in practice nor an objective look at how they impact the overall experience. Thus the goal of this thread is to help you decide if you would enjoy using "Ghost Mode" for your next playthrough and to serve as a resource for posterity.
Note: the title of this post is no misnomer. This is a long read. If you already have an idea of what the mod is about and are just wondering "if it's any good", then feel free to skip to the TLDR rating section at the bottom.


First thing first, all the changes introduced by the mod remain true to the vanilla feel, flow and story of the game. There is no need to worry that the game you know and love will suddenly be unrecognisable, that you won't know your arse from your elbow. Secondly, I do not plan to rehash the full changelog in this review. Changes from Vanilla will only be mentioned if they are relevant to the point I am making.
Dsiclaimer: this review is written with the above in mind. I do not claim my experience to be completely exhaustive. For example, things which were difficult or annoying for my setup might be trivial for others and vice versa. Your mileage may vary.

General Gameplay

The mod has been implemented in a competent way. I did not notice any performance decrease compared to Vanilla and encountered no game breaking bugs. There was only a single major issue in 2.6 which was repeatable and highly annoying, but thankfully it seems to be fully fixed with version 2.7.
Immersion has been improved and the game world is more believable. Some examples:

Quests and Experience

The way the experience penalty works has also been changed. Previously you would get 100% of quest experience if you were at most 5 levels above the quest level, and basically 0% if you were 6 levels above or more. Now for every level you are above a quest the experience reward is reduced by 16%. This also works the other way around, you will receive an experience bonus for doing quests which are higher level than you.
This way you get the best of both worlds. You get to tailor the quest order to your liking, without having to suffer meta-gaming pressure, and at the same time Geralt will not end up overlevelled.


This is usually the number one reason why people recommend this mod and it is clear to see why. The author has implemented a great number of improvements to nearly all of the vanilla systems. Combat is more challenging and rewards players for their skill and preparation better. Geralt's overpowered traits and abilities have been toned down and your specialisation makes a much bigger difference to how you approach fights.
Overall, most battles are more fun with GM compared to vanilla. However this comes at a cost: namely the "realism", feel and flow of combat have all decreased to facilitate the above. Let's examine the 4 main areas where GM changes combat and evaluate them in detail.

Enemy behaviour

The first thing you will probably notice is that "all enemies have a reduced reaction time". The reason I put quotes around that phrase is because I don't know the actual inner workings of the mod and precisely how it has modified the AI scripts. Therefore I am just calling the effect as I saw and experienced it during my playthrough. The easiest way to describe it is: the time frame between you being in range of an enemy and the enemy starting their action is now much lower.
The primary effect of this change is an increase in difficulty. You now have to have faster reflexes in order to be able to dodge enemy attacks. Additionally, enemies will spend significantly less time in a hit recovery state after you land a blow. Which means that you won't be able to chain as many attacks as you could before, since your enemy will dodge/retaliate much more rapidly.
This change really shines when it comes to boss fights. The faster enemy reaction time forces you to play by the boss' rules and pay attention to their mechanics, rather than treating them as a higher health & damage generic enemy. To give a concrete example, let us look at the Olgierd fight at the burning manor.
In Vanilla you can easily beat him on Death March by ignoring the fight's mechanics. You simply position yourself slightly outside of his melee range and start a rend which he walks into. Then you follow this up with a quick dodge to the side to avoid the sand in the eyes and immediately start another rend. The boss gets locked in the above AI loop and you win pretty easily. The reduced reaction time in Ghost Mode counters this perfectly. By the time you are winding up your rend the boss, instead of walking into your sword, starts his own attack which targets where you will be after you swing and hits you before you can deal any damage.
So to beat him I had to actually play by the rules, which means conventional sword swinging is out of the question, especially as you also leave yourself open to a quick counter attack which kills you in 2-3 hits. The rules in this case are: counter his attack, swing once and go on the defensive. There are three different attacks he throws at you:
  • The red charge: when you are far away from him, it is the easiest to counter and the bare minimum required to win. If you can only counter this then you will win, but it will take ages.
  • The phase charge: is when he turns semi transparent and steps side to side. He only does this if your are slightly outside of melee range, so you have much less margin of error on your counter. If you are quick enough you can counter this type of attack with a close to 100% success rate, which means that a better player can defeat him much more rapidly.
  • Finally we have the slash combo, which he does when you are in melee range. This one is also counterable, but the reaction time is so small I didn't feel it was worth the risk. Especially because if you fail it and only parry you will be locked in that stance for a few of his hits which will drain your stamina significantly (and you cannot counter without stamina, but more on this topic later).
So as you can see from the above GM makes you pay attention to the intended mechanics and rewards skilled play.
The change to reaction time also has its downsides however, and they are major ones. Most notably, enemies which have extremely fast attack animations by default become unfair in melee combat. Especially if they are in a group. The best example of this problem are all of the insectoid type enemies like the endregas and the kikimores. Their attack animation is fast and when you pair it with an increased aggression and run speed it means that you literally cannot attack them preemptively. If you start any type of attack (without dodging one of their attacks or parrying first) they will strike you first, even if you were outside of their melee range when you initiated your swing. As you can probably tell fighting groups of these enemies is extremely annoying especially early on. Later you can cheese them by unloading your entire reserve of Dancing Stars & Northern wind bombs for some semblance of crowd control, but even that is like putting a plaster on an amputated leg. What's strange is that looking at past feedback numerous people have complained about these enemies, throughout the mod's life cycle. Yet the author has failed to address the problem, which is that they shouldn't have reduced reaction time in the first place. Such empty difficulty, only for its own sake is never good.
Another downside is that early on you cannot take on groups of certain enemies, like wraiths, nekkers or insectoids for example, without resorting to AI abuse. This probably only applies to the higher difficulties, but when the best way of beating groups in the early game is dragging enemies one by one to the edge of their AI leash it doesn't feel good. No matter how skilled you are in melee combat you cannot defeat such packs head on without numerous deaths, which doesn't make you feel like a witcher at all in those encounters.
Finally, GM also implements monster "dodge" with a much more heavy handed approach compared to Vanilla. All sorts of enemies will now dodge your attacks more frequently. This is yet another example of where combat quality was sacrificed in order to increase combat difficulty. I write "dodge" in quotation marks because normally the word implies that the enemy sees your attack and reacts to it by getting out of the way. This mod makes the enemies which "dodge" the most feel like blatant AI bots with rigid if-then logic in their script, which harms immersion. Some examples:
  • Enemies dodging mid attack, when it makes no sense for them to do so
  • Werewolves dodging while airborne in the middle of their lunge
  • Humans dodging attacks that come from behind them and they cannot see
  • Shrieker glitching into its "on the ground" dodge animation while flying, after being shot with a crossbow
  • Occasionally enemies dodging attacks while burning, sirens dodging when knocked down etc.

Skill Balance changes

A lot of adjustments have been made to the skill tree in order to improve how balanced Geralt is in combat. The changes can mostly be summed up by saying "baseline Geralt was nerfed". What that means in practice is that witchering aspects you do not invest points into will be significantly worse compared to vanilla. For example the signs, crossbow and damage bombs are a lot less useful for my mainly sword focused build. This is a good thing as specialisation encourages more diversity in your playstyle. Here are some examples:
  • Quen no longer always blocks at least 1 attack, regardless of how much damage it's supposed to absorb. Now it's no longer the combat crutch it used to be in Vanilla as it will only absorb the value of the shield and the rest of the damage will go through.
  • Poison and bleed effects are no longer extremely overpowered boss monster killers. Their duration and damage are significantly reduced to the point where 1 poison application is equal to about 2 additional sword attacks. Still good, but now balanced.
  • Crossbow & Bombs now only deal half damage if they were auto aimed. And of course manual aiming during combat is way too slow unless you have invested into the related skills. There seem to be a few minor bugs related to these items. For example manual crossbow shots sometimes don't bring big flyers down despite hitting them successfully. Superior Samum, manually aimed, dealing 5 (yes five) damage on kikimores.
  • In general overpowered skills have been nerfed (rend, whirl, euphoria etc.) while underpowered abilities have been buffed (crippling strikes, undying, counter attack etc.).
Overall the skill tree feels significantly more polished and we now have a lot more viable choices to pick from.

Defensive techniques (dodge, roll, counter, parry)

The way dodging and rolling worked in Vanilla was a simple binary check. Did you press the appropriate button before the attack connected with your character? If yes then avoid all damage, regardless of where your character ended up going (for attacks which can be dodged). And while this was still a big improvement from the second game, the i-frames were way too generous and the moves lacked any stamina cost. Which made it all to easy to just spam the dodge button and be invulnerable. GM changes this behaviour by also taking into account the direction Geralt moves in when dodging/rolling with respect to the enemy attack. Now if you dodge in time but still end up connecting with the attack, depending on the angle, you will take partial damage and debuffs based on what direction you were going in.
Parrying and countering have been significantly enhanced compared to the base game. Essentially now you can parry/counter nearly all attacks, those coming from monsters included. Taking counters as an example, you may counter light attacks just like before - by reducing all incoming damage - but now you retaliate against monsters with a "counter slash". This also applies to heavy attacks (including hammer and spear wielding humans) except that damage is reduced only by 50%. Both parry and counter now have a stamina cost depending on the attack you have deflected. This is a great addition to the game in my opinion. It plays perfectly with the risk and reward scale. Countering carries a greater reward because you spend your time negating the monster attack and dealing damage on your own, instead of just negating as you would with a dodge. However the risk is also greater because you confusing monster light and heavy attacks means you will take significant damage, especially if your build is not prepared for it. Yet another gameplay element where skill is rewarded.

Armour, stamina and different playstyles

Stamina management is now a big part of combat, rather than a mere afterthought with Tawny oil. The base regeneration rate is significantly reduced, all combat actions pause this regeneration for a short while and counter and parry stamina costs are increased. The armour you are wearing now also affects your stamina more than the Vanilla regeneration penalties. Light armour has no penalties and increases stamina regen, medium armour introduces a stamina cost for rolling & sprinting and heavy armour has stamina costs associated with rolling, dodging and sprinting.
Armour now plays a much bigger role in the game thanks to its significantly increased damage absorption capabilities. Plenty of enemies now have high armour values which also makes the armour penetration stat on swords better. To help with this, your heavy attacks now have a significant amount of armour penetration by default. This means that quick attack spam is no longer maximum dps against all enemy types and you will have to mix in heavy attacks much more frequently. Some enemies like golems are so heavily armoured that using quick attacks against them is basically pointless. Similarly, high armour values on your gear now make a big dent in the incoming damage whereas in Vanilla they were useless and the only thing that mattered were the resistances on the gear.
Both of these changes together translate into very distinct melee combat playstyles depending on which Witcher set you are wearing, which is one of the best features of GM for me.
  • Light Armour: the Cat set provides the combat experience which is closest to Vanilla DM, with a few important tweaks. Firstly, because you have very little damage reduction, Quen is practically useless. It won't even fully absorb a light attack from a drowner. This combined with the change to the defensive techniques means that you actually have to be quick on your feet and good at dodging, you can only rely on your own skill. Secondly you can also mix in counters for increased dps once you are familiar with the attack patterns of the enemies. However you still have to dodge heavy attacks due to your lack of defence. This makes the Feline armour playstyle a skillful dance combining counters & dodging which is extremely fun, especially against bosses and small enemy groups.
  • Medium Armour: the Wolf set is a bit of a jack of all trades, master of none. It has less damage compared to the Cat but more defensive stats and armour. This essentially means that your playstyle is similar to the Cat but you reduce some of the risk and settle for a lesser reward. You still can't afford to counter heavy attacks, but at the same time the stamina penalties for sprinting and rolling are mostly irrelevant as the latter is only necessary to get out of the way of enemy AoE attacks. As a result you will be safer against large groups compared to the cat but will have to settle for reduced offensive capabilities.
  • Heavy Armour: the Bear set in GM presents a markedly different combat experience compared to vanilla. The quickest way to describe it is as an "immovable object". The stamina cost for dodging means that you will spend all of your time holding your ground and countering ALL enemy attacks (apart from AoE). The high armour value and damage resists mean that you can shrug off heavy attacks with ease. Combine this with talents that use adrenaline to heal you and an Ekkimara decoction to create a true tank build. However, due to the slow stamina regeneration signs are pretty much out of the question because every sign costs 10+ counter attacks leading to a big dps loss. This playstyle is extremely fun against groups of enemies because it allows you to combine defense with offense and simultaneously negate enemy damage. It also has its weaknesses - namely big enemies and bosses who make heavy use of area effect attacks, such as Griffins and Imlerith for example. Overall I didn't spend much time testing this playstyle in my run, but I found it very satisfying and fun. Definitely keen on using it for a complete playthrough in the future.
Another highlight of the GM combat enhancements are the 1v1 fist fights (seriously). They are much more challenging, fun and skill intensive due to the reworked stamina system. In Vanilla these were pretty formulaic - keep your distance from the opponent so that they only lunge with a heavy attack, which is easier to counter compared to the fast jabs. Counter it, throw a one-two and then rinse and repeat. In Ghost Mode you no longer have the stamina to consecutively counter all attacks and must spend some time in between counters to recover, which introduces a great deal of tension and makes the fights more skillful. Remember, dodging pauses your stamina regeneration so you don't have an easy way around this. Especially as many arenas are quite small which make this process challenging. Furthermore blocking jabs costs significantly less stamina, so if you're confident in countering the opponent's fast attacks you have a great opportunity to skill display. In addition group fist fights are a lot easier compared to Vanilla, because the opponents aren't health sponges. This is another great change in my book as those were pretty tedious and the fist fight system doesn't really work great for group combat.
Finally, to finish off this section, I would like to spend some time looking at enemy balance in the Blood & Wine expansion. There were several problems with it in my opinion, which overall decrease the quality of the experience.
  • Giant centipedes deal too much damage. Yes they are generally easy to avoid, however them one shotting a character in master crafted Feline Gear + Quen + Superior Insect Oil + Protective Coating + 600 hp green mutagen at full life seems excessive. I'd suggest a 30% damage nerf. For comparison, level appropriate Giant Centipedes hit harder than red skull cyclopses and werewolves.
  • High concentration of monsters which work badly with the reduced reaction times due to their instant attacks.
  • Arachnomorph damage seems to be balanced against them hitting you once when most of the time they double tap you, which enables 1 small spider to pretty much instantly kill you from full life if you make a mistake. Damage should be reduced by at least 40%.
  • The two Guardian Panthers in the Professor Moreau quest are extremely overtuned for when you face them and, as a consequence, require extremely cheesy strategies to beat.
  • Alps are probably the hardest enemies in the whole game. Thankfully you only have to fight them twice. The first one's alone and she's manageable, but the second involves you getting tag-teamed by a Bruxa as well and that one is quite painful. It's a good thing Dettlaff can mind control other "lesser" vampires, because otherwise one of those ginger vamps would easily wipe the floor with both him & Regis at the same time.

Items and crafting

  • Witcher set bonuses now scale with the number of pieces equipped rather than being binary. Bonuses also apply from the lowest set tier and not just Grandmaster level. This is a good change in my book as they diversify your combat style from an earlier stage of the game. Set swords are no longer the best weapons for their level requirement, so exploring the world and doing contracts for relics feels much more rewarding.
  • The weapon & armour upgrade kits, sold by master craftsmen, are a great addition to the game. They allow you to increase the base damage/armour of your equipment by increasing its level requirement by 1 (i.e. the Aerondight effect). This enables you to make use of those special relic swords like: Hjalmar's Steel Sword, Pang of Conscience, Blade of the Bits, Winter's Blade etc. from the moment you obtain them to as long as you wish. This means that you must only pick a weapon based on if its secondary stats have synergy with your build, and this opens up a lot of choices and min-maxing.
  • Speaking of special relic swords, these now have significantly improved secondary stats which makes them stand out from the generic random relics. Depending on your build you will probably end up using one of these for most of your playthrough. It feels great to get a "special" sword reward for a quest which is actually useful and not vendor fodder like in Vanilla.
  • Equipment crafting now requires significantly less materials, so you are no longer forced to dismantle an entire army's worth of arsenal to craft something. Unfortunately the craftsmen will now rip you off much harder, comparatively to Vanilla, with their fees. So if you want to unlock all the levels of the Runewright and deck out Corvo Bianco in the various Witcher sets you will still have to pick up and vendor massive amounts of loot.
  • Crafting costs of random weapons in the early game, before you can access sets and contract relics, are prohibitively expensive.
  • White Gull isn't so difficult to produce anymore as it doesn't require Redanian Herbal and you can craft the Mandrake Cordial yourself, white honey now comes with more charges - both are nice QoL changes.
  • Potions and bombs require significantly less ingredients, so theoretically you would need to spend less time picking flowers. However considering that you could buy most of these cheaply from herbalists in the vanilla game (and still can) this change is more or less irrelevant in practice.
Cooking recipes are a good addition to the immersion in my experience. A witcher on the path should be able to cook himself a meal while squatting in some untamed wilderness. Unfortunately, in practice I did not use these recipes at all after leaving White Orchard. There are a few problems with the current implementation:
  • Food & drink healing is not balanced according to the amount of ingredients required to produce. For example, right at the start of the game you can learn how to make apple juice which is in the top tier of drink healing and costs next to nothing to make, in contrast with other much more expensive drink recipes which very often heal for less. Food recipes require way too many ingredients (the vast majority of which must be bought) and offer sub par healing in comparison.
  • Human enemies in Velen and onwards drop way too much food, often between 2-3 pieces each. Why should I waste money buying ingredients and cooking when I could obtain something nearly as good for free?
  • Coking recipes are too expensive for what they offer. They could use a 50% coin cost reduction across the board. Food recipes should require less ingredients. There should be more distinct healing "tiers" for different food & drink, less total recipes and bandits should drop less grub to incentivise people to interact with the system.


  • Enemies focusing more on NPCs during combat (if present) makes certain escort quests significantly more annoying on Death March: namely the Black Pearl and the Skellige mine clearing duo. Those NPCs could use a buff to their survivability.
  • All wolves/dogs & boars are significantly weaker compared to the vanilla game. Probably a design decision, but it feels out of place since all other enemies are harder. Wolves in the Land of a Thousand Fables do have level appropriate stats unlike all their siblings for some reason.
  • Kinks to the extra books/notes feature: fist fight quests keep giving you the same note after a brawl for every brawl, many texts are given out at weird times. For example, right at the beginning of some action sequence.
  • Early game bosses and contract monsters (level req < 15) could use a modest health reduction to prevent boredom. Later on the only enemy that felt too "health spongy" was Iris' nightmare. Those Olgierds could use a health reduction because at the moment the fight is quite repetitive, lacks the atmosphere of the burning manor fight and so becomes a bit tedious.
  • The base Yrden duration is too short and makes fighting Wraith bosses extremely tedious early on, until you get Enhanced or preferably Superior Moon Dust.
  • Superior Cursed Oil now requires berserker skin which is not obtainable in Skellige if you investigate the massacre with Ceris. Previously there was a bug where berserkers spawned near Kaer Morhen, but this seems to be fixed in the newest version. The only place I found berserker skin in the whole game was in the Borsodi vault (?), dropped by one of his guardsmen (??). Either put a copy of the ingredient somewhere in the Vildkaarls' village, or change it to some other more lore appropriate place. The current location makes no sense.
  • The inventory weight system is at best a sidegrade to Vanilla. Yes, it is unrealistic that Geralt is able to hold all these weightless ingredients in Roach's saddlebags. So this mod now gives them weight and forces you to regularly deposit all your ingredients in the stash. Then to access them more conveniently every time you are at an appropriate vendor (alchemist/blacksmith/armourer) Geralt is able to telepathically access said stash to obtain the ingredients. To me it seems like one unrealistic element was simply replaced with a different one equally as unrealistic, so what's the point?
    • In all fairness you can reduce the weight of all items from the mod options, but that slider leads to even more immersion problems. Because if you wish to compensate for the weight on all the ingredients you have to turn up the slider so much that all the swords and armour now weigh practically nothing as well. A better solution would be keeping the weight slider and adding a check box for "Zero ingredient weight", or just using the vanilla weight system because the current implementation isn't a clear improvement.
  • I find the name of the mod to be a bit unfortunate, since it has nothing to do with any of the content. Makes you wonder if it's one of the reasons why it is not more popular.
  • Grapeshot seems to deal insignificant damage to higher level enemies. Superior version of it hits arachas for 5 damage with an aimed shot for example. Even without bomb talents it shouldn't be this weak.
  • Aerondight has lost a great deal of its unique flavour (all items can now be upgraded) and the nerf to its secondary stats was too great. Before it would give 10% attack power per stack, up to 10 stacks, now this has been reduced to 5% crit damage. For comparison, random relic swords can spawn with 60%+ critical damage and have 4 other secondary stats as well. Not to mention free sockets, which cost ~8000 gold for Aerondight. Finally, while the bonus at maximum stacks is still great it's now harder to maintain due to the decreased enemy reaction time, is basically non-existent against all the instant attack foes (and for heavy armour builds) and has overlap with several consumables (thunderbolt potion & oils now give crit chance) and talents which reduces its effectiveness even further. Overall the sword feels underwhelming and not worth using.
  • Olgierd's sabre, Iris, no longer gains charges when enemies block your attacks and doesn't buff the damage of the fast attacks. To compensate it now deals 10% of target's maximum life in addition to the other bonus damage when charged. I was very excited to use this sword with the new item upgrade kits and was left moderately disappointed. The life loss penalty is still too big and basically forces you into using Katakan decoction which doesn't feel great. Furthermore, to charge the sword you must deliver 3 successful fast attacks in succession. Against armoured enemies this feels horrible as you're effectively whacking them with a wet noodle until you can charge the finisher. In addition, humans are much more likely to dodge your attacks compared to before causing you to often whiff on the charged strong attack while still paying the health cost. Overall the sword is still worth using and feels satisfying with the Severance runeword, however I would like to see some quality of life change: for example halving the health penalty.
  • This mod breaks the following achievements: equipping a full witcher set (Armed and Dangerous), equipping all the grandmaster set pieces (Dressed to Kill), equipping Aerondight (Embodiment of the Five Virtues). Tested on GoG. Probably irrelevant for 99% of people, but worth mentioning.
  • The Undvik set has less armour than the basic Feline set, despite having a higher level requirement and being heavy armour.
  • Superior Full Moon heal, based on current toxicity, either does not work or heals a minuscule amount.
  • Kill count bestiary section feels a bit too arcade-y and gimmicky for my tastes. Would prefer it hidden at the bottom of the list and collapsed by default or, better yet, an optional toggle in the mod options if possible.

Scoring (TLDR)

I will now attempt to rate this mod based on an arbitrary scale I just made up. A score of 5/10 means that overall the mod neither improves nor deteriorates the experience when compared to the original game. A higher score than that is good, lower is bad.
  • -1 for the fast reaction times on enemies with instantaneous attack animations (and the fact that this hasn't been fixed for so long) and the balancing issues of Blood & Wine.
  • -0.5 for the overall lowered quality of the combat experience: namely its feel, flow & realism.
  • -0.5 for all the points listed in the Nitpick section.
  • -0.5 for the experience penalty system which promotes meta-gaming and for the subpar support of the NG+ mode
Overall: 7.5/10. Despite the occasional hiccups I thoroughly enjoyed my playthrough with Ghost Mode. I found the mod to be an overall improvement to the base game and definitely recommend it.

Never Asked Questions

Q: What difficulty should I play on?
  • You are looking for a similar challenge to vanilla Death March or early game B&BB, to see if you like the other gameplay changes? Story & Sword. If you don't care about the combat then I would suggest that you also reduce monster damage from the mod options.
  • You played on Death March from level 1 and found it too easy? Blood and Broken Bones.
  • You played on Death March from level 1 with self-imposed limitations such as: no Quen, not using set swords, deliberately skipping some of the best talents and found it too easy? Death March.
Q: What build did you use?
A: Combat/Alchemy - GM Death March
I went for delusion & poisoned blades first. Muscle memory & strength training second, then back to alchemy for protective coating, afterwards filled out the combat tree. Undying was only equipped once the first B&W skill slot was unlocked and I could move an alchemy skill there, on lower difficulty levels I would replace it with Razor Focus. Delusion is optional. I pick it mostly for RP reasons although the extra stamina regen is nice, especially early on. If you don't want to use it then replace it with the Synergy skill from the alchemy tree.
Q: Any other interesting stats/tidbits from your run?
  • Hardest 1v1 fight: werewolf outside of the Whispering Hillock, ~10 deaths.
  • Other boss fights with number of deaths in parenthesis: WO Griffin (1), Imlerith (2), Toad Prince (0), Olgierd (3), Caretaker (1), Olgierds (2), Caranthir (0), Eredin (1), Dettlaff (0)
  • Hardest group fight: arachas cave south west of Harviken on Faroe, 8 deaths.
  • Found the "Tor Zirael" sword for the first time ever in 4 playthroughs, not sure if finally lucky or spawn chance increased in the mod. Unfortunately, stats wise it's still rubbish.
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