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Posts
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Quote:Correct, Pistols gains no DoT from fire ammo. The other attacks do, though, as you've pointed out. However, as PleaseRecycle (correctly) pointed out, this effectively locks you into using Incendiary Rounds if you want to do anywhere remotely near decent damage, and as such destroys the set's primary gimmick for blasters. (As has been mentioned, it's a much better Defender blast set.)Yeah, and even City of Data's Dual Pistols info is a little difficult to interpret at a glance. It seems like Pistols doesn't get any extra Fire DoT from the Incendiary Ammunication. (Nor any slow or -damage from cold and toxic rounds.)
The rest of the powers don't seem to follow any clear pattern at a glance either. Dual Wield gives you 82.58 damage base, plus 4 * 7.07 extra fire damage with the Incendiary rounds, which is a 34% bonus. Empty Clips gives you 56.92 base damage, plus an extra 3 * 7.07 fire damage, which is a ~37% bonus.
Bullet Rain gives you 62.52 base damage, plus an extra 3 * 7.07 fire damage for a 34% bonus. And on and on. All of the above assumes I'm interpreting the numbers correctly -- that the second set of PvE lethal numbers is replaced by the first set of PvE fire numbers, with the second set of PvE fire numbers representing the bonus (corresponding to the cold and toxic debuffs).
I'm also not sure from reading those entries what the probability of the fire DoT is. I guess it's probably 80% to follow Fire Blast's example, but I can't be sure. If so, then the over-time benefit of the incendiary rounds hovers between ~24% to ~32% extra damage. Both are tremendous numbers, though it's arguable that Dual Pistol's generally long activation times diminish the extra damage available to the set relative to the damage of other (non-Fire) blast sets.
If any of my interpretations are close, though, it's pretty clear that Dual Pistols isn't terrible. Seems like it's most likely a middling performer, which may or may not be unacceptable to the individual player given what I believe to be the comparative weakness of Blasters as a whole AT. (At least at the high end of IO builds.)
In other words, and to make a long story short: Playing a middling-performer set on what is perceived to be a powerful AT may be easier to swallow than playing a middling-perfomer set on the game's hard-mode AT. YMMV.
I think the underlying problem here is that my perception is that Incendiary Rounds' added DoT is necessary to bring Dual Pistols damage up to even "average", when really (given the set's gimmick) the set should have "average" DPS on its own and Incendiary Rounds should bring it up to "good". But DP's problem is not so much that the raw damage on the attacks is insufficient in general (Executioner's Shot is the only offender there) but that the set has no attacks under a 2.64 second animation time outside of its first two blasts, and as such has problems leveraging Defiance effectively as well. Personally, I think the set would be fine if it got the same sort of treatment Broadsword did a few issues ago, trimming the animations just slightly to bring its DPA up. If, with non-fire ammo, Empty Clips DPA was at least on the level of, say, Frost Breath (the next worst cone after it), and Bullet Rain were at least on the level of M30 Grenade/Explosive Blast/Neutron Bomb (the 'average' targeted AoEs), the set's AoE would be just fine; and if Executioner's Shot's DPA was brought up to at least Blazing Arrow level (not range! ES' range should most definitely stay 40'), then I think you'd have a good but not hideously overperforming set.
Or, the tl;dr version - It seems like Dual Pistols was balanced around the damage figures with Incendiary Ammo rather than balanced around its actual baseline figures, giving the result that the set takes a damage penalty for NOT using Incendiary Ammo, instead of gaining a damage bonus for using it (which should be the case). -
Quote:Blazing Arrow and Rain of Arrows are in the same set. Fail.The best reason why dp would not be better off for executioner's shot being good is that hail of bullets would be a crashy nuke instead. There is no way they would have allowed both of those in one set, and by now I hope you can tell which one I prefer.
Idly, Dual Pistols is the only blaster set I've 50ed, with Mental Manipulation secondary. And in all honesty, I love taking mine on large groups and just melting spawns with Bullet Rain + Psychic Shockwave + Hail of Bullets as needed.
I also recognize that my DP/Mental blaster does 72.5% of the single-target DPS my DB/WP scrapper does... and my DB/WP scrapper has a cone in her optimal attack chain, so her AoE damage is not exactly horribly lacking either. (Is it worse than the DP's? Yes.)
Short version: DP has serious problems in single-target DPS, and has at best average AoE if you don't pair it with a secondary that provides good AoE options like Mental. Empty Clips is arguably the second worst cone in any blast set, and Bullet Rain is stingingly average. Don't believe me? Let's look at some unslotted DPA comparisons courtesy of the newest Mids:
Cones (range/arc):
Archery: Fistful of Arrows 43.13 (50/30)
Assault Rifle: Buckshot 53.91 (40/30), Flamethrower 48.29 (40/45), Full Auto 42.27 (80/20)
Dual Pistols: Empty Clips 21.56 (40/30), Piercing Rounds 48.58 (80/5)
Electrical Blast: No cones in the set.
Energy Blast: Energy Torrent 45.5 (40/45)
Fire Blast: Fire Breath 37.81 (40/30)
Ice Blast: Frost Breath 30.16 (40/30)
Psychic Blast: No cones in the set.
Radiation Blast: Electron Haze 33.68 (40/30)
Sonic Attack: Howl 20.21 (50/30), Shockwave 16.85 (50/30)
Mental Manipulation: Psychic Scream 22.4 (60/30)
Shockwave is undoubtedly the stinker here. The only thing that saves Howl from being the second worst, IMO, is the fact that it slaps everything it hits with a 13% resistance debuff for 8 seconds, which increases the damage everything else you can throw does for a while; unfortunately, Sonic/ is ineffective at leveraging this well over a wide area, but it can mesh with some secondaries well nonetheless. Piercing Rounds is good... if you can make the cone hit enough things. I'll also evaluate it along with the ST attacks.
Surprisingly (and this is something I didn't realize before I did this), Energy Torrent is actually really good, even if the knockback is annoying.
Conventional targeted AoEs (range/radius):
Archery: Explosive Arrow 47.4 (80/15), Rain of Arrows 53.32 (90/25) *assuming all three ticks connect*
Assault Rifle: M30 Grenade 30.47 (80/15)
Dual Pistols: Bullet Rain 23.67 (80/15)
Electrical Blast: Ball Lightning 48.34 (80/15)
Energy Blast: Explosive Blast 30.47 (80/15)
Fire Blast: Fire Ball 66.35 (80/15)
Ice Blast: Only has Ice Storm, rain powers are hard to evaluate.
Psychic Blast: Psionic Tornado 22.2 (80/20)
Radiation Blast: Neutron Bomb 30.47 (80/15)
Sonic Attack: No targeted AoEs in the set.
Not surprisingly, Fire Ball is the clear leader. Ball Lightning's #2 spot surprises me.
And what do you know? Bullet Rain is way down at the bottom here too, and not by small change.
PBAoEs (radius):
Dual Pistols: Hail of Bullets can't be accurately modeled in the current Mids (activation time is wrong in the database, I think it's wrong in-game too).
Electric Blast: Short Circuit 17.77 (20)
Radiation Blast: Irradiate 47.4 (20)
Fire Manipulation: Combustion 26.33 (15), Fire Sword Circle 34.28 (10), Burn 58.98 (8)
Mental Manipulation: Psychic Shockwave 32.58 (15)
Not much to compare here. I can't get HoB numbers, but honestly it only barely counts with its recharge. I ignored crashnukes.
How about the non-normalized ST blasts?
Archery: Blazing Arrow 81.68 (80')
Assault Rifle: Only has two ST blasts
Dual Pistols: Executioner's Shot 47.85 (40'), Piercing Rounds* 48.58 (80')
Electrical Blast: Only has two ST blasts
Energy Blast: Power Burst 59.1 (40')
Fire Blast: Blaze 159.04 (40')
Ice Blast: Bitter Ice Blast 108.06 (50')
Psychic Blast: Telekinetic Blast 103.22 (80')
Radiation Blast: Cosmic Burst 59.1 (40')
Sonic Attack: Shout 45.67 (40')
Let's see here. DP's true tier 3 ST blast is actually beaten out by its pseudocone Piercing Rounds. Shout would be the worst tier 3 blast here... but like everything else in Sonic Attack, it carries -13% RES, and even one stack of that debuff will push it ahead of Dual Pistols in DPA. Power Burst and Cosmic Burst aren't particularly good either. Blazing Arrow is very nice, but more overrated than I realized (though the fact that it has 80 range, and DOESN'T have Telekinetic Blast's huge knockback, weighs heavily in favor of it). Bitter Ice Blast is nice, and Telekinetic Blast is good in spite of the knockback.
And then Blaze is just retarded. -
Quote:I realize Venture already addressed this, but I'm pretty sure that a random NPC in Talos Island occasionally advertises the market merger.my favorite was the RP-justified refusal of Venture's heroes to use the merged markets since they'd never buy stuff from bad guys...even though his heroic characters would have absolutely no way of knowing that villains were now interacting with the supply pool.
Having your characters act on knowledge you possess as a player but they don't violates one of the cardinal 'rules' of role playing.
Quote:But people arent asking for an easy time, just something thats not a 2nd job to them. Trap Door and the new tfs are just frustrating. Thats what folks are complaining about. My biggest gripe about the Apex TF is that when you come out of the building in the 2nd mission you are insta-killed by the patches because opening the door roots you for 3 seconds. So unless you have someone already on the other side watching the door its pretty much a death trap. Its why I refuse to do the tf again once I have that badge. Its simply not worth my time to die over and over again.
Mind you, I've complained pretty vociferously about Trapdoor in the other threads. I do not feel the same way about Apex and Tin Mage - quite the opposite in fact, I find them to be fun and exciting, and not at all frustrating when on a team of people with the will to succeed. But that there is the key - losing the will to succeed is the fastest way to utterly sink an attempt at any TF. I was on a team that got Battle Maiden to 25% with very little trouble once, and then a few small mistakes were made and half the team wiped, and after this, the team became utterly convinced the fight was impossible.
The team broke 5 minutes later without completing the TF.
Mind you, I actually think that Apex is the better of the two new TFs. Tin Mage is much more similar to the stuff we're used to, just with bigger numbers.
Quote:That said, I have never completed an ITF unless I was playing one of my characters with Dark Miasma. Having me running Dark on the team made Rommie trivial - my other runs, with my WP Tanker and my Traps Mastermind, were complete failures, with multiple party wipes. The Mastermind was the worse - her mere presence on the team seemed to have doomed the attempt from the start, as the summoning Nictus counts Mastermind pets as full players and summons extra blooms accordingly. Without Dark to lock down the to-hit of those blooms (and bolster the negative resistance of the party, I'm guessing), it was game over almost before it started. "Don't bring your Mastermind" isn't a 'trick' I'm willing to learn to succeed.
And this was a PuG.
Now, this criticism CAN be leveled accurately at the LGTF, where the Weakened Hamidon is somewhere between inordinately hard and impossible if your team lacks a controller or dominator.
Quote:While the folks I play with try frequently to bring a good mix of buffs, debuffs and damage to our ITFs and LGTFs, we basically do that so we can bum rush most of the content. If we bring less effective combinations, we can still succeed, but sometimes have to be more cautious. And by cautious, I mean we don't pull all the AVs into a pile and AoE them to death. On occasion, we've had a long fight with Romulus, but sometimes at least one of us are bringing characters that can put out the DPS to solo an AV on their own. Even without strong debuffs, a team with a couple of characters like that can usually whittle down Rom even with the healing Nictus in play. Throw in a Kin or even just four or five copies of Assault and we're usually good to go.
I will say though that, in those two TFs, one thing that can trip us up is The Honoree. It's possible to get into a situation where you cannot defeat him if you bring too much of the types of damage he can get 100% resistance to with his Unstoppable. Even with people who regularly steamroll, well, everything else, we sometimes find we can't beat the Honoree down, and we end up having to summon Shivans or HVAS in order to defeat him.
I have a fairly intense dislike of the fact that this outcome is possible, not because I take offense at the notion we can't just roll over him, but because if it can happen to us, it is probably happening to a lot of other people who may well be less well-equipped to deal with it. There is nothing in the TF itself that warns you this is possible, and you could run it multiple times without realizing it if you have enough Psi, Dark or other damage types he doesn't get immunity to. I also don't like the idea that you can bring a character who can end up able to contribute nothing to defeating him because you deal damage to which he can be completely immune. -
Quote:That's little comfort for the poor Assault Rifle/Devices blaster, who doesn't have the option of taking either one.Case in point: Build Up/Aim are generally considered "must have" powers for blasters, but if you DONT take it, it can make your life more difficult. You can still play the game normally, but that *some* situations your life would be easier if you had taken it.
Keeping him on the platform is vital to being able to find him again after hitting a bifurcation, yeah. Unfortunately, the ATs most likely to have problems with this also generally have no way of keeping him on the platform. -
I do sort of wish that Arcanaville or someone else with too much statistical sense would chime in on this thread and maybe tell us all something we're missing and/or haven't datamined.
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Quote:Yeah, a duo was how I ended up beating it on the DP/Mental blaster, got the help of a PB on one of Virtue's global channels. With a duo, the encounter is simple and fun - one player burns Trapdoor down, the other is on bifurcation duty.Just did the arc in a duo - my storm/psi def and a friend running a shield/fire tanker. Why, it was almost actually *fun* that way.
In and of itself, I don't think this is a bad mission design, but we should be given the warning that teaming is advised in that case. :P -
Maybe I'm fighting a different mission than everyone else? That's the only explanation I can think of - on a DP/Mental/Elec blaster (no IOs), I ate about 300% worth of variously sized reds, popped Surge of Power and a couple purples, and started unloading all the damage I could into him. He immediately spawned a bifurcation, I took it out, then started actually damaging him. Got him to 50% before his second bifurcation spawned. Seek and destroy the bifurcation, probably took me about 6-7 seconds - bifurcations take me 2 shots to kill as DP, slow animations, etc., plus the time to actually find the thing behind obstacles.
Tab back to Trapdoor... and he's at full HP already.
Suffice to say: there's only two ways I've beaten this fight on any character I've done it on, regardless of build or inspiration usage, and those ways are 'lava' (which I'm convinced the devs will eventually remove as an option) and 'team'.
So either the encounter is being extremely wonky every time I do it, or I'm a terrible player. Considering I've got every single Master of TF badge in the game except for LGTF on my main (and that one is only because I haven't tried) - yes, this includes Apex and Tin Mage - I'm not convinced that it's the latter...
Edit: Mind you, I don't think it's a bad thing we have new, challenging mechanics. I love both of the new TFs and am eager to see more content in their style. And I wouldn't even say Trapdoor is particularly "hard" in his current incarnation - he's an absolute joke for a team of any size (even a duo), and he's an absolute joke if you dump him in the lava. But I do think that if the mission is intended to be done with a team, the mission text should carry the standard warning from Ramiel that you should bring help like every other mission in the game that is difficult for soloists - like, for instance, the very next mission in his arc. And if it's intended to be soloable, *something* needs to be done to make it less frustrating for people who don't like using what could be considered a borderline exploit to win. Dumping him in the lava doesn't feel heroic or epic. It doesn't make me feel like I've earned anything special.
In short: it's not "hard", I'll concede, but it's not "fun" either. See also: Reichsman. -
Dispari, if you happen to still be looking here - have your power picks changed much from the initial post outside of the epic pool?
I've got a character with this combo sitting at 29, but in trying to make a competent build for her I continually stall on the fact that I have no clue in heck how to properly slot control sets still. :P -
Quote:Well, yes, BS/Regen has a hell of a lot more burst damage, which would assist in quickly taking down bifurcations. :PI have a BS/Regen Scrapper who did it too. No issues. So far I've soloed this on the following (with +1/x3+ settings): Dark/Dark Brute, Pistol/Kin Corr, BS/Regen Scrapper, Fire/Fire Corr, Demon/Dark MM, Stone/EM Tank, AR/NRG Blaster.
On DB I have to pop either three decently fast attacks or one really slow attack and one fast attack to kill one reliably (either way, it's around a 5 second attack chain), so. I realize (more) inspiration use would have made it easier, but honestly, if an encounter forces you to stack the deck with inspirations, it's probably a sign that something about the design is off.
(Note: When I say "stack the deck" I mean "walk in with a specific tray full", i.e. not just using what drops) -
If it is made bigger, it really shouldn't be bigger than around 2k. If you want to write a novel about your character, post it on the web and put a link to it in the bio.
Definitely wish the editor wasn't wonky though. -
Quote:I have to agree. This is basically turning my squishies into LOSERS that can't even use a tactic to get around someone's high regen rate solo.
Now I have to use two 'auto-completes' to get this Arc done solo, because even the Weakened Honoree is totally broken against defenders and corruptors.
Yeah, that make me feel like I'm becoming an incarnate...Quote:He is NOT HARD TO KILL.
Thanks for making it harder, Devs!
There are still ways to kill him, and it's still easy. Hold his Bifurcations, lava him, or just KILL the bifurcations like you're SUPPOSED to. Jeez, you people are lazy. I've done this mission on squishies and smashies alike and have had no problem.
So no, he's not hard to kill cheaply, but he's still nearly impossible to solo if you're fighting him "straight", as far as I can tell. -
Broadsword/Regen, my first 50. Love the concept and such, but she is just so badly overshadowed by my Broadsword/Shield I can't bear to play her anymore. I'm in the process of leveling an MA/Regen which will probably steal her name eventually (yay paid renames) if I decide I like it enough.
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Quote:That wouldn't be abusable at all. Oh wait....I can only see one major thing thats got to change on this tf. Its the damn death patches of doom™. Make it where they can not spawn right at the exit from the building. Too many times our whole team gets insta-killed just leaving the roof. No Lrn2Dodge isnt going to help that because by the time you character can move your already dead. Maybe give exiting the door a 3 second untouchable state or something, because right now its extreme cheating with the npcs which is something I know alot of us didnt want anymore in the lvl 50 content. We get that enough with Statesman/Tyrant/Hero-1/M.Bison's 100% resistance to damage crap.
Quote:Almost all the Granites I've teamed with had TP or massive unsuppressed movement bonuses, or, they'd only team with a Kin.
I feel bad for Dual Blades. Their combo bonuses will often be disrupted.
I will say that the BM fight greatly increases the value of Scrapper ancillary pools' ranged attacks; the fight's made me strongly consider respeccing to an APP that has them.
It feels slightly higher than other level 54 AVs, but not outrageously so. As a guess, she's getting about 3000 HP back each time her regen ticks? Maybe less.
Quote:I keep reading that there's supposed to be some advance warning before one of those Cheating Circles of Death appears, but I never saw any such indication. I just got blindsided by them over and over again, as did the rest of the team, until we finally gave up. I'm glad some people are getting enjoyment out of it, but you couldn't pay me to run through that meat-grinder again. -
Quote:Yeah, this happened on my single run of the TF as well.By the time we finished fighting him in the Tin Mage TF I did, there were bombs EVERYWHERE. The floor was covered in them. Including places that Director 11 never even got close to. I was running around trying to set as many off as I could just so there was floor to stand on again.
In my opinion, the fight with Director 11 was worse than Battle Maiden at the end of the Apex TF. I haven't heard a single other person complain about it, so it's likely that something just went wonky in the run that I did... but it was definitely ridiculous beyond reason.
Quote:I'm with Snowglobe on this one in spirit. After attemtping to get the final badge for MOTinMage a couple of times now, it's clear that the only thing we need to do is get around five doms and just hold the heck out of him at the door. This then begs to ask why am I making a team for a TF that requires "x" to finish.
Didn't we toss that idea out the window when Jack or whoever made stalkers and dominators unneeded in the LRSF? They fixed their way of thinking and all archetypes were able to help equally (as one would THINK every archetype SHOULD be in a MMO!) in the STF. We seemed to have taken a step backwards with Tin mage.
Though I'm sure six or seven of the high end vets will denounce my ideas and proclaim that this is the best change ever, or at least the direction he rest of the game should go. Or the time honored "Well don't do it then!"
to which I answer you "Who are you to tell me how to play? o.@"
anyway, thats my two cents.
-C.A.
Quote:No, it really doesn't. First of all, you can trigger them and run away before you take damage.
Secondly, it's really easy to immobilize him after you hit him with a power that reduces his protection from it.
Quote:...correct me if I'm wrong, but the bombs are all on the ground, right? Wouldn't you just need everyone to be flying (you know, with a purchasable jet pack, if nothing else), and then level him with ranged buffs, controls, and attacks?
Or can the mines actually trigger and damage a target 20 feet off the ground? Admittedly, this can make the Tanks/Scrappers/Brutes/Stalkers a bit useless in the fight, but hey...
Quote:The AoE of the proximity bombs is such that it will hurt players on the ceiling. Especially since the mine layers plant bombs high up.
Tell that to the picture that someone posted in the beta thread. The mines are still capable of reaching this level of coverage on live. The mine layers are able to also jump onto the tops of the shelves and into the rafters.
It was actually worse before the developers locked everyone in that room.
If the mine layers are affected by another critter (Director 11) getting held, then they would be highly unique in the game. No other summoned entity gets the mezzed state of the summoner. The only way you'd not be dealing with the mine layers is if you managed to hold the Director before he summoned the mine layers. If you don't, then the mine layers have the ability to move unless they are specifically targeted. Oh right, they can't be targeted. They can't be affected by AoE Damage (likely including all mezzes). Maybe pets can target and attack them, but I wouldn't count on that being the case for long if it is allowed now. -
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The winter event, probably.
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Quote:Although how long FF14's going to hold up is in the air, given the huge amount of problems S-E's had with the launch...For those that asked-
AION is the graphical leader in these Asia Countries:
Japan
South Korea
(Remotely) North Korea
(Remotely) China/ Hong Kong (Respectively)
Philippines
Taiwan
Thailand
(Remotely) Laos
Vietnam
Others:
(Remotely/Respectively) Russia
: )
Final Fantasy 14 is the MMO Leader at the moment in Asia, and following closely behind AION is WoW. -
Quote:What, the NGE?Thank you for the update (not to mention working on the bugs). At this point, I can make my plans for Alpha strike/i19 accordingly and get back to enjoying Going Rogue/i18.
P.S. For obvious reasons, everyone is hoping for a release date of 11/30 or 12/2, not the Tuesday of the week following, a.k.a. The Day that Will Live Forever in MMORPG Infamy.
Quote:Why not? They will assuredly fix them within a month in the amount of time it would have taken during the postponement.
I have 3 main toons and they are ALL doms, I still would have wanted this to go live. I mainly PvP so don't tell me about buggy content, I can handle a month of bugs. 2 years and ignoring the fact that the content is buggy can be rather irksome yes. Now if the buggy content for i19 was known and never fixed within 2 years then yeah I could see your point.
Domination unable to be used by non-villain doms and kheldians being unable to respec is not showstopping. The way that PvP is is showstopping but that didn't stop them from pushing it through.
While I sympathize that perhaps the devs should have more receptive of feedback regarding PvP, and I cannot claim to be an expert in the nuances of PvP bugs as I hate PvP in any game and avoid it like the plague (no offense to those who do enjoy it intended), I find it extremely dubious to argue that 3 out of 14 archetypes not functioning properly to the point where serious and possibly permanent character data corruption could occur (in the case of the Kheldian respec bug) and where those three archetypes' core features (Kheldian forms, Domination) do not function properly for a significant subset of people playing them (like, say, all Praetorian dominators, all dominators of any sort under level 20, and all dominators who haven't done 10 villain tip missions and a villain morality mission) is anything BUT showstopping.
(Frankly, I suspect it's the Kheldian bug that's holding it up - I think the devs would push with broken Domination simply because it doesn't bear the possibility of actually damaging character data possibly beyond repair) -
I've managed to localize one thing that causes it, at least on Firefox.
If I browse to http://boards.coh.com and not http://boards.cityofheroes.com, logging in doesn't work because Firefox only saves the cookie for boards.coh.com and the login script redirects to boards.cityofheroes.com. Or something. -
First time I've actually made it to one of these events, was a fair bit of fun even if the lag was sort of atrocious.
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It's been documented that only about 2,000 people quit over ED, one of the devs (I think Posi) said as much in a post once. Not that significant out of a playerbase of (at the time) around 150,000+.
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Quote:It's a pretty fun mission in a team, really, if only for the chaos and insanity. I concur it's not much fun solo though.Except that the goal of the "Save Black Panther 952!" mission is to kill the malta leader who spawns in the last ambush. You are forced to face the insanity.
It's definitely not fun at all. I hope to never ever get it again and will dismiss it and spend an hour searching for another tip if I have to.
I'm also tempted to ditch a couple other tip missions because of certain messes, like Master Illusionists and their literal army of pets that don't die with them. -
Just wanna chime in with an additional point that I think EM's _DPS_ is probably fine as is, what the set "needs" IMO is to feel less sluggish.
I realize that most ways of doing that would probably involve reducing ET and/or TF in raw power so as to maintain an equilibrium of DPS in the SO game.