to many pretty players

chaoticgamer8693  asked:

Why do you depict Chara as the villain here? In the game there is absolutely nothing to suggest that. Think about it. If they're really so bad then why did Chara reset the timeline so that you would be forced to go through again and most likely not kill everyone. Why would Sans be able to remember when Flowey can't and Flowey has the most determination seen in a monster. Oh wait, Chara warns him and communicates. They also do the dialogue. They translate froggits and make the thing easy.

Actually I think you may have missed a thing XD. It’s cool though. I shall explain best I can without giving away things-

This is actual Chara as depicted in this comic.

Chara doesn’t look a whole lot like this-

-red nightmare child, do they? However this  ^ 

Sure looks a whole lot like this kid we see here below. Like Frisk.

I have to be sorta vague for plot reason but just keep in mind in game Sans never sees Chara as we, the player, saw them. 

Better yet he never saw the player either, did he? >D

And where is he seeing this red kid?

In a nightmare.

But Chara, the leaf child with the locket, is nowhere near the villain of this story =U

Currency Conversion Confusion

Context: One of our campaign’s DMs did a side mission for the rest of us and gave us loot at the end of it. During the weekly debrief, I bring my copy of the DM’s guide after having confirmed a suspicion I had.

Me: Alright, so our mission was just a good old “some guy went missing, find him” mission. And [DM] over here—he, he decided we would get gemstones at the end of the game.

Player: How many?

Me: Only twenty each. Still pretty solid, y'know? But [DM], do you know how much gold that transfers into?

DM: Uh… fifty gold each, I think, so… what, about 1,000 gold total? A bit much for level six but nothing crazy.

Me: Nope. You uh, you said—you said out loud, and I wrote it down and so did everyone else, you said that we got rubies, those are worth more than that in the DM’s handbook, which is where we go to calculate loot. That’s 5,000 gold.

Room: *frantic muttering amongst themselves*

DM: Oh. Well, you’re all mostly DMs too, so it shouldn’t impact—

Me: That’s 5,000 gold <i>per ruby</i>, total of 100,000 gold pieces each.

Everyone: *loses their minds*

DM: Nonono okay retcon retcon retcon no way no you didn’t get—

Me: Nope! I wrote, planned, and DMed most of this campaign, <i>I outrank you</i>! It’s set in canon! We all got 500,000 gold pieces, you idiot!

My next session started with one of those players handing out some rubies and the whole party going shopping, effectively overturning the economy of a small town. My character has yet to spend a single gold, as I haven’t played as him since then. We’ve stopped giving out treasure at the end of sessions now.

Do you ever read a book with a really great romance and start crying over the fact that you’ve never been kissed

God Balance Progress Report: Hel

The first goddess we will discuss is Hel. Let’s start with her large nerfs in Season 2.

In early S2 Hel was a force to be reckoned with. Apparently the designers at the time were unhappy with her healing amount and they reduced her scaling dramatically on Inspire and increased her cooldown for both Inspire and Repulse. This largely put Hel out of the meta from 2.19 until her first buffs in patch 3.6.

In Patch 3.10 Hel had the following stats

  • #64 out of 77 gods in win % in casual conquest
  • #62 out of 76 gods in win % in ranked conquest
  • #71 out of 77 gods in play count in casual conquest
  • #76 out of 76 gods in play count in ranked conquest  

As we can see here, even after some buffs she was pretty much dead last in all stats. We felt that her overall appearance and design were solid, so we concluded that it must be a balance issue. With that in mind she received another set of buffs in patch 3.12.

In Patch 3.21 Hel had the following stats

  • #67 out of 82 gods in win % in casual conquest
  • #33 out of 81 gods in win % in ranked conquest
  • #79 out of 82 gods in play count in casual conquest
  • #81 out of 81 gods in play count in ranked conquest
  • #69 out of 82 gods in player damage dealt in casual conquest
  • #3 out of 82 gods in player healing in casual conquest

There was a glimmer of hope as her ranked stats increased to a reasonable level, but her play count was still so insanely low that it was hard to actually trust the stats. It was possible that only 1 or 2 players who were just so skilled they could win with any god were accounting for that win %. Her win % fluctuated heavily and was always near the bottom of all gods. Her casual stats hadn’t really improved either. 3.24 paints a very similar story, so i’ll skip those numbers.

This brings us to her 4.1 heavy balance changes. As the god continued to be one of the least played in the game and continued to suffer at most levels of play we felt some heavy adjustment was in now necessary.

Before making changes we spent a good bit of time discussion possible directions. Based on historical research and design goals we decided on some key goals to pursue and a few clear warning signs to avoid.

Specific design goals for the 4.1 Hel update were:

  • Buff her lane clear
  • Buff her single target healing
  • Add a new healing type ability - single target skill shot heal
  • Avoid buffing her AoE burst healing or self healing
  • Buff her mana costs
  • Buff her unique factors (cleanse)

We had a few difficult tasks here in that we wanted to buff her but we knew we couldn’t buff her Inspire ability (light 3) because of the experience we had from Season 2. We had so many buffs planned for 4.1 that we were worried about her being way too strong, so we accompanied a few nerfs along with the changes. We wanted to shrink the explode radius of her dark 1, as the ability was already gaining a huge increase in its reach and ability to damage multiple targets. We wanted to focus the light 1 on healing only to more clearly define her difference between stances. We wanted keep her light 3 entirely heal over time to reduce the frustration of her opponents.

These three nerfs paired with all of her buffs did not go over well with the community. There was overwhelming feedback that she was being nerfed and not buffed, although we still firmly believe there was more buffs than nerfs in the original proposal. Allowing her dark 1 to become her primary lane clear was a huge buff. It would make her safer in lane and better at poking enemies but it seemed it wasn’t enough for the community. We took the feedback and PTS testing to heart and reverted these few nerfs, going forward with a myriad of buffs and only one nerf: light 1 would not heal her if she damages an enemy with it.

These changes went live in 4.1 with a pretty rough reception. Many players and Hel mains still bashed the character by saying she was weaker than before and that she felt clunky. However, the stats painted a very different picture.

In Patch 4.1 Hel had the following stats

  • #3 out of 84 gods in win % in casual conquest
  • #3 out of 83 gods in win % in ranked conquest
  • #69 out of 84 gods in play count in casual conquest
  • #76 out of 83 gods in play count in ranked conquest
  • #60 out of 84 gods in player damage dealt  in casual conquest
  • #2 out of 84 gods in player healing in casual conquest  

In Patch 4.6 Hel had the following stats

  • #13 out of 86 gods in win % in casual conquest
  • #25 out of 85 gods in win % in ranked conquest
  • #76 out of 86 gods in play count in casual conquest
  • #82 out of 85 gods in play count in ranked conquest  

In Patch 4.11 Hel had the following stats

  • #9 out of 89 gods in win % in casual conquest
  • #8 out of 88 gods in win % in ranked conquest
  • #77 out of 89 gods in play count in casual conquest
  • #70 out of 88 gods in play count in ranked conquest  

Hel went from a bottom 10 god, to a top 3 god after 4.1. That’s an absolutely huge jump. She was clearly quite powerful. As the season progressed she continued to keep her place at the top of the win % stats. 11 Patches later with no direct changes she was still a top 10 god. 

Her damage and healing didn’t change too much in the rankings, but the way that damage was being used was very different. The added safety and ability to wave clear caused a huge spike in win % but only a small spike in player damage. Her healing remained extremely relevant as well. 

She became very strong in casuals yet her play count remained quite low, largely due to her perception. Her ranked win % stats can’t even be trusted because her play count was so low.  Players very strongly believed that she was weak, but this was not the case. This put us in a pretty interesting situation.

We could buff her to further strengthen her and attract more players to her, but this would cause balance issues and guaranteed nerfs in the future. We also could wait and see if players could discover her strength on their own. We opted for the 2nd strategy. The only downside to that option is that a few players criticized us for “ignoring” her. We can take a little criticism, so we continued to let the god remain as is and watched from patch to patch as a small group of players continued to be extremely successful with her. We hoped every patch that the community would soon discover her strength. Eventually it happened.

Players finally started to see the light when Aror played Hel at the NRG Invitational. Even after the event many players still labeled Hel as a troll pick or a joke. However, more pros started playing Hel in high ranked games which were often seen on Twitch streams. By the time relegations rolled around she was a top ban for EU. Many players still did not believe in her ability but the stats finally started to turn. We have seen her play count increase greatly in ranked and casuals all while her win % continues to be at the top of the pack. Now the community perception is finally aligned with the actual stats. This is always one of our top goals. This report shows how difficult it can be.

In writing this article I hope people take away a few things

  • Just because you’re not seeing a god in your games/pro play does not mean the god is bad. Just because you see a lot of players bashing a god verbally on social media does not mean the god is bad. One person’s anecdotal experience is not representative of the entire player base.
  • It happens quite often that a god/item/relic is powerful but hasn’t been discovered yet. In many cases players rely heavily on a pro or community figure showing them the way.
  • We care a lot about community feedback, and reverting some of those 4.1 Hel changes was the right thing to do. If she launched as planned she would have been closer to the middle of the pack (ideal balance) but she would have never been re-discovered or seen a spike in play count.
  • Gods are never “ignored.” If there is someone who you think deserves a change but isn’t getting it then we probably have very strong statistical evidence that changes are not needed. REAL example: Nike is one of the most winning gods in SMITE history, even after many nerfs she is currently still a top god in every measurable way. There are no buffs planned for her soon.

Thanks for reading! Stay posted for more God Progress Reports!

anonymous asked:

Hey! So I have a D&D question for you. Some online friends and I are getting a party together but we have... 9-10 players. I'm not the DM and the person who is seems okay with it, but I'm worried. I'm not sure if I should suggest splitting the party before we even start or if we should just give it a try. Do you have any suggestions?

It is certainly possible to run a D&D game with that many players, but it’s not easy.  Unless your DM has done it before and is pretty confident, I wouldn’t recommend it.  With that many players comes a lot of challenges. Splitting into two groups of 4 to 5 players each is probably a better idea, especially if you’re hoping to get into some serious, consistent role playing.

That being said, I have run a group that would occasionally swell to that many players.  And it was fun!  There was a core group of about 6 people who reliably showed up for sessions, and other people kind of wandered in and out.  Plus the host would rent out their extra rooms on airbnb, so fairly often I’d have complete strangers show up and decide they wanted to try the game as well for a single session.  It kept things fresh and exciting.  Here are some things I learned from that experience:

  • Have a consistent session schedule.  The best part about having a ginormous group is that even if half your players don’t show up, you’ll still have enough people to make a go of it.  
  • With that many people, you will likely have many sessions with one or more missing players.  You can’t let that stop you!  Full steam ahead!  The game must go on!
  • Obviously, this means your DM has to be flexible and adaptive.  It’s up to them to figure out how to wrangle so many people without anyone being left out. Therefore, the DM should have no other responsibilities beyond DMing!  Players can support the DM by taking care of gaming logistics such as scheduling, food, transportation, and working out interpersonal disputes.
  • Have more experienced players mentoring less experienced players
  • It helps to have a more relaxed, party type atmosphere.  There should be food and drinks and players should be allowed to have unrelated conversations to fill the time between action.  If the mere idea of this upsets you, playing D&D in such a large group is definitely not for you, because I can guarantee you won’t be able to make that many people sit and quietly wait their turn with zero distractions.  
  • With combat, the group should adopt a Use It Or Lose It attitude towards deciding what to do on your turn.  If someone doesn’t know what to do, it’s better to skip them than to wait. 
  • Rules-Lawyering should be avoided.  To save time, the DM should be prepared to make a lot of judgments and shortcuts up on the fly.  You should trust your DM to uphold the spirit of the game without always sticking to the letter of the law.
  • Character creation is majorly time consuming, so consider using pre-generated characters, or delegating the building of characters to one or more experience players.  
  • Plan on not having characters level up very often, as it can be pretty disruptive and cut into game time.
  • Make sure players understand and adhere to the social contract of gaming: It is up to them to think of a reason for their character to play along with everyone else.  If they want to be difficult loners, they’ll pretty much be deadweight to the group.

Anyway, those are my suggestions.  Thanks for the question, and good luck!

Hel Nerf Discussion/rant

I’m finally able to put into words how I feel about the announced nerfs of Hel in the up and coming patch for SMITE. (TL;DR at the bottom)

Okay to start with, I’m assuming everyone remembers the big deal made surrounding Hel and whether or not she needs nerfs on Tumblr not so long ago.The following day Hirez Ajax posted a God Report on Hel as a beginner to a series of posts. To basically  summarise this for anyone who didn’t read the post, it explained the process and the purpose behind the previous nerfs and buffs in all patches.  

Basically in their last set of changes they made her entirely dependent on her ability to poke and wave clear, as said here: 

“Allowing her dark 1 to become her primary lane clear was a huge buff. It would make her safer in lane and better at poking enemies. We took the feedback and PTS testing to heart and reverted these few nerfs, going forward with a myriad of buffs and only one nerf: light 1 would not heal her if she damages an enemy with it. ”

This was the result of the 4.1 nerfs, after much complaint and anger from the community and Hel players as stated by Ajax here: 

These three nerfs paired with all of her buffs did not go over well with the community. There was overwhelming feedback that she was being nerfed and not buffed, although we still firmly believe there was more buffs than nerfs in the original proposal. 

Keep reading

anonymous asked:

Tbh I wish I was a girlfriend of a mlb player? But I cant? Because they meet so many pretty girls and Im just a little under average

Unless you’re talking batting stats, I don’t want to hear about ‘average.’ What does 'average’ even mean? You’re AMAZING.

I played Doki Doki Literature Club due to a post here about it’s steam tags, and the fact that it’s free. I’m not usually a huge VN player, but it was pretty intersting with many unexpected twists. I would reccomend it, if you feel you can handle it, since some of the content does get intense and could be bad for some people.

It’s a short VN, it will take just a couple hours, a bit longer if you go for all the CGs and try stuff out.

OK, but I was reading SAO fridge horror because I was bored and it actually pointed out something pretty terrifying. Many of the players are teens and children (There are so many that there is enough to set up a school DEDICATED to educating the survivors). This means that many of the players may have received SAO as a gift from a sibling or parent. This was even the case with Asuna, who says that her brother gave it to her because he wanted to play it but he’d be out of town on launch day. Can you imagine the guilt families with children in SAO must have felt, ESPECIALLY if their child died? 

Worldbuilding Headcanons: Water Dragon Edition
  • Water dragons are the most biologically diverse of all other dragons
  • the majority of water dragons never see the light of day, preferring to live in hermetic seclusion within the Leviathan Trench
  • those that reside in the trench live in many different enclaves headed by their most powerful or wise seer/seeress
  • each enclave has their own area of focus and their own ideology regarding how their visions and prophecies should be used
  • some believe that their visions should be used for good and in the event of some catastrophe, word should be sent out and actions should be taken to prevent it
  • others however have a zero interference policy and believe to meddle with the future would invite even greater tragedy
  • some believe that the job of the seer is to be the future’s scribe and record all that they see
  • whilst others believe their clairvoyance a curse that isolates them from interacting with other dragons (see: the cautionary tale/tragedy of the seeress Kassandra and the Shadow dragon)
  • the existence or non-existence of the concept of destiny/predestination is an issue of great debate amongst water dragons
  • some like the scribe seers believe that destiny exists and the future is immutable
  • others that believe in taking a more active role in shaping the future believe that one’s fate can be changed and the visions they see are not absolute
  • every so often, the enclaves will send representatives above to debate their stances on destiny and the ethics of sharing their visions with the Light Dragon Scholars and the Shadow Dragon Illusionists
  • more often than not, Light Dragons are pro full disclosure for they seek the truth in all matters
  • Shadow Dragons on the other hand, find the idea of knowing all things to come abhorrent
  • these debates tend to conclude inconclusively and serve more of a social purpose
  • Shadow dragons will use this opportunity to barter for secrets from the more mercenary Water Dragons
  • likewise, more altruistic Water Dragons will take the opportunity to inform Light Dragons of more urgent visions
  • most Water dragons however, carry a certain enmity towards the Shadowbinder for taking over the Forum of the Obscured Crescent, what could have been a most wonderful clairvoyant tool