Quickness on shatter will be most useful in PvP, probably. Quickness stomps, y’know?
Hm, I feel like removing it for some time might be good, as it was said to apparently be the testing zone for ideas for the devs. In which case, remove it, revamp it, throw it back in and check out how new ideas run. At the moment, whatever a lot of what was tested out in EotM seemed to have made it into the Desert Borderlands, so there’s little point in keeping this version around.
Besides the fact its an overflow map without a queue, with it own map layout and gimmicks. Because the new borderland map also has sand.
How would removing EotM be good?
Bunch of spiteful people. It’s Fractals all over again. “i dont like it, so no one should be allowed to play it”.
Ah, I see my mistake. More to my point is, ANet should begin working on new gimmicks, or simply a new EotM. I’m all for keeping it, but it is still a valuable testing ground which should be used to test as a dual purpose to its place as the overflow map.
Watch ANet come in here and go all “After seeing all the criticism for Chronomancer and the support to new names, we have decided to change Chronomancer’s name to Clock Blocker. Thank you for your feedback in this matter”.
I’ll laugh.
Hm, I feel like removing it for some time might be good, as it was said to apparently be the testing zone for ideas for the devs. In which case, remove it, revamp it, throw it back in and check out how new ideas run. At the moment, whatever a lot of what was tested out in EotM seemed to have made it into the Desert Borderlands, so there’s little point in keeping this version around.
I’ll start with this: The advantage larger servers have over smaller servers will never be closed. However, at the moment, smaller servers have no real way to fight against large servers, even if the larger server is worse strategically and in skill. Thus, while larger servers will have more options in any scenario, this gives smaller servers “some” options to use rather than the current “none”. Large, organized servers will still be the most likely to dominate, but, as I said, smaller servers will have a greater possibility to rank up over simply unorganized servers.
Server sizes is, like trolls, another problem entirely, however this design will encourage strategy and organization of both large and small servers.
(edited by Dondagora.9645)
Thanks for the clarification.
Now that makes me wonder, how do we know what the value of the keep is, if it does not directly relate to the active supply in the keep?
Can the enemy see a keeps value as well? I ask because as of know, both sides know where their own as well as the enemies points come from. That knowledge drives fights and incentivizes opponents with a reasoning to take particular keeps.
I think it would be wise to make it open information, placing it somewhere on the UI or map. This creates a sense of priority that both sides share, meaning it motivates fights at these particular locations, which might open up another dynamic of predicting the enemy’s movements via priority and creating very natural large-scale fights[ideally, of course]. The priority will also be shifting between fights, therefore encouraging a more diverse array of battlefields.
So, in short, yes, the enemy will also be able to see your objectives’ values, and vice versa. I will leave the implementation of working this information into the UI to ANet.
What do you do when an upgrade occurs and uses all the supply? The owners of the keep still built up supply, but under your suggested system here, they wouldn’t get credit for that supply if it is used during an upgrade.
Forgive me if I was confusing with my wording. I meant that simply receiving supply increases the value of the objective. Thus, using or taking out supply won’t affect the value.
Edit: This also speaks to your second point, to the point where supply trolls won’t be able to influence the score via supply burning. Instead they will… well, they’ll still be siege trolls, that’s another problem entirely.
(edited by Dondagora.9645)
My thought is to increase the importance not just of taking objectives, but holding the objectives beyond simply abandoning them before coming around again to steal it back with superior numbers. To do this, I’ve come up with a two-part plan.
Part 1 is to have objectives such as towers and keeps increase score when they gain supply, meaning when a supply caravan arrives. In such a way, supply camps and caravans are no longer simply supporting objectives that are likely to be abandoned anyway, but are now the true blood of WvW objectives.
However, here’s the thing: if supply simply = score, then people will just focus coverage to get and deny the most supply. So here’s the other half of the idea:
As you know, objectives tick for score every 15 minutes. I’d prefer not to change this, but instead create a “value” system for towers and keeps. Each time the caravan reaches the objective, the value is increased by by a certain amount depending on the objective[Towers:1, Keeps:2]. When the structure is taken, this value is resets to a minimum[Towers:5, Keeps:10]. This means that the longer an objective is held and supported by caravan, the more it ticks for. Theoretically, a tower held for long periods of time can tick for greater amounts of score than keeps.
My thought-process here is that smaller servers might have a chance at a closer match by denying supply and hitting particularly valuable objectives while also putting servers in a more dynamic situation where they need to prioritize objectives to take and protect while at the same time planning for the long-term rather than the directly eminent score tick.
While coverage will of course be very strong and gaining monopoly on points will also add nicely to the score, defending can become a long-term investment that outputs more than general dominance will against servers of equal or greater strength.
Thoughts on this? Criticism? Tweaks?
(edited by Dondagora.9645)
Think about it:
-Chronomancer. Ignoring the “-mancer” bit of its name, it fills Mesmer’s lack of AoE with Necro’s Wells and Continuum can very much be compared to Life Force in its ability to soak damage without actually touching our “real” selves with more than a touch of Spectral Walk.
-Dragonhunter. Also ignoring the “Hunter” thing, it fills Guardian’s lack of range and offense with Ranger’s LB and traps, ankittenhe only one who thought “Swoop” when I saw those Virtue wings? Or that Barrage-like arrow-cage skill?
Now, I’m not saying this is a bad thing. It makes sense to fill niches of one profession by crossing it with another profession particularly strong in that area. In fact, now hopefully Dragonhunter makes more sense given that it is a Guardian who is taking up Ranger ways, same as Chronomancer taking up Necromancer ways.
With this, I believe we’ll also be able to predict with further accuracy how new Elite Specs will come out by looking at what our profession has been lacking or needing for and what other professions are particularly good at.
How does chronomancer fit perfectly with Mesmer?
Mesmers manipulate reality, including time-space via Blink, Portal, and most obviously Time Warp.
I don’t mind it, but… I find there’s a better one out there. Gonna get thinking on it.
Feel like they should’ve demonstrated one of the traps in the video, but it’s too soon to judge Dragonhunter just yet.
But, how will we shorten it to a syllable-or-two long title. DH? Hunts? Drags? Nah, DH will probably be it.
OMG! I guess i need to get my second account moved to FA and get a new Mesmer leveled.
How would a Mesmer zerg deal with CC? Stability is not our string suit.
I feel like we’ll just be trying to avoid it. We’ll all probably have a stun break, the rest we’ll try to avoid fields with our stealth and blinks. Though, if nothing else, we can break through CC fields with Distortion and easily bait CC out of the opponents with Continuum.
How about Temporal Glamours? Feedback is pretty strong against zergs, and the cross-map mobility can be useful. Plus, combine it with Veil and we’ll be able to close gaps and blitz easily. Of course, not all the time, but more so an option to switch to for certain situations
I’ll get in on this~ Though its been a while since I’ve WvW’ed, I feel I just need the gear and I’ll be good.
And, on that note, how do you plan we deal with the “pirate ship” meta people are always crying about? We have Distortion, so that’s something, but we might want something more to be able to break through CC wards. Maybe use Signet trait in Domination for more Distortion, or perhaps stun-break mantra[which’ll help the whole squad].
There are various other things possible if we’re looking at all of Mesmer’s potential possibilities, but that’s probably the most important bit to solve first.
Going rifle and Pistol would have been a cool playing against type that is very in sync with the GW2 world.
Longbow is layering high fantasy on top of high fantasy.
Rifle and Pistol are like the least Guardian-like weapons available :/ Maybe play Warrior instead?
That’s the point, it’d be interesting to make a ‘not-guardianlike’ weapon fitting for a guardian. A longbow is dull and obvious and boring.
I get what you’re saying, but I’ll hold off judgement. Sure, light+bow doesn’t seem very unique, but if they do it right, it can still be awesome in that “generic-yet-generically-awesome” way, if you get me. Like how vampires are pretty common usage in today’s novels and media, yet it can feel very “new” if done right. Not necessarily with a “twist”, but just right.
Which is hopefully how the bow will be, but again, I’ll hold off judgement.
This also the reason why most lock down mesmer’s run sword/focus as a weapon set right?
Basically, yeah. AoE immob stacking.
There’s also speculation that Chrono won’t have IP baseline, but that’s up in the air right now as to whether it was just part of the presentation in pre-change mode during the PoI. If so, however, it’d be a significant trade off for Chronomancer skills and traits and Continuum.
So maybe while Chronomancer gets Continuum, they lose IP? Maybe that’s the uniqueness of the mesmer people might come back to the mesmer for?
Oh great, a thread for every mesmer and his dog to build their personal pistol specialization :p
Exactly~
Create your own Elite Specialization! We now know roughly what makes up a Elite Spec, so this can now be made into a simple format[If anyone is able to make a simpler or more compact format, please feel free!]:
Specialization: [Name of spec]
Weapon: [Weapon the spec adds, plus skills]
[Skill 1]:
[Skill 2]:
[Skill 3:]
[Skill 4]:
[Skill 5]:
[^^Delete any that do not apply]
Utility: [Type of Utility, e.g. Wells, Glamour, Shouts, Traps, etc.]
[Heal]:
[Utility 1]:
[Utility 2]:
[Utility 3]:
[Utility 4]:
[Elite]:
Shatter: [F5 Shatter that the Spec adds]
Effect:
Traits:
[Minor 1]:
[Adept 1]:
[Adept 2]:
[Adept 3]:
[Minor 2]:
[Master 1]:
[Master 2]:
[Master 3]:
[Minor 3]:
[GM 1]:
[GM 2]:
[GM 3]:
Extra Details: [Any new and exclusive abilities of the specialization, and the goal of the spec]
(edited by Dondagora.9645)
Title is misleading, sounds like ANet nerfed stealth.
At any rate, you make it sound like ANet was at all secretive about this change or hid it. They openly acknowledged they were phasing clone-death traits out of mesmer with the changes. This is no stealth nerf and I think you know it. This is a blatant nerf. ANet was blunt about it this time, they’re not being ninjas here.
And sure, nerfs are bad and you can be upset, but don’t make it sound like ANet was being unnecessarily rude like doing a ninja nerf here.
Now, MH Pistol isn’t that important. More importantly is what Mesmer’s next Elite Spec will be, and will a pistol fit in there. Work on ideas, people, for the specialization with a pistol instead of just a pistol.
They will be in PvP, confirmed by Dev saying that they think Mesmer’s Spec will make PvP interesting.
Do we know how this will be introduced? As in, is it a trait?
My guess would be one of the three heavy professions or Necro, and probably getting a break bar after being stunned, much like the current on-CC get X effects.
I don’t think so. The dev stated he/she[can’t remember] was “excited for the specialization that gives the class a break bar”, therefore you can assume it is the Elite Spec’s mechanic alteration, meaning baseline, much like Continuum is the new F5 for Mesmer, without a trait but built into the spec itself. It’ll likely be Necro, as Warrior uses Adrenaline for their F2[they’re also getting an F2, so that’d just be ridiculous] while Revenant would be majorly hindered by this due to more than half their skills relying on their Energy.
Necro, Rev, and War are the most likely candidates, I believe, for the break bar.
Anyone else wonder whether that profession that’s getting a Break Bar is gonna be Necro? As in, your life force can act as stability stacks and an adequate % of your Life Force will be absorbed depending on the “level” of CC it is?
In my view, there are only two professions likely to get this Break Bar. One is Necros, who will require more CC-counterplay if they’re gonna be using a GS to get in up and close, or Warrior, though I’d think not given the F2 they’re supposedly getting[meaning it wouldn’t make much sense to have them using their Adrenaline as a CC shield while needing it for their Burst].
Any thoughts on this speculation of mine?
@Pyro:
Why exactly do you think that Shield won’t have a place in PvE at all?Why do you think that Shield won’t have a place on a Shatter build?
Why do you think that Shield won’t have a place on a PU build?
Why do you think that Shield won’t have a place on Condition builds?
The CC makes it pretty obvious why you think it has a place in Interrupt builds.
I ask because I’m seeing the opinions but no reasons why.
Opinions are nice and all, but “why” is rather important.
Doesn’t seem to add damage to PvE
Doesn’t create illusions and doesn’t seem to really help in landing them except for a stun, which other weapons also have.
Less stealth, less PU, not optimal.
No apparent condition appliers.
It’s an elite specialization, which means it focuses pretty heavily into a single style of combat: Control, AKA Lockdown.
Pyro’s opinion makes sense to me.
Um… Someone probably said this, but Continuum doesn’t refresh cooldowns, it resets them from the moment it began. At best, you can activate Continuum twice within 10 seconds.
Many people seem to be under a misunderstanding of how Continuum works, and that it’s really a hard mechanic to use to its potential, along with all the ways it can screw you over if its not careful. A true double-edged sword.
Maybe its just because I use phantasms more than clones/illusions, but the post seemed to make it sound like the elite favored shatter builds hell of a lot more, yes the post said we can give alacrity to our phantasms (love it), but later it says that all those wells have high recharge so we should keep the alacrity flowing, which would do nothing if it is flowing to our phantasms instead of us. I’ll reserve judgment until tomorrows POI, but did anyone read it differently?
Well, you can use Continuum now to summon a phantasm, Shift back, and summon it again in a short duration. If you add Sig of Ether in there, you can quickly get 3 phantasms up at the beginning of a fight. In theory.
If you’re going to use continuum….
Shatter -> Summon -> SoE -> Summon -> Shatter -> Summon. 3 phantasms up, SoE still up.
Well, this is me assuming it’s at the start of a fight, so unless you quickly throw up 2-3 clones to add time, you’ll only have 1 second before Shift after Splitting. Therefor a quick summon might be easier to attain. If you can get two clones up, then your’s is of course more optimal.
Maybe its just because I use phantasms more than clones/illusions, but the post seemed to make it sound like the elite favored shatter builds hell of a lot more, yes the post said we can give alacrity to our phantasms (love it), but later it says that all those wells have high recharge so we should keep the alacrity flowing, which would do nothing if it is flowing to our phantasms instead of us. I’ll reserve judgment until tomorrows POI, but did anyone read it differently?
Well, you can use Continuum now to summon a phantasm, Shift back, and summon it again in a short duration. If you add Sig of Ether in there, you can quickly get 3 phantasms up at the beginning of a fight. In theory.
gravity well is in the video of the post ^^
How do you know it was Gravity and not Recall?
I assumed Recall because what happened didn’t look like the well was pulling the targets, but was teleporting them back to their positions given how they weren’t gathered to a single point with different vectors of movement.
I wrote a super lengthly analysis on the info… and I cant post it. x_X
Apparently “You cannot post a new topic because you are being punished.” Anyone know how long that lasts?
One of us can start the thread for you and you can, apparently, just post your info from there.
With Chronomancer, we’re getting 4 Well-type skills, and we have some information on what these will do, as well, I’m sure, as speculation. Thus, the thread is here!
1. Well Of Recall: Resets targets in area back to their position from, it seems, 1-second before the pulse. On the finale, it seems to damage. This is based on the video of Chronomancer which shows an ability that is quite obviously not Well of Precognition.
2. Well Of Precognition: Each pulse makes allies’ attacks unblockable for, supposedly, a duration or number of stacks. The finale gives allies some sort of evasive aura, possibly a form of mobile Blur from our Blurred Frenzy or Distortion.
3. Well Of Action: ???
4. Gravity Well (Elite): ???
The F5 skill Continuum Split has a weakness, that will be taken advantage of: it returns you to the original position you cast it. That means for PvP, people will know exactly where you will you come back. Expect that spot to be cover in conditions on return, or someone waiting for you with a pull/push/interrupt.
Doesn’t every build need some method of counter-play? This seems quite acceptable to me. The opposing player still needs to plan ahead and be aware that the Mesmer could ping back any second, and remember when the Mesmer used Continuum Split in the first place.
Of course. Nobody’s saying such a weakness is bad, just acknowledging it’s there so we can plan for it.
In fact, Continuum is itself an incredibly delicate tool that can either double our potential or screw us big time. For instance: Our important skills are on CD and we use Split for some reason. When we Shift back, it basically means elongated CD for those skills. Or our health is low and we Split just to be safe, then we’re healed or heal ourselves for some reason, or we find we have to escape, then Shift happens and we’re stuck back at our disadvantageous position again. Playing with time is… tricky.
So, let me math this out:
Continuum>Port1>Port2>Shift>Port1? In this case it’ll probably create two different sets of portals.
Port1>Continuum>Port2>Shift>Port1? Same as above, two sets of portals.
Continuum>Port1>Shift>Port1>Port2? Might be a bit confusing, but perhaps while it will reset Portal Entre’s CD, it won’t reset Portal Exuent back to Portal Entre, therefore, it’ll still create two sets of portals.
Whew, makes sense, I thinks.
inb4 mesmer and F5 gets nerfed to the ground because OMG SO OP IN PVP QQ.
Are we sure it’s an F5. What if the new shatter replaces F1?
Confirmed F5. Read article, should give details there.
Is anyone a little worried that shatter skills are not going to be instant anymore? I kind of want to assume it’s just for marketing purposes/ease of view but those videos do show an active finger pointing for shatters and for mirror images.
What are you talking about? They will stay instant.
Duckduck is right there is clearly a cast time on mirror and the shatter in the video.
We’ll have to see whether that was for real or just for the sake of showcasing our skills fashionably.
“Shifting back to the original timeline reverts the chronomancer’s health, endurance, and all cooldowns (yes, even the elite skill) back to the state they were in when the shatter was first activated.”
Could this also be a double-edged sword though by also increasing cooldowns?
Yup~ Thus it’ll be a matter of skill to be able to manipulate our CD’s. In a sense, this is a “Super-High Reward, Super-High Risk” style since, while we may be able to effectively double our effectiveness in situations, we also run the risk of a backlash in the case of absentmindedness and end up costing more time on CD’s. Time-travel is risky business, as they say~
Same with being healed by other players during the duration, though that likely won’t be as much of an issue as it won’t happen to often.
From their talk of using the f5 shatter to avoid a killing blow, can we assume the return skill will still activate if you’re downed?
Maybe a trait? “Activate Continuum Split at the health threshold[5-10%]”? Sounds like it could either screw you or save you.
As stated, though… This’ll be a confusing mess with Portal. If you use Continuum, you’ll be getting 3 Portals. Time-Space is broken!
“Shifting back to the original timeline reverts the chronomancer’s health, endurance, and all cooldowns (yes, even the elite skill) back to the state they were in when the shatter was first activated.”
Could this also be a double-edged sword though by also increasing cooldowns?
Yup~ Thus it’ll be a matter of skill to be able to manipulate our CD’s. In a sense, this is a “Super-High Reward, Super-High Risk” style since, while we may be able to effectively double our effectiveness in situations, we also run the risk of a backlash in the case of absentmindedness and end up costing more time on CD’s. Time-travel is risky business, as they say~
While not particularly on topic of Chronomancer, I’d like to state something I just thought of: Slow and Confusion. For a while we’ve been thinking they wouldn’t synergies well, but with the apparent Confusion revamp[to act like torment in that it ticks every second and ticks extra damage when target uses skills], Slow might be fun in that it elongates skills so confusion can tick off it at the same damaging capacity or even greater despite the speed at which the target uses the skills.
Continuum Shift + Signet of Illusion = no cooldown skills if Continuum Shift is shatter skill.
Nope. We cleared this up in the other thread. Since C-Shift doesn’t auto-finish CD’s, but actually “reverts” them to what they were, there’s no pattern to follow in which you’ll be able to use Continuum more than twice in a short period, and even then it may not be worth it. For instance, you use Continuum, it ends, then you use Signet of Illusion. You’ll get Continuum back, use it again, it ends, then you return to the beginning of Signet of Illusion’s cool down since it was on cool down when you began the second Continuum.
Plot twist: F5 activation will not revert F1-F5 skills, I’m sorry if you thought you could spam perma-revert with infinite skill usage.
I don’t think people are understanding him….
https://wiki.guildwars2.com/wiki/Signet_of_IllusionsThis resets Shatters.
Continuum Split, signent heal resets split, and the return resets the signent heal that resets shatters.
However because it is a 2 part skill, I don’t think split will be resettable in that time frame. Might be a non issue. We’ll see.
I don’t get it. I get what you’re trying to say, but logically won’t this only let you use Continuum twice instead of once?
C-Split→C-Shift→SoI→C-Split
At the beginning of the second C-Split, Signet of Illusions will be on CD and thus unusable. If you use it in the first C-Split, you won’t be resetting Continuum’s CD because of its follow-up skill. Unless there’s some pattern I’m not seeing, can you clarify how perma-Continuum would work?
Are the Well skills actually tagged as wells, or are they actually Glamours that the video was calling wells?
Wells. They said all of the new skills are going to use pre-existing ability types (useful for speculation) so that they can create more synergy with runes in the future.
I ask because the Mesmer class has zero interactions with Well skills as it is. So it seems really weird to introduce an Elite Spec that has no synergy whatsoever with the existing Core Specs.
All specs are kinda like that. Dueling has no traits affecting signets, but you can find a way to use it with Domination. In that sense, if you go Chrono, you’ll have synergy with effects between specs rather than directly correlated to the skill type.
But we will have blinding dissipation which is blind on every shatter with no cd. That is a lot of blind. With no icd on BB wouldn’t that be pretty crazy, 3 stacks of confusion per clone per shatter (assuming illusions minor)?
Exact wording is blind around yourself, meaning it’s likely not per illusion, but per skill. Add this to Torch and Signet of Midnight, we have 6 skills that can’t really be spammed, unless you count Chaos Field, then 8 non-spammable sources across 2 weapons and an unused signet, 2 RNG. We aren’t like necro or thief, who have pulsing blind, so I think no ICD should be fine.
No matter what anyone else says, no matter what positive spin people try to put on it, Thieves are getting even stronger and we will still have no way to deal with them. Short of receiving active stealth-canceling abilities, Mesmer is and will remain a “PvP-centric” profession that can’t PvP because we are effectively deleted from the game by another profession.
FYI, Thieves only hard counter Zerker Mesmers. NOT ALL.
And every non-zerker mesmer is a joke. I’ve had a nice 1v1 with some yesterday (several different mesmers in different matches) where i could just spam /shrug while they were trying to MtD me or danced around producing clones that did put “copious amounts of conditions” on me that i could cleanse away. Each time i just capped the point while they were pulling off their awesome combos…. Pretty impressive.
They could have killed a thief though. I’ll give them that.
Always depends on the matchup. You build to counter conditions, of course a condition build is going to be countered by you. This shouldnt need stating -_-u
Indeed, but what’s the point of having a thief-killer mesmer who cannot do anything but kill thieves? This shouldn’t need stating either.
And for Pyro, no i am not posturing or exaggerating, but a zerk mesmer (shatter or interrupt) would have been dangerous where these were funny at best.
Well, based on your experience with MtD, apparently it’s uber bad. My experience with it, however, has given me the impression that it can kill much more than thieves. As Pyro said, you either faced bad players or had a build dedicating much to cleansing or bunkering, given how your statement of “/shrug”ing them can be said of pretty much any bad mesmer running any build, or any bad player of any build[Maybe not turret engi, but you get the point].
If you’ve invoked the wrath of ChaosA, you know you’ve blown it.
Also gotta say, that’s the softed rebuke in the history of rebukes. It’s like a cloud floated in and bumped into this guy. If Chaos were a pokemon, he’d be Jigglypuff. GG
I literally thought the same thing. If you’ve somehow gotten under Chaos’ skin, you must be pretty awful tbh. Regardless, Jigglypuff’s attack was super effective.
Too effective. Chaos Archangel OP, pls nerf.
Oh, this is by no means the final form for mesmer~
We are by no means done nagging ANet to balance us further, nor stop giving our constructive negative feedback of their failings.
The positiveness you see is us telling ANet “You’ve done good this time. Not bad, keep it up.” Because these changes, in the eyes of many, are going in the direction many want to see mesmer go. That’s good. It’s, of course, not perfect, but credit when its due, right?
Once again no actual arguments about how these people are wrong, just sticking your fingers in your ears and saying ‘nuh uh’. Its almost as if you don’t actually have an argument.
Dude no offense, your post history shows you complain a lot.
#realtalk
Once again you have not told me how I am wrong in what I am saying because you can’t.
I have also made lots of positive comments on the Rangers board because those cahnges were actually good and varied.
Well, we’re getting two of our currently sub-meta builds buffed to what might hopefully be high-tier viable[Lockdown and Condition]. They’ve buffed phantasms too, it seems, and certain weapons to be able to incorporate illusions more into the traited weapons’ designs. It sounds cool, could be bad, but hopeful optimism is never bad here since it isn’t good nor bad news.
The only thing that can truly be considered bad is the removal of the clone-death traits, and I assume that’s because of Condi PU’s overtly passive style.
I say, the trade was in our favor. Sure, we got a bad thing. I’m sure all the professions can complain about 1 or 2 of the changes. But there are plenty of good things too, depending on perspective[maybe not you since you seem to dislike interrupt builds, but meh, what can ya do about opinions? Nothing.], so I see no reason to be uber pessimistic about that.
Anyway, that’s my reasoning behind it, someone might have different reasoning, but hopefully you won’t be saying our optimism is baseless now. Just a hope, I imagine.