I find it abhorrent that anyone would ever have to pay child support for a child that's not theirs, but I also understand that the child's needs come first and that the payments are in the child's best interest.
My proposed solution is that, once the child reaches 18, the father can provide evidence that the child is not his (usually through a DNA test) and sue the mother for all the payments he made. That way, the child still gets a fair start in life, but the burden of financing that ultimately falls on the party who lied/cheated.
Whenever Bungie nerfs Whisper or Sniper Rifles in general in this game, they always cite the reason that they offer too much protection because they are easy to use from safety. I would like to argue against this idea. In the most basic sense, the point of using any gun instead of a melee weapon is that it shoots projectile ballistics from range. Linear Fusion Rifles, Rocket Launchers, Machine Guns, Grenade Launchers, Trace Rifles, basically every potential DPS weapon type except for Swords and Shotguns can be fired from range and safety. Not just snipers. Practically no encounter in the game remotely resembles the Icebreaker Templar Strat from the fall of Destiny 1 Year 1 where people were sitting up on a far away ledge where ads couldn’t come at us and the boss couldn’t attack us. That was a situation unique to Snipers. The only situation in D2 I can think of that remotely resembles this is the end of the Whisper of the Worm mission, which almost seems fitting since the rewar... keep reading on reddit ➡
"The Shaper now takes significantly reduced damage at the start of each phase, which tapers off over 8 seconds. "
This is what i am talking about. I understand that GGG doesnt like ppl one shoting Shaper or other phased encounters, but if i kill boss in 1 second, with this reduction (reminder, we still dont know how big it will be) i will kill him in 2 seconds ... well that doesnt solve the issue at all does it?
If i kill the same boss in 30 seconds, with that reduction it might take me up to 40 seconds.
So this change will affect more regular builds than x shaper/second DPS builds. This solution is just bad design and i hope GGG will change it.
EDIT: this is not QQ post, im not mine player, i play mines for a few days each legue, i just dont like the design, the solution, thats all.
EDIT #2: since we dont know the reduction numbers, the math is hypothetical. I would also like to stress out, for other mathematicians, that the fight isnt happening in vacuum :-) you cant just... keep reading on reddit ➡
In my 30s I am constantly being reminded that I spent my 20s spending frivolously. My finances are a wreck, I have nothing in savings, and currently have a little less than $200 in the bank. I am just now making a budget. Don't be like me. Track and keep your finances in order early.
Edits:: -I am aware of living within your means and making ends meet. I didn't do either. I am very deep in debt. -I was such an impulse buyer. I'm a little better now, but impulse buying is what has gotten me into trouble. -I have a bachelor's degree.
NOTE TO THOSE WITH RUDE COMMENTS:: I am NOT looking for sympathy. I'm not looking for handouts. I have been given an unfortunate lot in life and some of it is hard to deal with. I have some mental disabilities that make it extremely difficult to hold down a full time job. I'm not entitled. Nobody pays for my things.
Well this just blew up my inbox!
One of my favorite things to do when a new season drops is to go through light.gg and look at all the new weapons available. I was pumped to see Dire Promise make its return but the perk pool is awful. No Outlaw, Feeding Frenzy, Kill Clip, MKC or Rampage. I go back and look through more and find similar situations. NONE of the new legendary primary weapons can roll a reload perk and a damage perk. Not the returning Faction guns, new Seraph guns or even the Trials ones. This combined with the lack of Pinnacle guns is very disappointing. Going to be a lot of auto-sharding this season I'm afraid.
Please use this megathread for discussion and feedback surrounding the first Experimental Card (Triple Damage).
Remember that the discussion and feedback should be meaningful. We don't ask that you write an essay, but "I like it" and "It's stupid" is not constructive or meaningful. Please let us and your fellow users know why you like or dislike the changes, and what you would change or adjust moving forward.
Developer Update: Experimental Card: Triple Damage
Patch Notes: Patch 22.214.171.124
Triple damage brought me back to the nightmare days of pre-role queue. Games where no one wanted to play as tank, everyone and their grandma wanted to play DPS. And if you were lucky to get a tank on your team, it was often an off-tank like Road or DVa. So really, triple damage, or 1-3-2 was the common setup for most teams in ranked pre-role queue (at least in Gold anyway). Throw in DPS Moira and some Zen or Brig, and you just got yourself a good ol' fashioned deathball.
Having one tank just isn't fun. It's no longer a game about creating and keeping space. It's all pew pew until one team outnumbers another. I miss having another tank by my side. Having tank synergies like Rein+Zarya, double shield, double dive tanks, etc. really gave the entire tank role a personality. It felt like a 2v2 tank match with DPS and Support as side-kicks, now it feels like babysitting 3 DPS.
So I'm going to give it a
*edit: i just rolled out of bed and see 300+ mfn' comments. well, imma... keep reading on reddit ➡
I see people all the time complain about Commander damage, especially in reference to the most recent Prof vid. People said they lost faith in the Prof for "ignoring the main points" or not arguing enough for removing it.
I've literally never had a game where Commander damage was a problem. There are MANY apps that track commander damage. EDHshield on Google Play has 5 different trackers you can use for infect, various commander damage, etc.
I've seen dumb arguments like "Oh, if they're playing partner commanders, it's 32 numbers we need to keep track of!"
HOW OFTEN DO BOTH PARTNER COMMANDERS' COMMANDER DAMAGE MATTER? I've NEVER had a situation where BOTH partner commander's commander damage needed to be tracked. If you don't envision your 1/3 thrassios doing 21 commander damage WHY KEEP TRACK OF IT. Use common sense folks.
Even in the normal case scenario, how often have you had 4 commanders doing enough commander damage to matter? If it's an edge case, don't keep track of i... keep reading on reddit ➡
Automatic weapons seem to be affected the worst and this needs to be addressed before any changes can be made to scaling.
I, as some of you have also noticed, stacks don't seem to apply properly. As if the bullet is registering as a missed bullet. Well that's because it is. Not only that, but I'm pretty sure the damage number pops up, but the damage isn't actually registering properly.
At first, I noticed enemies with a status effect were dropping like flies. Ok, but I don't have anything that causes me to do extra damage to the extent I was seeing to cause this. So I thought there was an over emphasis on status effect damage. For instance, I tried my hand at a CP4. I pulled out my marksman, lit an elite grenadier on fire and fired a crit headshot for 1.92M damage. It took out all but 1 bar of armor. I ended up failing the CP. I respawned, came back, and repeated the same shot, on the same elite grenadier, this time a little closer so my ranger affecting the damage for a crit headsho... keep reading on reddit ➡
Because all that does is make the great weapons (Like Kuva Bramma) slightly less great but makes weapons that were decent garbage now.
The Zarr, the Acceltra and other weapons with small AoE explosions got majorly shafted from this change.
The Zarr already wasn't that great before and with the explosion and shotgun status nerf it became shit tier.
The Accletra might as well be another random rifle since the explosion does garbage damage and the effects block your vision for little benefit.
Meanwhile, I see more people than ever bringing the freaking Bramma everywhere because why not? Since it's one of the few AoE weapons that still works.
So yeah, see this post as a call to action, to balance damage falloff on an individual basis rather than placing blanket restrictions that pushes already weak weapons further into trash tier.
OFFOTPIC: And please do the same towards status chance shtoguns. Kohm is as strong as ever but my Strun Wraith now hits like a wet noodle.
Please stop n... keep reading on reddit ➡
#Heroic Versions included.
Take your New Light friends. Or just solo the missions yourself. Progress the catalysts. Or just see how fast you can fucking speed through everything like a god damn maniac.
I have never had this much fun in Destiny where absolutely everything is just melted like an ice cream cone on Mercury.
This is genuinely, no joke, a "You had to be there" moment for me. It's so incredibly broken, but so so incredibly fun.
Have you ever 1-shot Valus Ta'aurc, Aspect Of War with a single super? Crushed the Major-Level, Yellow Bar, Shielded, Full Health Taken Boomer Knights that have harassed and killed you for so long...with a SINGLE default melee?
Play it now, Guardians. You will never feel more powerful.
Also Bungie, please raise the overleveled power cap. This feeling of raw strength is just fucking amazing. Let me feel this way in old story missions.
I was playing war thunder the other day and was struck by how the game's modular damage system meant you could shoot certain regions to do damage and every region had a different function. Why not apply this to humans? A shot to the heart is not gonna do same damage as shot to the stomach. A modular system of organs and limbs and skeleton could make for an interesting sword fighting game or rpg where one might be incentivized to stab rather than slash and aim at vital spots like inner thigh or aorta. Magic systems and their relation to the body could also become more interesting. It would bring great variety.
There is usually almost a hundred kids in this tiny Wendy’s, but now they’re all gone because some of them broke a table. Now I’m just chilling with some peace and quiet with a spicy chicken sandwich. I guess the employees there knew me enough to keep me in because I just order food and eat it. Friday’s looking good.
The entire point of an aoe weapon is to kill multiple people in one shot, not kill one guy and barely tickle the guy standing next to him. If the ratio of shots fired to people killed is still 1-1 then I might as well just pick a sniper rifle or a bow, or maybe the Amprex and Ignis because they do everything my rocket launcher does but better.
Why does EVERY SINGLE POSITIVE CHANGE have to be ruined by the fun police?
Simply the title. The rationale for your earlier sniper buffs are gone, so you revert them. Your rationale for Machine Gun Nerfs have been gone for a long ass time. If it's all about the rationale no longer existing, just revert them along, since Auto Reload has been gone for a long long while.
like any other 'physical' grenade
i'd also like to suggest a louder, more unique proc sound for the ability, let me hear an actual supernova. big voop.
as for contraverse holds, the damage reduction could be brought into line just a lil.
>I mean, it USED to. But then you could kill your teammates with it, so they removed the self harm aspect of it.
Even more reason to bring it back, if the reason is something as arbitrary as that. i don't know much about how powerful handheld was when you could kill teammates, but it's presence has gotten a little larger than when i remember it being able to do that.
Balancing games is often like trying to shoot a moving target, I get it.
But Massive has had the same formula for The Division series ever since the days of TD1 plus an entire year of TD2 feedback. The core gameplay reward loop hasn't changed (grind, kill, collect loot, repeat). All they had to do was refine certain aspects of the game to make grinding loot more rewarding. But for some odd reason, many gameplay mechanics have completely reverted back to the same exact state that garnered a shitstorm of negative feedback closely following the initial release of TD2 one year ago --- namely, over-aggressive AI, overtuned enemy HP/damage, skill builds not being worthwhile to build, etc.
I don't for a second believe that I'm entitled to any overnight balance changes, or even a perfectly balanced game to start with. I enjoyed the $30 I spent for WoNY's storyline content. But the reality is, I find developer comments like these pretty tone-deaf: [Posted by ChrisGansler](https://www.... keep reading on reddit ➡
I’ve come to the realization I probably won’t die from the virus, but I am super worried about becoming infected. The latest info coming out about the lasting after effects including really bad lasting lung damage has made so worried.
Being super sick for almost a month plus, plus potential long term lung damage sounds horrible...and thats what really scares me.
If you look at the wiki article for Darkeater Midir, at some point it seems to turn into an argument between two different editors, replying to each other in bullet points as though it were a comment thread and not the article proper. One asserts he is weak to lighting, the other asserts he isn't, and is only weak to physical damage.
I decided to put this matter to rest.
To test, I used two +10 Lightning Lothric Ultras with different infusions. See, after learning that the Blessed infusion actually gives more overall AR than the Lightning, I decided to switch infusions. But I noticed something odd... the Lightning Lothric Ultra was previously my go to weapon for Archdragon Peak, but with the Blessed infusion, it was actually doing less damage to the dragon enemies despite having more AR. That's because of how the damage was split; with Lightning, most of the weapon's AR was lightning damage, which dragons are weak to. With Blessed, most of the damage was physical, which dragons re... keep reading on reddit ➡