It’s pretty obvious, and nobody’s impressed.
It’s pretty obvious, and nobody’s impressed.
Probably because Guardians have Retreat! as a utility skill.
It’s pretty obvious, and nobody’s impressed.
Was that particular change to Enfeebling Shroud also around the time that they changed how Weakness worked? (June 2013)
See above. It was about 2 weeks before a balance patch that went live in early december 2013.
I completely missed your post somehow, whoops. In any case, it seems the change to no ICD wasn’t closely related to the functionality change of weakness. AoE weakness is kind of strong, but it’s frustrating how much the notion of shroud dancing can hold back a trait like that, when shroud dancing comes with its own problems.
It’s pretty obvious, and nobody’s impressed.
According to the wiki, you wield Caladbolg for the Sylvari story quest immediately after choosing an Order (Priory, Vigil, Whispers, etc). It was all of one mission, and I don’t remember it too well myself.
But I don’t remember what Guardian utilities Trahearne used. It’s pretty true though, that post-Saladbowlg he doesn’t fight much like a Necromancer, except for regularly send his minions to their death for minimal benefit.
It’s pretty obvious, and nobody’s impressed.
Was that particular change to Enfeebling Shroud also around the time that they changed how Weakness worked? (June 2013) It used to not reduce damage from critical hits, but when they changed it to do so they reduced a lot of weakness duration across all professions.
It’s pretty obvious, and nobody’s impressed.
Honestly, I don’t want to see their progress on it yet. It’s been three weeks, and I’m betting a lot of that has gone into the completely new (and probably still not completely finished!) elite specialization.
Maybe in a month or two? But I think expecting serious headway on core spec changes is a bit too much at this point.
It’s pretty obvious, and nobody’s impressed.
I still interpret that bit of story as “Trahearne picked up a weapon bundle, realized it was incredibly OP, and never let go” since there’s a chapter (Sylvari only, I think?) where you can also use Saladbowlg.
It’s pretty obvious, and nobody’s impressed.
All I can say is that I hope that I’ve communicated the issues and proposed solutions effectively enough that they’ll be able to do something meaningful with it. I may not be a profession-specific specialist, but given that I have their ear I’ll be kittened if I don’t take advantage of it for the betterment of classes at large in all formats.
I appreciate the effort. I think it also means a little more coming from someone well experienced with PvP as a whole, since there’s less inherent bias.
I really do think they can salvage Death Shroud. Tweak a few values (Total size of pool, rate of recharge), add a couple traits in currently under-valued trait lines that add or simulate conspicuously missing elements like periodic invulnerability (extra dodges, blocking, etc), and the Necromancer could quickly have defenses equivalent to other professions.
Edit: As for new Necromancer speculations… I’m prone to say something involving living/reanimated weaponry. The eyes on that sword are unnerving.
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
ohhhh, okay yeah.
So do you think there will be room for change between now and the trait update?
In my opinion, yes. If for no other reason than the fact that the traits are still changing, even if we said nothing at all. When everything is loose and in flux, that’s when feedback & change is most plausible.
Plus, there’s still a good amount of time before the trait update, probably. I don’t have an actual timeline for it or anything, but given the state of Engineer traits, it will be a while. Maybe a couple of months?
It’s pretty obvious, and nobody’s impressed.
I think the main problem with dungeons is that they are stale. It doesn’t matter how good the experience is, once you’ve done it a dozen or so times it loses it’s luster.
I somewhat agree with this. But I want to note that whenever ArenaNet has gone through and made serious and extensive changes to a dungeon, it’s been received rather poorly. Revamping existing dungeons has already proved that it isn’t worth the effort.
And honestly, I’m okay with dungeons getting a little old by about the 6th time. (2nd time per route) The amount of tokens required for a full set is such that you need to have the route on lockdown pretty quickly if you want to get the equipment without going insane.
It’s pretty obvious, and nobody’s impressed.
And no, I don’t think any historical treatment or class-state is justification for being a salty Sally. If you do, then congratulations, you’ve ascended to “Bitter Old Man” status, blaming your lot in life on everyone else instead of taking responsibility and picking yourself up by your own bootstraps. It’s a waste of time to be grousey, in my opinion.
Yes, let me just claim responsibility for all of these design decisions I didn’t make, and that I am currently trying to change.
It’s pretty obvious, and nobody’s impressed.
Hmm. Well, generally the name of the game in PvE dungeons is rapid direct (non-condition) damage with mild defensive capability. So for best results, you’re going to need to switch from Dire into something focused on Power. I’m not sure there’s anything I can honestly recommend that’s similar to your current build. (Which seems to focus on waiting in stealth and bursting conditions on your opponent)
It’s pretty obvious, and nobody’s impressed.
OK Dears, here’s one of the best of the “skilled gameplay” players. ADVOCATING CLONE DEATH in one of those “skilled” builds. This is a current post in the Mesmer forum.. not sure how to make the snip work:
“Make sure you’re running with Debilitating dissipation in Chaos, AoE weakness is nothing to overlook. Bountiful Interruption is obvious. "
The level of hypocrisy really kittenes me off. Is Chaos Archangel a bad player? a whiner? a bad person? Is the “skilled” interrupt build “cancer?”
I don’t think most of the posters here really know what they are speaking of. Please play Mesmer and learn it before you post here claiming I’m bad. I’m sorry, y’all are just dead wrong.
Just so that we’re all exquisitely clear, the post that Ithilwen is referring to can be found here . Context is kind of important, everyone.
Also, way to project your argument onto another player?
It’s pretty obvious, and nobody’s impressed.
I’m still a fan of a trait that turns Life Transfer into Gathering Plague as a replacement for Unholy Martyr. Transfusion would pull something like 3-6 conditions from each allied target across the channel, heal allies, and gain the necromancer some extra life force (2%, maybe?) per condition pulled. The idea is to give Necromancers a skill in the vein of Save Yourselves or Signet of Renewal
To compare it to Lily’s suggestion at the start of the thread, instead of Life Transfer being heavy amounts of life force generation & resistance alongside an AoE heal, turn it into an AoE condition pull / cleanse. That keeps it strongly in the support role, with an edge case of immediately chaining it into Putrid Mark or Deathly Swarm* for a reversal / Condition Damage burst. (Chaining into Consume Conditions is also pretty strong sustain, but that’s something any support character should have.)
And then in magical Christmas-land where everything goes perfectly, you could finish it off with Epidemic.
*Edit: And Plague Signet. Can’t believe I forgot about Plague Signet.
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
Both of these skills also had a heavy control element, with their massive range 3s disables. (Daze for Courage, Knockdown for Wrath, iirc) Is there any chance of those elements being carried over into the new skill? 1s AoE daze when Signet of Courage completes its channel, for example?
It’s pretty obvious, and nobody’s impressed.
If I understand correctly, what you’re describing here are builds / playstyles that rely on hitting a lot of different keys rapidly, which demand a lot of manual dexterity. I can agree that this type of build shouldn’t be the sole goal of “skilled play”, which in my opinion should revolve more around making interesting/difficult decisions quickly. Honestly, the new Chronoshift mechanic for Mesmers seems like this, since players need to decide when it’s valuable to use it / trigger it / destroy it / let it live.
Unfortunately, I think Mesmer will only be second to the Elementalist when it comes to the “too many key presses” problem. The profession is based on having a lot of quick-casting abilities that are used in very narrow windows for timing. As the class gets more complicated, it’s likely to be an inevitable side effect. Still, I hope ArenaNet can design skills and abilities that don’t require rapid fire keyboarding.
As an aside, clone death mesmer had to go. It punished good play by opponents (Destroying summoned resources) and conflicted with the class design, by providing shatter-like effects without actually using a shatter skill & cooldown.
It’s pretty obvious, and nobody’s impressed.
- Necro: Death shroud is probably the single most brilliant class mechanic design in the entire game. It’s an ability that can be … countered by passive play (bar diminishes over time) or aggressive play (chunk through the bar + cc).
Doesn’t this mean that any playstyle will counter Death Shroud?
It’s pretty obvious, and nobody’s impressed.
I’m incredibly excited for the trait icons. I suspect that they’ll make for much faster identification when making a build than roman numerals, and use up much less screen space than the current scrolling list of traits & their names.
As well, making quick nomenclature is still pretty easy. The only trick is making recognizable abbreviations for the names for each specialization, within on the context of that profession. TheDaiBish’s Air-231 is pretty compact, though I personally prefer Air-MBT for Middle Bottom Top.
It’s pretty obvious, and nobody’s impressed.
“Spear of Justice taunts theterized enemies” (2 sec taunt, 25 sec cd)
I think the word you’re looking for is “tethered”.
It’s pretty obvious, and nobody’s impressed.
You’ll never get full mileage out of the active siphon effect. The full 25 stacks are only ever consumed if you have 5 different targets attacking the same player, and that situation should basically never come up in sPvP. And even that assumes that the target doesn’t use evasion or invulnerability skills to keep people from hitting them during that window.
It’s pretty obvious, and nobody’s impressed.
Kind of astonished how much people are equating this to a ranger clone, somehow. It looks like the Guardian will have a much heavier focus on control, with slow, heavy attacks. Compare this to Rapid Fire, which is one of the more defining attacks of ranger longbow. (Right behind the infamous Point Blank Shot)
And the really funny thing is, nobody seems to be comparing it to the Warrior longbow skillset!
It’s pretty obvious, and nobody’s impressed.
Honestly, first thing that came to mind was this item from the original Dark Souls. The thing fired lances that were nearly the length of a typical player for ammunition.
So for me, the name is fine. Combined with the longbow, it’s evocative of someone who is more on the “Slow, but strong and heavy strikes” end of the scale. It’s not a slam dunk 10/10 would get hyped for again, but it’s entirely workable.
It’s pretty obvious, and nobody’s impressed.
If I’m reading it correctly, the effect from this buff food is about five times stronger than the adept trait Vampiric Precision. (Without Bloodthirst, which it competes with for the major adept spot in Blood Magic.)
It’s pretty obvious, and nobody’s impressed.
I got in touch with one of the moderators on the subreddit. The post wasn’t deleted, just removed from the front page. The moderator removed it “because of the clickbait title”.
“Are Necromancers Really So Bad?” is concerned clickbait? haha, christ. Clickbait would be “Necromancers are the worst profession in Guild Wars 2. Here’s why!”
“ArenaNet’s Top 5 Failures With Necromancers”
“When I Saw This List of Necromancer Problems, My Jaw Hit the Floor”
and of course
“Devs Hate Him! One Forum Poster Discovers Easy Fix to Necromancer Class Balance!”
On a more serious note, I thought this was a fairly lucid read through on the problems with Necromancers in the game. Namely that there really isn’t a place for them besides “Just 4 Fun”
It’s pretty obvious, and nobody’s impressed.
- Still everything works and behaves exactly as a downed state, except you don’t die when you run out of LF (but you likely will soon after, if you used DS as defense).
- You can still move in Death Shroud.
- You gain no benefit for killing or finishing an opponent in Death Shroud
- For versus player formats, you aren’t vulnerable the profession-universal Finisher move.
- You can view buffs & debuffs while in Death Shroud
- Starting life force is proportional to the amount generated by the necromancer, not to the number of times you’ve been downed recently.
- Available on a 10 second cooldown if you have 10% life force, not only when you run out of HP.
I’m not pretending Death Shroud is great here, and its history has certainly left deep marks on the design of the mechanic, (No healing, decaying life force) but saying that it behaves exactly like downed state seems inaccurate to me.
It’s pretty obvious, and nobody’s impressed.
It did previously use the Downed State UI. But how you enter and exit Death Shroud is very different from downed state, as is the power level of a necromancer currently in Death Shroud. Plus, ‘downed state’ isn’t nearly as universal as Mana Shield, so it’s less effective in terms of quickly establishing common ground.
I may use “Transformation Resource”, since “mana” implies a few things about the game in general that aren’t really true (there are no Necro skills that specifically use mana/life force, for example, only skills that generate them).
It’s pretty obvious, and nobody’s impressed.
Answers to “How would you categorize Death Shroud” so far include:
A shield
Transformation Resource/Mana Shield.
Reversed mana pool with drawbacks
Downed State
Mana shield seems to be the best short-hand thus far. I’ve been looking for a good, quick way to explain it to someone (listing all the caveats of the current system can take a while) so it’s nice to have as a jumping-off point.
It’s pretty obvious, and nobody’s impressed.
Every time someone shares a story about purchasing 250 of an item instead of 1, I wonder how many times they clicked the window at random before hitting “Buy” to confirm that they wanted what they just chose via the interface.
Edit: I’ll be honest. I want to see less “Are you absolutely sure you want to do what you just told me you want to do” user interface safeguards in the game. Salvaging rares takes way longer than it should because of that hand-holding.
It’s pretty obvious, and nobody’s impressed.
I’m pretty sure the implication was that phantasms would use their attack immediately after being resummoned from a shatter. So if you manage a 3 phantasm shatter, then each of those phantasms would use their attacks together right after a big spike of damage, which keeps that burst train rolling.
It’s pretty obvious, and nobody’s impressed.
As for Terror, the damage needs to go up by more than 17% or master of terror needs to get merged into it. Currently, it doesn’t deal that much extra damage. Mesmer new trait that deals 25% more damage on shatters is a way bigger burst dps, and overtime dps than terror, and it has an extra effect of dealing 50% extra damage when targets aren’t activating skills. It isn’t strong enough to be GM right now.
Strictly speaking it wouldn’t be a 17% buff, it reverts a 17% nerf. Because math is weird, it actually works out to being a 20.5% buff to bring it back up to pre-nerf levels. It does need to do more damage, I just think having it be on-interrupt or something like that to incentivize play that isn’t just trying to stack up conditions then fear someone into a corner for 10s is a bit better.
Perhaps giving a benefit on Interrupt that allows for better availability of fear? Something like recharging 40% of the cooldown for Doom if you land an interrupt with it. This discourages players from throwing doom on an already terrified / controlled opponent, but would hopefully not be so strong that players could just chain doom indefinitely.
The idea is that the lower damage of Terror compared to Lingering Curses is made up for in the increased uptime and control of fear. It also makes a Terrormancer have more uses of Doom available to them than someone using Lingering Curses.
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
Softspoken, as long as the dev’s build in adequate condition duration, I am fine but lots of us count on 30% from Spite and extra from food like pizza. Conditions like chill are all Necro has after DS. Duration is that important for sustain.
Here’s to hoping we get a trait that boosts the duration of chill or cripple or something.
It’s pretty obvious, and nobody’s impressed.
Although, depending on the situation you can actually do more bleeding damage with Locust Swarm and Barbed Precision than Enfeebling Blood.
Enfeebling Blood does 2 stacks for 10 sec, 25 sec cd + 0.75 sec cast time.
If you have Banshee’s Wail the cd of Locust Swarm is 24 sec + 0.5 sec cast time.
So if 5 of those 15 ticks can proc Barbed Precision you’re already doing more condition damage. On average this would happen when 9 hits are critical = 60% crit chance, so basically with rabid or sinister and the occasional fury.
It’s informative to see that the scenario of it out-doing Enfeebling Blood in raw condition damage is rather plausible. It has the caveat of staying somewhat close to your target the entire time the skill is active, but one could compare that to landing the slow animation of Enfeebling Blood.
Edited: Acknowledgement gained, less mad.
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
Except… Death Shroud isn’t really invulnerability. Unlike all other invulnerability skills in the game, which have a set duration, DS’s duration is heavily influenced by how much damage you take during that window. You’re also still vulnerable to hard CC, and conditions can be applied to you.
It’s pretty obvious, and nobody’s impressed.
What is going to happen to the necromancer’s access to retaliation now that it looks like it’s all being merged to unholy feast?
I think Necromancer’s access to retaliation will be about the same, or slightly better if you trait for it. Giving up Close to Death (20% damage on enemies below 50%) will hurt a little, but having an axe and Unholy Feast on usage of Death Shroud should be an upgrade from the current spiteful spirit & spiteful vigor.
I am becoming concerned about condition duration. Almost every build in use today depends upon a +20 to 30 percent condition duration boost inherent with traiting Spite. Where will that come from with the new system?
There really hasn’t been much news on where Condition & Boon Duration will be coming from in the future. Traits that grant it, like the new Lingering Curses, are quite rare.
I seem to recall the Devs saying that they were looking at moving away from generic Condition & Boon Duration, and more towards boosting the duration of specific boons & conditions. Like how Barbed Precision now has the 20% condition duration buff from Hemophilia rolled in, which is really convenient as a minor trait.
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
Every time someone says that necro has a second healthbar a kitten dies.
Every. Single. Time.
I’m curious, what’s the preferred categorization of Death Shroud’s defensive capabilities then? It’s not like it’s a period of invulnerability, or extra dodges. It’s also not nothing, even if general consensus is that it’s not enough.
It’s pretty obvious, and nobody’s impressed.
I also like where war horn is in Curses. Horn is the only off-hand weapon that does condition damage.
Actually, Wail of Doom is the only off-hand weapon skill that doesn’t inflict any condition.
You kind of have me there, but that’s also a different assertion than the one Anchoku made. Condition damage.
You could also count Deathly Swarm if it transfers a damaging condition, but that’s also on off-hand dagger, so.
And it grants blindness.
Blindness, which is well known for its scaling with the condition damage stat.
I know it’s a lot to ask for people to read the relevant posts immediately before the one they’re quoting in order to get context, but it would make this exercise in miscommunication a hell of a lot less frustrating.
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
Necro's losing a place with Specilizations?
in Guild Wars 2: Heart of Thorns
Posted by: Softspoken.2410
Wells have a terribad combo field. So using well in PvE with Necromancer simply tend to negate useful boon generation from allies. Which mean less and less might -> lead to less damage -> longer kills -> less room for error -> hard time. Although, well have long cool down.
I’d love to see Dark Fields reworked to give something more useful (More aggressive?) on blast finishers and leaps. But I honestly think that blasting fire fields is overpowered, and it has pushed most other combo fields out of PvE. The boons gained from it last a ridiculously long time compared to the benefits of every other blast finisher (except maybe water), and it’s become obvious that the current strategy in Dungeons & Fractals is absolutely reliant on someone (usually an Ele for the bonus fury) blasting that field around 8 times at the start of a fight.
It’s pretty obvious, and nobody’s impressed.
It’d be neat to see an additional effect put on Burning. More damage when your opponent has boons? When they’re stunned or otherwise CC’d?
Burning could also just be distinguished from bleed by having a high base damage with (relatively) poor scaling. As it is, burn has a base damage equivalent to nearly 8 bleeds, but scales with condition damage like 5 bleeds. They may just turn that effect up.
Or really low base damage with really high scaling! But that would probably contradict how Burning is currently positioned in skills and require a lot of adjusting.
It’s pretty obvious, and nobody’s impressed.
I also like where war horn is in Curses. Horn is the only off-hand weapon that does condition damage.
Actually, Wail of Doom is the only off-hand weapon skill that doesn’t inflict any condition.
You kind of have me there, but that’s also a different assertion than the one Anchoku made. Condition damage.
You could also count Deathly Swarm if it transfers a damaging condition, but that’s also on off-hand dagger, so.
It’s pretty obvious, and nobody’s impressed.
I think the skills that Alacrity will be most useful for, are the skills that you plan on using as soon as they come off of cooldown. Blurred Frenzy, for a damage rotation. Any skill* that you’re willing to let sit on your bar unused for 5-10 seconds doesn’t gain value from Alacrity.
*Signets are a good exception I guess, since you get the passive benefits back sooner.
It’s pretty obvious, and nobody’s impressed.
I also like where war horn is in Curses. Horn is the only off-hand weapon that does condition damage.
It’s pretty obvious, and nobody’s impressed.
What I really concern about is the conjunction of alacrity and F5 skills, which turn out to have way shorter CD than I originally anticipated. (60 secs only) Just imagine that mesmer is able to cast quickness twice, grant group stability for 10 secs twice, use alacrity twice, feedback twic, null field twice. It seems to be abit too OP when combine with all the other buffs.
(…) I really think Anet should take consideration into the CD of f5.
I’m 90% sure that Robert Gee explicitly noted that they have already increased the CD of F5 from 60 seconds. Like, even beyond the “none of these numbers are final”.
So while I agree a 60 seconds F5 would be pretty nuts, the developers are way ahead of us on this one.
It’s pretty obvious, and nobody’s impressed.
I think they’re very aware of how powerful reducing cooldowns can be, since cooldowns are basically the only limiting factor for combat skills. (There’s a few others like initiative, or adrenaline to a lesser extent, but cooldowns largely dwarf them) So we’re likely to see heavy damage tradeoffs by taking an Alacrity-heavy route through the Chronomancer specialization.
I think they can keep it in the range between useless and mandatory.
It’s pretty obvious, and nobody’s impressed.
what does gravity well does? I missed it
Looked like it was pulsing pulls to the center, then a long duration stun (Float?) at the end when the well triggers.
Edit: Really enjoyed the stream though. Would have liked to see more, but we got to see / hear about almost all the new skills and got a lot of details about Continuum Shift, which I only just now realized has a hidden cost of not letting any of your skills count down for its duration.
It’s pretty obvious, and nobody’s impressed.
There’s more than a few places that look clear, but have no pathing. The best example I can think of is the Silverwastes in the forts. The land above where The Breach pits spawn have some weird interactions with projectiles and pathing in general. (I think it’s all the forts, at least. I know Blue Oasis has eaten many a Dark Path around that area)
The second one is an old and bad problem. I think it’s just how knockbacks work in the game: they don’t work well over longer distances, a lot of things can cut them off prematurely (Slight inclines are the biggest offender, imo). I kind of wish that Spectral Grasp worked like a reverse Dark Path: if it hits, your opponent is teleported to your feet, rather than taking a knockback that pushes them right towards you. But that would ruin the “Pull them across a cliff” secret tech that Spectral Grasp can currently manage.
It’s pretty obvious, and nobody’s impressed.
Their wells actually seem significantly worse than ours for non-PvE. They are going to be long CD and a lot of the power will be tied into the very telegraphed end of the skill, meaning enemies will almost never be inside when they end.
That said, with a 3 second duration, they don’t have quite as much reaction time.
Then there’s the well that is on the video. Looks like it pulses shadowsteps to its center. Good luck escaping that. Unless, you know, you’re any class but a Necro.
Depends on if the mesmer is standing in the well with you. If they’re poking you from outside of it, Dark Path would get you out.
Assuming, of course, that you can actually hit with Dark Path. But a guy can dream, right?
It’s pretty obvious, and nobody’s impressed.
How wide is Healing Breeze’s cone anyways? I haven’t used it a ton, but it never seemed too hard to hit unless my allies were all mashing dodge roll in different directions.
It’s pretty obvious, and nobody’s impressed.
Soul Reaping’s major unifying theme seems to be “usage of Death Shroud”. The biggest exceptions are the Spectral skills (which are the most Death Shroud associated utilities, I guess, since they generate Life Force) and Master of Terror. Which I don’t really have a good answer for. But it (Dhuumfire) fits within the theme of the line, since it changes the behaviour of a DS skill.
That said, there’s a lot of traits that alter Death Shroud so it’s not that exclusive of a theme…
Edit: I guess the other thing is, Condition builds should have at least one rewarding line besides Curses, the same way Power builds should have more than just Spite for options.
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
If I can share a slight critique of our community, it’s that this is almost business as usual.
Changes happened or were previewed, and they were sub-par for the Necromancer. Next, a lot of people started acting like martyrs to some glorious cause.
People like to throw themselves on their swords here, and try to look heroic doing it.
I don’t mind all the counter-suggestions and changed ideas that people have been sharing. I actually enjoy it! It’s interesting to see what a wide group of people can come up with. But the amount of “Everything is ruined FOREVER” posts just reminds me of the last time everything was ruined forever, and the time before that.
It’s pretty obvious, and nobody’s impressed.
Odd. There’s actually a miniboss in the game already associated with gravity wells. Nokk, in path one of Sorrow’s Embrace. His version involves putting someone into Knockdown for something like 10 or 15 seconds? I can’t remember if you can even stunbreak out of it.
Granted, that doesn’t mean they have to make the new Chronomancer skill match it, but I’d bet it involves a pulsing stun (Not daze, which means it’s stunbreak or take the full well duration) and then… Well I don’t know what would happen on trigger. A pulse of damage seems too vanilla, and I’d imagine a long duration knockdown is just too much of the same? Heavy control seems fitting for a Chronomancer though.
It’s pretty obvious, and nobody’s impressed.