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  1. A couple's visit with their son takes a dramatic turn when the father tells him he plans on leaving his mother
  2. country=UK
  3. Score=114 Vote
  4. Release Year=2019
  5. Creator=William Nicholson
  6. Runtime=1 H, 40Min

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Hope gap. Hope gap review. Preciosas todas, no me canso de ver éste video. Q el Todopoderoso las bendiga siempre. Receive an email once the selected quality (or above) has been reported Picture and audio quality: Guidelines Movie info DESCRIPTION Starring Bill Nighy, Annette Bening, Josh O'Connor, Aiysha Hart, and Ryan McKen. Where you watch Email alert Receive an email alert when the movie is online as a download or stream. Is Hope Gap available online? No. It has yet to be reported as either a pirated torrent or stream. When will Hope Gap be available on digital platforms like iTunes or Amazon? As of now, there's no release data announced. This includes iTunes, Amazon, Blu-Ray or DVD.

Me acuerdo cuando estaba enamorada de mi esposo. When Mr. Rogers said “hello neighbour” I felt that. Inspired from another thread: I think if the OWL stream was embedded into the OW client there would be lots of people who would normally not be bothered to seek out OWL who would watch it whilst in queues. I think this in itself would boost viewership a bit, but possibly more importantly it would get people into watching OWL and perhaps create new permanent viewers. OW has long had a (at least perceived) problem of having a proportionally larger casual:esports fan ratio than other competitive games, exemplified and exacerbated by the existence of this sub being very separate from r/Overwatch. Hopefully this would go some way to bridge that gap. There is also the possibility that it would reduce DPS queue times a bit if people were happy to queue up and watch OWL. That does seem overly hopeful though.

Hope gap movie trailer. Hope gap release. Video Guide: Mechanical aiming skill is one of the most coveted abilities in any First Person Shooter game. Players like shroud and s1mple are heralded as gods among us mere mortals for their ability to precisely click on heads with extreme speed, accuracy and consistency. But is this type of mechanical excellence something these top players are born with or learned through training? I think its likely a bit of both, and the good news is that just about anyone can drastically improve their aiming skill with some knowledge and a solid practice routine. Ive personally seen friends who had below average aim become incredibly good aimers with just a few tweaks to their technique and a lot of intentional practice. So lets dig in, how can we turn you into an aim god? This guide is going to cover a lot of ground, so I broke it into a few parts. The main sections that were going to cover (video section timestamped) are: Mouse Selection. Computer Settings. Grip Type. Arm vs Wrist Movement. Setup Consistency. Training Routines. Pre-Aiming and Game Awareness. Mouse Selection. The first topic we need to cover is choosing the right tool for the job. While its true that a great player can perform well with any mouse, choosing the right mouse for you personally can make a massive difference. In my mind theres 3 major components that make up a great mouse. #1 is the internals. This means the sensor is accurate and replicates your hand movement reliably in game. The buttons have little travel time and feel consistent so that when you click theres as small of a delay as possible in game. The scroll wheel and thumb buttons are reliable and feel good to use. The shell is sturdy and won't flex under pressure. #2 is the weight. The lighter the better. I know some people out there think they prefer a heavy mouse, but I really believe this is because they conflate quality with being heavy duty, or they play at way too high of a sensitivity and a light mouse makes their crosshair fly all over the place. If you dont believe me that a lighter mouse gives you more control, try this exercise. Go to the gym and pick up a 10 lb dumbbell and try your best to make a perfect circle in the air in front of you. Now do the same thing with a 2 lb dumbbell. I promise you that youll perform this more accurately with the lighter weight, and the same principle applies to a lighter mouse. It allows you to flick your hand around on your mousepad quickly and accurately, feeling like the mouse is an extension of your own hand. #3 is the shape. A mouse might have the perfect buttons and be super lightweight, but if you cant get a good grip on it, your aim will never be the best it can be. Shape is a super personal thing since everyone has different hand shapes and grip preferences, more on that in a bit. I personally have switched away from using my G Pro Wireless lately, even though its just about the best possible mouse you can buy on paper, because with my most comfortable grip I couldnt get the right hold on the mouse and it would wiggle a bit under my fingers causing hand cramping and instability. You have to try a lot of mice to figure out what fits your hand the best. Mice come mostly in an ambidextrous shape, meaning it can be used either right or left handed, or ergonomic shapes where its primarily designed for right handed people to feel most comfortable. Neither is necessarily better or worse, it comes down to personal preference and the grip type that feels most comfortable for you. Theres literally dozens of top mice on the market these days and I could make a whole video discussing the pros and cons of some of my favorites, but heres a short list to check out if youre in the market for a new FPS mouse. If you want to go wireless its hard to beat. Logitech G Pro Wireless Razer Viper Ultimate The Logitech G305 is also wireless for about a ⅓ of the price of these top mice for a cheaper option For wired, some of the top mice are: The Glorious Model O, and Model O minus Any of the new Final Mouse products The G Wolves Skoll and Hati Glorious also has a new mouse called the Model D coming out very soon which is an ergonomic shape. I have one pre-ordered and Ill be doing a full review when I get my hands on it, hopefully later this year. Im incredibly excited for the potential of this mouse because its a very similar shape to the Zowie EC2A, one of the most comfortable mice Ive ever used in FPS games. Theres a ton of other mice to mention, but instead Ill point you to two of my favorite gear review YT channels: Rocket Jump Ninja and Badseed Tech. Both are excellent review channels and you can learn a lot from them. Ill put a link to each in the description. Finally, we cant talk about FPS gaming mice without at least mentioning your mousepad. Youre going to want a huge one that gives you plenty of room to wildly swing your whole arm around. My personal favorite is the Puretrak Talent, but theres many other good pads to choose from. A few top brands to look for are Zowie, Steelseries, and Logitech. Computer Settings. The next topic to cover is your mouse and game settings. I dont want to go into super depth here because I already created a video that covers this at length, you can find it here. The TL:DW version is that you want to set your DPI somewhere between 400-1600, turn off mouse acceleration anywhere you can find it (I know many modern games tend to use raw input but I think it's still good to get used to using your mouse without acceleration all the time) and set your in-game mouse sensitivity to take roughly a full swing of your XL sized mouse pad to do a 360 rotation in game. Playing at a low sensitivity has many benefits and we will touch on that soon. For reference, in Destiny 2 Im currently using 800 DPI, 5 sensitivity in-game, 0. 8 ADS modifier, with 6/11 windows sensitivity and no mouse acceleration. Youre also going to want to do your best to max out your frames per second in game by lowering your graphics settings and turn off Vsync, Gsync, or FreeSync. Playing at lower frames per second or with these sync options turned on gives you more input lag which is not a good thing for your ability to aim precisely. G-sync and FreeSync seem to have less input lag than Vsync if set up correctly but still add a small amount so ideally you'd want this off. Grip Type. Now that weve covered selecting a good mouse and choosing the right settings, lets talk about how you actually hold your mouse along with your arm and wrist mechanics. Theres 3 main types of grips that pretty much all players fall under when holding a mouse, and you can combine elements of each to create hybrid grips that feel most comfortable for you. The first type of grip is fingertips. This is when the only major contact points touching the mouse are the tips of your fingers. Fingertips grip gives a lot of ability to move the mouse both side to side and vertically, but sometimes can be straining on your hands during long gaming sessions and can feel a bit less stable. The next grip type is claw. This shape typically has a bit more contact with the palm of your hand and the fingers are arched up high like an eagles talons. With this grip you gain a bit of stability but lose a bit of vertical movement capability. The final grip type is palm. This is where the majority of your hand is making contact with the mouse. This is the most comfortable grip for many people but you lose a lot of the ability to make very small vertical adjustments without moving your entire arm. Theres no right or wrong grip type, and most people use some combination of each style. The reason its important to familiarize yourself with these styles is that when youre shopping around for a new mouse, youll find that some suit different grip styles better than others based on the mouse shape. Theres a ton of variation, the key is to find the grip that works best for you by experimenting and seeing which one gives you the most comfort and control. Personally I tend to sit somewhere between a fingertips and palm grip, where most of the contact is touching the palm of my hand and tips of my fingers, with gaps under the base of my fingers. This is one of the reasons Ive recently switched back to my old mouse, the Zowie EC2A. After many months of using the G Pro Wireless I found that I just never got as solid of a grip as my tried and true Zowie and the G Pro would wiggle a bit under my fingers and cause some fatigue and hand cramping after long sessions. Arm vs Wrist Movement. The next major topic to cover is your arm mechanics. Many players when first starting to play FPS games on MKB tend to start with a very high sensitivity and only use their wrist and fingers to move the mouse. The problem with this style is that its very hard to have precision movements with such a high sensitivity. Im not saying that its impossible… there are a few phenomenal Destiny 2 players like Wallah that play with a super high sensitivity, but I can tell you that most of the top aimers in any FPS game tend to play with a lower sensitivity. Theres a few cool resources on the internet to see various settings of top CSGO pro players ( example) and from a quick study you can clearly see that almost all of them fall within a fairly narrow margin of relatively low sensitivity. I bring up CSGO because CounterStrike has stood the test of time and produced some of the best aimers in the history of FPS gaming. Its a great game to study when youre trying to master the fundamentals. So if were aiming with a lower sensitivity to improve muscle memory, that also means we need to change which muscles are moving the mouse. You want to be using the bigger muscles in your arm to swing the mouse. This means your elbow and even some of your shoulder is getting involved. Setup Consistency. One important thing to cover here is having a consistent setup each time you go to play the game. At the end of the day, our primary goal is to develop muscle memory so that when you see an enemy, your brain automatically knows exactly how far to move your muscles so that your crosshair ends up on that enemy players head. This means that you need to develop a consistent pivot point where your arm crosses your desk and try to set up the exact same way for each gaming session. Heres what my typical setup looks like for reference. Training Routines. So now that you have an understanding of proper mouse movement mechanics, how do we practice these fundamentals to build consistency and muscle memory? I think one of the best ways is to use an aim training game like Aim Hero or KovaaKs FPS aim trainer. The key here is to set up the in game sensitivity as close as possible to your game of choice. In KovaaK's, theres a bunch of amazing mini games to practice your aim. Each one is focused on a particular type of aiming to help you become faster and more consistent. Flicking aim is when you move your crosshair from off-target to on-target in a single motion and click once. In Destiny this is the type of aim that is most beneficial to master for hand cannons, shotguns, and snipers. Tracking aim is where you glue your crosshair to the target and follow it with as much precision as possible. This type of aim works best with weapons like auto rifles, SMGs, pulse rifles, and fusion rifles. Mastering both types of aiming is incredibly important to becoming a solid player and you should work on both. For flicking aim, some of my favorite Kovaaks games are Tile Frenzy for speed, 1wall6targets for accuracy training, and POPCORN for a challenge. For tracking aim, I really like Ascended Tracking v3 for the basics and Thin Aiming Long for an extra challenge. Pre-Aiming and Game Awareness. The final topic to cover, which is possibly the most important of all, is pre-aiming. You could have the best mechanical aim of anyone on the planet, but if your crosshair is 180 degrees away from the enemy, and their crosshair is already aimed at you because they had a better sense of game awareness, youre likely going to lose the fight. Theres no real shortcut for developing better game awareness, it comes from putting in hours of practice, knowing the maps extremely well, understanding spawn points and where an enemy is likely to be at at any given point based on your teams map control. In the future Id like to make a whole guide on this topic alone, because its one of the most important topics to understand when trying to improve at any FPS game. For now, Ill try to keep it short and sweet. You need to make sure that your crosshair is never just sitting lazily on the ground. You should be mentally preparing to see an enemy at each corner and having your crosshair pre-aimed at the correct spot so that all you need to do is pull the trigger. There's particular lanes that tend to get the most traffic on any map and you should always be mentally pre-aiming these spots, especially if the radar shows red in that direction. I think the best way to learn this is from watching top players play and focusing on where they put their crosshair. Watch streams and videos of players like LiL_Sonic, Nferriau, Potatoe_Aimer, Foxpax, and Panduh. Their crosshair is almost always positioned so they are ready to shoot, they dont need to waste much time flicking to the target because their crosshair is already close to where it needs to be. Possibly the best way to learn this skill is from downloading some prefire maps yourself and trying it out. Unfortunately Destiny 2 doesnt have something like this built into the game, but luckily now that CSGO is free to play, thats a great alternative. There's a ton of free pre-fire maps you can download from the Steam Workshop and play around with. After trying these maps out for yourself, spend some time studying Pro players clear these types of maps. They have some of the best pre-aiming skills in any FPS game Ive watched. Watch this clip where KennyS precisely clears every possible angle where an opponent is likely to be hiding so all he has to do is click when he spots an enemy. If you made it to the end, I really hope you learned something cool from this that can help you improve your game! Cheers.

Homenaje a el maestro de maestros Don Merardo y sus players. Level 1 9 points 11 days ago all of the rejection poem references Taichi shippers: So you're telling me there's still a chance? I think the formatting broke on some of the pictures in the bonus section. Very good writeup as usual though! level 2 Original Poster 3 points 11 days ago Ooooops, that's what I get for submitting and then running off to class. This semester is weird. Thanks! Will fix shortly. level 1 Suou, however, at the end of their game ambiguously laughs and says: You're very interesting. You're pretty, positive, and you never lose heart. You have friends, and even a boyfriend. And you want to be Queen, too? You can't. I think this is something that Chihaya nor the show watchers have ever focused on - leaving something behind to work greater on your true ambition. A lot of the Karuta players have sacrificed/sacrificing something to play the game that they love. Haruka can't spend time with her childrens because she wants to play Karuta again; Harada sacrificed his entire youth to become Master and it is still unsure if he'll be able to achieve it or not; Shinobu chooses not to play with others and ignores her Coach Ise's calls to come to his Society - because playing for fun and playing with those who are not at her level will make her loose in attitude; Taichi is also sacrificing his youth on playing Karuta which he doesn't even have a direct interest in, he's doing it just to get Chihaya's attention. Barring Taichi, all of them (that I can think of off the top of my head) are experienced and have achieved a lot in their Karuta careers, which shows that the path to success isn't something that allows you to keep everything, you lose something as well. We don't know much about Suou but I think he's also willing to trade something off to play Karuta (could it be his academics? He has failed for 4 years in a row in college. Chihaya, on the other hand, is shown to be extremely greedy. She wants everything without giving up anything. She wants to play Karuta with her Mizusawa Team, she wants to keep having more and more members in her club, she has a lot of friends (most of them being her Karuta competitors) she wants to become Queen, she wants to perform well in school, become a teacher, and become a Karuta club adviser - basically it is too much for one person. I think Suou is going to make her realise this, you cannot do all of that. Shinobu is a very good parallel to her - she doesn't have friends, someone to play with or share her passion with (considering she has always been shown to practice alone) because she chooses not to, and it allows her to attain the height that she has attained. By not playing against any random player, she's not getting lax in her attitude. So it is not only philosophically, but realistically very unlikely that Chihaya will end up achieving all of her interests - she will have to cut off the unnecessary parts and make compromises at some point. level 2 Original Poster 3 points 10 days ago edited 10 days ago Interesting theory, which would tie right in to Taichi's constant worries like, What if there's nothing left at the end? What if I end up with nothing but regrets. S3E14 03:27. Chihaya's actually kind of done the opposite, even, since she skipped the Queen qualifiers on a year where someone whom she'd already beaten before made it to the Queen match in her stead, in favour of making memories on her class trip instead, and also basically sacrificed the Omi Jingu individual tourney in order to win the team one, according to Shinobu anyway. On the flip side though, Haruka sacrificed karuta after becoming a queen in order to work on her family, and Harada sacrificed karuta to set up his medical practice. And unlike Shinobu, Chihaya (and Taichi) seems to have grown leaps and bounds because she plays a variety of other players, as she seems to realize some new aspect of karuta playstyle in every other match that she loses. You're right that we don't know much about Shinobu nor Suou though. But they seemed similar to me in that they both want players to play against, it's just that not many fit their criteria, and Shinobu's shunning of the Myojo Society seems more from childhood trauma/bad memories/anger at them to me than anything heh. So I'm not sure that Suou's message here at the end of the episode is the true moral of the story that Suetsugu is trying to impart to the readers, though it might well be the character's actual viewpoint right now. And Suou only practices two months a year and is actively seeking out romantic ties, so what exactly is he really sacrificing. Plus, most of this: she has a lot of friends (most of them being her Karuta competitors) she wants to become Queen, she wants to perform well in school, become a teacher, and become a Karuta club advisor [and also having/wanting romance] also applies to Taichi (except doctor in place of teacher etc) as well as Arata (wanting to start up his own club. It could be a good argument for the characters in the manga though. For me, I read it as Suou being jealous in the end, and trying to lure people whom he considered really good players who might be able to beat him (Arata, Chihaya) into thinking that they can't beat him, and thus trying to psychologically defeat them that way. Sort of how he refused to give Taichi any dumplings too, Suou's already been shown to have a certain petty and jealous side to him, despite seeming like a fun character overall. I even do wonder if Suou wanted to play Harada not necessarily because he's more "exciting" to play against but because he thinks Harada would be the easier player for him to manipulate and beat! level 1 3 points 9 days ago Although the show calls attention to Sumire and her guilty thoughts over stepping on the beautiful foliage. a symbol that represents the childhood bonds shared between Chihaya and Taichi (but also Arata. the viewer can also note that Chihaya and Taichi themselves are walking on the leaves. As the poem of the day suggests, the "autumn foliage. cannot flow on" Arata has already taken the first step in dissolving the status quo by confessing to Chihaya in the previous episode, while Chihaya and Taichi are literally taking those steps now, represented by the scene narrated over by Sumire. I'm a bit confused here. So the autumn leaves represent Chihaya, Taichi, and Arata's childhood friendship? Then what does the "cannot flow on. caught against the flow" part represent? That Arata's confession has (sort of) blocked the trio's friendship from moving forward? This pun involves the word aka or akai (赤 or 赤い) the usual spelling of "red" and akachan (赤ちゃん) or "baby" which uses the same "aka" kanji. Very interesting pun - fits perfectly with the flashback! Somehow, this reminded me of Red Boy from Journey to the West, though, hehe. But if you count the number of stardust droplets here that fall from the top of the screen to the bottom, as Arata talks to Chihaya in her mind, there are 16 droplets, Taichi's number, not 17, Chihaya's number, showing that even in a rather intimate scene, the three of them are intricately intertwined and never far from each other's' thoughts. I'm more intrigued by the fact that you paused to count all those (non-discrete) droplets. :3 At 00:33, Chihaya envisions an Arata holding up a #70 (sa) card. This is quite possibly the worst card that he could be holding up in this situation. a poem describing one seeking comfort in (confessing to) an autumn sunset (Chihaya) but only finding desolation leads to only one conclusion right now. All four poems are not only love poems, but when put together have to do with confessing and then being rejected. This is yet another bad sign for Arata. Shiara! Seren-senpai put you up to this, didn't she? XD... it could definitely apply to Taichi or even Sumire as well. Definitely Taichi! D The sweet dumplings that Suou gives out are called shiratama. Tama, we know from last episode, means "balls" and shira, in the context of the word shiratama (白玉) just means white. "Shira" is also the kimari-ji (unique syllable/s) of the #37 (shi-ra) card, however, whereas line 5 of the same #37 card starts with "Tama. and look what the first card recited here in the ensuing match is! Shiara activates her trap card! 3 At least no more shipwreck references, hehe. I mean, poem #37 looks pretty benign, though - it can't be that bad, right? Hmm. Chihaya's the only major character we know of who has had both the dorayaki and the shiratama from Suou now, whereas neither Arata nor Taichi have had any, despite them both meeting him once, and this will probably prove symbolic in some way down the road. Definitely looking forward to seeing what comes out of this! Keep up the awesome work, you two! level 2 Original Poster 3 points 9 days ago I'm a bit confused here. So the autumn leaves represent Chihaya, Taichi, and Arata's childhood friendship? Then what does the "cannot flow on. caught against the flow" part represent? That Arata's confession has (sort of) blocked the trio's friendship from moving forward? That's a Seren's paragraph so I don't really want to say that it is for sure this intended meaning, but for me, all of them still have unresolved. let's say "childhood trauma" exaggeration) from the first few episodes of S1, and it can be argued that that is a lot of what's holding them back. Especially for the two boys, with Taichi who is always plagued with self-doubt partly from his younger bullying ways, and Arata who always tries really hard to fit in even if it means emulating someone else instead of relying on his own playstyle. The romance layer goes on top of that and so their combined childhood experiences are probably something that blocks all of them from moving forward in their own way, yes, especially since Chihaya's "childhood trauma" has to do with the two boys moving away in the first place. Hmm I dont remember/know much about that book, outside of Sun Wukong. Neat! I think I read that the etymology of aka-chan being used to describe a baby literally refers to the red face they have when they are a fresh newborn though, but who knows how trustworthy random_internet_guy is. :3 Numerology is fun! My notes are pretty intense. So the episode card for this episode is #32, right. Here's another random piece of miscellany about the number: S3E2 - Tsutomu slaps himself 32 times before Kana intervenes. People do that to psych themselves up or punish themselves, and it was a mix of the two for him, before Kana stepped in because she could feel his pain and didn't want him to hurt any more. So now, in this episode, Komano has his scene where he agonizes over when to confess to Kana, and again sets goals for himself (they're a bit more realistic this time) to psych himself up but also talks about a punishment if he doesn't achieve them. That maybe should have gone into Bonus huh. It's not quite massaged into a full-blown idea but I feel like there's something there. Shiara! Seren-senpai put you up to this, didn't she? XD Just so everyone knows, I support Chihaya x Karuta, and Seren has definitely not used the whip on me in the past four days. Definitely Taichi! D Sumire's been awesome this season, hard not to cheer her on a bit. Shiara activates her trap card! 3 I was fairly proud of finding that little thing that looked less and less coincidental the more I looked at it. One of those "ooooh... did they REALLY intend that. moments. :P Definitely looking forward to seeing what comes out of this! What I want to know is why there are so many Suo. food. card references this season! Keep up the awesome work, you two! Thank you for reading and commenting. level 2 3 points 4 days ago Hi! Long time no talk! Although the show calls attention to Sumire and her guilty thoughts over stepping on the beautiful foliage. a symbol that represents the childhood bonds shared between Chihaya and Taichi (but also Arata. the viewer can also note that Chihaya and Taichi themselves are walking on the leaves. So the autumn leaves represent Chihaya, Taichi, and Arata's childhood friendship? Then what does the "cannot flow on. caught against the flow" part represent? That Arata's confession has (sort of) blocked the trio's friendship from moving forward? So late to this, but I'm here finally. To me, the leaves have always joined Chihaya, Taichi, and Arata together. It's the most common motif of band friendship and goes back to them lying in them back in S1. While they have grown up, their relationships are still bound by those same definitions. They're still childhood friends and that's how Chihaya treats the two boys. So the idea of the "cannot flow on" to me, is that that definition of their relationship. the innocent "friendship. cannot continue. I guess it is coming to an end, like leaves stuck at a bottleneck. In this episode, Arata takes the initiative and confesses to Chihaya. Also, as the viewer knows, Taichi also loves Chihaya and throughout the season there's been a lot of suggestion that he too is changing. both in his own character but also in how he regards the other two.

Hope gap to birling gap sussex map. Hope gap movie review. Hope gapminder. Well Annette Bening is a goddamed treasure and Bill Nighy... he is just priceless so yeah I'll watch this. Hope gap movie 2019. Cant wait to see it ! I was an extra on the beach cafe scene. Hope gap sussex. Hope present tense of verbs. A great three hander dealing with relationships in a real way without being banal. Great use of dialogue and poetry. A mature movie that s satisfying without being trite.

Hope gap cast. Hello r/Spikes, my name is Ezzmode and Ive got a write-up for you today. Its a look back on how the UW control archetype faired in a post-Oko standard. Cards I tried throughout this time frame; what worked, what didnt, and why; and a forward look at some interesting cards coming in Theros: Beyond Death. After putting a lot of time with the deck and with spoiler season at an end, I wanted to offer a reverse and forward looking take on the archetype. It felt like a decent format for control mages once Oko was banned, and I think it's valuable to look back and reflect on what we did to make it work. First, some disclaimers: Im not a professional, but Ive put in a lot of reps with the deck. Ive gone as high as rank 7 on the Mythic ladder this season and finished #68 last season. Here's the Deck in it's current form. I started playing Magic 1. 5 years ago when the Arena beta released. I mention this in case I make some statement that sounds like Im speaking from a decade of experience (example: “control decks have generally favored instant speed card draw over sorcery speed, but Gadwick is an exception”. The truth is Im mostly parroting things that more successful, longer time players have said when I say stuff like that, not drawing from my own depth of experience. So now, lets talk cards! Staples These are the cards that have been with me since I started exploring the archetype shortly after the banning of Oko, Thief of Crowns. Only a few of these (Opt and Chemisters Insight) briefly left the list, but have since rejoined it after some experimentation has found their presence is invaluable. I only parted ways with this card during a brief experiment I label: Why opt into cards you want when you can just have more of those cards in your deck. The answers: It works really well with Gadwick to tap things down for one mana. There is such a thing as too much of a good thing, sometimes your third Time Wipe isnt needed, Opt helps you not draw excess or makes sure youre drawing the right thing. I think as long as UW is playing Gadwick, you dont leave home without 4 of these. Some people call it “tech”, but I honestly enjoyed playing with this card so much it has me wondering why it was seemingly off the radar. It doesnt line up against Gruul Spellbreaker or Shifting Ceratops… at all. Your opponent actually has to attack you for it to be a removal spell against their creature. If aggro decks featuring Teferi became popular, it would be a dead card on both halves. But Gruul wasnt that popular, Giant Killer is the answer to Ceratops, and the only deck playing Teferi trying to kill you is Jeskai fires, and that matchup is great for us. All that being said, this card was insane for me. It was a galactic beating every time I cast the card on a Regisuar, or better than a time walk on a mana screwed opponent. The instant speed warden off Teferi happened enough that it is a serious aspect of the card worth taking into account. I fluctuated between 2 or 3 copies of this and 3 or 2 copies of brazen borrower respectively. I ended on 2/3 warrant/borrower due to the downtick in Rakdos aggro I was seeing, but was extremely impressed all season by this card. Theres a lot less to say about this card than Warrant. Warden, but thats because it is a little more straight forward. I was on 2 or 3 copies all season in the mainboard, and none in the side. Thanks to the printing of Adventure creatures, even the most aggressive decks have a valid target for this, Embercleaves notwithstanding of course. In a format where the best non-creature threats (witchs oven, trail of crumbs, teferi, nissa, fires of invention) completely warp the game around them once they resolve, having a hard answer to them that prevents opponents from using their own counter magic (veil of summer LOL) to push them through is invaluable, as well as being mana-neutral or positive in many cases. This card wins two awards in this deck: The most over-hyped card of the set, and the most begrudgingly-playable card of the deck. Even though I dont love either half of this card, with the adventure being a medium bounce spell and the creature being a fragile, mostly irrelevant body in any aggressive matchup, it had its place. In a deck with X spells, having mopey bounce effects just buys you time to hit your land drops and cast boom booms. Sometimes you even get to live the dream of killing your opponent with this before they concede in frustration. Im not and never was sold on the idea of running 4 copies of this, but I liked drawing multiple a game so 2-3 was where I landed. As stated above, this competed directly for a spot in the deck with Warrant. Warden, and always having 5 plays on turn 2 was my goal. Ranging from the best possible draw in the deck to “yeah that works I guess”, having a card that just always does something in your deck full of specific and narrow answers is nice. Teferi just always has an effect on every game you draw him, which at 4 copies (and never any less) happened quite frequently. Its a 3 mana duress in counterspell matchups, paving the way for more important things like Gadwick. It lets you get use out of counterspells in your hand by forcing your opponent to replay what you bounced. It sets up instant speed time wipes and finales. Teferi just does it all except actually win the game for you. Which honestly is the most positive thing I can say about this 3 mana design mistake as compared to his now-banned contemporary. I look forward to doing the hero thing for the rest of the time Teferi is in standard, so 4 copies ahoy. What an awkward card. The format was just so dense with must-counter threats, and I can count about 8 of them that clock in at 2 mana or less that were widely played. However, the selling point is that it gains life, not really that its a Cancel-adjacent counterspell. Getting nickel and dimed by people who assemble Tron on turn 2 (cat + oven) does take its toll, and having some way to gain a little back is nice. Absorb also wins the award for coolest game win of the deck, where on my upkeep, in response to 5 Chandra emblems, I absorbed my own Opt to live for a lethal crackback. So for that, clocking in at 4 copies and no less, we say “thanks absorb, for being in my hand every time I died against aggro” Again, we lived in a world where the format had an insanely high threat density, mostly concentrated in the 3cmc and below part of the mana curve. Inspiration is a hard card to make room for in your control deck when youre already bought into absorbing ovens, but I will say that experimenting with 0 copies made me want at least 1. Right now I have 2, and I think 1 or 2 was correct near the end. Getting rid of dead stuff to hit lands or lands to hit stuff is pretty nice. Being able to play draw-go in the mid game without feeling pressed into casting a Gadwick for 1 or 2 just to spend mana efficiently was a big positive as well. Hey its our 5 mana wrath. We like these. Ive had 2 or 3 copies in the main deck and have always had at least 1 extra in the side. Some matchups are very dependent on you drawing this, so being able to have more is nice. Plays well with Gadwick and decently with Brazen Borrower, but let me tell you, it plays the best with Giant Killer. Giant killer is already a card out of the sideboard you want to draw as often as possible, and matchups where youre bringing in Giant Killer, Time Wipe is already one of your best cards. Time Wipe lets you buy back Giant Killer to your hand to replay the adventure later. This works well because Giant Killer costs one mana, which makes the turn 6 play of Giant Killer + Time Wipe very spicy. It works well with Giant Killer for another reason: Giant Killer tapping your opponents attackers will force them to over-extend into Time Wipe. Its a beautiful combination all around. Sitting on 2 copies main, 2 in the side for right now. Like I said: Ive been all over the place with this one in terms of how many copies and where. Hey its our 6 mana wrath. Ive never had less than 3 in the main, and had a 4th in the side at one point but honestly its a bit too much. Im not convinced well be casting this card when Theros comes out thanks to the timely reprint of Banishing Light, but boy did it feel good to cast for the last 6 weeks. Cleans everything up, which in a format that features a lot of flavors of “everything” is great. Theres isnt much to say outside of that. This isnt that tricky of a card, it just does what it says and thats it. Nissa lands can go to hell. Moving on. Card Draw, disruption, a 3/3 for 3, these are all accurate statements that describe Gadwick and applications for him in this deck. I experimented with the numbers on him, and the answer is 4. Not 3 and a blue finale, not 2 and a blue finale and extra chemisters insights, but 4. Hes the all-father of top decks and the most-father of valid turn 3 plays against aggro decks. As amazing as this card is, there isnt too much to say about him either. He does the things, and theres nothing really tricky about it. Draw the amount of cards you want while leaving open the requisite mana for potential top decks, or crank it to the maximum and just discard to hand size and sculpt the perfect 7. Hard to do wrong with Gadwick. Also, Nissa lands can go to hell. Stupid untappable, un-cleansable lands. Only ever 1 copy in the 75, but just an all-star card. Its been with me since the beginning, and even though it walks and talks like a “classic, big, flashy control finisher”, it can also just be a mid-game stabilizer. Turn 5 time wipe, turn 6 finale for 4 is a line of play Ive made to both turn the corner and also re-build the board alongside my opponent. You can probably joke about how if you get to turn 12 with your control deck you should probably be winning the game anyways, but the following cards would, as the kids say these days, Like to know your location: Castle Locthwain, Trail of Crumbs, Edgewall Innkeeper, Hydroid Krasis, Find. Finality, Bolas Citadel, Order of Midnight, Stormfist Crusader, Risen Reef, Korvold, and the Great Henge. Yeah, decks in standard dont just fall over and die because you drew a few more cards than them. This isnt the days of untapping with Teferi, HoD and winning by drawing an extra card each turn. Decks go to turn 12 and they go kicking and screaming. This is the card that firmly establishes your role in the game as the deck with the unbeatable top-end. Without this I never felt like a control deck, but more a tap-out midrange deck with some sweepers and counterspells instead of good threats and better threats. At that point there didnt feel like a reason to be UW over Jund or Fires. This card is honestly, truly, the card that kept everything together for me. Its not just a stupid flashy finisher. White castle jokes aside, this land was really nice for me. 1-2 copies throughout the decks life, sitting on 2 right now. Obvious implications aside, this land has another pretty interesting use: it can help get you value out of a sweeper late game. Making a token and blocking your opponents attacker is a good way to get them to over commit. Then you cast time wipe and get your value. Honestly just a great, straight-forward card with fun little edge cases like that Blue castle is very good. Very, very good. I have 3 in the deck because 4 would be ambitious but 2 or 1 is just not enough. Works well with Teferi to prevent shenanigans when you tap out to activate this on your opponent's end step, and a solid way to spend mana with a full hand instead of casting Chemisters and discarding to hand size. Just a really good and powerful card that comes at a low opportunity cost. Other Lands One fabled passage felt fine and not super punishing. Small percentage points can be gained by shuffling top-end back into the deck that you might have opted to the bottom early to hit lands. The 4 Tranquil Coves and 4 Hallowed Fountains were pretty stock, temples will be nice. I might even run one tranquil cove and 4 temples over the one fabled passage depending on what the mana requirements will be in the Theros build of UW. Tried 26 lands to be a greed sack but 27 with 4 opts means you hit a land drop every turn, and Gadwick loves lands. There's a blast zone in the mix as well, and it's a nice answer to those quadruple 1-drop openers from Rakdos or just to pick off some other annoying things. Tried, Tested, Benched Either because they werent good enough, the juice wasnt worth the squeeze, or they just didnt fit, these are the cards that were in some builds but were ultimately deemed too weak or off theme. I love these cards. I love my risen reefs, my rogue refiners, my cloud blazers. I love them all. They arent good in this specific kind of control deck, but that didnt stop me from living the guardmage + time wipe dream as much as I could. At least until I had to face the music that the card wasnt a good fit, I loved our time together. I tried some in the sideboard but theyre just too low impact even in the matchups where the lifegain & blocker is supposed to be good. Wow this card is bad. When I tried this card originally, I thought to myself: If quench is a dead card in hand, were probably in the late game. Im a control deck, Im going to win if the game goes late. Well reality check: the best cards in the format cost 3 or less mana, and those decks can afford to wait 2 turns to cast them. Also, you arent winning in the late game when you top deck this, pass to your opponent, then they top deck a spell with mana to pay for Quench. This card actually isnt bad. I kind of liked it a lot at every point in the curve from x = 2 and up. I didnt like it in this deck. Watching Gabriel Nassif play his Esper Control deck with this card in it, a deck more prepared to tap out, I realized you just cant afford to cast this card without a Teferi out. We also have 4 Gadwick and our mana lets us not have to worry about needing triple blue. So if you really think the meta is conducive to draw-go gameplay, this is it. This is your thing. In a UW deck more built around one-for-oneing people with removal spells and less about planar cleansing, a nice straight-forward refuel card could have a spot. Often times with this deck youre sitting on a full grip trying to hit land drops and set up for big cleansing / time wipe turns, or just looking to draw far more than 3 cards with your card draw spell because its turn 8 and youre empty handed. Not a bad card, but the deck wants to tap out for Gadwick a little more often This land was in the deck at the same time as Precognitive Perception. I wanted to experiment with being able to re-buy a really good card draw spell with this land, as controlling your next draw step just isnt card advantage no matter how you slice it. But putting precognitive perception on top of the library was really awesome and felt like a powerful thing to do. No way to fetch this land like in Modern, but given the right attention to the mana base you could easily squeeze a copy in for some value, or go the more card-draw spell route and play multiple of these to rebuy them. This land went off the menu once Precognitive Perception did. Tried, Tested, Added Some cards werent in the original list because I didnt try them until later, but are in the list now. I wanted to separate my sections between cards I knew I wanted to play with and played with for a long time, and cards I wasnt so sure on but become convinced when I played with them. Mostly to highlight that sometimes trying new things can be good, and also to emphasize a point that is pretty relevant at the end of spoiler season: Its okay to be wrong about how good or bad a card is. If you want to build the best deck you can, be honest with yourself about that. Veils are definitely worth parting, even if it means tapping out. Many games with this deck come down to hitting land drops and finding your planar cleansing. 27 lands and 4 opt make the lands flow pretty reliably, but Chemisters Insight and Gadwick cant cut through the chaff and find you what you need quite like Narset can. I have 1 in the deck now, and would only go to 2 if I felt I wanted 3 Warrant. Warden and 2 Brazen Borrower. Ive sent many a good Gadwick and Brazen Borrower to live the remainder of their days on the bottom of the deck with Narset, and whiffed my fair share of times with her as a result of them. However, shes probably just the best thing to do on turn 3 when your opponent is playing Jeskai Fires and they get a Teferi under your counter magic. Shes an onboard counterspell to blue cav, and just turns red cav into a beater not a fixer. Also helps form a lock-piece against adventure decks that so often rely on chaining adventure creatures together to draw a critical mass of stuff. Happy I tried her, wouldnt mind running more if it werent for the creature count. I mean, if Essence Scatter were legal Id run it over this, and maybe even run 2 copies of it at that. But this card is a pretty hard to cast Essence Scatter, and the upside is really hard and narrow for us to utilize. I have it at 1 copy and havent tried 2, but this is just a cheap spell that helps us double spell on turn 4 (capture your creature, petty theft / warrant your creature. Double spelling on turn 4 is valuable, and this card is a part of that puzzle. So this isnt currently in the main deck, but it gets a special nod. This was taking the spot as the one-of essence capture, and was a very good card in many matchups and serviceable in others. I just wanted to declunk the 3 mana slot of the deck (making the assumption that it's a bad mana leak is probably the conservative and correct one. Overall, a fine one-of if you want to snuff some Teferis or Frilled Mystics before sideboarding. Sideboard The sideboard of the deck has been pretty consistent, and I dont expect too much to change going into Theros insofar as what the general flavor of sideboard cards well want is. This little guy saves our butts against so many creatures. Hits all the important creatures in Jeskai, hits the Ceratops out of the green deck sideboards and their Questing Beasts from the main. I like this card. It fits the role of “sideboard hoser sideboard hoser”, and as long as people are trying to cheese us out, we need a good wine like him to pair. Im at 3 copies, was at 2 for a while. 3 Is just the right number, dont ask why. Color Hosers Im less about Aether Gust than most, but I do love me some Devout Decree. I followed the trends and just slammed 3-4 Aether gusts in the sideboard, but I just dont see what the fuss is about. Its an okay tempo card, I honestly dont even understand whats so special about it as to why people feel they need it in the maindeck. Maybe Im missing something, but just having one as a nice on-stack answer to Ceratops or a good reset button on a resolved Nissa or fires to then follow up with a counter is acceptable. Not so amazed by it that I ever needed more than 1, maybe 2, but Im sitting at 1 right now. Im at 2 devout decrees because I feel forced to tap out against the Rakdos decks more often than not anyways, so it being sorcery speed only sucks for Blacklance Paragon, Javier Dominguez, and Rankle (which not every Rakdos deck is running. Only one of the classic here. Decks we want Disenchant against are also decks we're keeping Planar Cleansing in for games 2 and 3. This just helps bridge the gap by answering the first Oven, Trail, or Fires without forcing you to live until turn 6. A later addition than the other cards in the board, Ive enjoyed my time with the taker. A little underwhelming against the UR flash decks as they keep their stomps in after sideboard, but Ive enjoyed the Tithe Taker as a blocker and early proactive play against aggro decks as well. Two blockers for the price of 1, slightly disrupts things like Blacklance Paragon, overall decent. I was on 4 copies of this, but there does come a point where its a dead card after sideboarding. 3 could be considered greedy since you just want as many of these in your top 15 cards as you can manage so you can fight early counter wars, but its also just literally dead against a resolved fires (because they always have the mana to pay. This is a really good mirror breaker. Its not Mass Manipulation because its nice to have answers to Junds Castle Locthwain, be an unduressable threat, and to steal an oven after a planar cleansing to toss Ardenvale humans into to buffer your life total. Works well with Teferi and Time Wipe, and overall have been happy when I bring it in against midrange decks as a nice little slam dunk. Call me a coward but I cant live with only 2 or 3 copies of it in the 75 like some people. Ive seen lists with exactly 2 Time Wipe in the 75, with only 3 Brazen Borrower and 1 Essence Capture as turn 2 interaction. I dont know how these monsters live with themselves or past turn 4 against Rakdos Aggro, but Ive never been comfortable with less than 3, and often want 4, Time Wipes in the 75. I cant wait to cast a wrath on turn 4 like a civilized control player; Theros cant come fast enough. Theros Excitement New sets always put my imagination to work. So heres a brief list of whats coming down the pipeline that could be serious additions to the UW archetype Lets you hit your lands, although only basic plains. Maybe a build without Gadwick thats more white focused and casts more traditional card advantage cards wouldnt mind only being able to get a plains. Gives you an 0/4 blocker the next turn, and then gains you 2 life on its conclusion. I cant wait to play this, then Teferi bounce my opponents 2 drop and have a blocker for their 1 drop. Or to bounce this with Teferi to get another plains AND another wall down the line. People will be really sad when they think theyre supposed to put this is every deck with the color blue in it and expect to be doing a good thing. I think this card is massively over-hyped, but I do think theres going to be enough enchantments between Birth of Meletis, this card, and Banishing light (plus a few others) to let UW control play Thirst for Meaning. Bouncing this with Teferi is also obviously gas. On-rate though? This card isnt that good. With some synergies? Now were talking. Yeah its a proper O-ring. No Prison Realm or… uh… Thopter Arrest (I think thats the one from Kaladesh) to see here. No Heiromancers Cage or Conclave Tribunal. Just some good O-ring. This might be the push UW needed to get off the planar cleansing plan. Not because its just good enough, but because there might be enough enchantments to hit the threshold for this card. Instant speed Divination is a windmill slam include in nearly any control deck, and this is better than that when it works. So, lets make it work and feel smart and cool when we can cast our card draw spell on turn 3 and not 4. This is the last enchantment that really pops out to me as a good control card. This is a decent mirror breaker kind of card, and comparisons are being made to The Eldest Reborn. I would argue that there will be more games where the first chapter of this does exactly what you want it to as compared to TER, and those games will go much better for you as a result. It also makes this a safer main deck card, as you do just get to target what you want thats 3CMC and up. I saw a great comment about this card and I think it was on r/spikes even. Ill paraphrase in my own words but basically: Youve won the die roll for a game of Magic. Do you choose to be a turn ahead of your opponent, or have one more card than them? If you chose to be on the play: congratulations! You now understand why you should play this instead of Time Wipe. No seriously, youve probably not played enough control decks this season if you havent died on turn 4 with Time Wipe in hand. Its a common occurrence that is going to be rectified shortly. Time Wipe will have its place in decks that want to recur creatures, and if planar cleansing is off the menu UW could still play a copy or 2 depending on what it needs. I want 4 of this and 4 Sky Tethers in my sideboard for week one. This looks like a very awesome, Regal Caracal / Lyra / History of Benalia sideboard juke for any UW deck playing enchantments. Life Link, evasion, makes extra bodies, decent butt, all the goods for a control deck sideboard juke. Im slightly less over-the-top excited for this card than others. Its a really good card that isnt just a win-condition win-condition. It does things for you before and while winning you the game, that help you win the game. It stops you from dying, stops you from losing out on your mana investment by having it die to a random removal spell, stops you from falling behind on cards, kills your opponent. I do think this card is good, but I dont think it's “sky is falling, control decks oppressive” levels. I also really want to cast a huge Gadwick after untapping with it to give it a ton of power and swing for 10 lifelink points of damage. Ive seen discussions about which intervention is best, and this one seems to be the top for a lot of people. It only loses in terms of mana spent per mana taxed to Syncopate on turn 2 (because this cant actually counter something on turn 2) is tied for it on 3 mana, and outscales it on 4 and up. It also is an Inspiration. 4 mana draw 2, instant speed. But its better than draw 2 because it can go through Narset. It doesnt scale super well in terms of raw card advantage, because youre only ever getting 2 cards, but the quality of those 2 cards will rapidly approach “exactly what you need” the more mana you put into it. If you budget your control deck to have enough 2 mana interaction to make up for this being uncastable on turn 2, I dont see why you wouldnt run 4 of these. Its a clunky 3 mana counter spell with no upside on curve, and a clunky, basically-only-inspiration card draw spell on 4. But those are both playable cards in a control deck, and this can be your clunky counterspell that lets you run more specialized counters like veto, and your clunky card draw spell that lets you run more narrow card draw spells like gadwick or blue finale. Either way, I think this card is good. Wrapping Up If youve read all nearly-5000 words of this and are like, “yeah that was a reasonable use of time”, and you want to see if some of these cards Im hyped for are going to work out, feel free to stop by my stream on Wednesday the 15th during the early access event. Wizards was kind enough to give me an account to try out the cards a day early, and Ill shamelessly plug myself at the end of my post (not the beginning, because thatd be a little too on-the-nose. going live around 5-6 PM EST to play Theros all night. Otherwise, I hope everyone had a good post-Oko standard season. Whether it was at your LGS that was only running Pioneer events or on the Arena ladder, I felt like things were pretty cool these last few weeks. If you tried something different that worked really well for you with UW or are hyped for some cards I havent mentioned, talk about it! I might have just straight up missed something because Im human, or maybe your evaluation of cards is different than mine and you can convince me Im wrong about stuff. Either way, thanks for reading if you did, and Ill see you in Theros.

Edit pretext: hey, if you found this helpful and havent used your adventurer fame recommendations yet, consider using mine! Menu, social, adventurer fame, enter code: 3SR77GZYKAY6. ITS A NEW MONTH, codes can be entered again even if you used your recommendation last month! Update 1/7/20 - updated the accessory section based on the new accessory grade resonance change with today's patch Update 1/1/20 - added info about relics, removed rent-a-relic tips, and included pet album details 1. Just do the main quest line. Dont worry about anything else (except building up your camp/knowledge. Get your spirit into samurai Jedi form and unlock all the features* 2. Do boss rushes as much as you can. Get your hands on every boss stamp and tablet you can and get lots of ancient coins. Roll on weapons, offhand; chest, hat, shoes/glove (same priority) until you have all gold of any kind. Take best grade along the way, ideally youll end up with liverto weapon, equal tier offhand, then grunil everything else. If you arent having luck rolling these items, save your silver and buy them. You want two slot golds ASAP to start the real grind. 3. Gems should fill in your missing substats like attack speed / crit chance. Cap both using gems to fill in the gaps you need. Everything else into AP. Move speed is not that important. The gold gear mentioned above will cover a lot. 4. Go back over all the hidden knowledge you missed if you dont get it along the way youre going to max level. Theres a LOT of permanent family CP to gain from all the knowledge stuff. Just open up the knowledge tab from the menu and go over all the incomplete hints for an idea of what to do or where to go. Dont skip these! Once youre all 100% now you can continue getting passive CP just by doing more bosses (any and all bosses, including kzarka even if you cant rank high on world boss dmg, you want the knowledge exp. Pets can boost your boss knowledge stat gains with knowledge exp boost if you roll them. Heres a site with images showing every hidden knowledge spot all over the map if youre having trouble locating based on the hints 5. Fill the Collection journal, similar reason as above. Its mostly some green/blue gear or furniture you give up once to fill each category, but its permanent CP and worker stat gains. 10 attack power on top of the rest for completing everything. Pretty nice. 6. Feed every piece of trash gear purple and below to your spirit. All of it (assuming its not better than what youre wearing. Transfer enhancements to keep your upgrade levels. Then, once youre all BIS golds, start feeding the low value gold stuff you get also. Anything worth 2m or below I feed to my blob. Even if you are questioning it, just highlight a gold and dont feed it. just see how much exp it gives you. You might not recognize how amazing this is until the 100 levels when it starts slowing down. Cheap golds will fill almost half an exp bar or more throughout your low 100 stage. The black spirit level has no cap. Some people even use silver and buy golds to feed and boost his level faster. Every level is a significant permanent CP boost for your main and all your alts. I would sell golds worth several mil still since youll need to start saving money (to the tune of 500m+ for two slot oranges assuming your luck is averagely bad like everyone else and you cant pull orange. Note on #6, and this is HUGE: this is probably the most important long term CP source in the game, youre going to want to make sure you increase how much exp you get from feeding your spirit as much as possible. Theres two ways (off the top of my head) to increase this: the top right “Ti” lightstone, and pets. Gold Ti lightstones can go up to +25% dark exp. no matter what, take the highest of these you can get your hands on, and only replace sidegrade based on its substat. Lightstones also can give raw AP/DP and thus CP, but you may want to consider other passives for these since you can get some stats like crit dmg that are unavailable elsewhere. Second, pets can roll a passive skill that gives between 2-5% base dark exp boost. At max level this goes up by 3% so three pets with 8% dark exp boost is a whopping 24% more exp for your spirit. Im currently at 59% using a gold Ti lightstone and three max dark exp pets. If you ever roll a 5% starting dark exp skill on a pet, always keep that when fusing for higher tiers. One way to ensure you stick this skill is to roll a whole bunch of t1 pets (if you snag them off the market if youre f2p) and then use those pets that do roll it, then always fuse into those pets for higher tier. Make sure to keep their skillset when you fuse. If you fuse two pets with zero dark exp skills, you can always use the “random” option to try for new roll(s. Every skill is then rerolled as if its a new pet registration, whether it evolves a tier or not. 7. Enhance your gear using resonances as checkpoints - super important. If you tap on the icons along the bottom of the screen (under all the buff icons, the tiny ones) youll see all the resonances you can obtain. Resonance means when all your gear is a certain enhance level, you get extra CP bonuses or other neat things like extra dodges. Because of this, you should upgrade your gear parallel to one another in a way that gives the biggest cp boosts per enhance. Weapon slots, then chest, helm, and then shoes/gloves give the most cp per enhance in that order. If your next resonance is at full +21, upgrade every piece of gear until you reach that enhance level one at a time. Do your main/offhand straight to +21, then do chest to 21, then helm, and so on. Then start over and do the same to the next resonance tier. Max your refinery ASAP before all other camp structures, as this will generate a ton of black stones for you to enhance with. Enhancing is done two ways usually; short stacks, and full 100. Short stacking is when you keep doing all your enhances as soon as they become available (10% success rate. If you fail, you just let it break back down to 0. You wont lose your existing enhance level, just reset to the start. Some people swear by this method to save on stones and money, your odds of getting a success 1 in 10 attempts is actually decent. Then everytime you succeed before 10 tries youre expanding the number of attempts you need to break even on stones by another 10 attempts (using an attempt as the only metric of course, the number of stones to get to 10% increases per level. This is still risky if youre unlucky. I had good results with it at first but then hit a stream of awful luck, 63 fails in a row. I ended up stuck longer than I needed to be. Otherwise, 100% enhancing is safe. Its not necessarily cheap or quick, but assuming you didnt get that 1 in 10, you already are ahead of the short stack route. You can always rely on 100% if you have that kind of patience. Dont get greedy if you do this, and try to enhance at 99. 5% even, I have failed six times over 99. 5, three of those times were over 99. 8. No joke. Just finish it Edit: gear resonances are at +15, 18, 20, 23, 25, 28, and 30. Accessories give a 10 cp boost at minimum +5 on every accessory item, and increases if you continue higher. Note: dont enhance accessories above +3 without resto scrolls, unlike normal gear slots, accessory enhances reset to +0 if you fail and dont use resto scrolls. The higher the enhance/quality, the more scrolls you need. These are hella expensive and you need white pearls for them. Failure cost table: 8. More of a FYI, at a few CP levels, youll skip ahead 100 cp. the last checkpoint is 3000, youll skip to 3100. Theres another around 2500-2600 I think also, maybe one more. Its visible on the resonance UI. Theres a few other bonuses for just pure base cp tiers. Just something to motivate you more to push for it. Edit: theres three. Base 1900 CP, base 2500, and 2800. Each gives 50 ap/DP (100 cp total. Thats 300 cp you just get for your regular progress. “Base” means excluding those mentioned resonance bonuses. 9. (NEW) Accessories, save all your bp once essentials are bought... Its not too much to afford blues and enhance them to high upgrade levels for more resonance bonuses. Its a lot more affordable than upgraded golds. Higher grade accessories of course will give more raw cp, but will take more saving to afford. This is the tricky part where spenders are separated from f2p the most. Something to consider when thinking about blue vs purple vs gold, but remember if you get your attack speed or crit from accessories, thats usually less gems you need to commit to filling aspd/crit caps, meaning more AP, thus more CP Okay, the patch just unleashed a major overhaul to the value of obtaining all Yellow/Orange accessories. Now, for having a certain number of yellow or orange accessories equipped, you get MASSIVE cp boosts just for the grade. Note that the yellow and orange resonances CAN stack, but not resonances under the same color class, they are linear progression. -2 or 3 yellows: 2AP +7DP (9 CP) 4 yellow: 4AP +10 DP (14 CP) 5 yellow: 7AP +14DP (21 CP) 2 or 3 orange: 20 AP +30DP (50 cp) 4 orange: 25 AP +37 DP (62 CP) 5 orange: 35AP +49DP (84 CP) Because of this, it is now WAY better to equip 5 orange +0 over full +5 yellows, by a lead of around 15 cp. Additionally, the massive extra HP from orange accessories, along with the easily capped attack speed/crit, and its hard to really encourage anyone to aim for anything less anymore. Of course, orangse are extremely rare. but this should be a late game goal to save up for (months down the line. However, this also makes a full set of +0 yellows better than the previously encouraged +8-10 blue method. High enchant purples may barely break even, I haven't done the math on those, but you may as well just skip purples since the substats on yellows are better, and you can get those sweet bonuses without going past base. Yellows are significantly easier to save for than oranges at least. I would forego enhancing your yellow set too and just save for oranges next. Note that if you have 3 yellows and 2 oranges, you double up on resonances, and get the bottom effect of both combined. so you actually will get some benefits for being partial oranges too! 10. Outfits. If you cant afford to buy them for white pearls, you have two options, and these can net you 60-100 cp total so its worth it. You can either deal with a whale and buy a resold outfit on the market (potentially tricky to make the deal or find someone willing) or you can CRAFT the outfits, at tier 5 camp when you get your dye workshop. You can craft two copies of either the body or weapon outfit for your class, and then attempt to fuse them into an epic outfit which will give 16 ap/DP up to 25 of each. Both outfit slots work this way, although weapon is cheaper overall. If you fail the fusion, you keep the low grade outfit but need to craft another copy to try again. Luckily its only one more outfit per attempt from here. This will take patience but you can also luck out and get the epic first try. Definitely invest the resources and time into this, its a huge cp leap even at minimum stat rolls. Even the base outfits gives some stats 11. Finally, the last real way to increase your CP beyond the rest of the listed methods, get your alchemy lab to level 9 and craft purple gem chests. Use the purple gems for your gear, each chest will drop a ton of them, and an even wider range of blues. The main goal from here out with these is fusing into GOLD gems. The rate isnt bad with a 25% crystal fusion success rate lightstone. I seem to get 1-2 golds every 4 purple chests. Sometimes nothing, but the rate is decent. Keep the gold gems you dont use and you can fuse them in chance for an orange gem. I put all my workers on mining and am still working on those gems once all my camp work was finished. I didnt even start doing node until I had t5 camp. 12. Relics are a bit more on the whaley side depending on how high you want to go with them, but as of the Mediah patch these are super important. The new relics not only add CP but branch damage as well, which is also important to pay attention to. Now with this new system, you can return your "rent-a-relic" for 40 contribution points back and sink them all into your workers again if you had already rented one prior to Mediah. Relic fragments can be obtained from various bosses (ancient ruins) as random drops in the field, or you can purchase 100 fragments once a day for 180 black pearls. If you are whaling, you can get a box of 100 fragments for 180 white pearls with no limit, also. If you're on a budget, you have a few options: You can either go for an enhanced +5 blue relic and then slowly work on ehancing a purple to +5, or cross your fingers for a yellow Encardin. For purple, the most CP can be obtained from the Ronard Relic, a spiral shaped relic. Currently, a +5 ronard relic is more CP than a +1 Encardin, and about equivalent to a +2, and it is much much easier to obtain. Because the yellows are pretty rare, your best bet is to go blue/purple to start and then slowly work on a side relic until it's equal or better CP than what you're using. In order to accomplish the upgrades, you'll need an exact duplicate of the relic in order to upgrade it. This means the branch has to be the same too, the full name of the relic must be identical to the one you want to upgrade. If you have Ronard: Aal, you'll need another Ronard: Aal for +1. This can be achieved more easily by exchanging using Shakatu's exchange shop. If you go to Shakatu's shop in the menu, you'll see a new button was added underneath the standard one for rolling gold coins. Here you can give shakatu a relic you have, and then use exchange coupons to reroll it into a new one. Before you confirm this trade, you'll see a list of relics which the one you put up for trade can convert into. Make sure you see the relic you need in that list before confirming this action! Not all relics can be traded even if they're the same color, like the yellow Nerte relics will not exchange into Encardin under any circumstance. Each time you exchange a relic, you'll get one of the rleics on the reroll list at complete random. Each exchange you perform will give you the equivalent in "premium" exchange coupons. If you collect enough of these you can select the relic you want to exchange instead of relying on RNG. This is sort of a pity system in case your rerolls aren't going well. It usually takes 3 random rerolls before you can do a forced exchange. If you luck out and get the relic you wanted from the random exchange, you still get those premium coupons and that basically means every 4th exchange is fully selected regardless of the outcome. Purple relics only cost 50 exchange coupons per roll, and 150 premium tickets for a selective exchange. A quick aside, make sure you are confident about which branch of the desired relic you want, because once you enhance a relic, you can't exchange for another branch or relic type. If you are unsure about which branch to choose, see this tutorial on branch damage. Basically you want to go with a branch most of your skills are using - usually Aal, Ahib, or Labreve depending on your class and preferences. The relics give a LOT of branch damage in whichever branch they roll, and also keep in mind that any branch damage caps at 40% so consider this when choosing a relic branch to aim for since it will be a permanent piece of gear and a long term decision (unless you roll multiple branches seperately but thats getting into whale territory. Now, you have your relics duplicates and ready to enhance. Like accessories, if you fail the enhance the upgrade level will reset to 0 and all of the relics you fused along the way are lost completely unless you restore using silver or restoration scrolls. The resto costs for blue are minimal, hence why this is a viable path for f2p players - and because blues are the most common. You can very quickly get a blue relic to +5 which should be equal to or stronger than a low level purple of the same type. Make sure you have the restoration costs on hand before you attempt. Unlike accessories, relics can fail enhance even from 0-1. However, since there is no recovery required at that level, you dont really eat any cost for the first enhance attempt. The costs scale more and more up to +5. There are usually attack relics (all AP) defense relics (all dp) and hybrid types, AP and DP) the hybrids give the most CP. Those are the ones you want ideally, although i keep a pure AP relic for world bosses on hand since they give a solid +30ish so i can max my attack power. Everything else I keep a hybrid on. 13. The latest patch added the pet album, another new source of CP. It's not a LOT, but there are also significant HP increases to gain through this pet album. This may also fall into the "whale territory" category because of how difficult it is to obtain pets. For f2p players i would not stress about it too much, the maximum CP gained through this album is 11, and about 142 max hp - in order to get most of that you'll need several T4 pets. But if you're a spender and interested in more CP gains, this is a bit of a squeezer for a minimal increase - check the album and focus on obtaining the pets that give Attack or Defense at each tier. Good luck! PS: SAVE 40 contrib exp for a BIS rent-a-relic, usually the Tirion relic from one of the last town leaders for 17 ap. Currently besides renting, you can only get a relic from kzarka and its orange. I dont think anyone has seen one yet. Definitely dont get greedy on high grade workers early on as it gets harder and harder to gain new contrib points the higher you go. If you dont get this now, youll be scrambling hard to get it later, possibly even firing all those fancy workers! I made this mistake badly now with the new relic system this is an obsolete point PPS: passive AP/DP skillbooks start appearing pretty much permanently in node manager when you reach 500 fame. This is kind of late game stuff but I think it falls under CP progress. Theres no fast tricks to getting quick fame in node manager, just complete tasks and make sure you dont leave depleted nodes sitting too long. Youll get there pretty fast. Then suddenly all these AP/DP skillbooks start appearing frequently on the nodes. Grab all of them you can, all the time, as much as you can. The double claims are where this really shines - you do a 4 AP book node and proc a double when you claim the depleted node, thats 8 books. Each passive skill level is 1-2 ap/DP or so, and it adds up fast. Im at level 23 on AP, its worth 44 altogether according to the skill UI. Include DP of the same level and thats 88 cp Im up just from passives. These passives apply to your alts too. Side PPS: Oh, and level alts. You get lots of black stones, contrib exp, and youll need alts for later content. PPPS, not really permanent CP but it counts for up to 3 hours if you have camp plus. Get a horse to t5, or horses. Hope to get AP or DP bond skill ( 17 at t5. then if you get the enhanced bonding sub skill it becomes +20. This bonding buff carries with you anywhere you go except arena. But it basically raises your power even more - it just wont count towards cp ranking. If you dont want to keep raising t5 horses (while youll want to anyway, for later tier 7, you want 4x t5 horses ahead of time. you can get horse bond skill coupons (and regular skill coupons) to reroll their bond or subskills and hope to get the ones you want. These are actually reasonably priced but theyre white pearls only, 30 for a bond coupon and 10 for a sub skill coupon. Thats really affordable for anyone. Just remember theyre random rerolls, so you may need a handful to get what youre looking for. I once had to reroll subskills 32 times to get enhanced bonding on one of my t5s. Thats all, hope this helps give a lot of people the direction they need to become ready to play the real game soon. Edit subtext: hey, if you found this helpful and havent used your adventurer fame recommendations yet, consider using mine! Menu, social, adventurer fame, enter code: 3SR77GZYKAY6. NEW MONTH, you can make a new recommendation now since codes were reset.

Hope gap. Hope gap tiff. Hope gap rating. 10 star rating for this cinema. I loved it the way of direction. Hope gap film release. Hope gapi. Hope gap streaming. Hope gospel mission menomonie wisconsin. Thank you William Nicholson for saving my Dinard Film Festival 2019. After viewing several so un-innovative "real stories" Red Joan, Fisherman's Friends) and "social realism" films (The Last Tree, VS - even though VS's world of rap battles was fascinating) I was getting really disappointed in British cinema.
Hope Gap made up for all that. It is beautifully acted (Annette Bening is extraordinary) deep and subtle, and does carry you away.

There's always more show, until there isn't. Hope gap wiki. Hope psychology pdf. Part 1, Part 2, I couldnt believe Jared had kicked me out of his home like that.  Then again, was I really all that surprised? During our three years of being together, I had placed him high upon a pedestal, glorifying his every mediocre trait as he trampled over me like I was some lowling. The snarky remarks and mean jabs at my intelligence were just the tip of the iceberg. There was so much that Id been willing to overlook when faced with the prospect of losing him. The shouting matches, the door slamming, that time hed smashed my phone against a wall. At the end of it all, he left me when I found a way to be successful on Twitch. Have some self-respect, Rebecca. And then, did Jared really think I was such a pathetic attention seeker? One that was dumb enough to fake a note in her own writing, no less. Who even does that? That, or he thought I was crazy. Delusional. Schizophrenic. I half expected King Sam to show up in the drivers seat of the Uber I took home from Jareds place, but there was a stranger at the wheel. One that gave me a funny look when I let out a nervous giggle in the backseat. Yup, definitely bonkers. Was that my stalkers intention all along? For me to lose my mind doubting his very existence? If so, he had done a poor job of it. I knew I had nothing to do with that note. I had little to go on as I unlocked the door and stepped inside my apartment. At this point, I almost wanted King Sam to reappear just so I could shake him by his scrawny shoulders and ask what the hell it was he wanted from me. Alas, I was alone. No King Sam under the bed. No stolen photographs or sticky notes. Just me. For now. I had one last lead that could tie King Sam to the real world. I sat down at my desktop and scanned my donation history. There it was - 500 USD from Sammuel Kennetworth from a little over a week ago. This was real, tangible evidence that marked the start of my ordeal. His Facebook looked genuine. Hundreds of friends, tagged photos and videos, filled out interests, etc. Countless mutual photographs with Beth Kennetworth and her kids. Neither had a public relationship status, but Id been convinced they were a married couple based on the photographs and identical last names. A closer look at their pictures revealed a factor Id overlooked. Beth and Samuel had the same blue eyes and prominent chins; the same dirty blond hair. How had I missed it before? They were brother and sister. I felt like the worlds biggest jerk. Here was a decent guy who was helping his single sister raise her kids. After a long day at the office and an evening of checking homework, Samuel probably escaped it all by watching a pretty girl on Twitch. How had I been this stupid? But. That didnt explain the big donation. Even in my prime days of streaming, Id never received more than 300 from a single viewer. There were some creeps who had messaged me promising big sums for private sex calls, but I never accepted those offers. Whats more, the generous followers were usually active in the chat and on my social media accounts. I couldnt find king_sam29 or Samuel Kennetworth subscribed to any of my public pages. There was little point in putting together a puzzle with half the pieces missing. I messaged Samuel through Facebook and asked him to meet me to discuss something important. I considered adding more information, but couldnt word a reasonable explanation without making myself out to be a total creep. I hunched over my desktop, tapping my foot nervously as I stared at the message window. Waiting around for a response was frustrating, but there wasnt much else I could do. Luckily, he replied within fifteen minutes. After a few messages back and forth, we agreed to meet up at a downtown coffee shop. So, Samuel Kennetworth, the man in the photographs, was real after all. He showed up right on time, dressed casually in jeans and a polo shirt. I could see he was curious about our meeting. I felt the hot burden of shame creep to my cheeks as I remembered the awkward scene in his kitchen from two days ago. “Hi, Samuel, ” I stood up to greet him. “Thank you for coming. You must be wondering what in the world I want. ” “Nice to meet you, Rebecca, ” Samuel smiled warmly. “Whatever it is, I get to grab a coffee with a pretty girl. I call it a stroke of luck, ” he chuckled as the waiter took our orders. “Some strange things have been happening to me over the past two days, ” I said, proceeding cautiously. “And I think it all started when you gave me that big donation. ” “A donation? ” Samuel looked confused. “My Twitch channel received a 500 dollar donation from your Paypal account about a week ago, ” I elaborated, hoping he wouldnt ask how I knew that. Samuels eyes searched my face as he tried to place it. It was possible hed never even seen my stream. I was starting to think Id stumbled across another dead end when Samuel snapped his fingers and beamed. “Of course! ” he said. “I did that when I was visiting my nephew Joshua at the Nightingale Youth Camp. ” My stomach dropped as repressed fragments from my past came crashing down on me. Nightingale Youth Camp. I hadnt thought about that place in years. I didnt like to remember it. Id been a high school freshman when I first started dying my hair black, listening to depressing music, and dressing in dark clothing. Yes, I was that girl. The one with the Myspace profile filled with a hundred sad quotes and sparkling skull gifs. My suburban childhood was too constraining, and I claimed to be suffocating under societal expectations. All this would have been a harmless, amusing fad if I hadnt taken things too far. I wanted to be edgy, different* not like the other girls. So, I began setting things on fire. It started with twigs in the backyard and quickly escalated to trash cans in the girls bathroom at school. I loved the flicker of the flame, the variety of smells as different items burned.  One day, I took things too far and tried starting a fire in the school library. Luckily, one of the older kids saw me and put a stop to my plans. My horrified parents were brought in and I was suspended from school. Thats when they sent me to Nightingale Youth Camp, the best known ‘troubled teens program in our state. It was the place theyd send juvenile delinquents before they did anything bad enough to get a record. “Your nephew asked you to give me that donation? ” I kept my voice steady as I struggled to focus on the conversation at hand. “Not my nephew, no, ” Samuel replied. “There is a guy around your age who works as a sysadmin for the security department. ” I felt sick. “Hey, are you all right, Rebecca? ” Samuel set aside his espresso, looking at me with a fatherly air of concern. The memories kept coming. Those of us who had stayed there called it NYC jokingly. Liked wed finally left our parents homes and moved to NYC. There was another juvenile arsonist in there with me. We called each other by our Myspace usernames. His was Midnight Raven and mine was Beccasaur, but what was his real name again? I knew it once. “So this guy gave you the money in cash and asked you to donate it through Twitch? ” my head was spinning. “Why would you do that? ” “Yes, ” Samuel nodded, shrugging his shoulders. “I kind of owed Thomas a favor. My sister and I hadnt realized why my nephew Joshua had been lashing out until after we sent him to Nightingale. Hed confided in Thomas about some cyberbullies, and Thomas used his tech knowledge to track down the anonymous users and stop the harassment. ” Thomas Kittler. Now I remembered. “Hey delinquent, ” Thomas whispered as he snuck into my room after hours, placing some stolen jello cups on my bedside table. “Hey you giant piece of trash, ” I giggled, making room on the bottom bunk so he could slip in under the covers. “I hate your stupid face, ” Thomas hissed, hugging me from behind. “Cant believe your mother chose to keep you, ” I murmured back, putting my warm hands around his cold, knobby fingers. A pause. Silence. “I cant believe youre going home tomorrow, ” Thomas whispered in my neck. “Me neither, ” I felt tears welling in my eyes. “I dont know how Im going to go back to school after this. How Im going to face all those preps alone. ” “I wish I could be there to watch over you. ” “When are you getting out? ” I asked, turning around to face him. “Not anytime soon, ” his face tensed. “Promise to come find me when youre out? ” I said, sticking my head under his chin. “I promise, ” he replied. Ten years had passed since I last spoke to Thomas. No wonder I hadnt recognized him in the backseat of my car. How could I? He looked like an entirely different person without the giant black mane of hair, eye-concealing bangs, and snakebite piercings. I thanked Samuel Kennetworth and excused myself, paying the tab. It was the least I could do after invading his privacy. I hurried out the coffee shop and sped all the way on the drive home. I wasnt surprised to find the door to my apartment unlocked. I lingered at the threshold. No doubt, Thomas knew where Id just been and what I had found out. I thought of turning around and calling for help, but something told me he would be gone before the police arrived. I would just be putting off the inevitable. Thomas had been shadowing me for years. He had keys to my locks, and eyes on me wherever I went. Hed probably hacked all my devices at some point. My attempt to track down and blackmail Samuel Kennetworth must have triggered him. I dont know what I was expecting when I finally pushed the door open, but it certainly wasnt the hysterical sobs that filled my cramped hallway. There was something else too. A familiar scent filled my nose. Floral, fruity. Candles? I followed the noise to my bedroom where I found Jared tied spreadeagle to the bed. The swollen eyes, drenched shirt, and urine-stained jeans suggested he had been there for a while. Candles of every color flickered throughout the room. Little ones were scattered on the floor and bed, larger ones stood neatly in the gaps on my bookshelf. Theyre beautiful. “Rebecca, hes behind you! ” Jared cried out as soon as he saw me. Calmly, I turned to face Thomas. He had changed so much since we were teenagers. I was sad to see he had grown so sickly thin and pale. “Hi Midnight, ” I smiled warmly. “Youve been a stranger for a while. ” “Beccasaur, ” Thomass face lit up as he embraced me. He smelled different now, more grown-up. None of that awful Axe spray from our Nightingale days. “Do you like my gift? ” I turned back to see Jareds eyes grow wide with horror. He opened and shut his mouth like a goldfish. I enjoyed this obscene caricature of his usual self-assured face. “Youre so sweet, ” I murmured. “But why didnt you come find me earlier? They must have let you out at the end of summer? ” “I wasnt ready to see you again, ” a pained expression crossed his sunken face. “I havent been doing well since we parted and was just trying to get my life in order. But I never stopped watching over you. ” “You kept your promise, ” I grinned. “I did, ” Thomas took my hand in his. “Im sorry I gave you a scare in the car. I just couldnt believe you would do that to Samuels family. Theyre kind people. ” “Im sorry, Midnight. ” I sighed. “Ive been so lost without you. ” “Its not your fault. ” Thomass face darkened. “It was our parents who kept us apart. If it wasnt for them, youd never have ended up with this waste of flesh, ” he gestured toward Jared. “You crazy bitch! You mental piece of shit! ” Thomas and I watched as my ex-boyfriend screamed his head off, hurling curses our way. “What should I do to him? ” I wondered out loud. “Its been so long since weve had a roast, and hes a lot larger than a rabbit. ” “Always the worrier, Beccasaur, ” Thomas laughed affectionately. “Dont worry, Ive gotten a lot better at this since the old days. ” Thomas stepped back to my desk and brought over a small bottle filled with a yellow liquid. Gasoline. “For you, my dear, ” Thomas placed the bottle in the space between Jareds twitching legs, the only spot on the bed that wasnt covered in tea candles. The hysterical screams grew louder, ringing through the apartment. “We should really gag him, ” I told Thomas. “The neighbors dont usually give a shit, but you never know. ” Thomas stuffed a sock in Jareds mouth as I considered the bottle. “I also have your favorite on hand, ” Thomas held up a box of old-school matches. “I know you like the way the flame grazes your finger. ”. I know youve wondered about girls like me. Youve probably questioned the appeal. I mean, sure, were not bad looking, but who would want to watch us for hours?  Sweet guys like Thomas, thats who. <3.

Arriba Tamaulipas, Monterrey, Colombia Mamasitaaaaa😭😭😭😭😭 Desde Guerrero Mexico. Hope gap movie reviews. Looks cute but its not my type of movie. Cree en el Señor Jesucristo y seras salvo tu y tu casa. Hope gap 2019. Hope gap film. Hope gap year. Source: Hey everyone, A couple of weeks ago, I did a (too. many-word retrospective [ Part I, Part II, Part III] on the last six months or so of Destiny 2. This covered what we think worked well, what didnt work as well as wed hoped, and some of our thinking on where Destiny 2 is heading. Youll see some of this manifesting in whats coming this fall: A Rise of Iron –sized expansion, Shadowkeep, where well explore how the Moon has evolved since we were there last. (See how vague Im being? Its because I dont want to SPOIL. There are many, many sleeps to go. Overhauls to key game systems such as armor that give you more choices on how you play and look. Evolution of game difficulty systems, starting with changes to Nightfall strikes. (You may have seen a preview last week at gamescom; more on that down the road. Features that make it easier to play with friends, such as New Light. more below) and Cross Save. (I see all of you new-to-PC players. Thanks to the PC community for welcoming them. Were simultaneously deepening the parts of Destiny 2 we know and love, but also removing the prohibitive stuff from before that made Destiny 2 hard to play with your friends. This is a real high-wire act. We want Destiny to be a game where every blueberry could become someone who calls the Tower home. My hands have had a week off from typing, so lets talk about seasonal philosophy and how Seasons are shifting to fit with how we tell stories and move the world forward in the vision of Destiny 2 as a single, evolving world. I mentioned in the Directors Cut, Part III that we want Destiny to be a world that has narrative momentum, and a key part of that will be how Seasons support Year 3. Back in June, we mentioned that one of the ways were making it easier for friends to play together is to offer everything à la carte. Were going to do just that with each Season. You and your friends can choose what you want to play, and the world will change every Season. Year 3 will have four fully supported Seasons of content (last years Annual Pass had only three. but this year, you can opt in to each Season for 10 bucks—you wont have to pay up front for an entire year of content, like with the Forsaken Annual Pass. (FYI, the first season in this new vision, Season of the Undying, is included with Shadowkeep, but if you just want to experience Season of the Undying, you can grab that à la carte without needing Shadowkeep. The World of Destiny 2 Changes Every Season With each new Season in Destiny, we want players to feel like they—as a community—are contributing to Destinys evolving world. Each Season in Destiny has to ride the line between delivering self-contained, Season-long world arcs and making the handoff to the next season. Together, Seasons move the Destiny universe forward. In Season of the Undying, the portal to the Black Garden that was opened as a part of JacketQuest has awoken the Vex, and they are now pouring out across the surface of the Moon. Working with Ikora, players will [Do Some Stuff, Go Somewhere, Fight Some Things, and Solve a Problem aka REDACTED. By the end of the Season, the portals will close, the world state will change, and the Seasonal activity connected to it will go away. Yet something remains. This will be just in time for [REDACTED] to kick off the start of Season Nine—Season of Dawn. Everyone who plays Destiny will be able to see how the world is different and changing during the Season. Those with the Season Pass will be able to play a seasonal matchmade activity within the Black Garden for that extra level of sweet gear (this is similar to the old Annual Pass access) but the goal is that everyone will be involved in how the world changes. And at the end of the Season, your collective actions will have caused the world state to change and the Seasonal Activity connected to those events will also go away. Doing this allows us to evolve the world—narratively, but potentially physically as well. It is not possible to keep Destiny frozen in place to allow all activities to live forever while also changing the world in meaningful ways. This strategy lets our team be agile and innovative. We believe that Destiny will grow even better when the world state can change, and that the best Destiny stories are the ones where “you had to be there when…. ” But while events and activities in the world will come and go as the world evolves, weapons critical to the meta will not be locked in each Season for new players or for players who missed that Season. Legendaries and Exotics you need to stay competitive will be re-earnable in the future, although not always immediately after the Season ends. Well be talking more about that later—this is one area where, with the new seasonal model, we expect our plans to evolve across the Seasons to meet the needs of the Destiny community. And while were on the subject of gear and weapons, I want to talk about some other additions were making to your chase to create whatever-your-perfect-Guardian-is. Reward Philosophy in D2Y3 As we dug into how to deepen the customization of your Guardians, we wanted a reward system that could: standardize some of the reward mechanisms each Season, provide clear value in its rewards, make the value of a paid Season super clear, and allow players predictable progression via XP. We all love the chase—that perfect roll! —but we all play differently. Year 3 will add more transparency and predictability while still giving you the RNG option for the unexpected gear or roll you didnt know you loved until you got it. Were adding two new predictable reward pursuits in Season of the Undying. Seasonal Artifact Our first addition is the new Seasonal Artifact, which is free to all players. This will allow you to further customize your Guardians build every Season by unlocking additional mods to socket in your Armor 2. 0 [link to post] gear. Earning XP just by playing will level up your Artifact, letting you unlock the next mod you want for your characters. Image Link imgur While leveling up and unlocking mods, you will also increase the Power of the Artifact, which will continue increasing until the end of the Season (yes, it is uncapped. Artifact Power adds directly to your overall Power and is account-wide. We are both excited, and a little terrified, to see how high players will manage to raise their Artifact Power during the Season. We want the Artifact to let us experiment more freely with our sandbox. During the last five years of Destiny, weve really wrestled with (and continue to wrestle with) obsolescence and permanence in player Power. So, when we were coming up with something new in the Seasonal Artifact, we wanted to figure out how we could have a system that allowed players to create build-altering powers yet not need to commit indefinitely to whatever they made and have it live on forever. We want to date new builds, not get them hitched into the forever combat ecosystem. It doesnt have to be forever anymore. The Artifact can spotlight some different ways to play each Season and introduce new types of perks, while we (and you. can experiment more boldly with new combinations and expressions of Power. We want to use the Artifact as a mechanic to allow the game to shift some each Season. In an action game like Destiny, part of the fun can be discovering new ways to play. Heres an example from my own play: I earned Wendigo this season. I did it naturally, by grinding a ton of strikes (although I was pretty tempted to go farm Blind Well with a group to make it go faster. I ended up using Fighting Lion a bunch in these strikes to get my grenade kills (omg why dont the guys at the end of “The Hollowed Lair” count. What I found was that I really liked using Grenade Launchers, but I hadnt really given them a spot in my routine PvE loadout (I dont have Mountaintop. But as I was playing with Fighting Lion, I was getting better at using breech-loaded Grenade Launchers and at timing my detonations, et cetera. So, while I was on WendigoQuest, I ended up developing an appreciation for an archetype Id largely overlooked, and I developed some new skills (OK, “skills”) while earning Wendigo. Seasonal Artifacts and Seasonal mods will go away at the end of each Season. And the new Season will bring a new Artifact, new mods, and a new pursuit for Power. This way, we can try bolder balance choices each Season with the sandbox, and if we get it a little wrong, well be more likely to let it ride for the whole Season without nerfing your new favorite OP build. Seasonal XP Progression The second predictable reward chase were adding to Seasons are Season Pass Ranks. Some of you might have spotted this on the August 14 armor stream, but we didnt provide any context. Without context, its really easy to find yourself on the jumping-to-conclusions mat. (This is totally human; we all do it. I certainly do. Its OK. Lets talk about these ranks. We want to make sure that each Season has multiple, complementary reward sources, because we all play Destiny differently, and we want to be able to customize our Guardians the way we want to. We will continue to have RNG rewards as a part of our activities, and we also want to add a direct track of rewards each Season that you can progress every evening. The best weapons and armor will still live in the treasure chests of our toughest monsters and villains, but we hope now there will be fewer nights where players feel like they logged into Destiny and got nothing done. The Internet is talking a lot about different builds in games. Season Ranks are kind of like a build for playing a season of Destiny. Grabbing bounties, doing strikes, completing weekly challenges—these are straightforward ways to unlock Season Pass Ranks when you dont have the time to arrange a raid group, or check Google for the right strategies to solve a problem, or gamble against RNG (where it feels like the house always wins. The ranks help our friends in the community who have families and/or full time jobs, or who are deep in finals territory at college. Sometimes you just want to log in, grab some bounties, shoot some aliens (or Guardians) earn XP, and chill with your friends. Thats why weve added 100 ranks to earn each Season, with Free and Premium track rewards, plus a UX design thats intuitive and familiar if you play other games. Unlike those other games, youll make progress by earning XP doing the things youre already doing in Destiny —defeating monsters and completing bounties and activities. This is about a new additive layer of predictable rewards for just playing the game. Heres a look at the Season Pass UI: Image Link imgur Its All Part of the Season With every Season Pass, you will get everything youd expect from a Destiny Season (new activities, rewards, a storyline, et cetera) not just the new Season Rank UI and the reward tracks. Like I alluded to way back in the first Directors Cut, we need more sustainable ways to deliver rewards, and the Season Rank UI is a big step in us getting there. So now, with all this context, lets look at what you Season Pass owners get in Season of the Undying (which, again, is included with Shadowkeep) Season Pass owners get access to a new seasonal activity, the Vex Offensive, which includes: Four Legendary Weapon drops Additional weekly and daily bounties Additional weekly challenges with powerful rewards A new weapon quest for an Exotic Bow, Leviathans Breath Exclusive to Season Pass owners A new Exotic Hand Cannon, Erianas Vow Awarded on Rank 35 of the free track Awarded on Rank 1 of the premium track Three seasonal Legendary armor sets (one for each class) Collect a complete set during the first 25 ranks of the free track NOTE: This is a change from the Annual Pass, where you were required to purchase gear from the Season. On the premium track you get all three sets on Rank 1 These also drop within the Vex Offensive seasonal activity If you want versions with higher stat tiers, youll need to play Vex Offensive to earn them Some additional premium track rewards:  Three universal ornament armor sets (one for each class) An Exotic weapon ornament for Erianas Vow Two Legendary weapon ornaments  A new finisher An Exotic emote  An Exotic ship Progression, or How Differently You All Play Destiny For many of us, Destiny 2 is a regular hobby, but how that hobby fits in with our lives is different. We have players who play every day, we have players who have 10–15 hours a week, and we have players who log in for whatever time they can spare. Every season, Destiny 2 will change, and the community working on changing the world together means that we want all of our community to be able to be a part of it. Some other games let players buy every rank when a new Season begins. In Destiny, we want your time spent playing the game to matter; we want the first players who unlock a bunch of the sweet stuff to have unlocked it through play, not pay. Some players are going to work super hard trying reach rank 100 as quickly as possible. We think thats great. But again, all of you play Destiny 2 differently, and when we say we want the whole community to be part of how the world changes every season, we keep coming back to giving players the choice of how they want to spend their time. Based on how a lot of you play, 100 ranks is going to be cleared in the season, but not all of you will have the time. To solve for how our community plays Destiny, were planning to allow Season Ranks to be purchased as a catch-up mechanic late in the season. Were going to wait to see how players engage with Season Ranks and make sure its tuned well before determining exactly when we unlock the ability. Season of the Undying runs for 10 weeks, and were currently thinking of enabling this somewhere in the last 2–4 weeks of the Season. We know that sometimes life gets in the way, and you just want to get the last few rewards before the season ends and everything resets. In the same way that weve been doing seasonal catch-up for Power, we think providing a late-in-the-season rank catch up makes sense. This initial version is our starting point, and the way weve designed Seasons moving forward means that were going to be able to have the flexibility to tune how this works once we see how Season of the Undying goes. I see you: “Did Bungie just raise the XP needed to get a rank to some ridiculous level so that players have to buy ranks at the end of the season? ” The answer to that question is NO. For example, in our internal team tests, playing strikes in a fairly relaxed manner (18 minutes per strike play time) with full stacks of bounties can get a Seasonal Rank in less than one hour. Every week, Guardians also get rest XP bonuses (per account) where their first three ranks are at triple XP. Playing strikes with full stacks of bounties and rest XP should get 10 ranks in around 8 hours. And knowing you, well all see even better ways youll min-max your time to clear your ranks. Our goal in tuning this is for our most committed Destiny players, who start on week 1, to reach Rank 100 simply by doing the things they already love spending their time on. If thats not happening, we have the freedom and ability to adjust. We want Destiny to be your home however you want to play and hit 100. You may never want or need to buy a rank. We just want our community to be able to play together as easily as possible and narratively be part of the Destiny world as it changes. Your Seasonal Rank also goes away at the end of the Season—a new Season of ranks and rewards will take its place. And like our Seasonal Activities, we dont want important gameplay-focused rewards to be inaccessible to players who missed a season, so any Legendary or Exotic weapons introduced in a Season Pass will be attainable in future Seasons. Those coveted rewards wont be available immediately, but it wont take longer than six months either. More details on that soon. New Light, Removing Barriers for Friends, and 0 Weve talked a lot about what you get if you buy the Season Pass, but lets talk about what you get with Destiny 2 for spending nothing. This fall, new friends playing Destiny 2 for the first time are coming, and were going to make Destiny a great experience for everyone. At its core, what makes Destiny 2 special and a place we all come back to is the community, the friendships, and the memories made along the way. Destiny is best if you can convince your friends to play, and we think a 0 price tag is another way to make that easier. The default version of Destiny 2 this fall will be New Light, and on top of all of D2Y1 available for free with New Light, were going to make sure theres plenty of new, free content in Season of the Undying. Heres some of what all players (even without the season pass) can access on October 1: Alt: All Destiny 2 players, whether youre coming in with New Light or are all-in on Shadowkeep and Season of the Undying, will have access to the following: Patrolling the Moon destination The opening mission of Shadowkeep    Two new strikes Crucible Updates (which I discussed in [link to previous Directors Cut] Two returning PvP maps from the D1 era—Widows Court and Twilight Gap Elimination in Crucible Labs Armor 2. 0 build customization Eye of the Gate Lord Seasonal Artifact New finishers Two new pinnacle weapons: one for Gambit and one for Crucible Free Seasonal Rank rewards, which include: New Exotic weapon—Erianas Vow Three Legendary armor sets (1 per class) Two Legendary weapons Best of Year 2 Bright Engrams  Glimmer and upgrade modules The Legendary armor and weapons that come with the free Seasonal Ranks are like sampler platters for the Season Pass. If you want to find the best stat rolls for that armor, you will need to play the Seasonal activity and get the drops. But players who just want to collect all of the armor can earn the base version from the free track. Erianas Vow, the new Exotic on our Seasonal track also drops on the free track (but you get it earlier if you have the Season Pass. We have also added a lot of rewards on the free track that are nice quality-of-life rewards for players, like upgrade modules, which are free Infusions. How This Couldve Worked Last Year This has been a pretty dense dump of information (thankfully it has more pictures than the Directors Cuts did. I wanted to wrap this up by looking at how a season of content done in the style of Year 3 mightve worked with some Year 2 content we all remember.  Lets re-imagine the Season of the Forge in Year X of Bizzaro- Destiny (begin Waynes World do-loo-loo-loo) A week before the Season begins, all players receive a note in their mailbox. It simply reads: “I have returned from the stars. Meet me on Dec. 4 at 10:15 AM PST. —Ada” Once this note has been given out, a small countdown timer appears on the Traveler. When the timer reaches 0, players in the Tower see a ship unlike any theyve ever seen land between Zavala and Lord Shaxx. A figure transmats out and walks through the Tower, opening a door that had long been shut. Players follow the character through the Tower and the figure lowers her hood and greets players, “I am Ada, and we have work to do. ” The Season Pass in the Director is updated, the rewards are revealed, and now Ada and players begin a Season-long experience of refining forges in the world, completing bounties, finding materials, working on Black Armory armor sets, and taking on the new raid, Scourge of the Past. In a twist, Datto and his group are the first to finish. As players work together to forge weapons early in the track, smithing and building new ones, the room around Ada begins to change. The schematic data from players work is resulting in new weapons and mods for players to create. These weapons and mods dont all require playing the Seasonal activity—some of them are found in new encounters within strikes, some of them are forged in Last Wish (like the Alchemy Lab in Blackwing Lair. As the player community plays, meta objectives are revealed. Once a certain number of players have unlocked ranks on the Pass, cinematics unlock for everyone to watch. We see the Drifter and Ada arguing over something pitting the two against each other, the scene ends with Drifter raising an eyebrow at a set of gun schematics behind Ada. As the Season winds to a close, the Drifter begins to summon players to him. Hes having a new space built in the Tower, and the first people he asks for help are those whove earned the title of Dredgen. Now players begin to gather materials and donate them to fund the Drifters new scam. The Drifter wont stop talking about the gun schematics he saw behind Ada. Very late in the Season, players notice Adas room looks like its being packed up. Shes leaving. The schematics that sat behind her are missing. Over the course of a few weeks, she packs her equipment and, in an event similar to her arrival, she vanishes. Ada, her wares, and her forges are gone. Banshee-44 reminds players that even though Ada is gone, she left him the schematics for her weapons and armor, and hell be rotating them through over time. And the Drifter asks you to visit him, saying hes got a surprise… (end Waynes World do-loo-loo-loo) And while today, the “Lets Pretend” section above is very much a work of fiction, we are working to build the technology that would make something like this possible and help make our Season Pass feel uniquely Destiny. Wrap-Up Season Passes in Year 3 will in some ways feel very new and in other ways feel pretty similar to the Forsaken Annual Pass experience. Our intent is that the Season Pass mechanics—as were aligning everything with a single, evolving world and how were moving the Destiny story meaningfully forward—are additive to the core Destiny experience (were still going to have things like Holiday events, dungeons and secret missions, and all kinds of stuff that we hope surprises you. Its an evolution and an experiment, and hopefully what youve seen lately is that were going to keep being agile and continuing to make the best decisions for the game along with you. Were excited to see where our unified seasonal philosophy will let us take the Destiny universe over the next year. (Also, thanks for all of the comments and responses to the Directors Cuts—I have some deleted scenes and ideas on how the format could evolve when it returns next year. See you soon,  Luke Smith.


Hope gap full movie.

Source: This week at Bungie, Mars is on the mind. A few weeks ago, we forecast our first Community Challenge. Our destination of choice: Mars. With a unique emblem and additional Menagerie loot to earn, we knew youd take this on… but we didnt think youd prosecute the Hive this quickly. To say were impressed with your progress is an understatement. Heres a quick snapshot of how far youve come in so little time: Image Link imgur Remember, to qualify for the exclusive Community Event emblem, you'll need to complete one Nightfall before next Tuesday at 10:00 AM Pacific. Luckily, it looks like there's some work to be done in the Nightfall department. Don't forget, we have the Find Fireteam feature on and the Destiny Companion App if you're in need of some team mates. We'll be sending out emblems to qualifying players next week, so be sure to stay tuned for updates. Weve got some exciting news on the docket this week. A Bungie Bounty, upcoming Crucible changes, Sandbox ability tuning, and a fashion show of upcoming armor. Lets get to it. Join the Strike Team Next week, were assembling a special strike team for another Bungie Bounty—and, like we always do, were leaving a seat open. In keeping with our streaming tradition, this is your chance to find us in the wilds of matchmaking and engage in live combat with the hopes of winning an emblem as your reward. On this occasion, were putting a price on the heads of whichever strike bosses the fates choose. Bungie Bounty—Strike Team Edition Destiny 2 on Xbox Live Heroic Strike Playlist Tuesday, September 10 3–5 PM PDT If matchmaking chooses you to play on this fireteam, your fellow Guardians will be two titans of industry (even though one of them plays as a Hunter. These are two old friends who have recently been reunited by Cross Save. Theyll be live at Bungie to stream their session. Image Link imgur If you get matched up with these Guardians, and they decide that you held up your end of the fight, theyll award you an emblem you can use to prove it—so be sure to back them up on the path to victory. Look alive and play your best game. This will be your first chance to win the* Destiny 2* Year 3 Bungie Bounty emblem. Check it out! Image Link imgur Theyll launch as many strikes as time permits, with a different Guardian from the community as the third player. If youre watching and participating in chat, there will also be some prizes for you to win as a spectator. Well have seven Destiny 2: Shadowkeep Collectors Editions to award—and those are otherwise sold out.  Image Link imgur Our friends at Xbox also have some special prizes up their sleeves, so tune in to watch or queue up to fight alongside two of the biggest Destiny fans we know. Shake Shaxx  Many of you have been asking how the Crucible experience will change on October 1. While we outlined some changes in the Directors Cut: Part III article, we wanted to put the magnifying glass on a few more upcoming changes.  Image Link imgur Director Update When Shadowkeep launches, your Crucible Director will look a bit different. Heres a quick rundown from the Directors Cut: Weve removed the Quickplay and Competitive nodes from the Director. If youre looking for an experience like Quickplay, weve added Classic Mix (a connection-based playlist [like Quickplay today. Classic Mix includes Control, Clash, and Supremacy.  Competitive is replaced by 3v3 Survival (which now awards Glory. Weve also added a Survival Solo Queue playlist that also awards Glory.  Weve added 6v6 Control as its own playlist.  With the potential influx of new players this fall, we want to have a playlist that signals to new players where to start.  We feel like 6v6 Control is the right starting place when introducing new friends to Destiny. Weve added a weekly 6v6 rotator and a weekly 4v4 rotator.  These rotator playlists are where modes like Clash, Supremacy, Mayhem, Lockdown, and Countdown will appear. We want to create some variety in the PvP experience from Season to Season, and one way were doing that is to bench some maps for the Season. While theyre out of rotation, if time allows we also hope to improve how they play by tweaking spawn areas, ammo spawns, and overall structure so they return better than before. The first four to be removed from all playlists are: Dead Cliffs Legions Gulch Retribution Solitude We also made a pass on all playlists, removing some maps from playlists where they dont shine.  Equinox is now only in Scorched, Mayhem, and Breakthrough, and Firebase Echo is only in Supremacy, Mayhem, and Breakthrough. While we are removing a few maps, we are also introducing Widows Court, Twilight Gap, and the new map, Fragment. Think Dreaming City meets Infinite Forest. Image Link imgur Elimination is also making its return to Destiny 2 via Crucible Labs. Well be testing out multiple variants of Elimination rulesets and settings to see how the mode plays with the new weapons and abilities of Destiny 2. Heavy Ammo Sharing Heavy ammo is shared only in all 6v6 modes, and those crates have a sparkling effect to denote this. Once a player picks up Heavy ammo, their teammates have a limited amount of time (currently 7 seconds—this is something we can tweak between Seasons based on community feedback) to interact with the same ammo crate to get Heavy ammo. If the other team picked up the crate, it will turn red to indicate you cannot pick it up during this period. When the time window expires, the crate despawns.   Each player gets less Heavy ammo from shared crates than they do from unshared crates in 4v4 and 3v3 modes. The amount of ammo you receive from a crate is static and does not change based on how many teammates share the crate. Rank Systems Update: Streaks and Floors Glory, Valor, and Infamy streaks have been made more resilient. Instead of resetting your streak, losses will now reduce your Valor and Infamy streaks by 1, and your Glory streak by 2. You can still lose Glory, but if your rank is at or below Fabled, you cant lose Glory if doing so would drop you below that rank (each rank through Fabled acts as a floor for Glory. Competitive Matchmaking Updates: Skill and Glory Destiny has always tracked player skill behind the scenes, taking into account things like kills, damage dealt, and so forth. These factors all contribute to a players skill rating. In Season 8, weve mapped skill ratings to Glory ranks, with the lowest end of the scale mapping to Guardian I, and the high end mapping to Legend. Most players are somewhere between these extremes. As you play in the Survival playlist, the Glory system will accelerate you to the rank that corresponds to your skill rating. If your current rank is below where your skill rating says you should be, youll earn extra Glory based on the criteria above so you can get to your expected rank faster and lose less Glory so you dont fall farther away. Once you reach your “expected” rank, Glory gains and losses will normalize.   Meanwhile, your skill rating is continually adjusting based on your performance, shifting the systems understanding of your “expected” rank, and causing the Glory system to respond by pulling you toward that rank. The result should be that over time, your Glory rank will become an accurate reflection of your skill. It also means that teammates of different skill will experience different Glory adjustments from the same Survival match. When it comes to Crucible, matchmaking and hopper nodes are only half of the puzzle. Over the next two weeks, well be detailing Sandbox changes, which directly impact the meta that youd find in our PvP environment. Shadowkeep Sandbox Update: Abilities As Destiny 2 continues to evolve with the upcoming release of Shadowkeep, many of the tools in your space magic toolbox are receiving a tuning pass. This week, well be focusing on subclass changes, as the list is fairly hefty. Below, weve paired developer commentary with upcoming patch notes to paint a picture of how your abilities are being updated—and, more importantly, why. Buffs Nightstalker Way of the Pathfinder (Bottom) Goal: We want to lean into the fantasy of a speedy disruptor. Pathfinders need more tools to scout the battlefield and a skill based way to engage with that gameplay more often. We should reward this scouting and battlefield control gameplay, executed well, with more opportunities to do the same. At the same time shadow shot needed some quality of life improvements for long standing frustrations. Vanish: Smoke bomb grants invisibility to allies Gives 1 stack of Heart of the Pack (newly revamped) to all allies hit Grants +34 to armor, recovery, and agility Gives weapon reload speed and handling Max 3 stacks Increased invisibility duration from 7 > 8 seconds. Provision: Killing tethered enemies creates super orbs and increases agility, armor, and recovery for allies New Perk (old perk benefits moved to be part of Mobius Quiver) Damaging enemies with your grenades reduces the cooldown of your smoke bomb (6% per damage tick) Making allies invis gives you grenade energy (17. 5% per ally) Moebius Quiver: Fire super multiple times and deals massive damage to tethered targets Added the old Provision perk to naturally be part of Mobius Quiver Killing tethered enemies creates super orbs and grants stacks of Heart of the Pack for allies Expanded the range of Heart of the Pack from 20 > 30 meters. Shadowshot Super (Top and Bottom path) Damage increased from 150 > 250 One shot kill in PvP Improved tether accuracy near obstacles Suppress on hit is more consistent Sentinel Code of the Protector (Top) Goal: This path is the main support role for Titans and focuses heavily on melee kills while staying near allies. We want to focus more heavily on buffing allies so that players care about the timing of their buff usage. With a loop which allows players to get their melee energy back more quickly this will be a more engaging path to play. Additionally, Ward of Dawn is currently not up to snuff, and needs a buff that ties in to the fantasy of buffing allies. Defensive Strike: Melee ability that creates an overshield for nearby allies All kills while the overshield is active grant melee energy for the player with the shield (works for all allies you grant a shield to) This is based upon enemy threat level from 5% minors) to 25% players and bosses) Rallying Force: Melee kills heal nearby allies Heal buffed from 10 health and 10 shields to 10 health and 20 shields (50% increase) Ward of Dawn: Alternate super that creates a shield bubble Increase ward health versus supers  Most supers will require the whole thing to be dumped on the ward to destroy it but will (usually) not kill the players inside. Ward grants weapons of light buff when passing through it (35% weapon damage for 15 seconds) Grants an additional super orb (3) Auto-generated orbs now grant the same amount of super energy as regular super orbs (previously the orbs gave less super energy on par with masterwork orbs) Sentinel Code of the Aggressor (Bottom) Shield Bash: Shoulder charge that disorients nearby enemies Now suppresses the target hit and any enemy within 2 meters (have to be basically right next to them) Voidwalker Attunement of Hunger (Bottom) Vortex: Nova Bomb leaves behind a damaging AoE pool Initial explosion damage increased 15% Lingering damage increased 15% Dawnblade Attunement of Grace Well of Radiance: Alternate super that creates a healing/buffing field for allies Grants an additional super orb (3) Auto-generated orbs now grant the same amount of super energy as regular super orbs (previously the orbs gave less super energy on par with masterwork orbs) Nerfs Nightstalker Way of the Trapper (Top) Shadowshot: Fires an arrow that damages enemies and debuffs enemies nearby Damage sharing for the Nightstalker player specifically reduced from 100% to 50% Now all allied players have 50% damage sharing on tether Nightstalker Way of the Wraith (Middle) Flawless Execution: Headshot kills while crouched grant invisibility and truesight Truesight now lasts 3 seconds (down from 9) Shattering Strike: After performing a Flawless Execution, your melee attacks have a longer lunge range and weaken enemies Advanced warning: When we made the change to Flawless Execution this also unintentionally nerfed this ability to only last 3 seconds (it was directly tied to the truesight. We have prepared a fix for the 4. 6. 1 patch to restore the weaken and lunge range increase to last the entire 9 seconds regardless of truesight and invisibility status. Instant Reloading Goal: In the beginning, Lunafactions and Rally Barricade did exist, but they were clunky to use. They still had dramatic impact on gameplay even in that state, but eventually we decided to make their effects easier to handle. The problems they introduced always existed in the game, but over time these have become magnified due to new abilities, perks, and weapons introduced into the Destiny 2 sandbox. The impact of something that takes all reloading out of the equation means that other perks or effects like the Hunters Marksman Dodge or the Sealed Ahamkaras Grasps can simply fall to the wayside – Even swords take a hit in comparison, being one of the few weapons that naturally never needs to reload. Reloading is one of those mechanics that are simple, but have wide ranging consequences. Because the effect on gameplay of removing reloading is inversely proportional to the size of your weapons magazine and how slow your general reload animations are, weapons like Rocket Launchers and Shotguns can benefit greatly compared to other weapons. This, alongside the increase in general access to damage bonus effects like Well of Radiance left us with the decision to remove this effect from these two sources, as they were causing things to quickly snowball out of control.                                Titan Rally Barricade This ability now provides a large increase to reload speed for the duration of the effect This ability no longer automatically reloads your weapons from reserves Warlock Rift/Well of Radiance Lunafaction Boots now provides a large increase to reload speed for the duration of Well of Radiance This exotic no longer automatically reloads your weapons from reserves Super Energy Regeneration Goal: These changes will reduce the speed with which players are able to earn their super which supports difficulty and reduces the current ability to trivialize certain content through excessively chaining supers. Systemically, we want to reduce base sources of supers on a large macro scale without diminishing the feeling that your actions are gaining you a worthwhile energy boost. By reducing the speed at which you gain super we can make mods and perks feel more worthwhile. We still want it to feel like you can make meaningful progress not only through normal play but by augmenting super energy through teamwork, class choices, gear, and skillful play. New Energy Granted by Super Orbs: Super Orb: 7. 143% 50% reduction) Masterwork Orb: 2. 5% 50% reduction) Kills: 25% reduction) Minor: 0. 6% Elite: 0. 96% Mini-boss: 1. 8% Boss: 3% Player: 3% Assists: 25% reduction) Minor: 0. 3% Elite: 0. 48% Mini-boss: 0. 9% Boss: 1. 5% Player: 1. 5% Damage Multipliers Goal: At Destiny 2 launch, damage buffs were fairly sparse – There was Empowering Rift for a small increase, and you could combine it with a weakening effect such as Hammer Strike, but very little else. As time has gone on, we introduced Well of Radiance, Weapons of Light, Guiding Flame, Frontal Assault, etc, and combining these effects has resulted in player damage output far beyond what was previously available. Even with just a small amount of them, a player can go from 1x damage to 3x and beyond, causing there to be an extremely large gap between standard player output and theoretical output. By preventing the larger effects from stacking, we are able to keep each of them around without having to do something in response like raise boss health to compensate for these tactics, as well as create more of them. As an example, Lumina would not have been created in world where the damage bonus effect of Noble Rounds stacked with other damage effects, and these changes are simply an extension along those same lines. While the weakening effects never stacked, we also took a look at them and adjusted their values as many of our more powerful units would simply evaporate when touched by one of them, but we compensated for that in other ways, such as either extending the duration of the effect or in the case of Shadowshot, making it affect power weapons. Player Damage Buffs Player Bonuses Bonus damage effects that apply to all of a player's weapons simultaneously no longer stack multiplicatively. The highest applicable bonus will be used instead. This does not affect single weapon buffs such as Rampage, Kill Clip, or exotic weapons that increase their own damage. These will still stack multiplicatively. Buffs that provide bonus damage will still exist simultaneously on the player, so in the event that the one with the highest multiplier wears off the next highest will be used instead. This change affects the following weapons/abilities (Empowering Rift, Frontal Assault, Guiding Flame, Sun Warrior, Inertia Override, Well of Radiance, Lumina/Noble Rounds, Weapons of Light) Notable exceptions: Vengeance (One Eyed Mask) Frontal Assault Bonus damage is now +20% Previously +25% Sun Warrior Bonus damage is now +20% Previously +25% Well of Radiance Bonus damage is now +25% Previously +35% Weapons of Light Bonus damage is now +35% Previously +25% Enemy Debuffs (Weakened) Shadowshot Incoming PvE damage is now +30% Previously +35% Incoming PvP damage is now +50% Previously +55% This effect no longer excludes power weapons Tractor Cannon (Repulsor Force) Incoming PvE damage is now +30% for all elements (Previously +33% 50% for Non-Void/Void damage respectively) Incoming PvP damage is now +50% for all elements (Previously +33% 50% for Non-Void/Void damage respectively) Hammer Strike Incoming PvE damage is now +30% Previously +50% Duration increased from 6 to 10 seconds in PvE Shattering Strike Incoming PvE damage is now +30% Previously +50% Duration increased from 6 to 10 seconds in PvE Reduced Super Damage Resistance Goal: Since the launch of Destiny 2 we have slowly introduced buffs to supers, especially roaming supers. While we believe supers should be powerful they should not be mindless. We want supers to be more risky in both PvE and PvP. We want players to think about positioning and timing more. Not so long ago we experimented with Spectral Blades by lowering the damage resistance substantially. These changes were generally well received and improved the experience of the super for both the person running it and the person who was running from it. In PvE players shouldnt feel like their super makes them invulnerable and casting one should call for situational strategic thinking. In PvP players need to feel like they can challenge a super and that with skillful play theres a chance they can beat it.  Super Damage Resistance removed from masterwork armor Inherent Super Damage Resistance lowered by category (see below) Low- 54% → 49% Nova Fission Thunder Crash Blade Barrage Nova Bomb Well of Radiance Medium - 56% → 51% Hammer of Sol Daybreak High - 60% → 53% Fist of Havok Burning Maul Sentinel Shield Arc Staff Arc Lightning Shadowshot Other (unchanged) Spectral Blades - 52. 54. 4% Golden Gun - 0% Chaos Reach - 40% Next week, well be taking a look at how your arsenal of weaponry will be changing. Add to Your Collection Over the weekend, we were boots on the ground at PAX West. A few attendees helped themselves to a preview of some upcoming armor coming in Shadowkeep. This week, wed like to showcase more upcoming sets, giving you a fashion show of sorts. Here are the fall collections, arranged by their sources. Dreambane Armor Set Acquired from activities on the Moon. Video Link Garden of Salvation Raid Armor Set Acquired from the Garden of Salvation raid. Video Link Substitutional Armor Set Acquired from Seasonal activities, free Season Rank rewards, and premium Season Rank rewards. Video Link Phenotype Plasticity Universal Ornament Set Acquired from premium Season Rank rewards. Video Link Iron Will Armor Set Acquired from participating in Iron Banner. Video Link Empyrean Cartographer Universal Ornament Set Acquired from the Eververse store. Video Link In addition to all this, the currently available armor sets will drop as Armor 2. 0 versions when Shadowkeep launches. Armor 2. 0: Reprisals Crucible: Year 1 Includes Year 1 ornaments Vanguard: Year 1 Includes Year 1 ornaments Black Armory Forge  Gambit Gambit: Forsaken Gambit Prime: Season of the Drifter Menagerie All Menagerie armor Raids Leviathan Eater of Worlds Spire of Stars Last Wish Scourge of the Past Crown of Sorrow Destinations European Dead Zone Titan Nessus Io Mercury Mars (Vendor and Escalation Protocol) Tangled Shore Dreaming City There will also be additional world drops that can be found in Legendary engrams which have been updated to Armor 2. 0. Deployment Complete Image Link imgur Destiny 2 Update 2. 5. 2. 2 is live, and players have flooded Reckoning for increased chances on their desired weaponry. Destiny Player Support has kept a finger on the pulse of this update, looking for any missing pieces that may have fallen off the ship during its journey. This is their report. Destiny 2 Hotfix 2. 2 This week, we deployed Hotfix 2. 2 to Destiny 2. This hotfix made several targeted quality-of-life improvements to the Destiny 2 experience, including changes to the quests for the Wendigo GL3 and The Mountaintop pinnacle Grenade Launchers. For the full list of changes made in 2. 2, please see our Destiny 2 Update 2. 2 page. Players who have observed issues after the deployment of this hotfix should report them to the #Help forum. REMINDER: Moments of Triumph End Date is September 17 With Shadowkeep fast approaching, wed like to take this opportunity to remind players that Moments of Triumph ends at the weekly reset on Tuesday, September 17. At that time, the 2019 Moments of Triumph and the MMXIX Seal will no longer be available to players who have not completed them. PC Silver Purchases—Log In to Claim by October 1 In preparation for the upcoming Destiny 2 PC migration to Steam, this week all Destiny 2 game and Silver product listings were disabled for purchase on Players should be aware, however, that all in order for recent Silver purchases to successfully transfer to Steam, players MUST log in to Destiny 2 on before October 1 to claim their purchased Silver. The option to purchase Silver will be re-enabled on Steam on October 1 when Shadowkeep launches. For more information on the move to Steam, please visit our PC Move page. Cross Save Issues We are aware that some players have entered an undesirable Cross Save state due to Silver purchases on their account prior to the launch of Cross Save. To help mitigate these and other player issues, we have created a Cross Save Contact Form. All tickets regarding Cross Save issues will be addressed at the discretion of Destiny Player Support during regular business hours. Im Losing My Mind Image Link imgur I keep looking over my computer monitors, expecting to see the smiling face of Cozmo23. Hes been texting me every day, making sure Im all right—but I have to say that Im going a little crazy. It was nice to see him at PAX, but it just wasnt enough time. Wait a second, this is a Movie of the Week intro, not my personal diary. Lets look at whats hot on the creations page this week! Movie of the Week: Once Upon a Time in the Reef Video Link Honorable Mention: Ricochet Rounds + Sniper = Profit Video Link If youd like to put your name in the hat for Movie of the Week, make sure to post your content to the Community Creations page on, or throw a video to myself or Cozmo on Twitter. Im a candle burning at both ends right now. Shadowkeep is so close. SO CLOSE! I cant wait to get back on that lunar surface with you all. See you next week when we talk about some exciting Sandbox weapon changes, like Sunshot having 12 in the mag, or Graviton Lance getting a 30% PvE damage increase… Thanks for stopping by. Lets finish this summer out with some radiance, shall we? Cheers, Dmg04.


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Hope gap british film festival. Hope gap tallard. Hope gap trailer legendado. Hope gap east sussex. Hope gap imdb. Hope gap youtube. Mods, hopefully this is allowed. I thought it might be useful for us to try to get a master thread going of some of our criticisms of this front office. With a 17 year tenure there's a lot to keep track of. So I thought it might be useful for us fresh off the Lauri news to try to gather the majority of those arguments into one thread. So that people from the outside can be linked it and just understand "Oh, ok that's the argument against Garpax. So I took the liberty of listing as many as I could think of off the top of my head & I invite you all to join in with any that I might have missed. Disclaimer: So many of these are subjective. I feel like a big theme among Bulls fans is they can't see the forest for the trees because they get lost arguing over details like "Jordan Poole isn't even good. or "We had to trade up for Doug if we wanted to try for Melo. Believe me, if I was able to assemble this list I am well aware of the counter arguments. My argument is that a good front office is like a lead off hitter in baseball. You need someone whose getting more hits than misses to get on base and start your offense. Our front office gets consistently struck out too often to ever believe they can be apart of a championship team. I understand some of these might seem harsh or could be argued another way but if I could spend all day trying to gauge what is/isn't their mistake. I think it's better to list them and leave it up to you to decide. So without further ado, here are my reasons Garpax need to go: In no particular order Cristiano Felicio Contract. He was 25 years old averaging 4 and 4. Waiving Spencer Dinwiddie in favor of Michael Carter-Williams Trading Tony Snell for Michael Carter-Williams Letting Spencer Dinwiddie walk in favor of MCW John Paxson choking Vinny Del Negro (His own hire) he would later be quoted "What also disappointed me was that VDN never owned up to making a mistake" Fired Scott Skiles on Christmas Eve Fired Bill Cartwright days after Thanksgiving after giving him mismatched rosters and under-preforming Overruling This lobbying for Draymond Green to draft Marquis Teague Refused or failed to take back salary and gather assets preferring to bet on player Development in Jabari Parker & Otto Porter JR Tyrus Tomas for LaMarcus Aldridge The biggest free agent signing of their tenure they almost immediately started drama with telling him he was no longer allowed to wear a headband. This policy would appear to be reverted years later w/ no explanation Interviewed no one for the job of Head Coach but Jim Boylen & hired him. Worse several reporters (For example Vinny Goodwill) have alleged that this was like to have been planned since the summer beforehand. Blindsided Hoiberg by firing him after showing up expecting to run practice. During his tenure here they fed him a steady stream of their personal projects & mandated them to receive playing time. None of these projects worked out. Examples are Jerian Grant, Cameron Payne, Joffrey Lavergne, Zipser, Felicio, etc. Leaked that Derrick Rose was healthy to the media putting a ton of pressure on him to return in time for the playoffs & launching a wave of jokes that never really let up Let Ron Adams go from Thibs Staff angering him & resulting in him going on to be the architect of the Warriors championship defense. He now has 3 rings. Not trading Pau Gasol in 2015-16 where we would miss the playoffs and he would walk for nothing Ran such a sloppy situation around Thibs firing that word reached Thibodeau Hoiberg would be his likely replacement while he was still coaching the team. Also serious speculation that this was told to players, undermining his authority as coach. Thibs even being hired is a win for them right? No, they actually didn't want him. Tom Thibodeau was the recommendation of an outside group hired by Reinsdorf. John Paxson wanted Doug Collins and Gar Forman wanted Mike Brown. Refused to hire Thibs strength & conditioning coach (Anthony Falsone) in Houston. He would later be hired and win the championship with the San Antonio Spurs in 2013-14. He still serves as their athletic director today. Escorted Thibs out with security when he was fired. Overpaid Fred Hoiberg 5 years /25 million and then fired him before it was complete. K. C. Johnson has speculated this is the reason why Jim Boylen remains. As, they dont want to be paying two coaches not coaching at the same time. Letting a lot of talent walk for nothing. To avoid the headache of having to defend each and every player in this group Ill make my case for the best and attach the rest as honorable mentions. Omer Asik is the biggest mistake. We had no backup 5 to replace him and Houston ended up getting an almost lottery pick for him later on so he was definitely moveable if we ever wanted out. Honorable mentions: Deng, Marco, ETwaun, the Bench mob. Amnestied Carlos Boozer way too late to be able to matter Leaked that Kris Dunn apparently wasnt working hard enough over the summer Failed to see the writing on the wall and instead of rebuilding committed us to that meaningless three alphas year just to do the same thing in the end. The entire Doug McDermott situation can be made into like eight bullets and is stupidly controversial among Bulls fans. But I know there will be stans in the comments so I will let them defend Garpax. Trading 17 & 18 for 11 in the 2013 draft *Using #11 to draft Doug Mcderrmott in a good draft. Dumping Doug Mcderrmott just two years later for basically nothing. Were incredibly late to the game of analytics, frequently downplaying its importance. Kevin O Connor speculates that their promising to draft Chandler Hutchison restricted us from doing any draft night trades involving the #22 pick in 2018. Started our rebuild by selling a second- round pick. (We know Jordan Bell isnt good, thats never what this was about) Third largest market in the NBA, paid the luxury tax twice. Traded for OPJ whose making 27 million and has played in 24/78 games available. If his girlfriend is reliable hes also not a fan of the front office and a free agent in a year. Horrible medical team. Were always injured every single year. Rosters frequently have big holes and they take bizarre steps to fix them. No Small Forward? Jabari. Need a long-term scoring option next to Rose? 33-year-old Rip Hamilton seems like a safe bet. (I love Rip but that doesnt make it a good signing) Need a solid starting ball-handler & playmaker? Tomas Satorasnky, MCW, Jerian, Rondo seems like the wait maybe nvm. I know that you cant nail every signing and not even all of these are bad. Its more that there seems to be consistent gaps between how they evaluate talent & fit and that actually translates to the court. 5 Playoff Series wins total in a 17-year tenure. Had a Bulls doctor question Luol Deng about sitting out of games for a broken leg. Dumped John Salmons and a first & second round pick to chase Lebron and ended up with nothing. Trading Kirk Hinrich during his farewell tour for basically nothing. Again, overruling Thibs when he liked Rudy Gobert for Tony Snell Pulled the QO on David Nwaba for Jabari Parker. I feel like Nwaba while maybe not fantastic on his own fit really well with us. Weve been a worse team since he left. Misused Lauri basically his entire time here. Maybe not directly because of this but its now being rumored that he wants out. Traded Taj Gibson in a year we made the playoffs for Cameron Payne & Joffrey Lavergne. Failing to net any assets at the 2020 trade deadline. IMO have had serious questions regarding their drafting ability since now Orlando Magic assistant GM left in 2012. Are alleged to use the media to trash players and coaches by Van Gundy So, what are the reasons you support firing Garpax? What did I miss & what do you think I should be more generous on? I understand no FO is perfect, I just think ours is clearly below average. ETA. Dwade contract Couldn't build around Jimmy Bad player development, everyone is regressing save Zach Had coaches spy on coaches/players (Randy Brown) Failed to make Chicago a FA destination Inherited the prestige Jordan gave us, made us a joke. Threatening to give Jimmy Butlers minutes to Tony Snell when he refused a contract extension.

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