• Breaking News

    Monday, August 3, 2020

    Guild Wars 2 Summit1G had a great time playing GW2 for the first time tonight for 20k+ viewers! Thanks for showing him what an awesome community we are. He really liked this Saitama transmog. 😂

    Guild Wars 2 Summit1G had a great time playing GW2 for the first time tonight for 20k+ viewers! Thanks for showing him what an awesome community we are. He really liked this Saitama transmog. ��


    Summit1G had a great time playing GW2 for the first time tonight for 20k+ viewers! Thanks for showing him what an awesome community we are. He really liked this Saitama transmog. ��

    Posted: 03 Aug 2020 03:44 AM PDT

    Me after not checking reddit for one day...

    Posted: 03 Aug 2020 05:23 AM PDT

    Glowy mount skins fucked up the aesthetic of the game and Summit's stream demonstrates it

    Posted: 03 Aug 2020 12:59 AM PDT

    I've been watching Summit's stream the past few hours, and I keep seeing him constantly stalked by people with huge, obnoxious glowy mounts, and a thought occurred to me: Glowy mounts fucked up the aesthetic of the game.

    I genuinely have a headache watching the stream. THERE IS JUST SO MUCH VISUAL NOISE!

    Not only that, but some of the skins themselves are cringe as well. You have the SAB Raptor, the cutesy springer mounts, that obnoxious mistfire jackal based on a fucking corgi, and so on... It looks like a circus.

    It's one thing to have joke weapons. It's another thing to have hugeass mounts that take up your entire damn screen with enough particle effects to give someone a seizure.

    I managed to take a single screenshot of a few players who just don't stop stalking him. It's not the worst offender of the mount clutter. But it's still obnoxious to look at.

    https://i.imgur.com/6yU8JEn.png

    Imagine these things chasing you everywhere you fucking go.

    This screenshot is only a single capture, but it illustrates something I will sum up with only one word: Clusterfuck.

    submitted by /u/Anon_throwawayacc20
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    Twitch streamer Summit1g trying out GW2

    Posted: 02 Aug 2020 03:09 PM PDT

    a rare sight to see

    Posted: 02 Aug 2020 05:42 PM PDT

    Just a simple drawing of Frost Citadel I made lat night :D

    Posted: 03 Aug 2020 06:42 AM PDT

    Just a simple drawing of Frost Citadel I made lat night :D

    if this is not the correct place to put it, let me know!
    Featuring my own character, Ganymede Sicard

    https://preview.redd.it/65fbhoezjse51.jpg?width=2800&format=pjpg&auto=webp&s=0230c4f30de80dcb3c04516289586bc1e7cde9e1

    submitted by /u/craybest
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    Summit Reacts to GW2 Music Guild and is AMAZED - welcome to GW2 Sumsum!

    Posted: 02 Aug 2020 06:53 PM PDT

    Just a shoutout to all the nice people from a nub

    Posted: 03 Aug 2020 01:13 AM PDT

    Seriously. The amount of you who have been exceedingly nice without prompt is astonishing.

    I am mashing my face into a barrel/wall trying to get to a vista. Random comes up and says "hey, follow me" and shows way up.

    Falling down constantly in a jumping puzzle area. People have come back to guide me over the proper path, or if they are a Mesmer just teleporting my clumsy butt up. They are there at every daily too, just putting portals up for everyone.

    Rezzing anyone in their area that goes down.

    Linking the closest waypoint to active events.

    Dropping buffs for everyone at group events.

    My first raid boss type world event, the group leader went through the motions to explain exactly what we needed to do, and when I said I was definitely going to die from information overload I was told to just follow the Zerg hive mind and I would be fine. They where absolutely correct.

    Coming from other mmos that take the "every man for himself" mentality, especially in the open world, it's a breath of fresh air.

    Thank you, for making my introduction to a new game lovely <3

    submitted by /u/Maethrya94
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    The Weekly Map Recap, Week 20 - Fireheart Rise

    Posted: 02 Aug 2020 10:24 PM PDT

    Welcome to the Weekly Map Recap, a series where we look back at one map in the game each week. We'll look with a critical eye at how each map represents its theme, proves faithful to its lore, and implements its design. We'll see how effective its gameplay is, whether the art holds up, and the forecast for the map's long term retention. With 52 maps to date, it'll be quite the journey!

    Links to the previous entries in a reply at the bottom!

    Also, before we get to the recap, you should know that I'm currently conducting a survey on map preference. I'm currently still accepting responses - and I'll be publishing the results in a Weekly Map Recap Special article. Get in those responses while you still can!

    20 of 52 - Fireheart Rise - Level 60-70

    Here we are in Fireheart Rise. I think most folks would classify Fireheart as an 'endgame' map despite its relatively low level. It's the conclusion of the Ascalon region's story, and surprisingly tough for a 60-70 map with a high concentration of 'group events'. It 'feels' more closely related to Frostgorge Sound and the Orrian maps than it does to Sparkfly Fen. Part of that has to do with its structure - one of our 'capture the keep' maps that has been a big topic of conversation at the time of writing (shortly after the completion of Drizzlewood Coast).

    As the last map in the Ascalon region, players are intended to come here after Iron Marches - though that flow is a bit odd, as the entrance in the Southeast is far away from the lower level events on the west side of the map. So apparently players are supposed to enter through the SE, beeline for the SW, then head in a NE direction. Weird.

    Theme/Concept - 10

    This map is not just the conclusion of the Ascalonian story in a linear 'plot' sense, but also in a thematic sense. At its core, Ascalon is thematically about civilization vs environment, and it has been since the original Searing in GW1. Fireheart Rise is the natural endpoint of that conflict: at a time when the charr in general have moved to find some accommodation with their environment (whether or not they're successful in that), the Flame Legion is the last bastion of 'Searing'-style ideology. They are the living embodiment of 'burn down the land to become stronger'.

    Given that this is also in many ways a civil war within the charr, this is also a thematic battle for the soul of their civilization. Will they continue as 'burn it all' militarists, or find some kind of sustainable balance? Can they do that while remaining true to themselves? This is a thematic story question which has remained relevant to the present day, with Blood/Frost Imperator Bangar representing a resurfacing of that 'Flame-style' apocalyptic militarism.

    But while Bangar's story more closely ties thematically to the awakening of modern nationalism and fascism in pre-modern states (more on that when we get to Drizzlewood and Grothmar), the Flame Legion are traditional fantasy religious fanatics. Their militarism is religiously apocalyptic in a very real sense. We get the idea that they might prefer the world as a ball of charred cinders (no pun intended).

    Lore - 5

    We get some really neat lore on this map, but not much to do with the first game. Beyond a small corner in the southeast, the map does not line up with any in Guild Wars 1. There was a Flame Legion stronghold area in Guild Wars 1, but it was up north where the Grothmar Valley is in GW2. You can visit the ruins of the Cathedral of Flame in that map.

    But in terms of Guild Wars 2 oriented lore, we've got a bit more. We've got the Burning Forest hero challenge, where nominally many Flame Legion charr undergo the Baelfire Ritual to turn themselves into partly elemental beings. We've got the Apostate Wastes with a surprising amount of grawl dialogue and conversation. We've got Pig Iron Quarry, where apparently the Legions source a fair amount of metals.

    But mostly we've got a high number of Legion and Pact camps. There are a full nine camps - many of which are Ash Legion - hidden in various parts of the map. Many of these have a great deal of ambient and interactable dialogue. I wouldn't miss the camp at Burnt Hollow - some really great ambient conversations here, a lot of interaction between the different races, finding out more about each other.

    It's unclear how much of this is really significant 'lore' though. It's home to the Citadel of Flame, and that's important. But beyond that, lore about the grawl and conversations about how the charr feel about sylvari doesn't really move the needle on important lore information. They're great for making the world feel more alive, but less so if you're interested in the key events and hidden secrets of the story.

    Design - 4

    Fair warning that this section is unusually long today.

    No matter what you're building - whether that's a game, a film, or a building - design never happens in a vacuum. This is true of Guild Wars 2's maps, as well: each of them exists in the context of when they were built and by whom, as well as being compared to other maps in the same game.

    In Fireheart Rise's case, we have a map that is a 'take the keep' meta map at a time when that is a hot topic in our community. Now, while I plan to take a look at different categories of map design in the game across all maps at a later time, I think it would be prudent to single out these map-wide conquest maps and see how Fireheart Rise relates to them.

    The 'take the keep' map-wide meta has been a clear goal of the design team at Arenanet from the beginning. They articulated this very clearly in July 2012, following a twitch livestream (here captured on youtube) where Colin Johanson and Eric Flannum talked about the 'engdame' of vanilla GW2. The Orrian 'super-meta' of God Temples across the three Orr maps was intended in many ways to be the PvE 'endgame' of the vanilla release. This never particularly panned out - first because of large scale bugs across Orrian maps on release, then because of a lack of rewards (later fixed in 2013 in a Feature Pack), and finally because of megaservers which removed cross-map retention of Temple effects in any real sense. While the events are still run, they do not resemble the grand 'D-Day Invasion' that was pitched in that 2012 interview.

    Since then, we've seen map-wide 'capture the keep' metas in a couple different instances. We could see the live 'Lost Shores' event in November 2012 in Southsun Cove as a once-only 'capture the keep' meta, never to be repeated. After Dry Top introduced true map-wide metas (given that beyond the temples, Orrian events are disconnected from their meta events), The Silverwastes incorporated that into the first true realization of the 'conquer the keep' in a way that the designers clearly envisioned all the way back to 2012. Fighting from one fort to the next seamlessly, with each fort contributing to success, Silverwastes set the standard.

    From there, the concept was kicked into high gear. Auric Basin, Tangled Depths, and Dragon's Stand all resemble 'capture the keep' meta structures: they all feature powering up allies in separate lanes or areas before progressing to conquer a single boss, area, or set of enemies. Crucially for this type of design, each lane or area's success impacts the success of the map as a whole. While Dragon's Stand is clearly the most direct analogue to Silverwastes, the Lost Shores event, or the original vision for the Orrian Temple meta, the other maps are very similar. Note that in Auric Basin and Tangled Depths, just like in the Silverwastes or Dragon's Stand, the final 'boss' meta does not involve the enemy attacking the 'home base', but instead the players bringing the fight to the enemy. This separates Verdant Brink from these other maps - its structure as a 'defend' meta is fundamentally different.

    We see the team back off of this style as a result of strong criticism of Heart of Thorns meta maps following their release. The dominant community narrative at the time was that the HoT metas were too much time commitment for little reward - why play Dragon's Stand when you can farm CoF or Fractals much faster and more easily? Moving forward, the design team kept metas smaller and more self-contained. While there are a couple 'capture the keep' metas in LWS3, PoF and Season 4, they are always smaller in scale. With the exception of Domain of Kourna, which is a general failure of implementation for its own reasons that we'll get to, maps like Domain of Istan will have 'capture the keep' metas with the complexity, coordination, and time commitment taken out. On that map as well, separate event areas like the Astralarium will be completely disconnected from the meta events on map - marking Istan as clearly separate from its 'capture the keep' cousins.

    Instead, most maps in LWS3, PoF, and LWS4 will default to a 'double meta' style, in which alternating smaller meta events will provide high engagement and reward for players with less time commitment. It is only when we get to Dragonfall and Drizzlewood Coast that we see these map types resurface. It is too early to speak on Drizzlewood Coast, given that Arenanet staff have commented on making adjustments to the balance and timing of that map's meta. But I will say that in many ways (regardless of current balance or practicality) Drizzlewood Coast represents the 'final expression' or magnum opus of the 'capture the keep' style meta structure - in all its gothic two-and-a-half hour too-much-of-a-good-thing glory. I doubt it's possible for even a future expansion map to go bigger with the 'capture-the-keep' style than Drizzlewood did.

    But we can see this design goal in lower level maps as well. Harathi Hinterlands, which we've covered before, is the lowest level example. In that map we can see a clear progression of the northeast meta through a number of centaur camps leading to the world boss Ulgoth. But the meta elsewhere on the map is not connected to this 'boss meta'. They are disjointed, one does not impact the other.

    Fireheart Rise is similar. It has the idea - that the map should be about conquering forts and progressing to the Citadel of Flame - but the implementation is decidedly not 'there' yet. The Citadel of Flame meta is separate from the others. Some of the other 'capture the fort' metas are in the meta tracker, while some are not and are just group events. The map overall has an unusually high density of group events, but they are disconnected from each other and generally not present in the meta tracker. There is no sense that any event leads into any other event outside of its own 'area'. Even stranger, the final meta chain is shorter and less complex than the Harathi Hinterlands chain. This means this map is probably the worst of the 'capture the keep' maps overall.

    Gameplay - 4

    Ultimately, this brings down the experience of the whole map. Unlike other 'exploration-style' maps where the events can live separately, in Fireheart Rise the events feel like they should be connected. Because they're not, it creates cognitive dissonance which leads to a sense of purposelessness. Why bother with this tough group event if it's not directly related to capturing the Citadel of Flame, and doesn't have good rewards? These elements compound themselves: tough events that are disconnected, so nobody goes out of their way to do them, so there's less people to group up with, so their more difficult, which makes it so that nobody goes and does them etc. It's a cycle.

    That's not to say that there's not fun to be had on this map, gameplay wise. The grawl meta in the Apostate Wastes happens to be, kind of ironically, the most fun meta on the map. The different events for it can be done in any order, culminating in a final bossfight where you feel like your choices mattered, even if just a little bit.

    The hearts on the map involve a lot of fun sneaking around and sabotage, and there are some great minidungeons. The Pig Iron Quarry has a fantastic jumping puzzle, and it's always fun to help out a kodan village.

    But ultimately, for a map that is supposed to be about really taking the fight to the Flame Legion and assaulting their Citadel? The map just doesn't work.

    Art - 7

    The art on this map is also in conflict, in a number of ways. There is some great stuff on this map: the Flame Legion forts are all distinct in structure, and it's always cool to see what the environmental artists have conquered up for their architecture.

    A number of other Flame Legion artistic flourishes are neat on this map. The gentle rain of fire in some parts of the map is appropriately apocalyptic, and the ashes piled high on the ground in multiple areas make everything feel exactly as desolate as it should. Even the western corners with the kodan village and the giant grawl tree look nice.

    But in many ways, this map is starting to show its age more harshly than many others. The textures are the real problem: because the Flame Legion uses so many spindly rocks in its architecture, those assets have really started to show the limitations of the art at the time the game was released. The rock textures have started to look real ugly, and the spires as if they need some more antialiasing filters laid over them. They don't look great.

    Combine that with the fact that, in a game where color is one of its main artistic assets, the colors here are so… brown. In a map like Ember Bay and Draconis Mons in the future we'll see the artists really play with lighting and lava in interesting ways, but that's just not there yet on this map.

    Long Term/Retention - 6

    Fireheart Rise is not doing as well as it once was. For a long time - from roughly 2012 to 2014/15 - the map had some of the most consistent population of any vanilla map. This was all down to the Citadel of Flame, which was the most commonly run dungeon at the time. Since the appropriate meta event had to be completed for the dungeon to be open, this map saw a consistent population in the northeast corner through all those years. Given that I was never much of a speedclearer, I'm unsure how much those players would play on other sections of the map - but I would be willing to bet it wasn't many, given that speedclearers are not known for their love of playing minor open world events. A much reduced fraction of this population still hangs out here, I believe,

    But other than that, it's shocking how 'out of the way' Fireheart Rise feels. Especially when it's tucked away close to a corner of the Tyria world map that has low traffic - between this map and Iron Marches - Fireheart Rise can sometimes feel like an afterthought.

    The pieces keeping population here these days are a number of minor bits and bobs. The godskull weapon recipes can be purchased here after the grawl meta. A number of legendary journeys cross this map at some point, and so does a treasure hunter achievement or two. The Vexa's Lab minidungeon has always been quite popular, especially when it comes up for dailies.

    But overall? Fireheart Rise's glory days are long behind it.

    Overall - 6

    Fireheart Rise feels strangely disjointed for an 'assault the keep' map. Unlike Harathi Highlands or the Orrian maps, none of the meta events seem to build into each other or produce any clear effect. The flow is confused as a result, and you would be forgiven for getting a bit lost, despite the fact that there's little verticality. This is definitely the least engaging of the 'capture the keep' style meta maps. Bonus points for a great minidungeon, environmental art, and jumping puzzle - and I always give bonus points for kodan villages.

    ----------------------

    That's it for today! Next week, we'll be headed to our last map before Orr: Mount Maelstrom.

    What do you think of today's map? Any fond memories, or strong complaints? How well do you think this map stands up in comparison to all the others?

    Don't forget that survey!

    submitted by /u/Jonah_Marriner
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    summit1g response to troll

    Posted: 02 Aug 2020 11:51 PM PDT

    Guide wars in 2020

    Posted: 03 Aug 2020 04:47 AM PDT

    Soooo as many of you know Summit started streaming guild wars 2. I watched seems fun. Been a few years since I played WoW. Would like a fresh MMO.

    In 2020 is guild wars 2 worth a play??

    submitted by /u/crditzel11
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    Summit1g caught by Surprise when viewer plays instrument

    Posted: 02 Aug 2020 06:34 PM PDT

    DUO Volcanic Fractal Scale 92 [6:32]

    Posted: 03 Aug 2020 07:56 AM PDT

    Hey everyone!

    PoVs:

    Roul/Guard

    Hint/Tempest

    The volcanic fractal is arguably one of my alltime favorites, due to the endboss imo having quite fun mechanics and being really punishable at times. Especially the sugar rush instability made the mobs at endboss very hard to deal with, since they attack significantly faster – however, the increased attack speed was very helpful for the tempest, who at times would not have permanent quickness uptime. There are a few reasons because of which we decided to go with this comp:

    The firebrand simply remains the king in lowman content. It has by far the highest dps of all classes in the game in lowman, whilst providing quickness to their group and having great vuln uptime.

    The tempest further increases the Firebrands dps by providing 5 targets for Ashes of the Just, which is basically an additional 9-12 burn stacks. In addition, tempest provides a lot of cc, guarantees permanent might uptime, has great dps and also brings the water elite elemental to the endboss fight, which has a very broken healing output.

    Thanks for watching and reading, hope you enjoy!

    submitted by /u/---Roul---
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    Hopefully Drizzlewood taught the dev's an important lesson: double maps *need* to have exclusive metas.

    Posted: 02 Aug 2020 08:54 AM PDT

    2 hour long meta is insane. I feel like double maps like this are kind of lazy but at least Bjora had separate meta events. I still have yet to complete a full meta in Drizzlewood. I understand the concept of the map but man it's such a time commitment. And it's not that a two hour long meta can't hold my attention, it's literally I run out of time to play before the fam comes calling or I have to go to work or something.

    submitted by /u/RisingMac
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    Legendary Armor 3 Years Later

    Posted: 02 Aug 2020 10:49 AM PDT

    A lore deep dive playlist by Deroir that really doesn't have enough views. Some history for raids and Fractals that everyone should watch.

    Posted: 02 Aug 2020 07:02 PM PDT

    Wholesome interaction

    Posted: 03 Aug 2020 07:30 AM PDT

    This may seem silly/pointless but it made me smile, so.

    I've not been playing very long, and from past experiences in-game communities are often toxic or just generally a bit demanding and rude.

    Anyway, today I was just doing a camp event, and another new player came over to me and said "Excuse me, sorry to bother you, what do we need to do here?"

    I told them, they thanked me, and we both went on our way.

    It's kinda sad how I was so surprised by this person's politeness that I feel the need to post it here, but I guess it shows what a nice community GW2 actually has :)

    submitted by /u/SharePrestigious
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    What's your favorite action screenshot? Let's see it.

    Posted: 03 Aug 2020 06:52 AM PDT

    So I discovered GW2 in the last few days

    Posted: 02 Aug 2020 09:45 AM PDT

    Is the marketing just poor for this game because I like to think I'm on top of most things gaming and I'd never heard of it.

    I did some reading up on classes beforehand and went with a Mesmer because it read as an extremely interesting and different class and it turns out... it's extremely fun to play. The whole combat is excellent, the variation in weapons and abilities and I'm just level 12. An absolute baby.

    So yeah, really impressed so far and the World felt very populated so I guess it's very popular but I wouldn't have known without a recommendation.

    Thanks all for reading.

    submitted by /u/Ploughman90
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    2020 Tempest Support?

    Posted: 03 Aug 2020 02:35 AM PDT

    I'm still kind of new to the game. I recently finished gearing a power sword weaver build for fractals, and I'm really liking elementalist. What are good current support/healer builds? I want to know what the real difference between magi and harrier is, as well as what kind of support is typically played as a tempest (healer, half healer, boons and dps, etc).

    Thanks in advance!

    submitted by /u/Khan_Cena
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    Summit1G & Mounts

    Posted: 02 Aug 2020 06:45 PM PDT

    [ART] Asura art concept! Ceyye!

    Posted: 02 Aug 2020 09:23 AM PDT

    The Downed State

    Posted: 02 Aug 2020 11:17 AM PDT

    A staple of GW2 since the very beginning, and a unique one at that: when you are reduced to 0, you aren't dead. Instead, you fall to the ground and have a chance to fight back while wounded, using a variety of skills based on your profession. As a new player, this was insanely exciting. When that one low health enemy is near death and you frantically try to kill it, it's an absolute rush. It's exciting. It's fun.

    Which is probably why the downed state has never been revisited, but I think it's high time for it. There are few minor, easily solved issues with the downed state.

    1. Not all Downed States are equal. There's an odd disparity in downed state abilities. Downed state skills can be broken into five categories: Auto attack, everyone has one of these. Mobility, like thief or mesmer, CC like Guardian or Revenant, Rally like Guardian or Warrior, or a big attack like Revenant or Elementalist. The problem is, depending on the game mode, many of these abilities just don't work. CC is often useless in open world PvE, where most creatures have break bars or simply don't care if they get knocked back. Some CCs only affect a single target (Necro, Rev, and Warrior) some affect all targets in an area (Guardian). It'd be easy to say 'the full kit is balanced' but that's not the case. The full kits aren't balanced in every game mode. PvP is probably the most glaring, but I'm sure any thief or mesmer can tell you how useful turning invisible in a WvW blob is. Some classes are worse off than others. Revenant has one single target CC and one AoE damage skill. No mobility. No rally.
    2. Downed State 1 Skills ignore your build. This is probably most notable on thief, who is the /only/ class who has a trait that changes your downed state abilities from pure power to condition damage. And you notice it. If you're a condi build, your downed state does enormous damage if you have this trait. It feels great. But other classes aren't so lucky. Elementalist, Guardian, Warrior, Necro and Revenant are all classes with popular power builds whose Skill 1 does only power. Mesmer is a popular power class who only does condi damage.
    3. Downed State Skills are a mixed mess. There was a small number of you who read the final sentence of my last point and said, 'well sure, but mesmer has Phantasmal Rogue, one of the best power-based downed state skills.' And you're right. It is great. Unless you're condition. And that's a general theme with downed state skills. Some of them work great for your build and others don't. Elementalist gets a condition skill, as does Revenant, but those skills have a long cast time, and if you're not a condi build, you're better off firing off more auto attacks. You shouldn't feel punished for using one of the skills with the longest CD on your bar.

    So where do we go from here?

    Frankly, the thief trait is a great start. It's a minor trait in a line commonly used by Condition builds, which means most condition builds will have it and reap the benefits.

    On the other hand, Warriors can get one trait to modify their Downed State. It only affects one skill, and it's a Major trait competing for two very good traits. That's not a great start.

    Skills and traits should feel rewarding to take and use, but they shouldn't cost more than they are worth. Minor traits are a great place to modify existing Downed State skills. Some skills need modifying to work better for everyone. Some skills need major overhauls. I enjoy thematic skills, but right now, the Downed State feels all thematic with little substance.

    And obviously, that's fine in a casual game, but in competitive game modes like PvP and WvW, things can't be so inherently unbalanced. In high-tier gameplay, choices shouldn't go unrewarded for players who have min-maxed their gear down to the infusions.

    Thanks for listening to this rant.

    submitted by /u/SimpleCrow
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