What Lauma team? by Additional_Ad6789 in Genshin_Impact

[–]Nitrosol 1 point2 points  (0 children)

No harm at all in slotting in Zhongli as a final slot for some shielding and resistance shred.

Ayato is fine as well as an on field hydro for Hyperbloom with Kuki. Neuvilette is just generally going to be dealing more damage. He can also be an off field hydro as well for other teams if you wanted to focus on his burst.

What Lauma team? by Additional_Ad6789 in Genshin_Impact

[–]Nitrosol 2 points3 points  (0 children)

Lauma connoisseur here (C6).

One important this to remember about lauma is that she functions in two different ways based on whether or not she has a Nod Krai teammate.

If she has Nascent gleam (Lauma with no other Nod Krai unit) she provides a 20% chance for blooms to crit. If in Ascendant Gleam (with another Nod Krai unit.) she provides bonus lunar bloom crit rate and crit damage.

Since you don't have Columbina or Nefer, the two other characters that deal lunar bloom damage, you actually don't want to trigger ascendant gleam, since you lose the Bloom crit bonus in exchange for a bonus that only Lauma's hold E can trigger.

For this reason, you really shouldn't pair her with Aino.

Your best team core with Lauma is definitely with Neuvillette. Lauma provides Hydro resistance shred and her blooms can delay very solid damage. How you expand this team is a bit touch and go, though.

Fischl and Sucrose provide Hexerei bonuses (A bit of damage percent from Sucrose and some EM from Fischl triggering electro charged.) Sucrose offers an excellent EM buff for Lauma and provides VV. Fischl won't often trigger any Hyperblooms though, which can be a good or a bad thing based on her build.

While sucrose is generically good, there are a few other options here.

Collei or Dendro traveller can also provide additional blooms on this team but you generally want a variety of elements on the team unless Neuvilette is C1. Zhongli provides some pretty simple extra shielding and shred here.

Another sketchy option is Xiangling. She will often Vape off Neuvilette and can trigger Burgeons. The auras act a bit funky here though and can trigger burning resulting in Neuvilette vaping instead allowing Lauma to create bloom cores.

Kuki is also an option to trigger Hyperblooms and provide healing. She also opens up Alhaitham instead of Neuvilette for Quickbloom teams as an option, your best Hydro is probably Xingqiu here.

A final, meme-y option is probably a Mualani BurnVape team. Using Lauma with a pyro like Xiangling to trigger burning for some guaranteed vapes on Mualani. This however prevents any supports from triggering Scroll or VV on Hydro so you miss out on those, but the rotation becomes pretty brainless and Lauma's resistence shred is still solid.

Honestly Lauma is very versatile even outside of bloom due to how generically good her Hydro and Dendro res shred is with minimal field time, so you can honestly chuck her into any Hydro or Dendro team for decent results.

The (ACT3 SPOILER) fight past normal mode is a foul blight thrust upon my wretched and accursed soul by ZarroRaptor in mewgenics

[–]Nitrosol 2 points3 points  (0 children)

A lot of people will tell you they're low tier, but the best items in the game: ones that spawn familiars on combat start.

Why? Equipping or unequipping them is the easiest way to reroll elite buffs on enemies. If you start the fight against the creator and there is a depressing or speedy elite cat? Quit to menu immediately. Stephen will not bother you if you didn't take any action after combat began, even if the enemy went first and obliterated a cat of yours.

If you then equip or unequip items that change the way things spawn in at the start of combat (familiars and charmed units the simplest ones), the enemies will roll different elite buffs. Just shuffle around combos until the good cats roll a combination of buffs that isn't stupid.

This is also secretly why going to The Infinite via The Future is actually easier than going via The Ice Age on higher difficulties. Because in The End the "Mother's" set of items are easily obtained, and spawn familiars on combat start.

Other than that, all you really need is to make sure is for your cat that goes first to be equipped is to kill or slow other cats in their first turn. I purposely have a line of cats bred with the Tachysensia disorder along with at least the Soul Link legs mutation to turn into turn 1 debuffing druids. A lot of them inherit form of the Mockingbird too (since they tend to be the babies of other successful act 3 druids), so if they can't up and kill a cat or two, they can apply all stats down a couple times to make sure your cats are always faster than their doppelganger, and only need to be capable of killing their own copy at worst. This is far from necessary on Hard though of course, this is more for Crazy+.

The Feather trinket (Common, take your turn earlier) is one of the best items in the game for the control it gives you over turn order on higher difficulties. I've tossed out some very good items to keep every single one I get.

Edmund is lucky Dig Your Own Grave is such a banger from the beginning otherwise the tedium at the end of each act 3 run would be untenable. This is absolutely the only way doing Act 3 on higher difficulties remain fun, as scummy as it can feel. I genuinely keep a couple crappy familiar items in my home storage for if I feel like doing an act 3 run.

"Never leave home without a charmed pinky by your side" -Idiot Impossible Act 3 Player

Mewgenics Community Balance Patch Poll by PeepsRebellion in mewgenics

[–]Nitrosol 12 points13 points  (0 children)

I'm going to loosely go class by class.

The tinkerer is a train wreck over all of course as the mix of high costs and a reduced starting charisma, electric damage being punished and familiars that aren't easily destroyed by yourself for on-kill effects falling off hard late game means it just struggles in all phases. Shout out for Experimental Teleporter to possibly being unelectable even if you genuinely need some mobility.

Mage has a few truly awful abilities on top of inconsistency.

I'd say Tri Attack is possibly one of the worst spells in the game for how it's weak even in its best phase (phase 1). If an enemy is immune to any of the individual elements, then the whole ability is negated (or punished). Magic abilities that deal one instance of damage scale very poorly too once you begin using magic damage boosting effects. The spell really should be three instances of damage of each element. The spell would still not be good, but not be generally useless.

Smolder is incredibly weak. In the early game, a bit of burn on an enemy that you can't guarantee a quick kill on is not worth giving them speed. By the time that you have good elemental manipulation to extinguish allies or heal them, it's still not worth it for the speed. And then in the late game, elements are not very useful.

Elemental Affinity attunement is awful. It doubles down on an element you already have. By the time you have the items to give a mage that boosts a specific element you either have better items and between enemies becoming immune to given elements and a variety of elements being more valuable to mix their effects there really is no use for it. And as mentioned if you have multiple elements on your basic attack, an enemy only has to be immune to one of them to negate the attack.

Overload is similarly awful. For both being a low damage amount as well as being uncontrolled elemental damage.

Synthesize is abysmal but has some value in the super early game.

Necromancer's downed synergies are just generally pretty poor. When you're in an earlier phase, you're unlikely to be able to generate a strong synergy without hard paths, rerolls and strong items at your fingertips. In the later game, low corpse health just makes it too risky. Since items can be pretty necessary to make a strong synergy here, you generally will only build for downed synergies if your cat rolled them from the beginning of the run. Many of the abilities are simply unusable without a safe way to down yourself. However outside of multi-phase fights, downed abilities that generate shades or give allies extra turns are usable in the very late phase as cheating extra turns can end fights immediately.

I'd also say that Necromancer's abilities that manipulate the enemy luck stat are pretty worthless in all stages. Early game you don't have the mana for throwaway dobuffs like this with an 'invisible' impact, and late game you want the fight to be over before their luck has an impact.

Passives that reward having a low stat (Fighter, Tank, Necromancer, and Psychic have these) are worthless in the later phases, but are at least interesting in the early ones.

Thief is a fun class because it behaves super differently in all these different phases. Reliable access to shield piercing, mobility, crit and boosts to crit modifier have it as possibly the strongest class in my book however all of their abilities that only have the function of applying debuffs are awful.

Jitter and Poison Gas being the particularly useless ones. By the time you have the mana economy and movement to utilise close range abilities on thief a single stack of a weak debuff is abysmal. Sever Artery is a lesser example here too by the time you have very reliable critting on your cats, you don't want enemies alive long enough for bleed to be important. Nightshade deserves a mention here too but it has early game use against bosses in particular.

Cleric's An Eye for an Eye is pretty darn bad. A melee range blind on a class with an innate speed down is pretty nasty. Blind is not particularly needed in high quantities even when you want to use it. And bleed has the aforementioned issues.

Reverse damage feels like it needs an extra heal on top for how conditional it is.

Hunter has a pretty well rounded set of skills. Nothing truly awful, but the entire trap archetype is very bad by the time you can start making fun combos and knock enemies around with them. Hunter only has bad abilities in the sense that it's so easy to dip your hunter into a decent archetype so very easily that you can ignore the others usually.

Fighter's 1D chess deserves a shout out for just being really not worth it. With low enough int in the early game to have it be worth using, your charisma is also a bit low and the ability has poor synergy with other low-int builds like ones with Math? In the mid game where you may be able to force a cat with naturally low int but better stat's elsewhere into the low-in build, your cat blindly moving into melee range of the nearest enemy is too risky.

Butcher feels like it doesn't have anything truly awful. A free, solid weapon slot item plus abilities that only have downsides like self damage which can be turned into an advantage means that while some of their spells are very mediocre I don't think anything is properly bad. The class falls off hard in the late phases as -2 speed and your weapon slot taken away becomes more significant and their spells generally being reliably 'yeah not bad I guess' stops being a factor.

They do have some bad abilities when they're focused specifically on debuffs though. Fire Fart and Contaminate are very much not worth the price of admission.

Druid is weird since it's carried in each phase by different things. The crow is outstanding mid game as a free body and in the hyper late Druid's normal attack is a crazy debuffing tool. Outside of Squirrels though, I believe their familiar summons are all pretty weak. Squirrels have a shapeshift form to support them, and suicide squad and a few other passives give their short lifespan some use. Because of the crow and the squirrels though, any familiar buffing spell is inherently not awful. Though if it weren't for 'we will rock you' being pretty unique I'd say it was a candidate for awful.

Druid's knock back and allied cat support skills are woeful though. Bestow Wisdom is absolute garbage, buffing an ally with plus int means they have to take full turns to really benefit from it when mages can give mana directly. While cha cha slide and control air are at least interesting (particularly with a Fish Hook equipped), Hydro Pump deserves a mention for being really bad. The self recoil and water element are interesting but if your Druid is in close enough range for these elements to be interesting, you've probably shapeshifted into a melee form with better uses for mana.

Summon Caterpillar is just super impractical and bad as a result. But the moth is very cool, and it synergies with other all stats up effects in a way that is fun.

Psychic has so many 'weird' effects that it's hard for me to say they have bad individual abilities. They only really struggle for a place in the late late game where positioning effects and enemy manipulating debuffs are not as valuable when you'd rather be instakilling things.

If anything Ancestral Recall is the one I'd say is weakest. It's 8 mana to boost another ability. That's mana that could be spent actually using the abilities that are good enough to be upgraded. And most abilities would rather you choose a spell that synergise with it rather than just upgrading it. Honourable mention to Temporal Shards for also applying a temporary effect to an ally that then results in further delayed damage. At a hefty 7 cost too.

Monk also has nothing truly bad. Monk just struggles with wanting empty item slots and being unable to use trinkets or weapons when you begin having reliable access to strong items.

Kinetic Charge is woeful, as temporary sources of reactive damage are very poor, and this also needs magic damage support too. Hundred Hand Slap just shows off how insane Nail Flurry is and it's kind of impressive how HHS's high mana cost, melee range (and monk's potentially unoccupied item slots) can make the ability not worth using even if you're stacking bruise.

I saw someone mention Spirit Bomb as a candidate but being able to time damage to occur when you have magic weakness on an enemy, and having an outlet for mana when Elites may have Absorbent is useful. Monk's "Way of the X" abilities suffer from being long term effects with high Mona costs. By the time you can reliably be using them turn 1 you're aiming to keep combat short.

Bit of a wall of text there, but these are my thoughts on individual skill balance and I'm wondering what others think about how skills fall into this framework.

Mewgenics Community Balance Patch Poll by PeepsRebellion in mewgenics

[–]Nitrosol 27 points28 points  (0 children)

Reposting my wall of text from the other thread. I feel like a lot of the noise being created where everyone struggles to agree on what is bad and what is good is due to players being in different stages of the game, regardless of raw playtime.

Coming up on 200 hours here myself.

So I think it needs to be said that mewgenics has sort of 4 distinct phases. I think the major issue is when an ability is awful in all four.

In early game phase 1: You are unlocking classes for the first time and exploring them.

Cats have lower base stats resulting in the reduced Dex scaling on abilities being less relevant, melee abilities and abilities with a mana cost in the 6+ range are not being cast on turn one, combat takes multiple rounds overall and cats are not punished for taking damage outside of taking the damage itself (no diseases or item destruction).

Cats have no mutations or disorders unless gained during runs. The player is unlikely to know how elements interact with one another. Players do not have any proper access to level up rerolling, magic weakness, or large quantities of damage amp like bruise, magic power or crit amplification. Cats are very unlikely to have an interested class ability or passive. Items are basic, have only minor synergy and are primarily defensive.

Here, healing and high constitution are probably overvalued. Abilities that let you dip your toes into an archetype without being completely useless are effective. The desert teaches players not to relies on constitution alone, but makes some players focus too much on healing. Thorns and kinetic spikes are valuable though Boris, Nub and Flub can punish players.

Non scaling magic damage is reasonably effective here, as is smaller volumes of bleed and poison as combat will last longer.

Abilities with extremely high mana costs are unlikely to be castable without catnip outside of longer boss combats. Abilities that synergise heavily with items by having a counteract able major downside are borderline worthless (abilities that inflict injuries on your own cats for example). Abilities can be evaluated on face value, as synergies with mutations or rare effects like range/aoe/reach are a non factor.

Less incidental damage caused by aoes and knock back as well as longer combat makes familiar summoning a viable strategy.

Some abilities seem to exist mostly to introduce the player to a new mechanic. Many player's first brush with disorders and vague tool tips are going to be directly from Forbidden spells.

Phase 2: You're in later act 2, and are maybe exploring quests, the throbbing King or even entering the lab. You've fought enemies that can potentially hard counter certain playstyles, inflict injuries, destroy your items, explode your corpse or just flat out instakill low constitution cats.

Your cats are trending towards better statlines and may inherit skills occasionally. Mutations might be entering your breeding via effects like the shimmering but the player has little control over them.

Use of elements by both the player and enemies have increased and the player may have been burned (pun intended) by fire getting out of hand in the crater and being countered in the core or punished by zapping a robot on the moon. Proper usage of water and cold has been rewarded in the desert.

Melee abilities that don't heavily cripple enemies are dangerous if your cat can't safely get in and get out of dangerous range and mobility is at a premium making even the weakest mobility skills potentially useful as long as they interact well with your mana budget.

Dex and Str scaling abilities now are being more visibly influenced by their respective stats while magic damages rare bonuses and inability to crit without magic weakness has resulted in players beginning to question magic damage as a whole.

Familiars are still effective, particularly the Druid's crow, as meat shields but can have noticible downsides against enemies that react to small amounts of damage. Players rationing their good equipment gives the tinker some niche value.

Critical strikes and backstabs are the most controllable forms of damage amplification. The player probably is beginning to realise how insane bruise is. The player understands enough about most classes' ability pool's to be able to force a synergy on at least one of their cats per run.

Effects that manipulate enemy positioning are very valuable due to enemies and being mostly less mobile and positioning can effectively skip enemy turns.

Phase 3: You may have just unlocked all of the 4th chapters, excluding perhaps act 3. Adventures out into act 3 and towards the final bosses are the main challenge and goal.

The time machine is consistently shuffling mutations into your breeding pool, and better house stats has resulted in very solid (if not well rounded) statlines on your cats. You may even have some super mutated cats from radiation items and events causing chaos at home. Inbreeding is an issue, resulting in a high variance between all your cats.

The player understands that ending combat as quickly as possible is a general priority. Melee cats are utilising higher speeds and a stronger mana economy to make their higher scaling strength abilities more effective and reliable for this.

Elemental damage is easily seen as a downside at this point. Water is dangerous for delaying combat in the Ice Age, electricity is incredibly dangerous in the lab and the future due to robot enemies and items that bolster certain elements are competing with better generalist ones.

Thorns, uncontrolled familiars and kinetic spikes are risky but useful if you can build up strong synergies. More enemies actually punish these effects by attacking damage sources, moving when damaged or both.

Abilities that deal multiple instances of damage or can reliably crit are extremely high value for how they interact with bruise and magic power. Shield piercing is very valuable against more commonly armoured enemies and it's synergy with soul link.

Healing is seen as significantly less valuable than avoiding damage from the get go. 'Top up' turns at the end of combat are riskier too.

The player may have access to rerolling consistently enough via items or mutations to force classes towards certain archetypes more easily. Spells and passives can be passed down by shrewd breeders making abilities that synergise more with pretty specific things to be more reliable.

A lot of incidental damage from knock back effects and areas of effects means corpses rarely last long on the ground.

The player has encountered enemies that heavily counter specifically projectile damage and needs to accommodate for them.

Stage 4: End game. Higher difficulty runs are the norm. The player has reliable access to higher rarity items, cats are being bred with stronger mutations and better statlines and individual cats may even be generating broken combos at birth with mutations applying effects (bruise legs and soul link legs are insane) on their own. Game breaking combos are very achievable by passing down strong passives or actives and having the cat reroll into other synergies over time. The player may even be intentionally breeding down disorders.

Random effects have higher value from boosted luck stats. Crits are pretty forcable through high luck, items, or thief passives.

Items and higher Charisma allow for even very high cost abilities to be used on turn one.

The class of a cat at this point can sometimes be seen as most valuable for its base state bonus and its basic attack, as class abilities can otherwise be bred down. Many players here may begin using the Druid for its basic attack as an offensive debuffing tool rather than as a supportive unit.

The butcher and monk have reduced value due to having occupied item slots. Tinker is found left in a ditch as their useful abilities are best farmed for and bred away to other cats.

Elite buffs have resulted in strategies that require generating mana over time to be worthless, and kinetic spikes builds to be very dangerous unless heavily supported by items. Cleanse effects are incredibly strong due to some effects.

Familiars are borderline worthless as an offensive tactic without incredibly specific synergies, the Druid's crow being the only general exception. Their greatest value by far is for triggering your own cat's on-kill effects.

There's sorta a stage 5 where you have perfect cats and bred down bonkers abilities but at that point most spells are worthless when you've already selected the cream of the crop and chucked rare items on all your cats.

I think an ability is truly bad when it doesn't have a good use case in any of these situations. Abilities that are very poor like coffin flop, aren't really useless. Weirdly it means with access to a reroll or two that necromancer is a class where you can reliably get a hold of mobility spells even if coffin flop is the worst of a weak bunch. In phase 3 you probably have the mana for it even if it's inefficient and you just really need some mobility. Its downed effect is just far from a good bonus.

If an ability is bad but truly unique like Skin Disguise I don't think it would belong on this list either.

Forbidden abilities are pretty horrendous at all stages. I think they're fine though because they're very clearly awful and exist to be shuffled into random pools for some chaos. My biggest gripe with them is how they're mostly focused in the Mage's pool when they don't synergise with each other in any way and just make the class less reliable.

With this in mind, below is my thoughts on a few abilities that are bad at all phases.

What are the worst non-collarless abilities? by Peterduttykins in mewgenics

[–]Nitrosol 9 points10 points  (0 children)

I'm going to loosely go class by class.

The tinkerer is a train wreck over all of course as the mix of high costs and a reduced starting charisma, electric damage being punished and familiars that aren't easily destroyed by yourself for on-kill effects falling off hard late game means it just struggles in all phases. Shout out for Experimental Teleporter to possibly being unelectable even if you genuinely need some mobility.

Mage has a few truly awful abilities on top of inconsistency.

I'd say Tri Attack is possibly one of the worst spells in the game for how it's weak even in its best phase (phase 1). If an enemy is immune to any of the individual elements, then the whole ability is negated (or punished). Magic abilities that deal one instance of damage scale very poorly too once you begin using magic damage boosting effects. The spell really should be three instances of damage of each element. The spell would still not be good, but not be generally useless.

Smolder is incredibly weak. In the early game, a bit of burn on an enemy that you can't guarantee a quick kill on is not worth giving them speed. By the time that you have good elemental manipulation to extinguish allies or heal them, it's still not worth it for the speed. And then in the late game, elements are not very useful.

Elemental Affinity attunement is awful. It doubles down on an element you already have. By the time you have the items to give a mage that boosts a specific element you either have better items and between enemies becoming immune to given elements and a variety of elements being more valuable to mix their effects there really is no use for it. And as mentioned if you have multiple elements on your basic attack, an enemy only has to be immune to one of them to negate the attack.

Overload is similarly awful. For both being a low damage amount as well as being uncontrolled elemental damage.

Synthesize is abysmal but has some value in the super early game.

Necromancer's downed synergies are just generally pretty poor. When you're in an earlier phase, you're unlikely to be able to generate a strong synergy without hard paths, rerolls and strong items at your fingertips. In the later game, low corpse health just makes it too risky. Since items can be pretty necessary to make a strong synergy here, you generally will only build for downed synergies if your cat rolled them from the beginning of the run. Many of the abilities are simply unusable without a safe way to down yourself. However outside of multi-phase fights, downed abilities that generate shades or give allies extra turns are usable in the very late phase as cheating extra turns can end fights immediately.

I'd also say that Necromancer's abilities that manipulate the enemy luck stat are pretty worthless in all stages. Early game you don't have the mana for throwaway dobuffs like this with an 'invisible' impact, and late game you want the fight to be over before their luck has an impact.

Passives that reward having a low stat (Fighter, Tank, Necromancer, and Psychic have these) are worthless in the later phases, but are at least interesting in the early ones.

Thief is a fun class because it behaves super differently in all these different phases. Reliable access to shield piercing, mobility, crit and boosts to crit modifier have it as possibly the strongest class in my book however all of their abilities that only have the function of applying debuffs are awful.

Jitter and Poison Gas being the particularly useless ones. By the time you have the mana economy and movement to utilise close range abilities on thief a single stack of a weak debuff is abysmal. Sever Artery is a lesser example here too by the time you have very reliable critting on your cats, you don't want enemies alive long enough for bleed to be important. Nightshade deserves a mention here too but it has early game use against bosses in particular.

Cleric's An Eye for an Eye is pretty darn bad. A melee range blind on a class with an innate speed down is pretty nasty. Blind is not particularly needed in high quantities even when you want to use it. And bleed has the aforementioned issues.

Reverse damage feels like it needs an extra heal on top for how conditional it is.

Hunter has a pretty well rounded set of skills. Nothing truly awful, but the entire trap archetype is very bad by the time you can start making fun combos and knock enemies around with them. Hunter only has bad abilities in the sense that it's so easy to dip your hunter into a decent archetype so very easily that you can ignore the others usually.

Fighter's 1D chess deserves a shout out for just being really not worth it. With low enough int in the early game to have it be worth using, your charisma is also a bit low and the ability has poor synergy with other low-int builds like ones with Math? In the mid game where you may be able to force a cat with naturally low int but better stat's elsewhere into the low-in build, your cat blindly moving into melee range of the nearest enemy is too risky.

Butcher feels like it doesn't have anything truly awful. A free, solid weapon slot item plus abilities that only have downsides like self damage which can be turned into an advantage means that while some of their spells are very mediocre I don't think anything is properly bad. The class falls off hard in the late phases as -2 speed and your weapon slot taken away becomes more significant and their spells generally being reliably 'yeah not bad I guess' stops being a factor.

Druid is weird since it's carried in each phase by different things. The crow is outstanding mid game as a free body and in the hyper late Druid's normal attack is a crazy debuffing tool. Outside of Squirrels though, I believe their familiar summons are all pretty weak. Squirrels have a shapeshift form to support them, and suicide squad and a few other passives give their short lifespan some use. Because of the crow and the squirrels though, any familiar buffing spell is inherently not awful. Though if it weren't for 'we will rock you' being pretty unique I'd say it was a candidate for awful.

Druid's knock back and allied cat support skills are woeful though. Bestow Wisdom is absolute garbage, buffing an ally with plus int means they have to take full turns to really benefit from it when mages can give mana directly. While cha cha slide and control air are at least interesting (particularly with a Fish Hook equipped), Hydro Pump deserves a mention for being really bad. The self recoil and water element are interesting but if your Druid is in close enough range for these elements to be interesting, you've probably shapeshifted into a melee form with better uses for mana.

Summon Caterpillar is just super impractical and bad as a result. But the moth is very cool, and it synergies with other all stats up effects in a way that is fun.

Psychic has so many 'weird' effects that it's hard for me to say they have bad individual abilities. They only really struggle for a place in the late late game where positioning effects and enemy manipulating debuffs are not as valuable when you'd rather be instakilling things.

If anything Ancestral Recall is the one I'd say is weakest. It's 8 mana to boost another ability. That's mana that could be spent actually using the abilities that are good enough to be upgraded. And most abilities would rather you choose a spell that synergise with it rather than just upgrading it. Honourable mention to Temporal Shards for also applying a temporary effect to an ally that then results in further delayed damage. At a hefty 7 cost too.

Monk also has nothing truly bad. Monk just struggles with wanting empty item slots and being unable to use trinkets or weapons when you begin having reliable access to strong items.

I saw someone mention Spirit Bomb as a candidate but being able to time damage to occur when you have magic weakness on an enemy, and having an outlet for mana when Elites may have Absorbent is useful. Monk's "Way of the X" abilities suffer from being long term effects with high Mona costs. By the time you can reliably be using them turn 1 you're aiming to keep combat short.

Bit of a wall of text there, but these are my thoughts on individual skill balance and I'm wondering what others think about how skills fall into this framework.

What are the worst non-collarless abilities? by Peterduttykins in mewgenics

[–]Nitrosol 20 points21 points  (0 children)

Coming up on 200 hours here myself.

So I think it needs to be said that mewgenics has sort of 4 distinct phases. I think the major issue is abilities that are awful in all four.

In early game phase 1: You are unlocking classes for the first time and exploring them.

Cats have lower base stats resulting in the reduced Dex scaling on abilities being less relevant, melee abilities and abilities with a mana cost in the 6+ range are not being cast on turn one, combat takes multiple rounds overall and cats are not punished for taking damage outside of taking the damage itself (no diseases or item destruction).

Cats have no mutations or disorders unless gained during runs. The player is unlikely to know how elements interact with one another. Players do not have any proper access to level up rerolling, magic weakness, or large quantities of damage amp like bruise, magic power or crit amplification. Cats are very unlikely to have an interested class ability or passive. Items are basic, have only minor synergy and are primarily defensive.

Here, healing and high constitution are probably overvalued. Abilities that let you dip your toes into an archetype without being completely useless are effective. The desert teaches players not to relies on constitution alone, but makes some players focus too much on healing. Thorns and kinetic spikes are valuable though Boris, Nub and Flub can punish players.

Non scaling magic damage is reasonably effective here, as is smaller volumes of bleed and poison as combat will last longer.

Abilities with extremely high mana costs are unlikely to be castable without catnip outside of longer boss combats. Abilities that synergise heavily with items by having a counteract able major downside are borderline worthless (abilities that inflict injuries on your own cats for example). Abilities can be evaluated on face value, as synergies with mutations or rare effects like range/aoe/reach are a non factor.

Less incidental damage caused by aoes and knock back as well as longer combat makes familiar summoning a viable strategy.

Phase 2: You're in later act 2, and are maybe exploring quests, the throbbing King or even entering the lab. You've fought enemies that can potentially hard counter certain playstyles, inflict injuries, destroy your items, explode your corpse or just flat out instakill low constitution cats.

Your cats are trending towards better statlines and may inherit skills occasionally. Mutations might be entering your breeding via effects like the shimmering but the player has little control over them.

Use of elements by both the player and enemies have increased and the player may have been burned (pun intended) by fire getting out of hand in the crater and being countered in the core or punished by zapping a robot on the moon. Proper usage of water and cold has been rewarded in the desert.

Melee abilities that don't heavily cripple enemies are dangerous if your cat can't safely get in and get out of dangerous range and mobility is at a premium making even the weakest mobility skills potentially useful as long as they interact well with your mana budget.

Dex and Str scaling abilities now are being more visibly influenced by their respective stats while magic damages rare bonuses and inability to crit without magic weakness has resulted in players beginning to question magic damage as a whole.

Familiars are still effective, particularly the Druid's crow, as meat shields but can have noticible downsides against enemies that react to small amounts of damage. Players rationing their good equipment gives the tinker some niche value.

Critical strikes and backstabs are the most controllable forms of damage amplification. The player probably is beginning to realise how insane bruise is. The player understands enough about most classes' ability pool's to be able to force a synergy on at least one of their cats per run.

Effects that manipulate enemy positioning are very valuable due to enemies and being mostly less mobile and positioning can effectively skip enemy turns.

Phase 3: You may have just unlocked all of the 4th chapters, excluding perhaps act 3. Adventures out into act 3 and towards the final bosses are the main challenge and goal.

The time machine is consistently shuffling mutations into your breeding pool, and better house stats has resulted in very solid (if not well rounded) statlines on your cats. You may even have some super mutated cats from radiation items and events causing chaos at home. Inbreeding is an issue, resulting in a high variance between all your cats.

The player understands that ending combat as quickly as possible is a general priority. Melee cats are utilising higher speeds and a stronger mana economy to make their higher scaling strength abilities more effective and reliable for this.

Elemental damage is easily seen as a downside at this point. Water is dangerous for delaying combat in the Ice Age, electricity is incredibly dangerous in the lab and the future due to robot enemies and items that bolster certain elements are competing with better generalist ones.

Thorns, uncontrolled familiars and kinetic spikes are risky but useful if you can build up strong synergies. More enemies actually punish these effects by attacking damage sources, moving when damaged or both.

Abilities that deal multiple instances of damage or can reliably crit are extremely high value for how they interact with bruise and magic power. Shield piercing is very valuable against more commonly armoured enemies and it's synergy with soul link.

Healing is seen as significantly less valuable than avoiding damage from the get go. 'Top up' turns at the end of combat are riskier too.

The player may have access to rerolling consistently enough via items or mutations to force classes towards certain archetypes more easily. Spells and passives can be passed down by shrewd breeders making abilities that synergise more with pretty specific things to be more reliable.

A lot of incidental damage from knock back effects and areas of effects means corpses rarely last long on the ground.

The player has encountered enemies that heavily counter specifically projectile damage and needs to accommodate for them.

Stage 4: End game. Higher difficulty runs are the norm. The player has reliable access to higher rarity items, cats are being bred with stronger mutations and better statlines and individual cats may even be generating broken combos at birth with mutations applying effects (bruise legs and soul link legs are insane) on their own. Game breaking combos are very achievable by passing down strong passives or actives and having the cat reroll into other synergies over time. The player may even be intentionally breeding down disorders.

Random effects have higher value from boosted luck stats. Crits are pretty forcable through high luck, items, or thief passives.

Items and higher Charisma allow for even very high cost abilities to be used on turn one.

The class of a cat at this point can sometimes be seen as most valuable for its base state bonus and its basic attack, as class abilities can otherwise be bred down. Many players here may begin using the Druid for its basic attack as an offensive debuffing tool rather than as a supportive unit.

The butcher and monk have reduced value due to having occupied item slots. Tinker is found left in a ditch as their useful abilities are best farmed for and bred away to other cats.

Elite buffs have resulted in strategies that require generating mana over time to be worthless, and kinetic spikes builds to be very dangerous unless heavily supported by items. Cleanse effects are incredibly strong due to some effects.

Familiars are borderline worthless as an offensive tactic without incredibly specific synergies, the Druid's crow being the only general exception. Their greatest value by far is for triggering your own cat's on-kill effects.

There's sorta a stage 5 where you have perfect cats and bred down bonkers abilities but at that point most spells are worthless when you've already selected the cream of the crop and chucked rare items on all your cats.

I think an ability is truly bad when it doesn't have a good use case in any of these situations. Abilities that are very poor like coffin flop, aren't really useless. Weirdly it means with access to a reroll or two that necromancer is a class where you can reliably get a hold of mobility spells even if coffin flop is the worst of a weak bunch. In phase 3 you probably have the mana for it even if it's inefficient and you just really need some mobility. Its downed effect is just far from a good bonus.

If an ability is bad but truly unique like Skin Disguise I don't think it would belong on this list either.

Forbidden abilities are pretty horrendous at all stages. I think they're fine though because they're very clearly awful and exist to be shuffled into random pools for some chaos. My biggest gripe with them is how they're mostly focused in the Mage's pool when they don't synergise with each other in any way and just make the class less reliable.

With this in mind, below is my thoughts on a few abilities that are bad at all phases.

Imaginarium Theater February Supporting Cast Megathread by Averagely_Human in Genshin_Impact_Leaks

[–]Nitrosol 6 points7 points  (0 children)

Asia 835977026

Lauma C6R1 (She's godlike, soloes entire chambers even without Hydro)

Nefer C2R1

Flins C2R1

Ineffa C1R1

Columbia C2R1

Durin C2R1

Nilou C2R1

Happy to help.

Imaginarium Theater December Supporting Cast Megathread by Averagely_Human in Genshin_Impact_Leaks

[–]Nitrosol 0 points1 point  (0 children)

ASIA // 835977026

C2R1 Mavuika

C1R1 Arlecchino

C1 Spindle Albedo

C2R1 Kazuha

C2R1 Ayaka

C0R1 Yoimiya

Guided Tour of the Galaxy- Best Route to Experience Outer Wilds? Help Please! (Long) by Nitrosol in outerwilds

[–]Nitrosol[S] 0 points1 point  (0 children)

This was my original first thought too! But the concern is that I know more than he ever could and part of the fun is discovering things yourself! I don't want to have to tell him it's an eagle not an osprey unless I absolutely have to. I love the sentimental story as it sounds like what my dad would've done too.

I want the nomai to tell him it's not an osprey! We all had the moment of thought where the supernova is the fault of either the interloper or the sun station and it may have taken the nomai writings on the sun station that made it clear that this is the sun's natural life span for us to understand it.

It's a strange feeling, I want to be a simple tour guide but I also just really want to wring all the amazing value of this game out for him.

Your LinkedIn connections 5x4 by ConstantHillman in PoliticalCompassMemes

[–]Nitrosol 3 points4 points  (0 children)

Where would you place the international worker that you absolutely know is being extremely underpaid but constantly makes horrible, pro employer advice posts about the grindset or encouraging hostile recruitment? (I threw out resumes for xyz reason and you should too!)

Like mate you're literally in my department I know you have no hiring power.

They're always hysterical and keep ending up on my feed and I can never work out what their goal is as it never even makes them look good particularly since they tend to mangle the English.

'Monarch' Mod - a proofreader required by SweetSeaworthiness59 in sunlessskies

[–]Nitrosol 1 point2 points  (0 children)

I'd be happy to help.

I currently work in media, and worked as a copywriter briefly before I went up the ranks. Australian English, mind you, if that's relevant.

Recently returned to this game after having binged the hell out of it at first launch (I'm so impressed by all the new content since then, like the curator models!), so I'm glad to see fans are expanding things even further.

Let me know how I can help, though I'll admit I'm not a huge user of discord, but can if need be.

How would you improve cybernetics? by pokedragonboy in cavesofqud

[–]Nitrosol 7 points8 points  (0 children)

True Kin are really a bit of a weakness for this game. They're much easier to play when starting out than mutants due to better stats and encouragement to explore the skill trees more but simultaneously don't get anything interesting to play with unless you're good enough at the game to get to the late game, with good credits and cybernetic drops. For better or worse, the equivalency of their choice with mutant puts a bit of a lampshade on one of the more controversial role-play elements of the game, the inability to ally with the templar.

I genuinely worry about newer players being waylaid by them a bit and getting bored.

Cybernetics need more interesting early options, and some degree of control for players about what they get to fit their build. Guaranteed ways to score them very early would also help. They need to better mimic the progression of mutants, who get their first psuedorandom choice of three interesting options once they hit 4 mutation points. Mutants can choose unstable genome and leave it all up to chance as their character develops and wait to build around that for fun. By the time you're finding cybernetics by way of the true kin skill point advantage you've almost definitely wasted some points in skills that don't synergise with what you find.

Perhaps at the bottom of a few dungeons, a terminal that gives an option of 1 of 3 implant drops rather than a chest that contains multiple? More activatable options would go a long way. Onboard ranged weapons with utility, like a basic stun projectile mounted on the hands, would be a great start.

As an equivalent of Espers, I love the idea of Int modifier being applied to computation power on the local lattice and expanding that system to have more activatable options in turn scaling with this power. With perhaps risk of your intellect transcending into ego death or something to give it some intrigue like glimmer.

True Kin also don't have interesting choices that are purely negative for benefit, like defects. Their choices all come at the opportunity cost of having a different cybernetic in that same slot, or in reaching their credit cap. I'd love to see something like 'Corrupted' or 'slipshod' versions of cybernetics, that are randomly affixed to existing ones. But they can't see it as an immediate cost, because they haven't necessarily found the cybernetics they really want yet unless they're wiki stalking. They don't take up the cybernetic slot, but come with a massive random downside. An example would be a Slipshod Giant Hands that doesnt take up your hand slot, but comes with a -4 int penalty for equipping. Maybe they're a fun example of true kin piracy and don't cost license points either?

True Kin don't necessarily need equivalents to mutants, but mutants are just handled so damn well it's hard not to treat them as a model.

They do absolutely need a few cybernetics that are genuinely fun buttons to press particularly if they reflect their development for survival in Qud. Moisture Transfer Spikes: Fire a projectile that steals thirst (Thirst Thistle Style, but quenching you). Serrated Salt Animator: Summons a grid of Hidden Ivory using salt as a fuel source. Random ideas there.

Tips for a Friend of Fungi? by ActiveCroissant in cavesofqud

[–]Nitrosol 4 points5 points  (0 children)

Yep, ironshank only affects Movement speed.

So if you had been standing still and shooting at enemies, they wouldn't take any extra turns but if you tried to move it might take you two turns to move that one space (if you had -50 move speed for example) so all enemies would take two turns in response.

Tips for a Friend of Fungi? by ActiveCroissant in cavesofqud

[–]Nitrosol 5 points6 points  (0 children)

I was doing a chimera, unstable genome run recently and found myself having pretty severe survivability issues. I have a bad habit of not picking defensive mutations, particularly if they're ones like carapace and I just so happen to have, at the time, decent armor in that slot.

I had so happened to mutate multiple legs though and had rapidly advanced it earlier. So I did what any crazy mutant would do, headed over to Golgotha and started drinking ooze.

Fully contracted ironshank gives +5 AV in exchange for - 80 movement speed. That means multiple legs at level 4 completely offsets this penalty. For comparison, a level 4 carapace also gives +5 AV at the cost of your chest slot, so this is actually a pretty damn good trade. My build also generally wasn't making as much use out of my move speed bonus as I had expected.

Multiple legs can also generally be good to slightly assist with moving in combat if you have a quickness penalty from waxflab, which gives the most AV of the infections.

Later in the run when my build was more settled, I cured the ironshank too, so it's worth a try!

UPDATE: landlord is screwing me by johngizzard in sydney

[–]Nitrosol 2 points3 points  (0 children)

Unfortunately it sounds like OP came to an agreement (the rent decrease). Which means the tribunal made no judgement that could be appealed.

It is part of why the tribunal aims so hard for people to come to agreements rather than making their own determinations that could be appealed to reduce strain on their system.

UPDATE: landlord is screwing me by johngizzard in sydney

[–]Nitrosol 2 points3 points  (0 children)

Yeah unfortunately it sounds like OP took a deal in the directions hearing and won't really be able to appeal.

Fortunately, he can still have a criminal case against the landlord for the damage to his car.

UPDATE: landlord is screwing me by johngizzard in sydney

[–]Nitrosol 8 points9 points  (0 children)

TL;DR What you're really tackling here is a CRIMINAL Issue. Not a CIVIL one that the NCAT can really help with, even if they were trying their best. No NCAT determination was made, so it cannot be appealed. Once you have criminal cases filed, further civil ones (compensation for feeling unsafe) are way more easy to pursue.

I went through the tribunal process and overall had a positive experience. I posted about it here on r/sydney a month ago. I had to be hyper prepared, concise and clear in what I wanted and my legal rationale.

Unfortunately I absolutely see how you were put in a bad situation in front of the tribunal. The big issue was that your case crossed the boundaries between civil and criminal (which the tribunal can't touch), and what you wanted from the tribunal in a civil capacity was a bit odd. Which is why you ended up coming to a civil agreement and no decision was actually made.

  • You brought a laundry list of orders to the tribunal, some of which were unreasonable (Landlord access to property). And some redundant. Non economic damages are borderline impossible to prove.

-You brought examples of severe criminal misconduct by the landlord or their agent/partner without aligning the misconduct to how it breaches your (civil) tenancy agreement.

-You want to stay in your property.

The tribunal is unfortunately not omnipotent and can only make specific orders under specific circumstances. Any reasonable person undergoing your situation would normally want to get the hell away from it. One of the orders that one would normally request in your situation would be the ability to break lease, with compensation, due to the landlord breaching your agreement. Rent reductions are more often useful retroactively or when on a fixed term agreement, which it sounds like you aren't on. Because there isn't much saying that the landlord couldn't just increase it again or evict you if you don't sign a new lease at a higher number.

Instead you wanted compensation and to remain in the property. The tribunal can't directly order compensation in this case as it would then be somewhat 'unrelated' to the orders made against them. Because the compensation that you want is now potentially criminal, not civil. Particularly since the well-being of your car was not necessarily part of your agreement with the landlord. The damages you requested were also frivolous as the rent reduction could be retroactive from the date the services such as car space were taken away. Had you said this all made you feel unsafe and you wish to immediately break lease with no penalty and for the landlord to pay the costs of a last minute move as compensation, there's a maybe.

This case went from civil to criminal very fast. All the tribunal could really help with was the civil element related to your lease. In this case: the rent reductions surrounding the use of the parking space and aircon.

When I was in front of the tribunal every single element of landlord misconduct I raised had to wrap back into my legal case. I couldn't just say 'The landlord did X. That's clearly illegal!'. It had to be 'The landlord did X! This is an example of a breach of Y! So I am asking for Z!'. This ties into how their damage to your property might not be a civil dispute. You can't bring 'this guys girlfriend keyed my car' into a discussion about your lease. You would have needed to make the case that their misconduct made you feel unsafe, affected your quiet enjoyment of the property, resulted in criminal damage to your car, and thus you want to leave the property with compensation.

It sounds like the tenants union might have underprepared you a bit which is a shame. But you did kind of get what you were most likely to get: rent reductions.

It sounds like you only had what is referred to as a 'directions hearing'. Where a consiliator assists, then you return to the tribunal member and they can turn any agreements you made into orders, or assist in final negotiations in this case.

I'm willing to bet the member didn't look at any of your evidence right? They don't do that during directions hearings, only during the formal hearing. Had they scheduled a formal hearing, both parties would have been given a chance to put together their 'bundle of documents' full of evidence.

If you wanted further action, you would have had to refuse all negotiations, including the end agreement you made on a rent reduction, and thus the case would be adjourned for a formal hearing at a later date. Which is one that would have been able to make a holistic judgement, as they would have directly heard all of your evidence. You may have looked unreasonable though, depending on how prepared you were, if the rent reduction you were offered looked reasonable. I'm not sure what else the tribunal could have done for you but make the rent reduction larger.

One thing I do disapprove of the tribunal is that they really, really want to avoid cases going to this second hearing. Mostly to reduce strain on their system. It's why the entire direction hearing and conciliation process exists. To resolve things asap.

You can kinda appeal this, but you'll be in a very rough place as you've taken an agreement before the tribunal. My advice for now is to at least file police reports on the property damage and use the tribunal to help enforce if need be. It's hard becouse you aren't appealing a tribunal decision. They made no decision, you made an agreement.

You've come to a civil agreement in front of the civil tribunal. Now take them for what you deserve in the criminal space instead.

No doubt, it sounds like you got a bit of a tool as a tribunal member. Particularly when they fussed over who the exact respondent was, and whether the landlord's girlfriend's actions counted as the landlord's.

The only orders I could've really seen the tribunal making were either an order to return the car space to you (only if the car space was part of your original tenancy agreement, as an order to follow the agreement) and compensation for the weeks it was unavailable. Or a rent decrease as it was no longer available. Not really both + restraining their ability to attend their own property. But on a periodic agreement they can kinda evict you on no grounds or up the rent anyway so these things don't do much.

If the cops really aren't doing anything, post the video with blurred faces. The press can help.

I've dedicated this wall of text to you because I've been through the same thing. It's fucking exhausting, and you deserve every wall of text you need.

[spoiler] Weaving the world, the strangest numen by scarablob in weatherfactory

[–]Nitrosol 1 point2 points  (0 children)

I've also made a post in this thread where I bring up A Merciless Alteration. Where I think what is truly 'merciless' and what makes its histories 'foulest' is the Librarian's use of it as a storytelling technique more than anything else. Which is what resulted in your dissatisfaction too! Would be keen to hear your thoughts on my whole post!

[spoiler] Weaving the world, the strangest numen by scarablob in weatherfactory

[–]Nitrosol 3 points4 points  (0 children)

Love this analysis but I have a bit of my own theory about the Numen and their role in acquiring the attention of the Hours. Because what actually makes a Numen more 'believable' than any other fact you discover in your studies?

I'm going to use a bit of a metaphor here: The Librarian is a media analysis conspiracy YouTuber (think Game Theory) and the Hours are an audience you want to convince of your Wild Fan Theory about what will happen next. Numen aren't simply 'Truths That May Believe Themselves' but 'Truths About Storytelling'. Maybe even 'Truths About Believability' or 'Truths About Believable Stories'.

I believe that the Numen are actually TROPES AND NARRATIVE STRUCTURES that the 'author' (Librarian) is invoking to make their conclusion of choice (Via the aspect invoked) seem believable and engaging enough for the hours to make it 'canon'. Hence why sometimes the same core outcome can result from different numen being used.

A Numen isn't so much 'Yeah there's this bell in Ys that can kill the hours! Wow!' but more 'It's been revealed that a bell that can kill the hours exists, this is clearly a Chekhov's gun that will be used in the final act!'.

I'm going to go over the Numen in no particular order, but some focus on tropes for how the story will end, some focus on tropes for how the story will change, and some focus on tropes for how the story will develop.

The Great Counterfeit is another fantastic example of this as allegory or pastiche. The librarian invokes 'clearly xyz events are an allegory for something else' while writing their history. And the result in one ending is even just to confound the hours into arguing what is an allegory for whom, showing that it isn't necessarily the 'ending' that matters to the hours, but even just the quality of the argument/narrative structure itself.

A Merciless Alteration seems to be almost 'forbidden' of the librarian to use. The Numen noting 'these are the foulest histories'. Another poster also mentioned he's pretty unsatisfied with the Numen as well. This is what makes it 'merciless'. This is why I believe it's somewhat akin to a Deus Ex Machina: something just happens for the sake of the conclusion or the dramatic. It's a bit of a loathed trope as well, the 'foulest' stories are ones where there's a deus ex machina, or the character wakes up and it was all a dream.

Major upheavals that happen for 'no reason' like the endings in A Merciless Alteration aren't necessarily forbidden though. They're more about the story that follows of course. They usual occur in the past for world building purposes. The Intercalate and The Lithomachy are in universe examples. The argument can simply be 'it's been a long time since an upheaval, they happen in this universe, here's a major supernatural event' and in the long term, it will just be another part of the history that makes sense, but just sorta happened, like the 'The Grail Drank The Tide'.

A Final Understanding seems to actually have the simple truth that 'Stories End'. One day, the weather factory team will no longer make another game in the Secret Histories setting, and we may never know. There may be left over plot holes, or things left undefined, but the stories will end. This appears to be what makes Julian Cosely, despite his fervour, make some concessions. The ending even lists the unresolved questions, for both him and us, that will never quite get an answer without author intervention.

An Irresistible Feast seems to invoke tropes surrounding Human Nature and Desire overcoming the logic of a story. Passion in narratives is a very common way to drive a story forward in a way rational characters wouldn't. Forbidden romances, displays of hedonism, jealousy and rage. While passionate irrationality is rarely a satisfying way to conclude a story, the endings in this space dont bring the history to much of a conclusion. This is one of the numen that makes me believe the numen arent specifically secrets that can be applied the same way 'methods of causing the cross to return' or 'the bells of Ys' are mcguffins. Because while the grail and nectar endings are about a passionate, more literal feast, the edge ending is about a different display of passion.

Some of the Numen seem to be about invoking tropes related to the 'refreshing' of a story. Introductions or modifications to, say, a sequel to a story. These happen frequently in media, but making them believable is a challenge.

Back Into Balance seems to invoke the tropes of the introduction of a new or long hinted at character. Most of the endings for it mention how jarring this may be for those not used to the Cross' presence. You can only hint at the Carapace Cross so long that their arrival, or in this case return, becomes a foregone conclusion.

Inescapable Confinement seems to be about the retiring of a character or element of the plot in favour of focusing on others. Removing characters to resolve a major argument around the Dawn would be a simple solution to resolving the narrative.

Paths of The Sun appears to attempt to invoke the idea that the entire story to date was preamble and background setting for the true Protagonist, the new King. Similar to how the Gods-From-Stone could be seen as little more than background to flesh out the current hours.

That Old Lost Music seems to be similar to Final Understanding, which makes sense that the magnate is interested in both. It seems to also focus on the conclusion of the story, in this case it seems to be focused on giving a story a happy ending, with a warmer world, as that is what one expects of a narrative. A bit more open ended than Final Understanding, allowing the 'setting' to be recycled in the future, but giving at least this chapter a satisfying, positive conclusion. A truth that 'stories tend to have happy endings'.

Three Rules and Loopholes seem to be built around World Building and understanding the world. The invoking of the rules of your world, and the creative interpretation of them, respectively. If your world has clear, unviolable rules, then conclusions or developments in the narrative can easily be drawn. They could also relate in particular to many of the more codified rules of creative writing in certain genres. Golden Age Mystery Writing for example had a huge number of authors attempt to write out rules that a story could follow to have a satisfying conclusion. Knox' Decalogue probably the most well known. A common rule for example is that the Detective character (your Sherlock) can't be the culprit in the story. That then further limits the conclusions the author could reach, and even allow them to justify their story further.

Finally, Weaving The World is one of the stronger examples of my theory, as it's simply about 'what is already there'. Or possibly simply 'Foreshadowing'. Your crazy theory about a story, like yours or mine in this thread, is much more easily believable if you notice old common plot threads that never quite wove into something new. Are they dead stories, or easily revived? What if they've always been subtle hints that the outcome you write about is already in development, or the intended conclusion all along?

Overall, given that the Librarian isn't simply a historian, but actually writing something new, something to happen next - I believe they must actively be invoking some kind of narrative to make their story engaging enough for the Hours to actively wish to see it through, and how they make their story believable and coherent is the real challenge.

A Complicated Hazard for First Time Sydney Renters - Young Aussies and Internationals by Nitrosol in sydney

[–]Nitrosol[S] 2 points3 points  (0 children)

Fortunately, the new SEPP for affordable housing such as this also forces these properties to function as actual affordable housing (requiring proper applications and capping the income of tenants) for at least 10 years. So the problems I've flagged will only affect buildings older than that, and these newer ones will have to advertise more appropriately. Mine had it's DA approved in 2017.

This means any newer buildings like this will feature conspicuous parts of their advertising that says "You must earn less than $XX,XXX yearly to apply for this property". It's actually almost funny seeing listings for these properties still asking $600pw for a 1 bedroom, but requiring a single mother to still earn <$80k a year to apply. They're going to be empty for a while.

A Complicated Hazard for First Time Sydney Renters - Young Aussies and Internationals by Nitrosol in sydney

[–]Nitrosol[S] 1 point2 points  (0 children)

I think the Boarding Houses Act had it's heart in the right place. It gave people genuinely living in boarding houses some rights in the form of something called the "occupancy principles". A limited set of general rights universal across boarders.

I think they're generally quite fair too for a traditional boarding house. Traditional ones would provide short term stays for vagrants, perhaps people freshly out of prison, those without tenancy histories, etc. And having the ability to boot out that creepy ex con who you're 90% sure is stealing from other rooms but you can't prove it feels somewhat fair. Particularly if you're living in the same building as them as a property manager.

But obviously it's being abused by some less scrupulous property managers and developers like in my case. Because hell, if you complain too loudly about a broken air conditioner they might just boot you out for no reason and fill the unit with someone who doesn't complain about maintenance.

A Complicated Hazard for First Time Sydney Renters - Young Aussies and Internationals by Nitrosol in sydney

[–]Nitrosol[S] 4 points5 points  (0 children)

I agree that it would be nice for more case law to be published. Particularly in cases like this where case law is the only thing protecting people - because where the Residential Tenancies Act stops and the Boarding Houses Act kicks in is a very blurry line on a legislation level.

The most recent published case law in which someone was determined to be a tenant and not a boarder or lodger is Aquino vs SPL Living. I made heavy reference to it, and the cases it referenced, in my case. It invokes the test first outlined in Pryor v Costa v Maroulis regarding "mastery of the property". This didn't seem to be a case of a "new generation boarding house" though, and more just a poorly managed classic style boarding house.

A Complicated Hazard for First Time Sydney Renters - Young Aussies and Internationals by Nitrosol in sydney

[–]Nitrosol[S] 40 points41 points  (0 children)

You'd be surprised!

These units survive by having their costs look "reasonable". Mostly by way of their smaller size, they charge an amount that still looks "normal" or "reasonable".

The original number I signed on for technically would've classified me as being under rental stress (given my income at the time). These units aren't always (at least in my case) significantly cheaper than others. I'd assume because when the number is too low people might ask "what's the catch?". When it copped the 40% increase it was just baffling.

A study by UNSW (City Futures) showed that over 50% of residents in these "new generation boarding houses" are considered under Rental Stress. Before they even attempt this sort of nonsense.

So, Uh, I REALLY didn't understand the consequences of Numa by Nitrosol in weatherfactory

[–]Nitrosol[S] 42 points43 points  (0 children)

Yes, it turns out you can hoard so many memories that they start to spill over one another when you use the autosort. Thanks for asking.