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tlrledbetter:

Like most of the internet, I turned something into an Adventure Time reference.

andrenator:

scenicroutes:

a real job? you mean, like, an internship at the white house?

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okay, well what about the national democratic party?

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what about interning at the united nations?

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wow damn it’s almost like our economy functions on stealing labour from hardworking young people, regardless of whether their jobs are “real” or not

America’s foundation of success based on disenfranchised lower class:

Since before it was founded

bloodydeath11:

gongchantv:

do you ever see spoilers for a show you don’t watch anymore and just 

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nerdycurvyboundandflirty:

Pacific Rim worldbuilding + media

I could have watched this for two hours and wanted more.

“That’s what yo ass get”

- African American Proverb (via blackproverbs)

fiveblackpearls:

ludocris:

holy shit

HAHAHAHA

niadidas:

teddythemonster:

postracialcomments:

I REALLY HATE EVERYTHING RIGHT NOW 

FOLKKKSS

He took the shot!

UGH

conceptartthings:

Concept Art for The Wolf Children Ame & Yuki taken from the Wolf Children Ame & Yuki Art Book requested by anonymous.

You can purchase the book at http://www.animebooks.com/wochameyuart.html

A lot of people are picturing trying to play DAO/2 with no heals. Of course that wouldn’t work, those games weren’t balanced for that. But how well were they balanced with heals, really? I’m not a numbers guy, but I like a good fight. And here’s what made it make sense for me.

There’s a very simple reason why this is a good decision, and it’s also why the balance in DAO/2 was all over the map. It’s in the question “How many health points does a player have?” Because we need to know this before we can design an encounter and know how balanced it is.

So, how many HP? Well, we’d hope it starts with “somewhere between the minimum for a mage and the max for a warrior, varied based on party makeup.” Okay, good place to start. That’s a real number. We can build encounters that do somewhere within that range of total damage + effects.

Now add in healing. How many HP does the player have? “Somewhere between the minimum for a mage and the max for a warrior, plus somewhere between the minimum and maximum number of healing spells/potions and between the min/max of their mana/potions.”

Okay, how much HP is that exactly? Since potions restore mana, and potions also restored HP, the actual number of potential HP was somewhere between the minimum for a mage and the total amount of gold you had available to spend on potions. And the later in the game it was, the more the top reached astronomical numbers. And so the greatest power the player had in previous games was not any one of their abilities, it was the ability to make the number of HP impossible to estimate.

And to counter effectively infinite HP, “balance” meant we needed to hit the player with far more potential damage than their characters could withstand, and do it all but instantly. In effect, replacing HP damage (unknown limits) with death/resurrection (known limits). Or we had to stop them from chaining potions, meaning more enemies that put them to sleep or confused them, or otherwise made the player not able to take action. Alpha strikes and crowd control, neither of which were tactics that were fun to face again and again, because they “balanced” by removing actions, by removing control.

Now in Inquisition, by reducing healing, by actually defining HP to a range that can have real numbers in it, we can better balance encounters. And no, players can’t rely on chaining potions. So what do they get instead?

Abilities/gear/choices that actually have an effect on the battle that is greater than infinite health on your belt. And because your greatest ability isn’t chugging potions, we need less effects that shut you down. You spend more time in control of your characters making more varied decisions to have a greater effect on the flow of the battle. You have regen from spells and potions and gear. You have effects you can craft that grant health on enemy deaths. You have damage mitigation through abilities and buffs and crafting. Limiting health and balancing enemies accordingly makes more tactical choices viable while keeping the challenge.

Does this make it more difficult? On Nightmare, Well, you asked for a challenge, and you’ll have one that you can overcome in many more viable ways than previously possible.

But what about Easy? Well, last weekend, on Easy/Casual, starting the game with a mage and me not saying a word, my seven year old played for two hours that included many battles, including rifts and beating the crap out of a low level Pride demon. No party wipes. I covered his ears once.

I think you’ll be fine.


-

Lukas Kristjanson, senior writer for Bioware

(Patrick Weekes tweeted out a link to this earlier — I’m still seeing some people concerned about the changes to healing in DAI, so I thought people might find this interesting. Particularly those last three paragraphs)

ya-ssui:

Robstar snuggle doodle dump! ovo/

They are going to be the death of me. Someone stop me.