Hope we see more "Finishing" in PvE

Hope we see more "Finishing" in PvE

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Posted by: DreamOfACure.4382

DreamOfACure.4382

Having to “Finish” these new mobs is great, in my opinion. While the Downed-state itself has always been a point of contention, I think we all have to admit that it adds an extra level of depth to PvE in combat.
No longer just unloading your cooldowns and moving on; I want more of that.

They made a huge deal about it pre-release, yet their PvE wasn’t build around it. Probably a production-cost they couldn’t handle before launch, but this always bothered me.

I personally hope that this is a hint of future revamps of certain areas to grant the sentient mobs downed-state.
It would mean less crop-fields type areas where you can’t move more than a few 1000 distance without leashing something, and more variety in tactical placement and grouping of mobs.

Don’t misunderstand, I’m not saying we should overhaul every area. Just what makes sense.
Like… the Orrians shouldn’t have downed-states cause they’re just zombies, but the immoral highly-intelligent Inquest? Definitely. Mobs that, lore-wise, would definitely fight for their life instead of just lurching over and dying.

“Bleeding, Poison, Confusion, Torment, they all look delightful on you.”

Lv80s: Guard, Thief, Necro. Renewed my Altaholic’s card on the HoT Hype-Train. Choo choo~

(edited by DreamOfACure.4382)

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Posted by: Killnnikk.2479

Killnnikk.2479

Finishing is a BS PVP thing not a PVE thing it only slows the game down.
If i want to PVP ill do it for the love of god stop trying to get players to start doing PVP.
The only PVP i do is a cheap way the get to LA.

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Posted by: Lord Kuru.3685

Lord Kuru.3685

Finishing is a BS PVP thing not a PVE thing it only slows the game down.
If i want to PVP ill do it for the love of god stop trying to get players to start doing PVP.
The only PVP i do is a cheap way the get to LA.

I doubt it’s to get players to PvP. Seems more like a way to sell more finishers. The stomping mechanic is interesting — I think used correctly, it can make some fights more fun.

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Posted by: PSX.9250

PSX.9250

I really hope not.

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Posted by: Doggie.3184

Doggie.3184

I get to violate things with my vine tentacles more, which is fine by me.

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Posted by: StinVec.3621

StinVec.3621

I would welcome this finisher option being available across all enemy types in PvE. If we want to use a finisher on an enemy and take them out with a bit of flare, we can. If we want to just shoot them or beat them to death with our weapons, we can. It adds a bit more of a fun dynamic to killing creatures in the open world to break up the monotonous and sometimes boring nature of combat in open world PvE.

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Posted by: Redenaz.8631

Redenaz.8631

Anyone want to guess why the Nightmare Courtiers seem to have a downed state and the Krait don’t?

(Other than “The Krait would need new animation for it?”)

I didn’t mind having to finish clockwork creatures, since that felt like a new mechanic with them, but if it’s just an enemy going into a downed state, I’m not excited to see that in PvE. A downed state makes players feel special, or especially strong-willed/resourceful, and I just don’t get the same satisfaction from finishing off an NPC.

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Posted by: Crise.9401

Crise.9401

One topic asking for more, another asking for less… personally I am indifferent for this instance. For clockwork creatures they had unique mechanics associated with it here not so much.

I absolutely would have wanted to see Krait downed state with shapeshifting though.

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Posted by: ShinjoNaomi.1896

ShinjoNaomi.1896

Don’t mind it at all. And as some has said, it helps add a bit into PvE combat. A fine change by me.

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Posted by: Tamaki Revolution.3548

Tamaki Revolution.3548

I enjoy spreading my pixelated clouds of doom in pve now. +1

I really only hate when I slack and I see a Rabbit finisher used half way through my channeling :P

(edited by Tamaki Revolution.3548)

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Posted by: Mr Quinn.9815

Mr Quinn.9815

I kill something, and some PvPer does the finish … yeah, another great mechanic!

this notice was brought to you by a Misguided Misfit

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Posted by: Halcyon.7352

Halcyon.7352

Reposting this here as it’s quite relevant to thread.

All kinds of yes please. I’m really really hoping to see more mobs with downed state, personally.

Makes for interesting cooperation between mobs and mob types, much more engaging. Plus I find it really hard to believe that people are seriously complaining about a mechanic that causes mobs to group up for easy tagging. More grouping = more loot and chances to rally.

It’s especially exciting on champion mobs – imagine fights where you need to take down mobs with the capability to quickly revive downed champions. Plus again, downed state equates to brief invulnerability, and more time to tag juicy targets. It’s not like a finish is required either – when in doubt, auto it to death.

And besides, who doesn’t like feeling like a BA and driving a kill finisher into a -champion-?

The new instance so eloquently introduced the idea that these new mobs have a downed state too.

Please do fix the bug causing friendly npcs to revive hostile courtiers before implementing this elsewhere though.

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Posted by: zeromius.1604

zeromius.1604

Maybe those in favor or those against the PvE downed mechanic should actually provide balanced arguments to support their preferences. Because if you state that you personally hate it as your supporting argument for why it shouldn’t be in the game it almost sounds like you’re saying the game should cater to you. The same should also be true for those who say they love it and that is the reason for why it should be in the game.

Personal preference is never something that you can create a discussion around because everyone obviously has their own preferences that may or may not match everyone else. Simply put, provide backup arguments to support your choice.

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Posted by: Jordo.5913

Jordo.5913

the reason i like it so much is…because in gw1 enemy monks could rez friendlies in their group…this kinda gives that feel of having to finish off mobs to avoid rezzing

(edited by Jordo.5913)

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Posted by: Lily Miranda.5407

Lily Miranda.5407

What I like is that it guarantees champs stay alive long enough for me to hit them and get credit.

I hope all champs get a downed state.

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Posted by: Harper.4173

Harper.4173

This mechanic has no use nor place in PVE.

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Posted by: Herr der Friedhoefe.2490

Herr der Friedhoefe.2490

Anet wants to sell finishers, so they push content that more or less requires it.

Move along people, nothing to see here….

My posts are facts as I know them, or my own opinion, and do not represent any guild.

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Posted by: Tamaki Revolution.3548

Tamaki Revolution.3548

Anet wants to sell finishers, so they push content that more or less requires it.

Move along people, nothing to see here….

You can finish without ever buying a finisher :P I do agree though, they want to sell more. I have 2 older ones that are fun in PvE now.

(edited by Tamaki Revolution.3548)

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Posted by: Buttercup.5871

Buttercup.5871

This thread is duplicative of another thread. Please merge with https://forum-en.gw2archive.eu/forum/livingworld/tower/Finish-Them-in-PVE-no-please/page/2#post3118478

I don’t want to state my opinion twice about the same thing (which comes down to that I think it’s brilliant).

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Posted by: Bunni.9156

Bunni.9156

I enjoy seeing the finishers in PvE. I don’t think every mob should have them (then it’s just annoying busy work) but when some can, it makes for more interesting mob dynamics. Paying attention to who can rally and who will aid in ressing their downed friends helps to make things not quite as much of an aoe fest.

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Posted by: AnAspieKitten.5732

AnAspieKitten.5732

Yep, now when I kill a mob I need to press C and wait for 2 seconds, how interesting is that.

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Posted by: Alex.9567

Alex.9567

personally like it, reminded me of sorrows embrace where enemies could res each other, and i like the finishers thing, however i wouldnt want to see it added to every enemy npc, that would just get annoying.

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Posted by: Toroquin.3605

Toroquin.3605

I think it can add additional depth to the PvE. If done right it could make CC more useful in dungeons by adding the task to keep the mobs apart to stop them from rezzing each other.
The watchwork finishing had the problem that the rezzing mob only needed to reach the downed mob to reconstruct, even if it was interrupted during the long animation, but this time it feels a little more polished.

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Posted by: Brutal Arts.6307

Brutal Arts.6307

I don’t want to see any more finishing in PvE.

You have gotten what you paid for, all that remains is biweekly gemshop pushing.

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Posted by: Talissa Chan.7208

Talissa Chan.7208

Its cool and the finishers are great – but now every creature you fight just got an extra 1/3 health bar, DE vs waves of risen etc mean those 12 guys you downed just rallied off you as you died attempting to stomp the first or your pet/minion/moa they hit with aoe died and they rallied. Every creature now takes an extra 5 secs to finish and you can’t rally off it till its had its downed state too.
Bad, bad idea – looks cool, but far too many downsides.

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Posted by: VOLKON.1290

VOLKON.1290

I hope they extend it to all sentient enemy mobs to be honest. Let the sentient mobs have a downed state (and of course have them try to revive fallen comrades) and keep the beast mobs without a downed state… it adds a nice touch to the environment.

Besides, it’s a nice way to show off our finishers outside of WvW/sPvP! OK, perhaps behind the scenes there’s a little incentive to buy a finisher from the cash shop… and I’m cool with that. You don’t need it but it adds a personal flair.

It adds a little intelligence to the sentient mobs that I personally think they need.

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Posted by: Alissah.9281

Alissah.9281

It kinds of makes that group of npcs seem like an actual group, instead of just mindless things that chase a player and swing a sword. (Only to get stacked up and aoe’ed down)

Its an improvement to the mindless and random AI, in my oppinion. If you down a single npc, you know the others are going to try to revive, so you can CC the revivet of just burst it down.

Maybe we’ll see some organized groups in dungeons, that can also interupt players trying to finish, it would add a whole lot of depth to ’just stack here and spam aoes’.

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Posted by: mjhungness.8059

mjhungness.8059

I like it for the reason that it’s an additional mechanic in combat. I know that mobs aren’t really supposed to be on our level (vets and maybe the new elite notwithstanding) meaning that we are supposed to be ‘heroic’ with additional ‘heroic abilities’. This brings some trash mobs up a level, requiring more attention. I agree, the line between those that can and can’t rez should be based on lore – not every mob gets it. But yeah, I’m for adding more complexity, more options, to any game. Except for rock, paper, scissors, lizard, Spock, of course.

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Posted by: Draknar.5748

Draknar.5748

I love the new downed state on these Toxic sylvari! I find myself actually targetting certain mobs over others now instead of a complete DPS fest. I leave the ones that downed state for last, kill the adds first. So much better!

I won’t stop because I can’t stop.

It’s a medical condition, they say its terminal….

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Posted by: Truthbearer.9708

Truthbearer.9708

I do PvE, PvP and WvV and I don’t think this is interesting at all. It’s different in PvP and WvW, because of interrupts and more importantly player intelligence. For example, if you’re downed attacking a downed enemy to rally or using stealth/stability to revive people.
Mobs don’t have the intelligence to do anything but stand/lie there praying the player won’t finish them. This kinda kills the pace of PvE combat imo and pressing 1 extra button and waiting 2 seconds just watching my character while I sit here doing nothing isn’t fun at all.
Imagine if every mob in PvE had this, you’d spend a big portion of your playtime watching this animation over and over again. Sure it’s fun the first 100 times, but I’m pretty sure it gets boring soon after you get your 3rd slayer achievement.

Maybe I would welcome this change if:

  • Friendly NPCs get downed state as well, especially the ones in escort events that fail when they die (e. g. Balthazar Temple assault/invasion chains)
  • We can use PvP armor in PvE.

But I’m guessing neither of these things have any cashshop potential, unlike finishers in PvE.

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Posted by: Eurhetemec.9052

Eurhetemec.9052

I like the idea of using downed in PvE but I think there are two caveats to doing so:

1) It shouldn’t be overused – it slows things down a fair bit without adding much challenge in most cases – so only for specific occasions.

2) We need some finishers that aren’t immersion-breaking and obviously PvP-oriented, and aren’t paid-only, if it’s going to be used more.

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Posted by: Edgar Doiron.2804

Edgar Doiron.2804

Having to “Finish” these new mobs is great, in my opinion. While the Downed-state itself has always been a point of contention, I think we all have to admit that it adds an extra level of depth to PvE in combat.
No longer just unloading your cooldowns and moving on; I want more of that.

They made a huge deal about it pre-release, yet their PvE wasn’t build around it. Probably a production-cost they couldn’t handle before launch, but this always bothered me.

I personally hope that this is a hint of future revamps of certain areas to grant the sentient mobs downed-state.
It would mean less crop-fields type areas where you can’t move more than a few 1000 distance without leashing something, and more variety in tactical placement and grouping of mobs.

Don’t misunderstand, I’m not saying we should overhaul every area. Just what makes sense.
Like… the Orrians shouldn’t have downed-states cause they’re just zombies, but the immoral highly-intelligent Inquest? Definitely. Mobs that, lore-wise, would definitely fight for their life instead of just lurching over and dying.

I’m not exactly sure I want it in PVE, but I do want this mechanic added to dungeons. Even more, I want them to be able to stomp us.

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Posted by: Unibot.5916

Unibot.5916

It has no place in pve, if you you want more diversity in combat – add phases to mobs at health threshold, so they use different powers at 100% / 60% / 25%. Maybe even stances. This won’t slow down my procces of killing them, yet will add diversity and maybe difficulty and complexity to combat.
It just feels as everyone already stated – an attempt to sell finishers. It’s unrefined, clanky and annoying.
But I guess its too much of a work for Anet to do things properly, all we care is just cash grab, right ?
This game stays in the bottom of top mmo as long as its not developed. So far we get horizontal progression in this game, I mean game development, no gear progression. More of same of a same with a same… Boring.

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Posted by: Mad Rasputin.7809

Mad Rasputin.7809

I personally don’t like the PvP/WvW finishers in PvE.

I really don’t see how it adds anything to the fight other than prolonging it.

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Posted by: LanfearShadowflame.3189

LanfearShadowflame.3189

This is not the first time we have seen the ‘Finish Them’ in pve. In Clockwork Chao, you needed to stomp the steam creatures, otherwise they could be re-animated by their menders (the flies, and once they started they were invulnerable so you couldn’t stop the reanimation). In large scale fights, this mostly went unnoticed due to the mob mentality, but in smaller scale battles stomping them vs not stomping them could make the difference between being overwhelmed or not.

I am not necessarily keen on seeing more of this in pve. It’s an interesting perk/twist in pvp, but I think I’d prefer if it stayed in that arena.

Don’t look at me like that. Whatever you’ve heard, it’s probably not true.

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Posted by: MithranArkanere.8957

MithranArkanere.8957

It’s probably just something to tempt people into buying more finishers.

They should definitely bring more of it, but not too much.
In dungeons they could introduce it in exchange of enemies losing some of their health, specially elites. Do not finish an elite, and another enemy may bring them back with direct revival or a skill, with half their health back. This adds some depth to the combat as priority targets change dynamically instead the game being a mere “select next target in the priority order, grind their health down to death, repeat”.

For open PvE, it may be better if it was something that doesn’t always happen. Defeat 10 bandits, just one or two gets occasionally downed, the rest get directly defeated, finish them before the next bandit wave comes and tries to revive them!
Or maybe only for veterans and higher rank enemies.
Who didn’t love finishing Scarlet’s decoy during her invasions? That felt good when I thought it was her.

I would not mind it in WvW either. Currently no one brings revival skills in WvW.
Make it so some of the guards get downed, and a smaller group may turn the tables against a zerg if they bring some revival. As the NPCs would also get defeat penalty, the scheme won’t last too long anyways. It’ll just give them more time while reinforcements come back, if they can stay alive to revive.

But only when it comes to the playable races. Bandits, inquest, nightmare court, flame legion, renegades, separatists, sons of Svanir…
Races that players would fight against in PvP and WvW.
For the rest, keep the death on the spot.

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Posted by: Savoy.6824

Savoy.6824

Two words, Cow Finisher. I had so much fun running around dropping my cow on krait last night. Love it, Keep it. Ill give you more monies Anets. Im going to buy the new poison flower finisher now.

And we should consider every day lost on which we have not danced at least once – Nietzsche

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Posted by: Tyrannus Blade.3408

Tyrannus Blade.3408

I don’t see what’s so good about it. So far I’ve found it more annoying than anything else when you sit there smacking away the large downed health pools of a group of sylvari or plopping a banner on them one by one.

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Posted by: Savoy.6824

Savoy.6824

Buy a cow finisher, then youll understand.

And we should consider every day lost on which we have not danced at least once – Nietzsche

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Posted by: VOLKON.1290

VOLKON.1290

Buy a cow finisher, then youll understand.

I hear a lot of people were mooved by the way it beefed up their experience.

#TeamJadeQuarry

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Posted by: Savoy.6824

Savoy.6824

@VOLKON, ROFLMAO

And we should consider every day lost on which we have not danced at least once – Nietzsche

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Posted by: DreamOfACure.4382

DreamOfACure.4382

1. Yes, it is somewhat of a move to sell more Finishers.

But I don’t see a problem with this. You have a default finisher, you don’t need to buy Finishers. Store-bought finishers are purely cosmetic, making it 100% acceptable unless you’re a picky prick.

I don’t see what’s so good about it. So far I’ve found it more annoying than anything else when you sit there smacking away the large downed health pools of a group of sylvari or plopping a banner on them one by one.

2. This is only because currently, most people are at Kessex Hills and the zergs render the downed-state fairly moot, just like in WvW.

But in other zones where the people handling Offshoots are smaller, the experience is different, which is why I am enjoying it. If a Toxic assassin in downed while you have a vet/elite/champ targetting you, it can severely affect the way the game feels.


3. It’s an extra layer to the combat, and which makes it fun (even if only marginally so)
Those of you who dislike it are saying you prefer we stick to the same DPS-zerg style of play that we’ve been doing for over a year now – Please think about how boring that sounds.

“Bleeding, Poison, Confusion, Torment, they all look delightful on you.”

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(edited by DreamOfACure.4382)

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Posted by: azurrei.5691

azurrei.5691

“Finishing” in PvE serves absolutely no purpose other than to be extremely annoying (and maybe sell more finishers in the gem store…) It needs to be removed – I hate it with a passion.

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Posted by: Aedelric.1287

Aedelric.1287

I am fine with the concept to sell more finishers I am not against Arena Net making money.

The only problem I have is that it is an arbitrary mechanic designed to slow down play, it adds little to nothing in the way of fun and does not make the game more rewarding in the slightest. I see no reason for it to be added to PvE beyond Arena Net making a bit more money, if it becomes a trend though they need to include more limited use drops to satisfy the masses.

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Posted by: Killface.1896

Killface.1896

Well I like it when the NPC get down stage and doge,maybe give them a finishing move to and we have a nice NPC´s that can PVP

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Posted by: Kerushi.7609

Kerushi.7609

I honestly don’t think it adds anything to my experience, it just takes mobs longer to kill. Most of the time I don’t like it when people claim that the reason is Anet wants to sell stuff in the gem store, but I really do think that this is the reason why the finishers are now available in PvE.

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Posted by: Alex.9567

Alex.9567

how many times in PVE have you tried to rez someone an accidentally got downed too?
point is someone rezing is taken out of the fight which means a sacrifice of dps output for opportunity to rez someone – thats a tactical choice no matter how you look at it. all they have to do now are create instances where the systems more polished.

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Posted by: Solid Gold.9310

Solid Gold.9310

It doesn’t add anything for me, being a Ranger and at maximum long bow range, it’s a long way to get there to “finish” a mob.

Pointless……………

Jumping puzzles, love them or hate them, I hate them. Thread killer.

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Posted by: VOLKON.1290

VOLKON.1290

It doesn’t add anything for me, being a Ranger and at maximum long bow range, it’s a long way to get there to “finish” a mob.

Pointless……………

Finishing is an option. You can still burn ‘em down with the bow if you’re the type of ranger that doesn’t have a weapon swap for melee (as in, gets in close as well).

#TeamJadeQuarry

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Posted by: Yalora Istairiea.6287

Yalora Istairiea.6287

Finish Him for PvE…Why?

  1. Now after removing all the Baddie’s HP I have to take another 2 seconds to kill him?
  2. Your doing one of the Kessex Hills Thistle events with lots of mobs and 8 people assist in killing a Baddie. Each one hits Finish Him. Now you have 8 people wasting time doing the 2 second animation when only One actually does the kill. That is 8 people times 2 seconds or 16 seconds of WASTED time better used to killing the rest of the Bad Guys.

Zero Sum Gain as far as I am concerned.