The Dhuumfire thread
Still Bothered by Lingering Curses vs Terror
The Dhuumfire thread
Just curious about this since I am not in beta.
Bug Dhumfire with Lingering curses with food and armor
Can the necro get a melee aoe melee skill that imparts burning with 170+% condition duration? chill duration’s?
200% bleed duration’s?
Who needs terror when you can burn them with fire and ice for eternity.
Lingering Curse frustrates me because it is a lazy GM trait and it pretty heavily outclasses Terror in most contexts, especially considering we lose the +30% condition duration from Spite with the specialization changes. The other thing is that you can hit with all of your fear skills while in Scepter (drop Staff 5 then weapon swap before it hits, and Doom while scepter is equipped), and this completely negating the need for the Master of Terror trait and enables you to use other useful traits there.
This trait line is also very frustrating to me in PvE. There is no power option for the GM slot, and Target the Weak being made critical chance instead of raw damage smashes what little DPS we can already sustain.
Lingering Curse frustrates me because it is a lazy GM trait and it pretty heavily outclasses Terror in most contexts, especially considering we lose the +30% condition duration from Spite with the specialization changes. The other thing is that you can hit with all of your fear skills while in Scepter (drop Staff 5 then weapon swap before it hits, and Doom while scepter is equipped), and this completely negating the need for the Master of Terror trait and enables you to use other useful traits there.
This trait line is also very frustrating to me in PvE. There is no power option for the GM slot, and Target the Weak being made critical chance instead of raw damage smashes what little DPS we can already sustain.
Hence our complaints that these new trait lines pigeon holes us even more so into choices we don’t have to make now and we will end up with a lot weaker condi builds while every other class will grow stronger. The dev’s seriously underestimated the damage they will do to condi builds, or don’t give a kitten. kittenes me off.
Why?
Because it heals? What about Spiteful Renewal, Signet Mastery, Unholy Sanctuary, Soul Eater and Blighter’s Boon? Should they all be moved to Blood Magic as well?Also, we don’t know what Blood Magic is actually going to look like, so it’s really too early to tell if anything should be moved there. But generally, having sustain available in specializations other than Blood Magic is good for build diversity.
Because no other build has to have their sustain directly compete with their main traits. Power builds get their main damage/utility from Spite, and don’t have to give up Vampiric Rituals for it, MMs get their main damage/utility from Death Magic, and don’t have to lose sustain options for it. Conditions are the only build right now that have to choose between sutain, or being remotely useful.
Repeaer getting burning?
With Dhuumfire, in fact Reaper’s Shroud will probably be the only way to make Dhuumfire a viable trait considering there will no longer be an icd and Reaper has a much faster cleaving auto attack.
Also, keep in mind burning is rumored to get a nerf in dps per stack. Dhuumfire could end up largely useless, still. Necromancer has no other source, anyway.
I would rather change Dhuumfire from burning to chill/frost DoT to integrate better with the profession.
Watch the guard video you can see with no condi damage it does 150 a tick. With condi damage and +33% it does just over 400~500 damage a stack. Scales down to about 300~350 a stack without the +33%. Considering reaper shroud auto will allow you to keep up between 4~12 stacks depending on traits and runes its a lot of damage. Like A LOT.
You are not wrong, I would just rather that amount of condition damage be from a condition Necromancer has some synergy with. One source of burning to trait and buff versus frost dps, which Necromancer will have another source of.
Baelfire, Flame Legion and runes like these are a poor match for Necromancer because of the single source and low up-time for burning. Why fight for burning when a new condition that does dps and already has another source planned for Reaper when you could have armor that may better match Necro-Reap?
Repeaer getting burning?
With Dhuumfire, in fact Reaper’s Shroud will probably be the only way to make Dhuumfire a viable trait considering there will no longer be an icd and Reaper has a much faster cleaving auto attack.
Also, keep in mind burning is rumored to get a nerf in dps per stack. Dhuumfire could end up largely useless, still. Necromancer has no other source, anyway.
I would rather change Dhuumfire from burning to chill/frost DoT to integrate better with the profession.
Watch the guard video you can see with no condi damage it does 150 a tick. With condi damage and +33% it does just over 400~500 damage a stack. Scales down to about 300~350 a stack without the +33%. Considering reaper shroud auto will allow you to keep up between 4~12 stacks depending on traits and runes its a lot of damage. Like A LOT.
You are not wrong, I would just rather that amount of condition damage be from a condition Necromancer has some synergy with. One source of burning to trait and buff versus frost dps, which Necromancer will have another source of.
Baelfire, Flame Legion and runes like these are a poor match for Necromancer because of the single source and low up-time for burning. Why fight for burning when a new condition is coming that does dps and already has another source planned for Reaper when you could have armor that may better match Necro-Reap?
Well it depends on how lingering curse works. If it works like now you can get like 9s burns which isnt short. Are you talking about Chill damage. Its not that strong only about 33%~66% of terror and doesn’t stack in intensity 2 stacks of burn will outdamage it and are arguably easier to land. .
If condition spec is viable in pvp the argument between Runes of Balthazar or Grenth, I think that Grenth wins out. Sure burning does more damage, but with Reaper, chill uptime is more important.
My hope is they don’t make Chilling Force have an ICD. Necromancer’s need an OP trait and this is a perfect choice for one.
Henge of Denravi
Sure burning does more damage, but with Reaper, chill uptime is more important.
Explain why..?
Sure burning does more damage, but with Reaper, chill uptime is more important.
Explain why..?
Because as a Reaper chill will reduce incoming damage, if you’re condi, it will deal damage, and depending on traits, hits against chilled foes will grant life force and might.
Sure burning does more damage, but with Reaper, chill uptime is more important.
Explain why..?
Keeps enemies in range, helps us self stack might easier, enemies deal less damage to U.S. when they’re chilled, chilled target can explode when critically hit spreading chill to more targets.
so what you’re getting with chill is a bit of damage reduction, aoe chill application, more might stacking for blighter’s boon, enemy cool downs increased and they move much slower. While with burning , it’s just straight up damage and nothing more really. So each has their use. I really want to make a freezer burn build and see how that does though.
Sure burning does more damage, but with Reaper, chill uptime is more important.
Explain why..?
Chilling Force and Cold Shoulder.
Sure burning does more damage, but with Reaper, chill uptime is more important.
Explain why..?
Lingering Curse will give you plenty of condition duration for dhuumfire. As others have said the synergy between reaper traits and chill uptime can’t be understated along with how debilitating -66% movement/skill recharge can be. Finally staff has a good chill application and having Runes of Grenth would be more important for that reason alone.
Henge of Denravi
(edited by Ashur.6403)
Sure burning does more damage, but with Reaper, chill uptime is more important.
Explain why..?
Lingering Curse will give you plenty of condition duration for dhuumfire. As others have said the synergy between reaper traits and chill uptime can’t be understated along with how debilitating -66% movement/skill recharge can be. Finally staff has a good chill application and having Runes of Grenth would be more important for that reason alone.
oh you were on about runes. yeah grenth runes on a condi build will be great and ice runes on power builds will be as well. I learned exatcly how condition duration works today. All our chills have a very high base duration so even with -duration people are still going to be chilled for a very long time, especially with how easily it is reapplied.
If lingering curse works as it does now and increases base condi duration things will be insane with chills lasting 8~15s. For every 3s in real time someone chilled’s cooldown only drop by 1s so it increases the cooldown time by 3×. 8~15s of having your skills cooling down 3x slower is going to kill a lot of people.
I still think condi builds are going to go a few ways. Chill terror burst with like grenth runes or burn lingering curse sustain with elementalist runes.
(edited by Sigmoid.7082)
Why?
Because it heals? What about Spiteful Renewal, Signet Mastery, Unholy Sanctuary, Soul Eater and Blighter’s Boon? Should they all be moved to Blood Magic as well?Also, we don’t know what Blood Magic is actually going to look like, so it’s really too early to tell if anything should be moved there. But generally, having sustain available in specializations other than Blood Magic is good for build diversity.
Because no other build has to have their sustain directly compete with their main traits. Power builds get their main damage/utility from Spite, and don’t have to give up Vampiric Rituals for it, MMs get their main damage/utility from Death Magic, and don’t have to lose sustain options for it. Conditions are the only build right now that have to choose between sutain, or being remotely useful.
I see your point but your logic is flawed.
You might as well complain that you can’t have Blighter’s Boon and Deathly Chills.
Some healing traits will inevitably compete for a slot with damage traits.
If you want to change this and move healing traits to Blood Magic then all you’re doing is limit build diversity.
Also, Parasitic Contagion is not the only sustain trait available for condition builds, just like Spite is not the only damage/utility source for power builds.
For example, who says a condi build can’t run Spite/Curses/Reaper with Spiteful Renewal, Blighter’s and Signet Mastery? Or who says power builds won’t work with Blood Magic/Soul Reaping/Reaper?
Besides, if Blood Magic is reworked properly it will be a decent sustain option regardless of what build you’re running. So if all goes well it should turn out to be a decent pick for condi builds even if it doesn’t include Parasitic Contagion.
For myself, I would prefer every slot on every trait line to have…
Top – damage
Middle – utility unique to trait line
Bottom – sustain
This allows a clear trade between dps and sustainability that can be adjusted quickly depending on the situation I am about to stick my foot in.
I see people saying lingering curses is being buffed? How? and where is this information?
I see people saying lingering curses is being buffed? How? and where is this information?
You should probably check out dulfy.
People seem to be missing a couple of very important points in this discussion:
1. We are losing 30% condition duration from traits
2. we are losing 300 condition damage from traits
- These are not base stats so they are not part of the stat increase being done, they are just gone, straight up nerf.
3. 100% increase from lingering curses makes condition duration food and runes and sigils useless since it caps at 100%. The devs said they “may remove the cap in the future”, so basically they aren’t removing it, meaning you will be taking a big hit if you take this trait just to get back the 300 condition damage you were just nerfed.
Once you take into account these 3 things we are pretty doing pretty poorly. If you thought condition specs were bad now, you will see a significant decrease in their output power after this goes through if there are no changes. This isn’t about things being too strong, this is about them being weaker than they already are.
People seem to be missing a couple of very important points in this discussion:
1. We are losing 30% condition duration from traits
2. we are losing 300 condition damage from traits
- These are not base stats so they are not part of the stat increase being done, they are just gone, straight up nerf.
3. 100% increase from lingering curses makes condition duration food and runes and sigils useless since it caps at 100%. The devs said they “may remove the cap in the future”, so basically they aren’t removing it, meaning you will be taking a big hit if you take this trait just to get back the 300 condition damage you were just nerfed.Once you take into account these 3 things we are pretty doing pretty poorly. If you thought condition specs were bad now, you will see a significant decrease in their output power after this goes through if there are no changes. This isn’t about things being too strong, this is about them being weaker than they already are.
Yep, codi builds are going the way of the dodo already, now add in a huge drop in duration and condi dmg and we are f-ed
People seem to be missing a couple of very important points in this discussion:
1. We are losing 30% condition duration from traits
2. we are losing 300 condition damage from traits
- These are not base stats so they are not part of the stat increase being done, they are just gone, straight up nerf.
3. 100% increase from lingering curses makes condition duration food and runes and sigils useless since it caps at 100%. The devs said they “may remove the cap in the future”, so basically they aren’t removing it, meaning you will be taking a big hit if you take this trait just to get back the 300 condition damage you were just nerfed.Once you take into account these 3 things we are pretty doing pretty poorly. If you thought condition specs were bad now, you will see a significant decrease in their output power after this goes through if there are no changes. This isn’t about things being too strong, this is about them being weaker than they already are.
We should never be complaining about actual numbers when something like this is still in development. The only thing we know about the numbers on any trait or ability is that they will probably change. And, when a chunk of numbers are being removed from traits, it seems reasonable to assume that it would be accounted for in other balance changes. Maybe condition base damage will go up, or scaling will increase. Maybe letting poison and burn stack in intensity will be more than enough to compensate for those lost stats.
All we know is that Lingering Curse will give a lot of condition duration, and probably some condition damage. Anything more specific than that is going to be wrong.
Maybe people will stop traiting all this condi clear and a 100% duration reaper necro will ruin kitten.
S P E E D Starr #0 Necro NA or
I Am NeXeD awful d/D ele NA
Reapers will have to run some sort of condition duration increase.
Otherwise chill will not last long enough for reapers to benefit from it.
Expect condi duration stat’ gear after the patch.
Every profession will get duration crimped to roll back some of the higher condi dps builds. Be thankful scepter does not get nerfed to oblivion.
2. we are losing 300 condition damage from traits
- These are not base stats so they are not part of the stat increase being done, they are just gone, straight up nerf.
You are wrong here. Only base stat thinng happening is primary attributes going from 926 to 1000. Secondry attributes get nothing BUT they are including the loss of stats from traitlines onto gear so as long as you are taking condition gear or amulet then your condition damage stat will be roughly the same as it is now.
3. 100% increase from lingering curses makes condition duration food and runes and sigils useless since it caps at 100%. The devs said they “may remove the cap in the future”, so basically they aren’t removing it, meaning you will be taking a big hit if you take this trait just to get back the 300 condition damage you were just nerfed.
We have yet to see how it would interact with other durations. The main reason for this is because its in the same line a hemophilia and it would make that minor trait redundant and thats not something i think they would overlook.
Reapers will have to run some sort of condition duration increase.
Otherwise chill will not last long enough for reapers to benefit from it.
Reapers have an innate +20% condition duration because of cold shoulder. This means that even with -33% traits they stil last 87% of their duration. Even taking melendru runes only drops its to 62% which is brought back up to 98% by taking grenth or ice runes. Depending on runes and sigils on both the attacking and defending side reapers will have anywhere from 62%~170% chill duration.
First thing, Master of Terror has to be merged into Terror. Separated, they make no sense. This way, we free up one Soul Reaping slot which could be used for maybe supportive trait, similar to Renewing Blast.
Second thing, once Terror is merged, I was thinking about other Terror Fear functionality.
What if Fear with Terror equipped prevented any condition removal on feared targets?.
This way, we could combo our focus spikes. IF target had no stunbreakers, then no AoE removals for him.
Of course I still prefer my Suffering trait suggestion, as it’s more advanced and interesting, but here’s a bandaid solution to our cleansing problems.
As a bonus, Terror damage could heal us.
Overall, I’m too concerned about Lingering. Dhuumfire, Bleeds, Poison durations seem to be balanced around that trait from what we’ve seen.
As I suggested in another thread, I think it would be nice to baseline that 66%, keep Lingering at 33%, but make it so Conditions applied by single target attacks when wielding a scepter affect everyone in 240 radius from hit foe.
Essentialy, trait making our AAs, Dhuumfire, Doom apply AoE around the target.
I’m not so sure how it would work with Reaper’s Shroud, though.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
(edited by Rym.1469)
First thing, Master of Terror has to be merged into Terror. Separated, they make no sense. This way, we free up one Soul Reaping slot which could be used for maybe supportive trait, similar to Renewing Blast.
Second thing, once Terror is merged, I was thinking about other Terror Fear functionality.
What if Fear with Terror equipped prevented any condition removal on feared targets?.
This way, we could combo our focus spikes. IF target had no stunbreakers, then no AoE removals for him.Of course I still prefer my Suffering trait suggestion, as it’s more advanced and interesting, but here’s a bandaid solution to our cleansing problems.
As a bonus, Terror damage could heal us.
Overall, I’m too concerned about Lingering. Dhuumfire, Bleeds, Poison durations seem to be balanced around that trait from what we’ve seen.
As I suggested in another thread, I think it would be nice to baseline that 66%, keep Lingering at 33%, but make it so Conditions applied by single target attacks when wielding a scepter affect everyone in 240 radius from hit foe.
Essentialy, trait making our AAs, Dhuumfire, Doom apply AoE around the target.
I’m not so sure how it would work with Reaper’s Shroud, though.
At least they finally seperated soul marks from master of terror so condi necro can reliably generate some life force
Necromancer/Casual Warrior
[Team] Best WvW guild of all time. EASILY.
Oh, cool, Master of Terror was the next issue I wanted to bring up. This trait is one of those “mandatory” picks whenever you invest into soul reaping. It’s very existence in the master tier invalidates the use of the other two traits, Vital Persistence and Spectral Mastery, on many other builds. The minor traits in Soul Reaping are actually fairly good, so making Master of Terror a minor trait would be at the cost of good minors, so the best option for Master of Terror would be to merge it with Terror, making Terror a worthy grandmaster and freeing up the Master tier in Soul Reaping for better competition.
Other things that should be looked at:
Curses minors (The only good one is the adept minor, ironically)
Death Magic Grandmasters (Two decent options for minion master, but a weak option for everything else)
Spite Grandmasters (Lack of options for non-power builds)
The Blood Magic line (They said they were fixing this)
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Master of Terror was the next issue I wanted to bring up. This trait is one of those “mandatory” picks whenever you invest into soul reaping. It’s very existence in the master tier invalidates the use of the other two traits, Vital Persistence and Spectral Mastery, on many other builds.
Actually Vital Persistance (merged with Path of Midnight) and Spectral Mastery (merged with Spectral Attunement) will vastly overshadow Master of Terror even if you don’t have Lingering Curse.
Spite Grandmasters (Lack of options for non-power builds)
Spiteful Spirit and Signet Mastery can be used by any build.
Master of Terror was the next issue I wanted to bring up. This trait is one of those “mandatory” picks whenever you invest into soul reaping. It’s very existence in the master tier invalidates the use of the other two traits, Vital Persistence and Spectral Mastery, on many other builds.
Actually Vital Persistance (merged with Path of Midnight) and Spectral Mastery (merged with Spectral Attunement) will vastly overshadow Master of Terror even if you don’t have Lingering Curse.
Spite Grandmasters (Lack of options for non-power builds)
Spiteful Spirit and Signet Mastery can be used by any build.
Vital Persistence and Spectral Mastery are both defensive traits that are undoubtedly good, but still often lose to Master of Terror when running Terror because their benefits are muted behind the increased fear uptime, which does more damage and provides opportunities to make game changing moves, such as using Signet of Spite. Of course, I still don’t see the point of Master of Terror being a trait when even its name is just asking for it to be part of Terror.
Spiteful Spirit gives no damaging conditions, just a cripple, which isn’t even all that helpful anymore, and it removes a boon, which is actually bad for a condi build, because condi builds gain more benefits from corrupting boons, and to top it off, the retaliation it grants scales with power, not even mentioning how mediocre retaliation is. I can’t actually see how this is a grandmaster. It seems like a poor option on any build.
Signet Mastery only benefits builds that have signets, so it cannot be used on every build. The active on Signet of the Locust, which it pops at a health threshold, scales with power, making it very weak on condi builds. This is also pretty weak for a Grandmaster, especially when we compare it with Lingering Curse, Terror, Foot in the Grave, and Dhuumfire, which are all amazing traits.
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[quotes]The active on Signet of the Locust, which it pops at a health threshold, scales with power, making it very weak on condi builds. This is also pretty weak for a Grandmaster, especially when we compare it with Lingering Curse, Terror, Foot in the Grave, and Dhuumfire, which are all amazing traits.[/quote]
The healing portion stacks with siphon traits and healing power so its useful in that regard since it can be between a 1.5~around 10k at max potential. Its a second heal that will trigger at 50% every 24s. Combined with the spite minor for +1900hp on striking a target below 25% it can add up to a lot of extra sustain. Its an extremely defensive grans master.
Vital Persistence and Spectral Mastery are both defensive traits that are undoubtedly good, but still often lose to Master of Terror when running Terror because their benefits are muted behind the increased fear uptime, which does more damage and provides opportunities to make game changing moves, such as using Signet of Spite.
Considering how Terror’s tick mechanic hasn’t adapted the new partial damage tick system yet, there’s really no guarantee that you’re actually doing more damage with longer fears. And you don’t need longer fears to follow up with Signet of Spite, or almost any other skill for that matter.
Of course, I still don’t see the point of Master of Terror being a trait when even its name is just asking for it to be part of Terror.
If Master of Terror remains nothing but a fear extension then there’s no point in keeping the trait at all. Merging it with Terror makes more sense of course, but I’d really rather have Terror as a minor trait and in that case +50% would be too strong and just another redundancy in Curses. Mabye it could be just 20%, like Cold Shoulder.
Another idea was to have the “additional damage if the target is afflicted with another condition”-part move to Master of Terror. So in that case Terror as a minor trait would be weaker unless you also have MoT in Soul Reaping to buff its damage for pre-existing conditions. And this would elevate MoT to a damage trait that could actually be considered as an alternative to Spectral Mastery and Vital Persistance.
Spiteful Spirit gives no damaging conditions, just a cripple, which isn’t even all that helpful anymore, and it removes a boon, which is actually bad for a condi build, because condi builds gain more benefits from corrupting boons, and to top it off, the retaliation it grants scales with power, not even mentioning how mediocre retaliation is. I can’t actually see how this is a grandmaster. It seems like a poor option on any build.
You’re wrong about all of this.
Cripple is helpful, not just for kiting but as a cover condition as well.
Boon removal is bad? Really, in this meta? There are boon machines running around providing perma-every-boon to each other in team fights. You can count yourself lucky for every extra bit of boon strip you have, and Unholy Feast is a good one too: 600 range untargeted aoe on up to 5 opponents.
And last but not least: retaliation is boss. Yes it scales with power, but only with a factor of 0.075 and not with precision or ferocity, so the damage difference of a carrion vs zerker amulet is actually very small. And considering there’s no icd on retaliation, it can actually do far more damage than any condition per second, even with a condition build.
Signet Mastery only benefits builds that have signets, so it cannot be used on every build. The active on Signet of the Locust, which it pops at a health threshold, scales with power, making it very weak on condi builds.
Like Sigmoid said, this trait is about healing if you get hit with low hp.
The damage part is not only irrelevant here but it’s actually not much to begin with, like somewhere between Mark of Blood and Chillblains.
Also, the trait synnergizes with itself, so what you get is 3 stacks of might and a passive heal on a 24 second coodown that actually scales with the number of opponents. And that really is good enough to use without any other signets on your skill bar.
Technically, Terror is just a Fear condition buff. Necromancer does not really need it but the Dev’s added it to help a condition spec. Base Fear damage can be modified across all professions or Terror can be baselined into Curses as a minor. Making Terror require a trait slot creates a cost/benefit trade that I am not sure the profession still needs. Terror was nerfed a long time ago with Paralyzation sigil and other Fear access or duration hair cuts.
I kind of wish Necromancer had more Fear access. Add it to another weapon that needs help like axe and just delete Terror. It is almost a slot consumer like the other weapon CD reduction traits and slot-consumers for only ICD just suck.
Regarding Signet Mastery, I have long wanted some trait to reward players who take multiple signets. SM does not do that. It is very linear and encourages just taking one signet so a full signet build remains awful. If signet CD decreased depending upon the number equipped, then it might make some of the more useless, long CD signets tolerable.
Question: I forget if Retal is affected by condition damage. DoT may be excluded but I do not remember if this is true. However, if the new way of handling conditions includes Ret damage… I have no clue how that would affect balance. Any speculation?
Technically, Terror is just a Fear condition buff. Necromancer does not really need it but the Dev’s added it to help a condition spec. Base Fear damage can be modified across all professions or Terror can be baselined into Curses as a minor. Making Terror require a trait slot creates a cost/benefit trade that I am not sure the profession still needs.
^This.
Regarding Signet Mastery, I have long wanted some trait to reward players who take multiple signets. SM does not do that. It is very linear and encourages just taking one signet so a full signet build remains awful.
But that’s not the trait’s fault. Our signets just aren’t good enough, but according to the devs they will be changed anyway.
Question: I forget if Retal is affected by condition damage. DoT may be excluded but I do not remember if this is true. However, if the new way of handling conditions includes Ret damage… I have no clue how that would affect balance. Any speculation?
Retal only works against direct damage and this will definitely not change.
…
^This.
Yes I agree completely.
Regarding Signet Mastery, I have long wanted some trait to reward players who take multiple signets. SM does not do that. It is very linear and encourages just taking one signet so a full signet build remains awful.
But that’s not the trait’s fault. Our signets just aren’t good enough, but according to the devs they will be changed anyway.
Did they say they would change our signets? I must have missed it, what did they say and where (if you remember the source)?
Did they say they would change our signets? I must have missed it, what did they say and where (if you remember the source)?
http://www.twitch.tv/guildwars2/c/6594135 at around 03:07:30
Did they say they would change our signets? I must have missed it, what did they say and where (if you remember the source)?
http://www.twitch.tv/guildwars2/c/6594135 at around 03:07:30
Thanks! That got my hopes up