Enhancement Proc Changes


Agent White

 

Posted

Synapse, is there any way to make it so that rather than the chance to proc is based on the number of enemies hit with an AoE as opposed to the AoE Factor of the power itself?

There are some powers out there that are AoE based, but often times get utilized for single target DPS. Such as Ripper for Spines Stalkers. And I'm curious if it would provide better balance or not over the AoE factor. Of course, if it's not possible to have the chance change depending on number of targets hit than that scratches this idea out completely. (Though, for the record, what is the AoE factor on Ripper?)


EDIT:

Sniped by Uberguy... he makes a very important point, and I wonder the same thing now.


Damage Proc Mini-FAQ

Just noticed Damage Proc Mini-FAQ wasn't working with new forums, it's been updated.

 

Posted

Quote:
Originally Posted by Vardra View Post
I'd like to clarify: I'm not "scared" by how much this will impact me. I just think it's wrong to make things that were supposed to be buffs (speed boost, etc) reduce the effectiveness of your powers. Again, the issue here isn't the actual exact proc chance numbers, it's the fact that, if you have a full attack chain, you shouldn't get worse performance because someone boosted your recharge.
Hmm. Hadn't thought of that. That's sort of another example of the general category "devs do not take the implications of activation time into effect when balancing", because a "full attack chain" is a concept which relies on activation time in relation to recharge, not just recharge. Balancing around recharge alone without considering other powers and their activation times does seem a bit buggy.


 

Posted

Quote:
Originally Posted by Cheetatron View Post
Can someone with strong search skills back up any and all cases where the staff informed us that 100% chance proccing was possible in the PPM system?
Why? All it shows is that they changed their minds. We may not always enjoy it, but they're allowed to do that.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

I'd like to specifically address how this change will affect aoe powers. It is pretty well known at this point that PPMs are AWFUL in aoes compared to ST powers. Minimum proc chance will help, but in most cases the chance for PPMs to proc will be at that minimum (assumption based on current live model).

Overall I think the Area Factor is too harsh. If it's always taking the max radius and max targets hit as the factor, what about all the times that tha max radius and max targets don't come into play. What about all the aoes that are used as part of single target attack chains.

I'm not sure what specifically the Area Factor is, but what I feel it should be is # of targets actually hit (or hit rolled against, so misses factor in) so that AoEs aren't suffering when there aren't alot of targets. Radius, if it is a part of the factor, needs to be thrown out the window, if it has a better radius it will affect more targets, more targets affected will lower the proc chance without needing the equation to take a double whammy from being affected by the radius.



Basically what I'm getting at, is could you state exactly what the Area Factor is, Synapse, or better yet do a breakdown of what the proc chance would be for AoE attacks (like what you did for Stalkers Guile in AS)


 

Posted

Quote:
Originally Posted by dougnukem View Post
Interesting. So, basically anyone who goes for a decent amount of recharge of a little over 100% (including Hasten, which is easily done and not by any means an extreme min/max build) that character can expect to have the proc chance cut in half. Is the current way this proc works really that game breaking? I honestly find this hard to believe.
It's a fairly substantial boost to Stalker performance that has builds including it routinely over 200 dps, with many over 300 dps, in pylon testing. It wasn't just the new Assassin's Strike that provided such a substantial jump; it was also the guaranteed critical immediately afterwards on your heaviest hitter.


Edit: as for capping the proc chance, why not the 95% we've all come to know and curse every time we miss with an attack?


Quote:
Originally Posted by PleaseRecycle View Post
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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Originally Posted by Brillig View Post
It's hard to beat the entertainment value of Whackjob Wednesdays.

 

Posted

Quote:
Originally Posted by Synapse View Post
I've read some good points in this thread and I wanted to let you know I am continuing to read all of your comments. I do want to stress that in most cases this change will increase proc chances. I'll give you guys some concrete numbers once I have them, but my internal examples I am using look pretty good.

Before we continue let me explain the math. There seems to be some confusion regarding how Procs Per Minute work. Here's the formula that is currently in game:

If power is a click: (PPM * (Base Recharge Time + Time To Activate)) / (60 * Area Factor)

This basically adds your Recharge Time and the power's Cast Time and Divides them by the 60 times the size of the power's area of effect (if any) and then multiplies it by the power's procs per minute. In short: powers with long recharge times and cast times proc more than powers with low recharge times and cast times. Additionally, powers with large area factors have a reduced chance to proc as well.

If power is not a click: (PPM * Activate Period) / (60 * Area Factor)

This applies to powers like damage toggles and the like.

The proposed change would do the following:

1) Increase the PPM value by 50-75% (So a 4 PPM proc would become 6 or 7 PPM) NOTE: The exact amount is still being figured out.
2) Change the Base Recharge in the formula to your actual power's recharge. This is the part where I think a lot of you are scared. I'll show you an example of how this will actually play out in game later in this post so you can decide how much this will actually impact you.
3) Procs will have a maximum chance to trigger. I'm leaning toward 90%. Someone mentioned a minimum chance to proc. I really like this idea and I am thinking about this value being 10%, but I'll have to test this internally to find out if this breaks anything.
4) All non-PPM enhancements with a chance to trigger less than 100% will use PPMs. (Note: Enhancements like Numina's Convalesence: Regen/Recovery will not be affected by this change as they have 100% chance to trigger).
Okay, let me use another example to point out something that I see as a major problem with this. Let's look at a positron's blast IO used in a corruptor's fireball power. Fireball has a base recharge of 16 seconds, a cast time of 1 second, a max of 16 targets, and a radius of 15 feet. I don't know if you use arcanatime for the time to activate, but I'm not going to in these calculations for simplicity's sake. For the PPM versions of the proc, I'm not entirely sure what you mean by the area factor, whether it's the radius of an AoE (and if it's radius, how it works for cones), the area of an AoE in square feet, or the max number of targets it can hit. For simplicity's sake here, I'm just going to use the radius of the AoE since the point I'm trying to make will apply regardless.

The current fixed chance Positron's Blast proc has a flat 20% chance to trigger per target. This is by far the most common version of the proc out there I'm sure.

The current PPM version of Positron's blast is set to 3 PPM, which gives fireball a 5.66% chance to hit per target. This is already a major nerf to the normal proc.

With the new proc, we'll have to take recharge into account. Assuming the PPM goes up to 4.5 (a 50% increase as you suggested), we have:

At the base recharge, the chance to trigger is 8.5% per target.
At 100% recharge, the chance to trigger is 4.5% per target.
At 200% recharge, the chance to trigger is 3.2% per target.
At 300% recharge, the chance to trigger is 2.5% per target.
At 400% recharge, the chance to trigger is 2.1% per target.

It just keeps getting worse. By the time you've hit the recharge cap (which isn't all that hard to do on leagues during incarnate trials right now), the chance to trigger is down to 10% of what the fixed chance proc gives. That's a pretty massive nerf.

Were AoE damage procs really so broken that they need to be nerfed that hard?

I do understand why the AoE factor works the way it does for procs that can be slotted in both AoE and ST attacks. But is it really necessary to work that way for damage procs that can only be slotted into AoE powers anyway? At the very least, if you're going to keep the area of effect scaling for AoE damage set procs, the PPM should be increased significantly to make up for it. Otherwise these are going to become almost useless.


 

Posted

Quote:
Originally Posted by UberGuy View Post
Synapse, could you give us just a little insight into the thinking behind the use of an area factor here? It confuses me that, for procs that affect foes (as opposed to the caster) you would want a proc to go off less when the power affects multiple targets.
I simply see it as an implied developer admission that AoEs as they are currently implemented in the game are too powerful and don't need any more help.


Quote:
Originally Posted by PleaseRecycle View Post
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
Quote:
Originally Posted by Brillig View Post
It's hard to beat the entertainment value of Whackjob Wednesdays.

 

Posted

I guess this is a new form of damage DR.


 

Posted

Quote:
Originally Posted by Synapse View Post
PROPOSED CHANGES
...
0% Global Recharge/95% Power Recharge
Proc Chance: 31.0% per target
...
200% Global Recharge/95% Power Recharge
Proc Chance: 16.4% per target
This example makes me fairly unhappy, because of how it would translate to most of my level 50 characters.

I have the kinds of recharge slotting going on you're talking about here, but not for purposes of my attack chain. Things like Dark Miasma and Regen characters can benefit from much more global recharge than they need to build a full attack chain, and that +recharge isn't really going into things that I slot with procs. A Regen, for example, benefits from having lots or recharge for powers like Moment of Glory and Instant Healing, while a Dark Miasma benefits from it for things like Fearsome Stare and Howling Twilight. In "final" builds on these character types, I usually jack up my total recharge into the 200-300% range (150-200% global + 50-100% slotted) to benefit those kinds of powers, not my attack chain. But by doing that, using this example, procs that do go in my attacks end up with worse proc rates than they would be today with non-SBE procs.

A non-SBE purple proc today has a 33% chance to activate, and SBE versions have a 4.5 PPM. If the ToE proc had a purple equivalent, in this example it would only go off around 24.6% of the time.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by Siolfir View Post
I simply see it as an implied developer admission that AoEs as they are currently implemented in the game are too powerful and don't need any more help.
No, that's an inferred meaning. We all know what happens when we assume, right?


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by Siolfir View Post
It's a fairly substantial boost to Stalker performance that has builds including it routinely over 200 dps, with many over 300 dps, in pylon testing. It wasn't just the new Assassin's Strike that provided such a substantial jump; it was also the guaranteed critical immediately afterwards on your heaviest hitter.
If we're talking about changes and adjustments made to powers, procs, exc based on DPS performance on high end pylon testing, then there are many more things in this game that should be altered as well. Last time I checked, people have been taking pylons down with ease for some time now.

To say something needs nerfing/adjustment based on pylon challenges is just hogwash. How many people actually run around fighting pylons all the time, compared to those who make builds for normal content? I've been leveling up 3 different stalkers since these new ATOs came out and don't think they are game breaking anymore than builds that capitalize on defense bonuses that soft cap defense on a combo that normally doesn't even come close.


Don't I know you???

 

Posted

Quote:
Originally Posted by UberGuy View Post
This example makes me fairly unhappy, because of how it would translate to most of my level 50 characters.

I have the kinds of recharge slotting going on you're talking about here, but not for purposes of my attack chain. Things like Dark Miasma and Regen characters can benefit from much more global recharge than they need to build a full attack chain, and that +recharge isn't really going into things that I slot with procs. A Regen, for example, benefits from having lots or recharge for powers like Moment of Glory and Instant Healing, while a Dark Miasma benefits from it for things like Fearsome Stare and Howling Twilight. In "final" builds on these character types, I usually jack up my total recharge into the 200-300% range (150-200% global + 50-100% slotted) to benefit those kinds of powers, not my attack chain. But by doing that, using this example, procs that do go in my attacks end up with worse proc rates than they would be today with non-SBE procs.

A non-SBE purple proc today has a 33% chance to activate, and SBE versions have a 4.5 PPM. If the ToE proc had a purple equivalent, in this example it would only go off around 24.6% of the time.

This is the biggest issue I think. Penalizing builds that are recharge heavy, even if this recharge focus has little to do with increasing DPS.


Don't I know you???

 

Posted

Quote:
Originally Posted by Dz131 View Post
I guess this is a new form of damage DR.
Well, for most single-target attacks it'll be better than the fixed percentages; for pretty much every AoE in existence it will be worse because the PPM on them is far too low relative to the flat percentages - if a floor is added they'll always be at the floor (see post on Fireball, above).

But "PVE diminishing returns" was one of the first things that went through my head when I read about the SBEs being balanced around "procs per minute" in the first place, which is why I was amazed that they used base recharge instead of final recharge in the calculation - then the measurement of how many times it will proc "per minute" is completely skewed.


Quote:
Originally Posted by PleaseRecycle View Post
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
Quote:
Originally Posted by Brillig View Post
It's hard to beat the entertainment value of Whackjob Wednesdays.

 

Posted

Quote:
Originally Posted by Synapse View Post
That's the current problem with both fixed chance procs and the current implementation of PPMs. You can slot a very fast recharging power with a bunch of fixed chance procs to cause way more damage than is intended.
It seems to me like this would be a pretty rare problem. There can't be that many attacks that do so little damage (and have such short recharge) that filling them with procs would do significantly more damage than just enhancing them for damage in the first place. Neutrino bolt probably. Maybe flares and some of the other T1 ranged damage powers. And for the most part, you aren't going to be using those powers a ton, since you can do a lot better damage making an attack chain of better powers.

As far as putting a bunch of procs into a low-recharge power is concerned, this really comes off as a solution in search of a problem.


 

Posted

Quote:
Originally Posted by Synapse View Post
No, I don't consider this proc to be very abused. Here's how it works now:

This power has a recharge of 30 a 1.17second cast time and an Area Factor of 4.

IO version has a 20% chance to proc.

SBE version has 3 PPMs and thus has a 39% chance to proc.

PROPOSED CHANGES
Theft of Essence: Chance for Endurance
PPM: 4.5

0% Global Recharge/Power Recharge
Proc Chance: 58.4% per target

0% Global Recharge/95% Power Recharge
Proc Chance: 31.0% per target

100% Global Recharge/95% Power Recharge
Proc Chance: 21.3% per target

200% Global Recharge/95% Power Recharge
Proc Chance: 16.4% per target

300% Global Recharge/95% Power Recharge
Proc Chance: 13.6% per target
I would suggest implementing a lower bound an each and every proc that is equal to either the current flat proc rate, or the current proc rate -20%. Upper bound should be 90% as you have suggested, the lower bound should equal 20%/16% or 33%/26.4% based upon the current flat proc value. Everything in between and up to the cap can be dictated by your proposed formula.

Edit-- just to add, the lower bound should ideally remain at the current proc rate, as most players do not want to be penalized for haveing extra global recharge. In the example given here for Theft of Essence, just because Dark Regeneration CAN be cast every 7.5 seconds when at the recharge cap, it doesn't mean that a player will WANT to cycle it as such. Players want to keep a skill like this in reserve, and use it when most needed. Having the proc rate dictated by current recharge rather than base recharge really penalizes players.


 

Posted

Quote:
Originally Posted by UberGuy View Post
Why? All it shows is that they changed their minds. We may not always enjoy it, but they're allowed to do that.
Let's call it posterity I wouldn't want that info to "disappear"

they also told me one thing to sell me on a system that no longer applies that makes it bait and switch


 

Posted

Quote:
Originally Posted by Synapse View Post
Okay, now onto the example. Let's use Assassin's Strike slotted with Stalker's Guile: +Rech/Chance to Hide (Standard):

CURRENT PPMs
Assassin Strike
Base Recharge: 15 seconds
Cast Time: 1 second
Area Factor: 1

Stalker's Guile: +Rech/Chance to Hide
PPM: 4

Proc Chance: 106.7%

PROPOSED PPMs
Assassin Strike
Base Recharge: 15
Cast Time: 1 second
Area Factor

Stalker's Guile: +Rech/Chance to Hide
PPM: 6

0% Global Recharge/Power Recharge
Proc Chance: 90%

0% Global Recharge/95% Power Recharge
Proc Chance: 86.9%

100% Global Recharge/95% Power Recharge
Proc Chance: 60.8%

200% Global Recharge/95% Power Recharge
Proc Chance: 48%

300% Global Recharge/95% Power Recharge
Proc Chance: 40.3%

Superior Stalker's Guile: +Rech/Chance to Hide

0% Global Recharge/Power Recharge
Proc Chance: 90%

0% Global Recharge/95% Power Recharge
Proc Chance: 90%

100% Global Recharge/95% Power Recharge
Proc Chance: 76.1%

200% Global Recharge/95% Power Recharge
Proc Chance: 60%

300% Global Recharge/95% Power Recharge
Proc Chance: 50.4%

PPM: The above values are assuming we apply a 50% bonus to existing PPMs.

Regards,
Synapse
Hm. My builds all lay within this range.

Elec/EA/Mu Stalker
Plant/Earth Dom
Fire/Earth Dom
SS/Shield/Soul Brute
Traps/Arch/Dark Defender.

Seems I will be heavily impacted by ths change in regard to my global recharge, power enhancement, AND AOE factors...

There is nothing I can do about the single target procs, but the AoE procs look like junk now.

C'est la vie.


When something good happens to me, I can never enjoy it....
I am always too busy looking for the inevitable punchline...


BEHOLD THE POWER OF CHEESE!

 

Posted

This sounds pretty terrible. It also sounds like stalkers won't be as fun to play again. C'est la vie.


 

Posted

Quote:
Originally Posted by UberGuy View Post
No, that's an inferred meaning. We all know what happens when we assume, right?
Can you think of any other logical explanation beyond assuming incompetence? They have to realize that setting the base PPM value off of a percentage that fires per target actually hit and then reducing that number based on the area size without a proportional increase in the base PPM to compensate would result in less proc damage overall.

The change was made deliberately and talked about repeatedly. It's just that until the change goes through, you could always use the flat percentage procs and still get the better performance with the only theoretical limitation being the level you get to keep your set bonuses at.


Quote:
Originally Posted by PleaseRecycle View Post
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
Quote:
Originally Posted by Brillig View Post
It's hard to beat the entertainment value of Whackjob Wednesdays.

 

Posted

Quote:
Originally Posted by Vardra View Post
I'd like to clarify: I'm not "scared" by how much this will impact me. I just think it's wrong to make things that were supposed to be buffs (speed boost, etc) reduce the effectiveness of your powers. Again, the issue here isn't the actual exact proc chance numbers, it's the fact that, if you have a full attack chain, you shouldn't get worse performance because someone boosted your recharge.
This is one of my biggest concerns as well. Especially considering that there is no good way to stop from getting these boosts. Especially on a large team or league when they're flying around so freely.

Take my fire/sr scrapper for example. He has enough recharge to run a gapless chain of GFS/incinerate/cremate. Since the cap on recharge is 500%, no amount of added recharge can let him run a better chain, so any recharge buff is going to actually lower his damage.

Though it seems like positron is seriously considering the idea of a minimum chance to trigger, which should hopefully fix this problem for the most part.


 

Posted

Quote:
Originally Posted by Siolfir View Post
Can you think of any other logical explanation beyond assuming incompetence?
I asked Synapse because what makes sense or not to me may not be relevant. I think what you're assuming is the justification is silly unless they plan to make other changes. And if they are interested in making those other changes, I'd like to know.

Quote:
They have to realize that setting the base PPM value off of a percentage that fires per target actually hit and then reducing that number based on the area size without a proportional increase in the base PPM to compensate would result in less proc damage overall.
"They have to realize that setting the percent chance off of base recharge while setting PPM rates to intersect non-SBE rates at 3-4s cycle times would be a massive increase in proc performance."

See how that goes?

Inferring intent from what is actually being implemented has consistently proven unwise. It might give the right answer, but it often does not.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by Synapse View Post
This is an interesting idea. Something like 10 + ~2 per PPM for example maybe?

Synapse
That seems reasonable to me. As a non-SBE user, and as someone who doesn't use every power just as soon as it comes up (especially when heavily speed-boosted), it's nicer NOT to have to worry about my timing to get full use out of something.

So a min-chance to proc that varies with rarity (or PPM, presumably the same thing?) works for me as a compromise. I don't want anything to be abused, but I also don't want to bother trying to fire off every power as often as possible to get full use out of it. I'm lazy that way.

thanks!


 

Posted

Quote:
Originally Posted by firespray View Post
This is one of my biggest concerns as well. Especially considering that there is no good way to stop from getting these boosts. Especially on a large team or league when they're flying around so freely.

Take my fire/sr scrapper for example. He has enough recharge to run a gapless chain of GFS/incinerate/cremate. Since the cap on recharge is 500%, no amount of added recharge can let him run a better chain, so any recharge buff is going to actually lower his damage.

Though it seems like positron is seriously considering the idea of a minimum chance to trigger, which should hopefully fix this problem for the most part.
The problem is as Uberguy mentioned.

My Elec/EA/Mu stalker has just enough recharge (110% global) to run its chain and boost its survival powers (Energy Drain/Energize). On teams Any recharge buff I get hurts my build.

Then I have my SS/Shield who needs to go for as much recharge as is sanely possible to get the most benefit out of Shield charge. Procs will practically be useless in his AoEs and massively diminished in his Single target attacks.

Its frustrating and these aren't extreme examples. Look at Uberguys DB/Regen vs DB/SR example. That is going to be night and day.

(Heck and all stalkers have a interest in high recharge as AS is the best attack they have, and they all want it used as much as possible).


When something good happens to me, I can never enjoy it....
I am always too busy looking for the inevitable punchline...


BEHOLD THE POWER OF CHEESE!

 

Posted

Quote:
Originally Posted by Natsuki View Post
Synapse, is there any way to make it so that rather than the chance to proc is based on the number of enemies hit with an AoE as opposed to the AoE Factor of the power itself?

There are some powers out there that are AoE based, but often times get utilized for single target DPS. Such as Ripper for Spines Stalkers. And I'm curious if it would provide better balance or not over the AoE factor. Of course, if it's not possible to have the chance change depending on number of targets hit than that scratches this idea out completely. (Though, for the record, what is the AoE factor on Ripper?)


EDIT:

Sniped by Uberguy... he makes a very important point, and I wonder the same thing now.
Interesting that you mention this. Arbiter Hawk and I just spoke about this possibility. However, without using some really complex math that would ultimately make this feature even more difficult to explain and just replacing AF with targets hit you're going to get a decrease in proc chance without completely overhauling how PPMs work.

This leads me to my next point...

I think the way the formula handles Area Factor isn't ideal and it over penalizes AoE proc chance in a way that is more harsh than was originally intended. So, I would like to address that somehow. Back to the drawing board on that part.

Synapse


 

Posted

Quote:
Originally Posted by UberGuy View Post
I asked Synapse because what makes sense or not to me may not be relevant. I think what you're assuming is the justification is silly unless they plan to make other changes. And if they are interested in making those other changes, I'd like to know.



"They have to realize that setting the percent chance off of base recharge while setting PPM rates to intersect non-SBE rates at 3-4s cycle times would be a massive increase in proc performance."

See how that goes?

Inferring intent from what is actually being implemented has consistently proven unwise. It might give the right answer, but it often does not.
I inferred the intent based on the fact that none of the procs that existed prior had any area checks, so it had to have been deliberately added just to address AoEs. And it was added as a factor in the denominator when the numerator didn't change. We're not talking rocket surgery to figure out that makes the total go down for any value over 1 (or under 0), and I have to think that someone questioned "why are we adding this extra bit here?"

Edit: Since Synapse posted while I was writing this, it looks like they're at least revisiting that part of the formula.
Edit2: And other portions.


Quote:
Originally Posted by PleaseRecycle View Post
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
Quote:
Originally Posted by Brillig View Post
It's hard to beat the entertainment value of Whackjob Wednesdays.