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# /r/Peloton Pre-TDF Survey 2020
Gentlemen, Ladies and those otherwise addressed - we know you've been waiting for a good thing, and the survey results are finally ready! The answers were collected from you all during August 2020 with 1428 unique replies. That's a participation of 0.5% of all subscribers! That's really not too bad, when you keep in mind how popular these kind of surveys are. But we here at /peloton want to show you that this is all about presenting the information in the subreddit to cater better to our audience! Updated after a few hours to include some more historical data the final edit that for some reason wasn't copied properly
Without further ado, let's get cracking on the response
You and Cycling
1. Where do you live?
Largely the same picture as ever, with the US leading the way, the UK in second and then a sliding scale of Europeans countries. Slovenia continues to pick its way up the pile for obvious reasons! World Map to demonstrate
2. What's your age?
Pretty much the same as last year, with the usual reddit demographics of majority 20 somethings dominating.
3. What's your gender?
More normality here for reddit.
4. How much of the men's season do you watch/follow?
March '18 (%)
August '18 (%)
WT Stage races
WT One day races
Non WT Stage races
Non WT One day races
Literally everything I can consume
Whilst GT following may be down (somehow), all the lower level stuff is up, which makes sense considering how desperate we have been for any racing during the season shutdown.
5. Do you maintain an interest in women's professional road racing?
Do you maintain an interest in women's professional road racing?
Still very much a half/half interest in women's cycling on the subreddit.
6. How much of the women's season do you follow?
The following is true for the half of you that follows womens cycling.
Just the biggest televised events
Most of the live televised/delayed coverage stuff
All televised racing
Down to .Pro & beyond
7. How long have you been watching cycling?
Under a year
25 years +
Simplified the years a little this time, but whilst we have a fair number of newbies, most people have picked the sport up since around 2013/14.
8. Do you have like/dislike feelings about WT teams?
Once more, 14.4% of people really don't have feelings on the subject. Of those that do:
So, the most popular team this year is Jumbo-Visma, followed by Quick-Step & Bora-hansgrohe. Least popular are Ineos & UAE. As per usual, no one cares about NTT & CCC, with nearly 81% of users rating NTT as meh. Pretty damning stuff. Lastly, we have the usual historical comparison of how teams have fared over time, normalised to respondents to that question on the survey. Things to note then, firstly that the Astana redemption arc is over, seeing them back in the negative, maybe Fulgsangs spring issues helped aid that? The petrodollar teams of UAE & Bahrain are stubbornly negative too, with Israel keeping up the Katusha negative streak. Meanwhile, at the top end, EF & Jumbo go from strength to strength, whilst some others like Sunweb are sliding over time - their transfer policies no doubt helping that.
10. Do you ride a bike regularly?
No, I don't
Still a fairly small group of racers out of all of us
11. Out of the sports you practice, is cycling your favourite?
A new addition to the survey prompted by a good point last time, just over half of us rate cycling as the favourite sport we actually do.
12. What other sports do you follow?
Association Football / Soccer
Track & Field
Esports (yes, this includes DotA)
Motorsports (Not including F1)
Football always tops the charts, and Formula 1 continues to rank extremely highly among our userbase. Those who have a little following below 5% include Sailing, Fencing, Surfing, Boxing & Ultra-Running. Other cycling disciplines
13. Out of the sports you follow, is cycling your favourite sport?
Good. Makes sense if you hang out here.
14. How often do you participate in a /Peloton Race Thread whilst watching a race?
I always participate in Race Threads during races
I follow Race Threads during races
I often participate in Race Threads during races
I rarely/never participate in Race Threads during races
Slightly less invested than before, reverting back to an older trade.
15. How do you watch Races?
Free Local TV
Desperately scrabbling for Youtube highlights
Paid Streaming services
Year on year, paid streaming services go up - the increasing availability of live content legally continues to improve, and so do the numbers on the survey.
16. Where else do you follow races live (in addition to watching them)?
We can safely say that most of us were wrong about this one. That's not a lot of confidence in Richie Porte either, the man who was to finish on the third spot of the podium. Alexander Foliforov (0,23%) had just a tiny number of votes less, and that man wasn't even in the race.
24. What for you was the defining cycling moment of the previous decade?
We had a lot of brilliant suggestions, but these were the clear five favourites when we tabulated the results.
2018 Giro - Chris Froome Solo Attack
2016 TDF - Chris Froome Running up Ventoux
2019 TDF - Landslides, First Columbian Winner, Pinot's bitter abandon - This was one race for the ages
2016 Paris-Roubaix - Mostly known for Tom Boonen losing. Also, some guy called Mat won.
2019 AGR - MvdP with his incredible catch-up for the win.
Honorable mentions go to the Giro 2018, which had Tom Dumoulin winning, and of almost identical fascination to many of you - Tom Dumoulin going on someones porta-potty in the middle of the stage. Little bit of recency bias perhaps, but that's better than ignoring that this was for the last decade and firmly insisting Tom Boonens 2005 WC win was the biggest thing. Special shoutout to almost all the Danes present in /peloton who voted for Mads Pedersens WC win last year. It's an understandable reaction.
25. Any suggestions for the Survey?
Could you add a section on rider popularity, same as for the teams?
Ask how people became interested in cycling
Ask how people watch cycling (e.g. TV Channels/Streaming etc.)
If you could be an animal for one day, which one would it be?
Would you wear a facemask while watching a cycling race live?
Which race do you look forward to see the most every year?
Favourite riders of your own country?
How many bikes do you own?
We promise to feature one of these suggestions in the next survey Suggestions
Always have a “no” or “not interested” option
We will try to implement this. But it will also skew results. About the Survey
More questions about womens cycling would be nice.
Less questions about womens cycling
The subscribers are torn on Women's cycling, nearly a 50/50 split there as the survey showed - The moderators at /peloton are firmly in the "more cycling is better" basket, and we will continue to get as good coverage of womens cycling as possible.
Are you trying to give the moderators PTSD? Because this is how you give the moderators PTSD.
26. Any suggestions for the sub?
More stationary fitness bike related content
ALSJFLKAJSLDKJAØLSJKD:M:CSAM)=#/()=#=/")¤=/)! - Your moderator seems to be out of function. Please stand by while we find you a new moderator
The Weekly threads are great for these types of questions, where several people can contribute and build up once it is understood which information is relevant.
Allow limited doping talk in result threads.
Our experience is that "limited" will never be so, if we're going to moderate it fairly. Moderating is not a popularity contest, but believe it or not, we're actually trying to be as fair as possible. and for that, we need rules that are not subjective. Unless you have a stationary exercise bike.
Written original content is always great - recaps, old race reviews or interesting rider bios, etc.
More non-race threads
Try and do some AMAs with pro cyclists, coaches, trainers, etc
All of these are good suggestions, but remember that all of you can also contribute - The mods are sometimes stretched thin, specially in the middle of hectic race schedules. It's easier if one of you has a way to contact a rider or a person of interest and can facilitate the initial communication.
Standardize major event thread titles for better search.
We've worked on this! The Official Standard is now as follows: [Race Thread] 202x Race Name – Stage X (Class)
A wiki that explains how races work. Roles of diff riders/support staff. History of racing.
This sounds as a nice community project for the after-season, and hopefully many of you subscribers can contribute.
Tidy up the sidebar!
Come with suggestions on how to tidy it up!
Don't assume everyone reading is a man, "thanks, bro". But that goes for all of Reddit. I know you can't fix that.
We have chastised all the mods. They are now perfectly trained in gender-neutral pronouns. Be well, fellow being.
Have a buy you a beer link for the mods for all the work you do.
If we can implement this for hard liquor, you know we will.
Remove the spoiler rule during grand tours. It kills the hype.
The spoiler rule is one that is discussed frequently - in general - some users absolutely hate it, but a majority love it. Perhaps we'll include a question in the next survey to see how this divide is exactly.
Lose the spoiler tag when it is for serious things; Lambrecht death, Jakobsen fall.
We actually do - whenever there is a matter of life or death, we think public information is more important than a spoiler rule. But at the same time, we try to collect all the different posts into one main thread, so to keep things focused and letting very speculative posts meet with hard evidence from other sources.
Less downvoting of opinions that differ from the fashionable consensus.
This is a tough ask of the internet. While we can agree that voting should be done accordingly to what insights they bring, not subjective opinions, it is very hard to turn that type of thinking around. We can ask of you, our subscribers, that you please think twice about hitting that downvote button, and only do so because of you think a post is factually incorrect, not because it differs with your own subjective opinion. That's the primary analysis of the survey! Feel free to contribute with how you experience things here!
Once a year, this subreddit hosts a survey in order to get to know the community a little bit and in order to answer questions that are frequently asked here. Earlier this summer, several thousand of you participated in the 2020 Subreddit Demographic Survey. Only those participants who meet our wiki definition of being childfree's results were recorded and analysed. Of these people, multiple areas of your life were reviewed. They are separated as follows:
Career and Finances
Religion and Spirituality
Sexual and Romantic Life
Childhood and Family Life
State of the Subreddit
Our sample is redditors who saw that we had a survey currently active and were willing to complete the survey. A stickied post was used to advertise the survey to members.
The raw data may be found via this link. 7305 people participated in the survey from July 2020 to October 2020. People who did not meet our wiki definition of being childfree were excluded from the survey. The results of 5134 responders, or 70.29% of those surveyed, were collated and analysed below. Percentages are derived from the respondents per question.
18 or younger
19 to 24
25 to 29
30 to 34
35 to 39
40 to 44
45 to 49
50 to 54
55 to 59
60 to 64
65 to 69
70 to 74
82.25% of the sub is under the age of 35.
Gender and Gender Identity
Because the list contains over 120 countries, we'll show the top 20 countries:
Country of birth
90.08% of the participants were born in these countries. These participants would describe their current city, town or neighborhood as:
The top 10 industries our participants are working in are:
Education - Teaching
Admin & Clerical
Restaurant - Food Service
Note that "other", "I'm a student", "currently unemployed" and "I'm out of the work force for health or other reasons" have been disregarded for this part of the evaluation. Out of the 3729 participants active in the workforce, the majority (1824 or 48.91%) work between 40-50 hours per week with 997 or 26.74% working 30-40 hours weekly. 6.62% work 50 hours or more per week, and 17.73% less than 30 hours. 513 or 10.13% are engaged in managerial responsibilities (ranging from Jr. to Sr. Management). On a scale of 1 (lowest) to 10 (highest), the overwhelming majority (3340 or 70%) indicated that career plays a very important role in their lives, attributing a score of 7 and higher. 1065 participants decided not to disclose their income brackets. The remaining 4,849 are distributed as follows:
$0 to $14,999
$15,000 to $29,999
$30,000 to $59,999
$60,000 to $89,999
$90,000 to $119,999
$120,000 to $149,999
$150,000 to $179,999
$180,000 to $209,999
$210,000 to $239,999
$240,000 to $269,999
$270,000 to $299,999
$300,000 or more
87.85% earn under $90,000 USD a year. 65.82% of our childfree participants do not have a concrete retirement plan (savings, living will).
Religion and Spirituality
Faith Originally Raised In
There were more than 50 options of faith, so we aimed to show the top 10 most chosen beliefs.
None (≠ Atheism. Literally, no notion of spirituality or religion in the upbringing)
This top 10 amounts to 95.01% of the total participants.
There were more than 50 options of faith, so we aimed to show the top 10 most chosen beliefs:
None (≠ Atheism. Literally, no notion of spirituality or religion currently)
This top 10 amounts to 94.65% of the participants.
Level of Current Religious Practice
Wholly seculanon religious
Identify with religion, but don't practice strictly
Lapsed/not serious/in name only
Observant at home only
Observant at home. Church/Temple/Mosque/etc. attendance
Strictly observant, Church/Temple/Mosque/etc. attendance, religious practice/prayeworship impacting daily life
Single and dating around, but not looking for anything serious
Single and dating around, looking for something serious
Single and not looking
Is your partner childfree? If your partner wants children and/or has children of their own and/or are unsure about their position, please consider them "not childfree" for this question.
I don't have a partner
I have more than one partner and none are childfree
I have more than one partner and some are childfree
I have more than one partner and they are all childfree
Dating a Single Parent
Would the childfree participants be willing to date a single parent?
No, I'm not interested in single parents and their ties to parenting life
Yes, but only if it's a short term arrangement of some sort
Yes, whether for long term or short term, but with some conditions (must not have child custody, no kid talk, etc.), as long as I like them and long as we're compatible
Yes, whether for long term or short term, with no conditions, as long as I like them and as long as we are compatible
Childhood and Family Life
On a scale from 1 (very unhappy) to 10 (very happy), how would you rate your childhood? Figure 3 Of the 5125 childfree people who responded to the question, 67.06% have a pet or are heavily involved in the care of someone else's pet.
No, I am not sterilised and, for medical, practical or other reasons, I do not need to be
No. However, I've been approved for the procedure and I'm waiting for the date to arrive
No. I am not sterilised and don't want to be
No. I want to be sterilised but I have started looking for a doctorequested the procedure
No. I want to be sterilised but I haven't started looking for a doctorequested the procedure yet
Yes. I am sterilised
Age when starting doctor shopping or addressing issue with doctor. Percentages exclude those who do not want to be sterilised and who have not discussed sterilisation with their doctor.
18 or younger
19 to 24
25 to 29
30 to 34
35 to 39
40 to 44
45 to 49
50 to 54
55 or older
Age at the time of sterilisation. Percentages exclude those who have not and do not want to be sterilised.
18 or younger
19 to 24
25 to 29
30 to 34
35 to 39
40 to 44
45 to 49
50 to 54
55 or older
Elapsed time between requesting procedure and undergoing procedure. Percentages exclude those who have not and do not want to be sterilised.
Less than 3 months
Between 3 and 6 months
Between 6 and 9 months
Between 9 and 12 months
Between 12 and 18 months
Between 18 and 24 months
Between 24 and 30 months
Between 30 and 36 months
Between 3 and 5 years
Between 5 and 7 years
More than 7 years
How many doctors refused at first, before finding one who would accept?
None. The first doctor I asked said yes
One. The second doctor I asked said yes
Two. The third doctor I asked said yes
Three. The fourth doctor I asked said yes
Four. The fifth doctor I asked said yes
Five. The sixth doctor I asked said yes
Six. The seventh doctor I asked said yes
Seven. The eighth doctor I asked said yes
Eight. The ninth doctor I asked said yes
I asked more than 10 doctors before finding one who said yes
Primary Reason to Not Have Children
Aversion towards children ("I don't like children")
Current state of the world
Environmental (including overpopulation)
Eugenics ("I have 'bad genes'")
I already raised somebody else who isn't my child
Lack of interest towards parenthood ("I don't want to raise children")
Maybe interested for parenthood, but not suited for parenthood
Medical ("I have a condition that makes conceiving/bearing/birthing children difficult, dangerous or lethal")
Philosophical / Moral (e.g. antinatalism)
Tokophobia (aversion/fear of pregnancy and/or chidlbirth)
95.50% of childfree people are pro-choice, however only 55.93% of childfree people support financial abortion.
I'm a student and my future job/career will heavily makes me interact with children on a daily basis
I'm retired, but I used to have a job that heavily makes me interact with children on a daily basis
I'm unemployed, but I used to have a job that heavily makes me interact with children on a daily basis
No, I do not have a job that makes me heavily interact with children on a daily basis
Yes, I do have a job that heavily makes me interact with children on a daily basis
This section solely existed to sift the childfree from the fencesitters and the non childfree in order to get answers only from the childfree. Childfree, as it is defined in the subreddit, is "I do not have children nor want to have them in any capacity (biological, adopted, fostered, step- or other) at any point in the future." 70.29% of participants actually identify as childfree, slightly up from the 2019 survey, where 68.5% of participants identified as childfree. This is suprising in reflection of the overall reputation of the subreddit across reddit, where the subreddit is often described as an "echo chamber".
The demographics remain largely consistent with the 2019 survey. However, the 2019 survey collected demographic responses from all participants in the survey, removing those who did not identify as childfree when querying subreddit specific questions, while the 2020 survey only collected responses from people who identified as childfree. This must be considered when comparing results. 82.25% of the participants are under 35, compared with 85% of the subreddit in the 2019 survey. A slight downward trend is noted compared over the last two years suggesting the userbase may be getting older on average. 73.04% of the subreddit identify as female, compared with 71.54% in the 2019 survey. Again, when compared with the 2019 survey, this suggests a slight increase in the number of members who identify as female. This is in contrast to the overall membership of Reddit, estimated at 74% male according to Reddit's Wikipedia page [https://en.wikipedia.org/wiki/Reddit#Users_and_moderators]. The ratio of members who identify as heterosexual remained consistent, from 54.89% in the 2019 survey to 55.20% in the 2020 survey. Ethnicity wise, 77% of members identified as primarily Caucasian, consistent with the 2019 results. While the ethnicities noted to be missing in the 2019 survey have been included in the 2020 survey, some users noted the difficulty of responding when fitting multiple ethnicities, and this will be addressed in the 2021 survey.
As it did in the 2019 survey, this section highlights the stereotype of childfree people as being well educated. 2.64% of participants did not complete high school, which is a slight decrease from the 2019 survey, where 4% of participants did not graduate high school. However, 6.02% of participants are under 18, compared with 8.22% in the 2019 survey. 55% of participants have a bachelors degree or higher, while an additional 23% have completed "some college or university". At the 2020 survey, the highest percentage of responses under the: What is your degree/major? question fell under "I don't have a degree or a major" (20.12%). Arts and Humanities, and Computer Science have overtaken Health Sciences and Engineering as the two most popular majors. However, the list of majors was pared down to general fields of study rather than highly specific degree majors to account for the significant diversity in majors studied by the childfree community, which may account for the different results.
Career and Finances
The highest percentage of participants at 21.61% listed themselves as trained professionals. One of the stereotypes of the childfree is of wealth. However this is not demonstrated in the survey results. 70.95% of participants earn under $60,000 USD per annum, while 87.85% earn under $90,000 per annum. 21.37% are earning under $15,000 per annum. 1065 participants, or 21.10% chose not to disclose this information. It is possible that this may have skewed the results if a significant proportion of these people were our high income earners, but impossible to explore. A majority of our participants work between 30 and 50 hours per week (75.65%) which is slightly increased from the 2019 survey, where 71.2% of participants worked between 30 and 50 hours per week.
The location responses are largely similar to the 2019 survey with a majority of participants living in a suburban and urban area. 86.24% of participants in the 2020 survey live in urban and suburban regions, with 86.7% of participants living in urban and suburban regions in the 2019 survey. There is likely a multifactorial reason for this, encompassing the younger, educated skew of participants and the easier access to universities and employment, and the fact that a majority of the population worldwide localises to urban centres. There may be an element of increased progressive social viewpoints and identities in urban regions, however this would need to be explored further from a sociological perspective to draw any definitive conclusions. A majority of our participants (57.47%) were born in the USA. The United Kingdom (7.6%), Canada (7.17%), Australia (3.58%) and Germany (2.17%) encompass the next 4 most popular responses. This is largely consistent with the responses in the 2019 survey.
Religion and Spirituality
For the 2020 survey Christianity (the most popular result in 2019) was split into it's major denominations, Catholic, Protestant, Anglican, among others. This appears to be a linguistic/location difference that caused a lot of confusion among some participants. However, Catholicism at 30.76% remained the most popular choice for the religion participants were raised in. However, of our participant's current faith, Aetheism at 36.23% was the most popular choice. A majority of 78.02% listed their current religion as Aetheist, no religious or spiritual beliefs, or Agnostic. A majority of participants (61%) rated religion as "not at all influential" to the childfree choice. This is consistent with the 2019 survey where 62.8% rated religion as "not at all influential". Despite the high percentage of participants who identify as aetheist or agnostic, this does not appear to be related to or have an impact on the childfree choice.
Romantic and Sexual Life
60.19% of our participants are in a relationship at the time of the survey. This is consistent with the 2019 survey, where 60.7% of our participants were in a relationship. A notable proportion of our participants are listed as single and not looking (25.81%) which is consistent with the 2019 survey. Considering the frequent posts seeking dating advice as a childfree person, it is surprising that such a high proportion of the participants are not actively seeking out a relationship. Unsurprisingly 90.13% of our participants would not consider dating someone with children. 84% of participants with partners of some kind have at least one childfree partner. This is consistent with the often irreconcilable element of one party desiring children and the other wishing to abstain from having children.
Childhood and Family Life
Overall, the participants skew towards a happier childhood.
While just under half of our participants wish to be sterilised, 45.21%, only 12.2% have been successful in achieving sterilisation. This is likely due to overarching resistance from the medical profession however other factors such as the logistical elements of surgery and the cost may also contribute. There is a slight increase from the percentage of participants sterilised in the 2019 survey (11.7%). 29.33% of participants do not wish to be or need to be sterilised suggesting a partial element of satisfaction from temporary birth control methods or non-necessity of contraception due to their current lifestyle practices. Participants who indicated that they do not wish to be sterilised or haven't achieved sterilisation were excluded from the percentages where necessary in this section. Of the participants who did achieve sterilisation, a majority began the search between 19 and 29, with the highest proportion being in the 19-24 age group (35.85%) This is a marked increase from the 2019 survey where 27.3% of people who started the search were between 19-24. This may be due to increased education about permanent contraception or possibly due to an increase in instability around world events. The majority of participants who sought out and were successful at achieving sterilisation, were however in the 25-29 age group (37.9%). This is consistent with the 2019 survey results. The time taken between seeking out sterilisation and achieving it continues to increase, with only 50.46% of participants achieving sterilisation in under 3 months. This is a decline from the number of participants who achieved sterilisation in 3 months in the 2019 survey (58.5%). A potential cause of this decrease is to Covid-19 shutdowns in the medical industry leading to an increase in procedure wait times. The proportion of participants who have had one or more doctors refuse to perform the procedure has stayed consistent between the two surveys.
The main reasons for people choosing the childfree lifestyle are a lack of interest towards parenthood and an aversion towards children which is consistent with the 2019 survey. Of the people surveyed 67.06% are pet owners or involved in a pet's care, suggesting that this lack of interest towards parenthood does not necessarily mean a lack of interest in all forms of caretaking. The community skews towards a dislike of children overall which correlates well with the 87.81% of users choosing "no, I do not have, did not use to have and will not have a job that makes me heavily interact with children on a daily basis" in answer to, "do you have a job that heavily makes you interact with children on a daily basis?". This is an increase from the 2019 survey. A vast majority of the subreddit identifes as pro-choice (95.5%), a slight increase from the 2019 results. This is likely due to a high level of concern about bodily autonomy and forced birth/parenthood. However only 55.93% support financial abortion, aka for the non-pregnant person in a relationship to sever all financial and parental ties with a child. This is a marked decrease from the 2019 results, where 70% of participants supported financial abortion. Most of our users realised that did not want children young. 58.72% of participants knew they did not want children by the age of 18, with 95.37% of users realising this by age 30. This correlates well with the age distribution of participants. Despite this early realisation of our childfree stance, 80.59% of participants have been "bingoed" at some stage in their lives.
Participants who identify as childfree were asked about their interaction with and preferences with regards to the subreddit at large. Participants who do not meet our definition of being childfree were excluded from these questions. By and large our participants were lurkers (72.32%). Our participants were divided on their favourite flairs with 38.92% selecting "I have no favourite". The next most favourite flair was "Rant", at 16.35%. Our participants were similarly divided on their least favourite flair, with 63.40% selecting "I have no least favourite". In light of these results the flairs on offer will remain as they have been through 2019. With regards to "lecturing" posts, this is defined as a post which seeks to re-educate the childfree on the practices, attitudes and values of the community, particularly with regards to attitudes towards parenting and children, whether at home or in the community. A commonly used descriptor is "tone policing". A small minority of the survey participants (3.36%) selected "yes" to allowing all lectures, however 33.54% responded "yes" to allowing polite, respectful lectures only. In addition, 45.10% of participants indicated that they were not sure if lectures should be allowed. Due to the ambiguity of responses, lectures will continue to be not allowed and removed. Many of our participants (36.87%) support the use of terms such as breeder, mombie/moo, daddict/duh on the subreddit, with a further 32.63% supporting use of these terms in context of bad parents only. This is a slight drop from the 2019 survey. In response to this use of the above and similar terms to describe parents remains permitted on this subreddit. However, we encourage users to keep the use of these terms to bad parents only. 44.33% of users support the use of terms to describe children such as crotchfruit on the subreddit, a drop from 55.3% last year. A further 25.80% of users supporting the use of this and similar terms in context of bad children only, an increase from 17.42% last year. In response to this use of the above and similar terms to describe children remains permitted on this subreddit. 69.17% of participants answered yes to allowing parents to post, provided they stay respectful. In response to this, parent posts will continue to be allowed on the subreddit. As for regret posts, which were to be revisited in this year's survey, only 9.5% of participants regarded them as their least favourite post. As such they will continue to stay allowed. 64% of participants support under 18's who are childfree participating in the subreddit with a further 19.59% allowing under 18's to post dependent on context. Therefore we will continue to allow under 18's that stay within the overall Reddit age requirement. There was divide among participants as to whether "newbie" questions should be removed. An even spread was noted among participants who selected remove and those who selected to leave them as is. We have therefore decided to leave them as is. 73.80% of users selected "yes, in their own post, with their own "Leisure" flair" to the question, "Should posts about pets, travel, jetskis, etc be allowed on the sub?" Therefore we will continue to allow these posts provided they are appropriately flaired.
Thank you to our participants who contributed to the survey. This has been an unusual and difficult year for many people. Stay safe, and stay childfree.
A proposal to eliminate the spread of COVID-19 in Ireland
This is a long one. There is no TL;DR, but Google tells me it should take about 10 minutes to read. Or, you can skip to The Plan - Summary if you want the bullet points. But why should you give this any time at all? My background is in data analysis. Making sense of numbers is what I do for a living. I have been studying COVID-19 since I was locked down in March and the experience has been frustrating in equal measure. The difference between what was happening on the ground, and the story that the media told was genuinely alarming. The government / NPHET never even tried to stop the virus getting into the country, and no one held them to account for their (non)decisions. The disastrous consequences are all around us, and much of it was preventable. Six months later, and the country has barely moved on. The ‘experts’ have no goals and little control over the virus. The media frame every issue as a crass binary choice between more or less restrictions and are otherwise happy just to have people to point their fingers at. The government / NPHET has nothing to offer the people, other than admonishments to do better and repeated cycle of restrictions. Meanwhile students, artists, the over 70s, small business owners, the entire events and hospitality industries, and regular people who cannot WFH have been left swinging in the wind. Some have been evicted, others are relying on drugs to get by. This situation is not just a problem for one or two parts of our society: this is a widespread degradation of our quality of life. If I can do anything to help, I feel obliged to try. Context As I see it, we have three choices:
Give up = ‘herd immunity’ / Great Barrington Declaration
Take the path of least resistance = ‘Living With The Virus’ (living in fear of the virus)
Solve the problem = elimination / eradication
I won’t argue over technocratic definitions like ‘elimination’, ‘eradication’ or ‘suppression’. These distinctions are semantic in an environment of oppressive civic restrictions, mass unemployment, waves of business closures, and general misery. Whatever gets us to a place where we can live our lives as normal (or close enough), and the public health infrastructure can take care of the virus, that’s what I’m aiming for. This proposal cannot work without public support. No proposal can work without public support. Public adherence is the single most important variable in the equation, yet it is the one that the politicians and the media and the ‘experts’ have ignored. FG burned through a lot of goodwill in the first lockdown (and money, and resources, and lives…). Instead of vilifying people who aren’t adhering to the rules, policymakers need to recognise the sacrifices that the people made (which were subsequently squandered) and they need to earn that trust back. This proposal cannot work without support from the North. That doesn’t mean that we need to convince them to adopt our plan. It means we need to convince them that the goal is worthwhile and achievable. From there we can work together to coordinate our policies. Managing our own affairs with competence, would be a good start. Picking up the phone to talk to them, instead of trying to browbeat them through the media, would also help. Irrespective of your goals or beliefs, some facts are certain: there will be lockdowns, there will be government spending to support the economy, and the virus will demand public health resources. All of that will happen in the coming months and years, whether we have a plan or not. The question is whether those resources are used to solve the problem, or whether they are wasted on a plan that keeps us going around in circles. So yes, there will be lockdowns in this proposal, but they will not be FG lockdowns i.e. lock them down and throw away the key. Through intelligent policies and a greater mobilisation of resources, we can do so much more with our lockdowns to reduce the burden on the people and make their experience more tolerable. Indeed, that trade-off always exists in public policy: better policymaking = happier people. Which is why the politicians usually get the blame, and rightly so. We need to move to a more ‘war time’ mindset. Not because we need a shared enemy to unite us, but because we need to mobilise every possible resource at our disposal and focus it on the single most important issue affecting us all. We need more tests, we need vehicles for mobile testing units, we need facilities for quarantines. Wherever there is spare capacity, we need to find a way to put it to good use. We need to take most of the power away from the narrow-minded medics, and get the rest of our society and our civic infrastructure involved in planning e.g. community representatives, legal experts, business leaders, An Garda, the army etc. People want to invest in their communities, they want to help their friends and neighbours. There are people all over the country who would rather be volunteering as part of a national plan to get rid of COVID-19, than to be sitting at home on the PUP, going crazy listening to the ‘experts’ – who failed to prevent this – talk about more lockdowns. We need to harness that latent energy and build it into the plan. One of the most important factors that is within our control, is the degree to which policymakers communicate with the people. And I mean real communication, not press releases or attention-seeking speeches from the other side of the world. We need to talk to the people, listen to them, answer their questions, take their feedback on board. The people aren’t stupid. They know a good plan when they see it – which is why few are paying attention to the ‘Living With The Virus’ stuff – and they have valuable information that can help make that plan work. Underlying these points is a need to create intelligent rules, and to enforce them strictly. Strict does not mean harsh. Strict enforcement is not authoritarianism, and it is not an invitation to a fight; it is simply administrative competence. In the context of a contagious outbreak, administrative competence is the difference between life and death. I’ll finish this section with the caveat that all parameters are suggestions or placeholders. The exact numbers will depend on resources, on more data and further analysis, and on input from communities and other stakeholders – all of which is within our control. The Plan – Summary Like any problem in life, if you can’t solve it directly, you break it down into smaller, less complex parts. Instead of putting the whole country into lockdown and trying to eradicate the virus from the whole island at the same time – a miserable experience for all – we should go county by county until the job is done. We seal off a county, flood it with resources, clear it of COVID-19, and then let it reopen as normal. We repeat the process for neighbouring counties and then combine them when they are cleared, to create a larger ‘Cleared Zone’. The process continues and the Cleared Zone keeps growing until it covers the whole island. This approach allows us to focus our resources on one area at a time (nurses, doctors, tests, volunteers etc) instead of spreading them over the whole country. We can be more comprehensive in our testing and quarantining measures, and more confident in our plans. Short, sharp, strict lockdowns work best. By maximising the ratio of resources to population, we also lower the burden on the people. In particular, we minimise the amount of time that people spend in lockdown, and the less time they spend in lockdown, the more likely the plan is to work. This structured approach also makes it easier for us to measure our progress and make reliable forecasts. We can allocate our resources more efficiently and plan our responses more effectively. Observers can watch our progress and judge for themselves whether it is a good idea (i.e. politicians in the North and / or protestors in Dublin). Perhaps most important of all, the structure makes it easier to explain the idea to the people and get buy-in before anything happens. We can outline the plan, explain how it works, explain how it compares to the alternatives, and then give them realistic estimates of what would be required and how long it would take. Then we can hear their feedback and take the conversation and planning from there. I have heard any people talking about elimination and ZeroCovid, but do any of them have a plan for getting to zero? Or a plan to get the people on board? Step 1: More structure and responsibility from leaders Step 2: Less uncertainty, easier decisions, better outcomes, less stress for everyone Step 3: Profit. Elimination. The Plan – Implementation We isolate a county and lock it down for an initial 3 weeks. An Garda man the county borders. They are supported by the army, who provide boots on the ground so that An Garda aren’t stretched. Most routes are closed off so that all essential travel goes through a few well-manned checkpoints. If we do a good job with planning and communication, there won’t be much work to do. We test systemically high-risk households and high-risk individuals early and often i.e. large households and essential workers. With help from local volunteers, medics screen as many people as possible every day. We use multiple measures and repeated applications to improve the quality of our results. We want to identify and remove cases at the earliest possible point, both to reduce the chance of further infection, and to protect the individual’s health. Low risk confirmed cases (young / healthy) go to a safe and comfortable quarantine. Local hotels and guest houses could be used, ideally before we invest in building quarantine facilities. Local taxis, kitted out with extra protective equipment, could take them there. High risk confirmed cases (older / comorbidities) go by ambulance to local medical facilities as required. During this period, we work with local politicians, community leaders, residence associations etc to ensure that everyone is looked after (in reality, these conversations will have started weeks before). We get our neighbourhoods communicating, looking out for each other, making sure they’ve got enough food or heating or whatever else they need. Local volunteers and taxi drivers can do odd jobs like sending packages, collecting prescriptions, lifting heavy stuff, or just checking in on people. If it is feasible, we can even invite local artists to play gigs for people in their streets or apartments. Towards the end of the second week, we begin a mass testing program with the ultimate goal of testing every person in the county (scale depends on resources). Once we have completed the tests and cleared the confirmed cases into quarantine, we can begin a slow, staggered opening process. We must be especially conservative at this point to ensure no slippage. When one county is clear, we move to the next one, and repeat the process. When we have cleared two bordering counties, we can join them together in a bigger Cleared Zone and the process continues from there. Eventually the Cleared Zone covers the whole country, except Dublin (or more realistically, the Pale). What would the other counties do while they wait for their turn? I’m assuming that, they would be doing whatever the ‘Living With The Virus’ plan dictates. This proposal succeeds in line with what happens in the sealed off zones, so I am more concerned with them. However, it would speed up the process if the bordering counties could be encouraged to get a head start. If the plan is going successfully, I’m confident they would. With its population density and its complexity, Dublin / the Pale will be the last county to be cleared. However, given that every other county would be cleared by that point, and with so much effort having been put in, it might make more sense just to burn Dublin down. We could go with a concrete mausoleum as per Chernobyl, but it might be easier and quicker if we just raised the city and started from scratch. The country needs to rebalance, so it’d be two birds with one stone. Or maybe we call that plan B. Dublin’s plan A would follow the same principles as for the rest of the country. Break it into smaller parts, focus resources on one area at a time, use layers of risk measures where precision isn’t an option, and get cases as early as possible, using whatever resources available. By that stage the rest of the country would be clear and the demand for medical resources low. We would have learned a lot along the way, and we would have plenty of ammo to throw at the problem. In general, the more resources we have, the faster we can move. The county by county approach that I have outlined above is too slow. With greater resources, we can increase the number of counties that are being cleared at any one time. One option is to work by province. Another would be to define the zones with respect to observed travel routes, in order to reduce the risk of leakage and reduce the inconvenience on local communities. At the end of the day, lines have to be drawn somewhere, and some people will inevitably lose out. The better we communicate with people in advance, the lower the burden on the people and the more of these problems we can avoid. Following on from that, one of the skills we need to take from this crisis is the ability to isolate and quarantine regions. Whether it is a city, a town, a county, a specific building, or even the entire country, we need to be able to seal it off and control movement in and out. This is an essential tool for outbreak management – whatever the outbreak and whatever the disease. The same goes for individuals. We need to be able to create and operate safe, comfortable, and effective quarantines, and to do so at short notice. It should be a matter of national embarrassment that FG and NPHET couldn’t even organise a quarantine in a pandemic. The whole process might take 3 to 4 months. That means we would have cut off all non-essential air travel for that time, but it doesn’t mean the whole country is in lockdown for 3 or 4 months. The lockdown is staggered, and the individual’s experience will depend on their location and their place in the ‘queue’. The first group of counties to go into lockdown will also be the first to come out. Once they have eliminated the spread of the virus, they will return to a normal, although somewhat isolated, society. The experience steadily improves as more and more counties join them in the Cleared Zone (or steadily deteriorates, depending on your county pride). While the first group is in lockdown, the rest of the country continues as normal i.e. living with the virus. Everyone watches as the first group goes through its lockdown (just think of the #banter). Several weeks later, as the first group is opening up, the second group is preparing to go in to lockdown. As the second group comes out, the third group goes in etc etc and the staggered lockdowns roll like a wave across the country. Every county goes from Living With The Virus -> intelligent lockdown (needs a better name) -> Cleared Zone. The earlier you are in the queue, the less time you spend Living With The Virus and the more time you spend in the Cleared Zone. The individual would only be in a strict lockdown for a matter of weeks, maybe 3-6 depending on the complexity of the region and the resources available. For counties with smaller populations that have shown that they can do a good lockdown, it will be quicker. For Dublin, it will be slower. Strengths I think this proposal has a lot of strengths. It’s a plan, for a start. We haven’t had a plan since this thing began (the FG lockdown wasn’t a plan – it was the inevitable consequence of not having a plan). The leaders take more responsibility to lower the burden on the people, it mobilises idle resources, and it fosters communication and community across the country. These are three strengths that I want to emphasise. 1 It provides clarity This might be the most important point. Uncertainty is painful. Uncertainty is a cost. Even if the bad thing is unlikely to happen, just the fact that it is a risk, or that it could happen means that you live with a cloud over your head. Suffering is bad enough on its own, but suffering for an unknown length of time is torture. And if that period is determined at the whim of a politician or an ‘expert’, that is a recipe for society-wide anger and even civil disorder. With this proposal, we can forecast the length of the period of lockdown with greater accuracy. The people will be able to understand what is being asked of them. We can make plans around resources required versus those available. The economists can make forecasts. Businesses can plan their finances. The people can plan their weddings, book their holidays, get back to training, sign up for courses, and have things to look forward to. At the end of the day, any successful proposal must remove the uncertainty and provide meaningful clarity to households and businesses. 2 Never let a crisis go to waste This plan will require tools and capabilities like rapid local testing, safe quarantines, rapid isolation of towns and regions, emergency decision-making frameworks etc. If we don’t have a capability, then we need to build it. When people say ‘never let a crisis go to waste’ this is what they mean: you build the tools in the crisis that will help you protect yourself from the next one. Nature works the same way. You lift weights until the muscle fibres tear, then they grow back stronger. We build aerobic endurance by pushing ourselves to a limit, then our body naturally reacts to increase the limit. A vaccine works similarly by stimulating antibodies for the disease. Well, we need a civic emergency vaccine for Ireland. These tools are the antibodies that will protect us next time. The sooner we build them, the better. Now is the time, not later. 3 It's the only way we can protect the economy The risk to the economy isn’t the next few months of revenue. We can borrow to cover lost income in the short run. The real risk is a wave of defaults that precipitates a financial crisis. As more individuals and businesses are put under financial pressure, more borrowers will default on their debts. But one man’s debt is another man’s asset, so as the borrowers default, the lender’s financial situation also deteriorates. Defaults are contagious, and if a wave of defaults threatens a major lender, the entire financial system will be at risk. Only an elimination plan can protect the economy. Along with the virus and the uncertainty it creates, we need to eliminate the risk of financial contagion. Weaknesses Could ya be arsed The End Goal Think about what’s on the other side of this… This is a massive challenge – the kind that defines a nation. However you think of your community, this would give you something to be proud of for generations. It would be like Italia ’90, except 10 times bigger, because we would be the players, we would be the ones making it happen. We’d become the first country in Europe to eliminate the virus. And of all the countries in the world, we’d be doing it from the largest deficit too. Those Taiwanese and Kiwis made it easy for themselves with their preparation and their travel restrictions and their competent leaders. Our challenge is much greater than theirs, but they show us what is possible. Have you ever wanted to scoff at the Germans for being disorganised? Wouldn’t you love to have a reason to mock the Danes? Aren’t you sick of hearing about New Zealand? Let’s make the Kiwis sick of hearing about the Irish! If we take this challenge on, the world’s media will be on us. The FT, the Economist, the NYT, the Guardian, Monacle, Wired, the New Scientist, China Daily, RT, Good Housekeeping, Horse and Hound, PornHub… all of these international media empires would be tracking our progress, interviewing key people, reporting daily, willing us on. The world is desperate for good news, and we can be the ones to give it to them. We would become a model for other nations to follow. They would take the Irish model and adapt it to their own situation. Instead of us copying other nations, they would be copying us. Instead of a pat on the head for the diddy little Irish fellas, we would be literally LEADING THE WORLD. Back at home, we get our lives back, and society can breathe again, free of restrictions. The over 70s come out of hibernation. The students go back to university. The protests stop because people go back to work and we announce an inquiry into what exactly happened in February and March. The pubs go back to being pubs. Our hospitality industry is taken off life support. The tidal wave of bankruptcies is avoided. We can play sport and celebrate the wins. We stop talking about things we can or can't do. Just imagine that first session... And imagine how good it would feel knowing that you had worked for it, and knowing that you had set the nation on a better path for generations to come... I think it’s worth a lash! Don’t you?
Report to appropriate authorities - Report the case to the appropriate authorities, for them to be able to have it looked into.
Change your login details - If you are still able to login to your account then follow the normal procedure to reset your password and other security information. Enable two-factor authentication. This should lock the criminal out of the account.
Notify the exchange/provider - If you have purchased or are storing your currency with a service provider then let them know about the breach and the fraudulent transactions. They may be able to retain some information about the transaction that could come in useful in an investigation.
Will I Recover my Stolen Bitcoin? Once your virtual currency has been stolen it is incredibly unlikely that you will be able to recover it. In theory, it’s possible to track your stolen bitcoin by monitoring the blockchain – in practice, however, this is made difficult by both the anonymous nature of the currency and the fact that the thief will most likely use a bitcoin exchange to trade the currency for normal cash straight away. However, money does leave a trail and you may be able to follow it to the identity of the criminal. How to Recover Stolen Bitcoin and Cryptocurrency
Check your devices for malware - It is worth considering that a malicious software infection may have led to the hacker accessing your currency. Scan the devices you use to handle your currency and make sure they are clean. You can follow our guide on checking for and removing malware here.
Call your bank - If the transaction had related costs that hit your bank accounts - such as transaction fees or deposits - then contact your bank immediately and let them know it is an unauthorized/fraudulent transaction.
Follow the money - You can follow the transactions of the wallet address that your funds were scammed into. If you notice the scammer attempt to transfer funds from the wallet to cryptocurrency exchanges to sell for fiat currency, report to the relevant exchanges immediately. An opportunity to catch the scammer is to follow the money trail through blockchain explorers and trace your lost funds. You can use browser-based blockchain exploring software such as https://blockexplorer.com to ‘follow’ the payment through to an end bitcoin address. Once you have this address you can check whether the owners of the end address(es) appear on http://bitcoinwhoswho.com/. In order to trade crypto to regular money on most popular exchanges, the thief would need to submit KYC (Know Your Customer) information, such as names, addresses, and ID information. Contacting the exchanges can potentially help you to track down the scammer’s identity. This is another reason why it is important for you to file a police report as soon as the incident has taken place.
Hire a Verified Recovery Expert - If you are willing to pay a decent amount for the return of your funds there are websites where you can post a bounty. Experienced blockchain searchers will investigate the theft and see if they can recover the funds for a price. Check out the list of verified recovery experts.
How to Avoid your Cryptocurrency Being Stolen in Future
Don’t talk publicly about owning virtual currency - If it is easy to work out that you own a cryptocurrency from your social media activity then you are much more likely to be a target.
Use multi-factor authentication - Ensure that you have multi-factor authentication enabled. Use an authenticator app rather than the SMS option. If the option to disable SMS authentication exists then do it.
Use a new email address and complex password to set up the account - A new, clean email address that you will only use for the virtual currency account is best. This reduces the chance of you being targeted via your email account.
Usea ‘cold-wallet’ - Keep your cryptocurrency off the internet, in a "cold wallet." "Cold wallet" is not a brand, it's a concept of storing bitcoins offline (not connected to the internet) so that it reduces the opportunities for hackers to steal via online techniques.
Spread your investments across exchanges - A number of exchanges have been breached. Spread your investments across exchanges to minimize the impact.
Get secure - Take time to improve your general online security. Use sites like getting Safe Online and Cyber Aware to understand what good security looks like and make changes. I was personally able to recover my lost bitcoin with the help of Express Recovery Pro – [email protected]
Last updated: 11:35PM EDT April 29 Figured since no one else started one, and since I'm so active here, I'd do it. Magyst is looking for bugs the team can look into. This is a work in progress list, so feel free to post about your bugs (preferably with video/picture proof where necessary) and I will add it to the list. Issues already listed on the Trello will not be included. I'm listing issues in order of my personal perceived importance (based off of how frequent and how impactful the bug is), with cosmetic issues as lowest on the totem pole. I realize some of you may not agree, and that's ok. Also, just because I list one bug higher than another, it doesn't mean Epic will be able to squash it before something lower on the list. Major Issues
Deathbomb Modifier damages objective - Even with a fully intact defense, the objective can be damaged by deathbombs. https://streamable.com/9kfct4
Damage Pulse Miniboss damages objective - Similar to the Deathbomb modifier above, Damage Pulse minibosses can damage the objective, even with intact defenses. (Credit u/Thrawntheambitious)
Lobber Projectiles can damage objective through builds - Again, similar to the two above, lobbers can damage the objective even with defenses intact. (Credit u/Binary_Trifecta)
Crossplay - Admittedly, not necessarily a bug. But for the health of this game going forward, we need complete crossplay in all mission types. It's getting harder and harder to find people to play with, even with server hopping.
Weapons stealing ammo - Weapons with AND without magazine size perks are sucking up a full magazine worth of ammo the first time they are pulled out in a mission. This is causing people who grind missions to lose ammo fast. https://streamable.com/s9zgws
Failed to lock profile - Not sure exactly what causes this, and while a restart usually fixes it, it is annoying nonetheless.
Bows not shooting properly - Arrow will fall at your feet instead of going to their intended target. (I admittedly don't use bows, so if there's more info about this, let me know. Looking for video evidence)
Husks spawning in terrain - Husks can spawn in terrain and damage structures placed against that terrain, a big issue in SSDs/Endurance. (Credit u/johanril) When doing encampments, somewhat frequently a husk will spawn inside terrain, making it a pain unless you have a weapon like the Neon sniper or want to reset your progress on the encampment.
Guardian's Will sometimes causes a Ninja's double jump to stop working - Current workaround is to jump off the map and respawn. (Credit u/CaptainIrreverence)
Anti-Air Trap Perks - The 5th perk on the anti-air trap does not work when it's set to "Increased Building Health". I had "Heals 4.8% of max health every 10 seconds" as my 4th perk. The health of the floor piece did not change when the increased building health perk was on or off. (Credit u/icecoldcoke319)
Some husks ignore the objective and/or player to attack environmental objects that they could easily go around - (Credit u/CaptainIrreverence)
Mimic spawns - Mimics seemingly aren't spawning like they used to, they're much harder to find. Makes the "What's in the box" main story quest a pain for players to complete. (Credit u/card_collect)
Some missions occasionally wont start - Retrieve the Data, Eliminate and Collect, and Resupply sometimes wont have the countdown timer and mission objectives appear, even with everyone connected and loaded in. Can be fixed by someone leaving, but doesn't always work. (Credit u/BlackGunsMagee)
When placing any structure (wall, ramp, floor, roof) when a trap is selected, it places the trap instead of the structure. - Possibly related to the turbo building option. In the first clip, the bug happens when trying to place a floor piece but instead it places the broadsides that was selected. Same thing with the second clip but this time wooden floor spikes are selected and it places this trap instead of the wall piece. Both times only the floowall button are being pressed, nothing else. (Credit u/FaufiffonFec) 1. https://1drv.ms/v/s!At7DUcCwK-dygQXEW6KnR0YI0CBu 2. https://1drv.ms/v/s!At7DUcCwK-dygQYAruMn4CZ8zu7U
Blockbuster Quests "You Are Overpowered" - Some players are facing issues doing the quests in The Crater zone, the game is telling them they are overpowered. This can be circumvented by removing survivors, but the normal person wouldn't know this. (Credit u/Card_Collect)
Players below PL122 still able to get Mythic weapons - Debated on where/whether I should put this, but I figured it belongs here. Players invest a lot of time to reach end game content and secure mythic weapons. Only to have little billy in Plankerton, who traded for a bunch of 130s he doesn't actually need, also get the same mythic weapons.
High impact weapons and abilities (seismic smash) are causing counterintuitive reactions on impact. - Rather than husks being pushed in the opposite direction of the damage, sometimes they are pulled towards it. (Credit u/CaptainIrreverence)
Players getting kicked for AFK in private and friend's only matches (Credit u/BlackGunsMagee)
Occasionally the Freedom's Herald won't reload - Need to swap weapons before being able to successfully reload the Freedom's Herald (Credit u/Card_Collect)
Occasionally survivors won't spawn when visiting a blue - Used to be 1 per non rescue the survivors mission, though it seems to be more rare now. However, last week I built a survivor relay in a rescue the survivors mission and a survivor did not spawn.
Inviting someone currently in BR to a StW mission in progress, they are unable to load in unless they leave the party and rejoin. - The player is stuck on the world map, unable to even see that there is a mission in progress. (Credit u/BlackGunsMagee)
Kicked for AFK from friend's SSD causes softlock on PS4 - (Credit u/BlackGunsMagee)
Storm Shield Assist sending players to zones way above their level - I like that I don't have to check each zone to see if someone needs help, but there should be something in place to prevent Stonewood players from getting sent to Twine assists. Perhaps adding a PL check, or making it so players can only be sent backwards from the zone they're searching in?
When using a controller, on the mode selection screen, if you go over to StW it will automatically move you back over BR after a second or two. (Credit u/BlackGunsMagee)
Ability charge count not accurate - I'm not sure if this is related to the bug that's listed on the Trello about being swapped to your pickaxe when using an ability on cooldown or not, but picking up charge fragments does not increase the counter, phase shift counter is not always accurate, etc. https://streamable.com/00fizx They temporarily update to the correct numbers after use of the ability, until you earn another charge. https://streamable.com/j4gn6q (Credit u/Baumpaladin)
Emotes continue to play sound for other players after its use is over
Sound wall infinitely continues to play sound after it's set off for the first time in endurance matches (Credit u/Scotty_begood-)
Point it out Emote Leaves a pickaxe in the air while using your pickaxe to emote, which shows two pickaxes on the screen at once. (Credit u/nate_oc)
This is a guide to a battlecast brawler hyper roll build I've been working on in patch 10.13. (Or HyperBeam HyperRoll as i like to call it)
Down below I've shown what the comp should look like at various stages of the game, as well as the general strategy and itemization. Hyper roll builds have disappeared from the meta with the introduction of set 3.5, mostly to to the nerfing of key 1 cost units like Poppy and Xylah, the removal of the Void alliance, and level 4 rolling odds changing from 60% to 55% for 1 cost units. However, I think with the massive buffs to Illaoi and the battlecast synergy and it's units, as well as the massive increase in odds for 3 cost units from 10% to 15% at level 4 make this build viable if you abuse those odds to find an early Cassiopeia, and get 4 battlecast online early after hyper rolling at stage 3-1. You're almost guaranteed to have her on round 3-2, often you will even find 2 copies or a 2 star Cassiopeia on your first hyper roll. I think by shifting the focus of hyper roll builds away from 3 starring a board of 1 and 2 cost units, and focusing more on abusing the 15% odds for 3 cost units, and focusing on 3 starring a few one cost units, and getting super early 2 star 3 costs who unlock important synergies, hyper rolling can be quite good again. Anyways, here's the rundown of the comp: The build focuses on building Illaoi and Cassiopeia as your carries. The compound effect of all the buffs to Illaoi and battlecast have made her tankiness and power increase exponentially, especially at 3 star. Combining the buffed heal from battlecast with the bonus HP she got this patch, 10% more armor and magic resist steal and the massive 50% increase from 4 second to 6 second steal duration, allowing her to stack up much more at a single time makes her a way stronger unit at 3 star than she was in 10.12. Combining this with the right set of items easily rivals Poppy in the golden days of the Candyland build. As for Cassiopeia, despite getting a nerf to DPS, the amount of damage instances she does is very powerful with the battlecast synergy. With Blue Buff and Morellonomicon, you'll be dealing 2 instances of tick damage on your opponents entire team very early into the fight, triggering tons of blasts/heals. When played in this comp, she is a way stronger carry than she is in the Vanguard Mystic build, despite being nerfed. The 4 battlecast synergy has been buffed enough that it can crush early game and carry you through mid, until you find Urgot later, and the 6 battlecast alliance has been buffed enough to make this build viable in the late/top 4 portion of the game. Buffs to Nocturne and Kog'Maw aren't huge, but still relevant. This comp also makes great use of spatula. If you can get battlecast spat, you can run 6 battlecasts at level 6, without needing to to wait all the way to level 8 to find Urgot. The 480 damage blasts/heals at earlier stages of the game will pretty much ensure you steamroll. In summary, the comp wants to have long fights with an unkillable Illaoi and Malphite 3 star in the front, buying time for Cassiopeia's damage over time, and your battlecast procs to do work, while the combination of Ionic Spark and Illaoi's resistance reductions massively increase your damage output as your tanks run endlessly into the opponents units and debuff them to oblivion. Super Early Game (Stage 1-2) In the super early game, you should econ as much as possible. Focus on making interest at all times, and only deviate from this if it means picking up an Illaoi, Cassiopeia, Malphite, or Nocturne. You want to hang onto as few units as possible that don't go into the level 5 comp shown below. Holding onto one Kog'maw is a good idea, but 2 starring him before you roll down your gold at 3-1 isn't worth it. It costs way too much in interest gold and you will always be able to 2 star him very early with your hyper rolls, and having him 2 star isn't the most important thing. What really matters is having him for an early 4 battlecast synergy. If you can sell Cog'Maw to make interest it's generally worth it, as you can always find another copy during your hyper roll. You want to streak for maximum econ without ever breaking your streak, which usually means loss streaking until the crug round. This also ensures you get first/early pick at the carousel. Getting the right items, specifically an early bramble for your Illaoi, is important for this comp, so it's normally the best approach. I wouldn't recommend committing to win streaking unless you're entering the first PVP rounds with 2 star units and some solid completed items, or if you lucked out and got Cassiopeia on stage 1. Ideally you want between 40-50 gold for stage 3-1, at which point you hyper roll to 0 and try to 3 star Illaoi Malphite and Nocturne, while 2 starring Kog'Maw, and finding Cassiopeia 1 or 2 star. Consider holding onto Blitz crank and Vi during your roll, until you find the 4 battlecasts so you can play a 4 brawler start as a backup plan if need be. Sidenote: picking up as many 1 cost and 3 cost units as possible while you're rolling down your gold will slightly increase your chances of 3 starring units and hitting Cassiopeias by removing some units from the pool. This isn't huge but it can be the difference between hitting a 3 star unit a round or two earlier, which does matter. Early Game (Level 4-5) Level 5 You want to get Illaoi to 3 star as your top priority, while looking for Malphite and Nocturne 3 star along the way. Kog'Maw 3 star is nice but it isn't worth the bench space and gold and will ultimately slow you down too much. Getting him to 2 star early is all you need. The other goal is to find Cassiopeia 2 star early during the hyper rolls, but never roll specifically for her, as a 1 star Cassiopeia is all you need early on, and you should get her to 2 star extremely early naturally with your hyper rolls now giving you 15% chance for 3 cost units in the early game anyways. The only 3 star unit that is absolutely crucial to the comp is Illaoi. Malphite makes the comp much stronger if you can 3 star him, but the comp can function without him. 3 star Nocturne is much like Zoe in Candyland; a nice bonus if you find him, and quite useful with his 4 second stun, but you don't need him 3 star. It's always worth the econ and bench to hang onto him though. Since this is a hyper roll build, you never spend money on exp until you are fully ready to go to level 6, where your odds for finding 1 cost units decrease drastically. Once you find Illaoi 3 star, you should go to level 6 if you aren't anywhere near finding Malphite and nocturne 3, but if you have 5 or more copies of either of them, and if the units aren't being heavily contested, it's worth staying at level 5 longer and rolling down again for 3 star on all your 1 costs first. Be patient with your gold, and try to econ up to 30-50 gold before rolling down each time, instead of rolling all your gold as you get it, unless you are dying and have no other option. You usually want to run the 5 units shown above, however if you failed to find 4 battlecast, you can run 4 Brawler instead, although this isn't as good. The other main thing to consider is running Zed instead of Malphite. Zed can be worth it if you ended up with a 3 star Nocturne, or if you somehow didn't find 2 star Malphite on your first hyper roll, which is incredibly unlikely. Otherwise the 2 Brawler front line with 4 battlecast is your best option. Mid Game (Level 6-7) Level 6 level 7 At this point, hopefully Illaoi and as many other 1 costs as possible are 3 starred, or 1-2 copies away from being 3 starred, and you have 2 star Cassiopeia. The best option at level 6 is to add a Mystic to further increase your units durability. Soraka is great, and her healing has great synergy with the innate tankiness of your units. Karma is also great to link to your Cassiopeia. If you can't find a mystic the option of throwing in a 2 star Zed or a Fizz is also okay. Running Infiltrator in the place of Mystic can actually be better up until late game if Nocturne is 3 starred. At this point in the game, you don't want to be rolling any more. Just econ up and pick up more brawlers, and finish 2 starring everything you can, and finishing 3 star units unless it becomes unrealistic to keep looking for them. At level 7, you want to add in two brawlers and take out the mystic, for 4 brawler 4 battlecast. Adding Vi and Gnar provides much more valuable front line to buy time and drag out the fight for your Cassiopeia and battlecast procs to do work, as well as providing you with lots of CC. If the game is going well, i prefer to econ up to 50 on level 6 and slowly pump gold into exp, while remaining at 50 gold, then pump all my gold into levels to jump strait to level 8 right after, but if you are being pressured it's fine to go to 7 sooner if you're taking too much damage. Late Game (Level 8-9) Level 8 Level 8 alt Level 9 At level 8, add your Mystic back in (Soraka being the best). You don't have much to do here as far as your build, aside from trying to find Urgot and Viktor, if you don't already have him, to go to 6 battlecast. Once you find Urgot, either replace Cog'Maw with him (or Nocturne if you never 3 starred him) or take out 2 of your brawlers and go for 6 battlecast, 2 brawler, 2 mystic. If the game goes to Level 9, you can simply play 4 brawler 6 battlecast. If you're facing heavy magic damage lineups that don't require you to strengthen your front line as much (such as Gangplank/Riven and 6 sorcerers) you can consider 4 mystics instead of 4 brawlers. This is especially effective if you have dragon scale on Illaoi, and practically allows her to 1v9 against those kind of comps. Spatula Variation Level 6 Level 9 If you get a spatula, you can make battlecast spat and put it onto your Malphite. Malphite carries Ionic spark in this comp, so giving him the ability to output some magic damage is nice while hes tanking for you, but more importantly he has tons of hp to work with so he will survive on the front line for much longer with battlecast heals and keep that ionic spark aura up for longer. With battlecast spat, you can add Viktor in at level 6 for the 6 battlecast synergy. The DPS increase to 480 for each battlecast proc at this early in the game is brutal, and also makes Illaoi unkillable with the increase heal. You can play 4 brawler 6 battlecast at level 8 now as well, and at level 9 you can play a mystic on top of the normal comp, while dropping one of your less useful battlecasts. Items Carousel Priority is Spatula > Chain Vest > Cloak > TeaRod > Belt/Gloves It's essential that you prioritize getting Bramble first, Blue Buff second, then two additional tank items for Illaoi and Morellonomicon as a third priority, and lastly Ionic Spark or Rapid Firecannon are luxury items (they help you win more if you're ahead, but don't stabilize you if you're behind). Basically, Bramble vest is the most important item in the comp, with Blue Buff being a close second. They are the only irreplaceable items. Bramble plays a crucial role in carrying you through all stages of the game. It's value on tanky units, especially at 3 star, is too great to ever pass up. It will do a ton of AOE damage, and it creates quite a lot of damage instances throughout the fight to fuel battlecast. Ideally, Illaoi wants Bramble, Dragon Scale and Quicksilver. I believe these items best leverage her stolen resistances from her spell and increase her survivability. The armor from vest, plus the negating of crits, coupled with 20% evasion from quicksilver, makes her very durable against physical damage. The magic resist provided by Dragon scale and Quicksilver bring her magic resistance extremely high, and she ends up taking almost no damage when incoming magic damage is reduced by 50% by scale before even considering her resistances. The immunity to crowd control from Quicksilver is very important on her as well, as it allows her to cast without interruption, and she can't be stunned before she has a chance to steal resistances. Stacking up a few casts in the first 10 seconds of the fight is enough to make sure she is always working with added armor and magic resist. Getting these 3 items isn't imperative though, as long as you have bramble you can replace one of the other slots. Warmog's works fine in giving her more raw HP to leverage her mass stolen armor and magic res, and gives her more HP to stay alive and heal back up with battlecast procs. Titan's resolve is also an acceptable replacement as she is one of the units who can actually get it to 50 stacks and then stay alive and heal back up for a long time thereafter to make good use of the item to its full potential. Cassiopeia wants Blue Buff and Morellonomicon. With this combination of items, she can dish out tons of damage over time as long as she has a tanky front line to buy time for the damage to do its work, as we've seen in builds like Vanguard Mystic and Mystic Protectors. Given two sources of tick damage on every unit that she casts on, not only does she melt entire teams, she goes rapid-fire with the battlecast procs, even managing to stay alive through rapid healing if she gets jumped on the back line. The last item is Ionic Spark. This is best on Malphite 3 star, but can be on any Brawler. I don't recommend putting it on Illaoi because it offers less defensively and we just want to make her as tanky as possible with her 3 slots. Combining the magic resistance debuff aura and Illaoi stealing 60% resistances every cast from whoever she hits, your team will be able to easily melt enemies. Almost all item components have good use in this comp, but BF Sword is quite a dead item. The best you can do is make a Zeke's Herald or GA with it. Other notable items if you happen to get them: Rapid Firecannon - Great on Cassiopeia, and allows you to position her as safe and far away as possible. Any Bows you pick up should go towards building this item. It didn't make the cut for the item build, but it would be the next best thing that isn't on the core 6 item list. Don't prioritize bows on the carousel over anything else for this item, but it's nice if you end up with one. Protector Spat - Spatula should be built into battlecast spat, but if that ends up being impossible, or you pick up the full item on a later carousel, it can be great for Cassiopeia to perma-shield once you activate protector synergy with Urgot. Jarvin and Karma can be played until you find Urgot, to get protector and dark star. Thief's Gloves - If you end up with extra Sparring Gloves you can just combine them onto Nocturne or victor to get some value out of them. Frozen Heart - If you have spare chain vest and tear drops, this is a nice item to have on either a brawler, or on Nocturne. ZZ'Rot Portal/Redemption - If you end up with these, they're nice on Nocturne, as he will jump to the back line, cause havoc, then give you benefits for dying. Positioning Depending on what brawlers you're using, there are two general approaches to positioning Cassiopeia. If you have all your brawlers up front, it's best to have her to the second row against one of the edges, with a brawler directly in front of her. If you're running Blitzcrank, you can put him in the corner with Cassiopeia next to him. This will give her a target to attack in between casting her spell. Since she only needs to hit once to gain full mana with blue buff, she should be able to distribute her poison to most of the enemy team from the safety of the back row before the pulled unit dies, forcing her to move up closer. Malphite (or whoever ends up with Ionic Spark) should be towards the center to maximize the aura's effect. Illaoi should also be centered. Her and Malphite are the tankiest units assuming they're three starred, and it's also best to have her near the Ionic spark to ensure she stacks magic resistance reduction from Tentacle Smash and ionic spark onto the same units, helping your team burst down targets better. Nocturne can typically kill off a target during his 4 second stun duration, so having him jump onto a key spell caster such as Lulu/Xeraph or a carry is important. In the top 4 and above, his positioning becomes increasingly more important as you can target specific players more easily. Cow'Maw isn't the most impactful unit, so he should be positioned in such a way that he will tankenemy Blitzcranks. In general, I prefer to play towards one side in the early game, to better help your units focus fire, and cause battlecast to target the same unit. later on, I typically prefer to spread out more. Pros and Cons Pros: - Counters Vanguards and Mystics. Cassiopeia with Morellonomicon melts them, and Illaoi's spell turns their own strength against them, making her ridiculously tanky and stripping them of their alliance bonuses. - Counters Protectors due to Cassiopeia 50% shield reduction. - Not Super contested in general. Not many players are 3 starring these units, and with hyper rolls you can get your hands on the highly contested Cassiopeia before anyone has a chance to empty them out of the pool. - Good in Trade Sector, Neekoverse, Star Cluster, Superdense Galaxies. - Easy Top 4 if you get some 3 stars at a reasonable time, or hit your items on Cassiopeia and Illaoi Cons: - Easy Bottom 4 if you get unlucky with your hyper rolls - Can struggle against Blasters with the 80% true damage from Giant Slayers against your High HP units, and heal reduction from Red Buff. If more than two players are going blaster brawler, you shouldn't go for this comp, as your units will be contested as well and 3 starring the important ones could become impossible. - Can be weak against sorcerers. Burst damage comes in less, more intense damage instances, and doesn't let you proc enough battlecast heals. Their units often don't have much resistance to steal making Illaoi less effective and more vulnerable, as well as losing value on HP% burn from Cassiopeia since their units are fairly low hp. - Bad in Binary Star and Galactic Armory. Risky in Littler Little Legends Galaxy. If you snowball early you can crush the game easily, but if you take a bit too long hitting your power spikes, you'll be in a rough spot. That's it for the guide, thanks for reading! I hope you give this comp a try and have fun! If you have any feedback or questions, feel free to DM me!
Hey there Modern people, For those that have never seen me around before, I love budget Magic. Over on the Pioneer sub, I have this series that I do where I develop budget lists and run them through some games to report back there. For a couple weeks now, i’ve been getting more and more interested in Modern, so I figured that you guys could do with some of that budget goodness as well, and that’s what i’m here for today. If you didn’t catch it, last week I posted up a link to my Incomplete Compendium of Budget Modern Decks. (You can find that [HERE]) I’ve been updating that list since posting it, and it’s getting to the point where it’s almost finished. I’m going to take a couple of decks from this list and run them through some games so we can talk about how the decks perform. All of these decks are around a $100 budget in paper, and typically significantly less expensive online. One thing that I see very frequently when discussing budget modern decks is that Midrange strategies are basically completely unplayable because “YoU cAn’T tUrN a GoOdStUfF dEcK iNtO a BuDgEt DeCk”. While this is a little true (You just can’t fit 4x thoughtseize 4x Liliana of the Veil into a budget list unfortunately), it’s definitely not out of the realm of possibility that you can play Midrange on a budget. Here, i’ve got three lists (Featuring some newly cheapened Double Masters cards!) that I think are totally viable as budget midrange options. Without anymore fanfare, let’s just jump in! --- Skred The first up for this one, we’ve got the first midrange archetype that I ever played in a tournament setting - Skred Red. For those that weren’t around in the stone age when this deck was popular, Skred Red is a snow based red midrange deck that looks to take advantage of its namesake as an extremely powerful removal spell, jam out a blood moon to lock out greedy manabases, and take over the game with difficult to deal with threats such as Koth or some Dragons. For this build in particular, i’ve decided to go for a suite of creatures that all provide Two for Ones (which will hereby be known as 2-4-1s) in some fashion, as well as going heavy handed on the card advantage spells that are within the budget range. One thing that i’ve learned is that Mazemind Tome is an amazing card, and if you’re playing a grindy deck that isn’t in blue you should definitely consider playing it. It helps to recover and stabilize in a color that otherwise doesn’t have access to lifegain, and drawing up to 4 cards is no joke. Other key synergies here include the combo of Eternal Scourge and main deck Relic of Progenitus to provide us with an “infinite” amount of 3/3 blockers or attackers while offering lines of disruption that most decks don’t have until sideboarding. Koth of the Hammer plus Mountains is also a very solid strategy for ending a game quickly, as the emblem is essentially unbeatable for the large percentage of the metagame. The main game plan here is to keep the board clear of creatures by any means necessary so as to not die, then jam out a threat that a creature deck won’t be able to deal with. This deck is basically the creature deck killer. Against non-creature decks, we’re really just hopeful that a blood moon or relic of progenitus is enough to slow them down so we can burn them out. Anyway, after playing some games, I ended up with a respectable 3-3. Modern is a lot more varied than it was in Skred’s heyday, which means that there’s a much smaller percent chance that you’ll go up against one of the deck’s stellar matchups. However, with astrolabe banned again Blood moon is definitely back on the menu as a real threat that people need to be concerned about. People pretty frequently seem to forget that blood moon is legal in the format; either that or they just don’t care enough about it and are willing to lose whenever it shows up. Janking people out with some stupid card that they aren’t prepared for is one of the cornerstones of building a deck on a budget, and Blood moon gives the Skred deck some major power. Overall, this seems more like a deck you take to an in-person event where you know that you’ll be facing up against creature decks and decks with greedy mana bases all night. I don’t think i’d take it to a large scale tournament with an unknown meta right now, but with some tuning it is certainly capable of pulling out wins. --- Hatebears Many people will look at a Death and Taxes or Hatebears list and think “Hey, this is an Aggro deck!”. While yes, on the surface this archetype definitely looks the way of a strictly aggressive creature beatdown deck, once you start reading the abilites and thinking about how they might play out over your typical game against any other random deck in the format, you’ll see that Hatebears is actually much more flexible, and able to adapt to become the control role in a large number of matchups. Hatebears was originally developed as a “Meta crusher” deck to beat up on jund decks by dropping a Loxodon Smiter on them when they went to play their discard effects. Since, it has existed in various forms, often being named interchangeably with Death and Taxes as they perform very similar roles in the modern metagame. The point of a Hatebears deck is to use efficient green mana dorks to jump ahead slightly into your powerful disruptive GW creature suite, and grind away at the opponent by having some kind of answer to anything that they’re doing while getting in for chip damage turn after turn. For my version, i’ve decided to supplement the removal suite with the combo of Containment Priest plus flicker effects to be able to exile any creature at will and keep them gone for good. This is supported by a small cat-tribal subtheme, as well as the typical litany of Taxes creatures whose job it is to throw the opponent off axis. The matches for this one went surprisingly well, ending on a 4-2 record. I played against a couple of combo decks who were completely hosed by the main deck hate cards I was packing, and I was also able to grind it out against a bant uro pile, keeping up with their creature threats as they struggled to answer my own. I’m pretty impressed with the deck in this small showing, and would love to see where this archetype can go in the hands of someone who really dedicates time to mastering it. The deck really rewards format knowledge, even in this budgeted incarnation, as it’s a deck that runs on very thin margins and making a wrong play somewhere can have devastating side effects a few turns down the road. Hatebears or Death and Taxes are in the category of decks where you grow as you play the deck, you tune the deck to perfectly fit against the overall metagame, and you’re rewarded for your dedication to the archetype. This isn’t a deck i’d expect to just pick up and start winning games with, there aren’t very many free wins here. If you like working for your glory, then Hatebears is definitely a deck for you. --- Delirium And now for the one we’ve all been waiting for. I promised midrange decks, and this is by far the most midrange-y of them all. Budget Son of Jund, the mac daddy itself, GB Delirium is here to kick tail and chew bubblegum…. And it’s all out of bubblegum. If i’m honest, I have no idea what that reference is even from. What I do know is that yes, GBx Midrange is in fact possible on a budget. For almost a decade, i’ve seen people ask “How do I play Jund on a budget in modern?”. It’s the most widely requested budget deck, and one of the most beloved playstyles. Magic as Richard Garfield intended, trading your resources with your opponent 1-4-1 in a true test of pilot skill and preparation. The deck with a 50/50 matchup against any other deck in the field not accounting for pilot skill. The deck that every man wants to be, every woman wants to be with, and every non-binary or asexual person looks at with the familiar fondness of a lifelong friend. The deck was just kinda fine. Another 3-3 record, I actually had much higher expectations for this one. I want to focus in on what the deck does well first, and that is approximate on a budget the playstyle and patterns of a non-budget GBx midrange deck. The choices feel almost the same, even though the card-for-card value is much less on our end. The deck offers an excellent stepping stone into GB Midrange decks in modern, and I feel as though if you’re looking for a first step into the format that this is one of the best ways to do it without playing aggro. Now, to what the deck does poorly. In building on a budget, we are limited severely by what we have access to, namely that we can’t build a “goodstuff” deck because all of the good stuff is heckin expensive. This means that we need to shift our focus onto synergy, because synergies exist at all levels in Magic. When we look for synergies in the GB colors, the most common theme we find is graveyard interaction, or playing around with our dead stuff. Going this route in modern without going all in on it means that we’re left weak to all the various graveyard hate that exists in the format without netting much of the benefit. While this means that we still get to play with some of the best cards we have access to, we’re left in a more vulnerable spot than if we were a non-budget build. Another area where we face difficulty is in the overall popularity of GBx as an archetype, meaning that we’re fighting against ourselves when trying to join in because anything of use to us is naturally going to be more expensive. While GB isn’t very pressed when it comes to making a mana base, we are pretty pressed in terms of removal as all of our best options are either $7+ or 3+ mana. We should also talk about timing in the metagame and what you should expect when taking a budget list for a spin. Right now, modern is dominated by Uro midrange piles, combo decks, highly efficient aggro decks, and prison style control decks. Not very many of these are excellent matchups for us when we’re not equipped with our strongest answers. Our small discard suite can keep the combo decks at bay long enough to sneak in some damage with our cheap creatures, and our removal can dispatch the early threats from opposing aggro decks, but when it comes to having better card for card quality than our opponents we’re just a little lacking. It doesn’t matter how solid your list is, budget or not, if the strategy overall just folds to an uro, and not all of your losses will be chalked up to your deck being cheaper than your opponents. It’s very easy to become discouraged when taking a budget list to an event and flopping, blaming your lack of investment for your lack of results. But sometimes its just a matter of your deck choice too, and that you picked the wrong deck to bring to an event. One thing that i’ve learned over my years of brewing with budget lists is that any deck, well enough tuned and piloted, can take down any tournament at any time. GB Delirium does a fantastic approximation of a midrange game plan in the modern format. It won’t net you the results that a full no-budget list might, but that isn’t the point of playing a budget deck. You don’t play budget decks to spike tournaments. You play them to get into formats, to learn, to get better, and to grow as a player. You’re meant to toss your budget deck to the wayside when you’re done with it, if you want. If you like the strategy, a majority of the time you can also use it as a base to build into the no-budget version of the archetype you wanted to play in the first place. If you take two players, both brand new to Modern UWx Control, and run them through series of tournaments with the only difference between the two players being that the first was playing a budget UW control deck for a year and the second is going in blind, the first will come out with a better record almost every time. They put in the time to learn the deck even before they could get their hands on it in full, and that practice will pay off. Moving 'round to the finisher, I just want to say that playing a budget deck doesn’t make you a bad player, it makes you someone who’s going to be a great player someday, and someone who recognises the value in investing time and learning. If you’re forced into playing on a budget, that’s alright. There’s options for you to play as competitively as possible. If you’re just unsure about whether you’d like the format you’re jumping into or not, that’s also alright, there’s room for you to grow. Budget deck building is a real passion of mine. I hope that you got something out of this, or at the very least had a bit of fun along the way. I have plans to make a whole bunch more content for budget modern, so stay tuned for that. If you’re curious and want to look through my whole catalogue of budget lists that i’ve made so far, you can do that [HERE] as well. Until next time, stay safe, stay smart, and thanks for reading!
Before we begin: what do you think Betrayal would and should look like as a core game mechanic? What expectations do you have for it? In addition, try to think of what Betrayal's place would be in the game were it simply implemented exactly as is, but somewhat less common than it is at the moment because it will compete with other masters for appearances (assuming they're mutually exclusive). PROBLEMS AND SOLUTIONS:
"Core" league vs "current" league
Betrayal Safehouse loot is bad and so is low-level farming
Betrayal does not scale well with area level
Betrayal Veiled items are bad but not that bad
Manipulating the Syndicate feels bad
It feels bad to walk away from Betrayal encounters
"Core" league vs "current" league Description of problem: This isn't actually a problem, just a byproduct of GGG's league design. I decided to talk about this at the very start to differentiate between two things: How GGG "should" design a current league and how GGG should adapt that league into core content. The league's content is stretched to last for three months, and since the encounter rate is high, the rewards are correspondingly miniscule. Content that is now core has a relatively lower encounter rate, but the rewards are larger per encounter (but still small to make up for the fact that content has been cumulative for years on end, lending to how crazy maps can get). Since temporary leagues have long been the de facto "way" of playing the game, people seem to have forgotten GGG's disclaimers that temporary league balance has a high likelihood of being off. GGG rarely hits out of the park on the first try, but they have a history of nailing it the next time around. Invasion was nerfed, Necrovigil and Phylacteral Link were removed, Order of the Frozen Sky isn't horrific anymore, Malachai was nerfed, Bestiary was fixed, Betrayal's bugs were (eventually) fixed, and so forth. I have faith that GGG will do what's right and I'm looking forward to what GGG will do with a "core" Betrayal because the "league" Betrayal is already history at this point. We're already in the preliminary stages of the next round of new league hypebuilding. Betrayal Safehouse loot is bad and so is low-level farming Description of problem: At the core of ARPGs, everything comes back to loot. We're not helping Zana because we care; we want to snatch the eyes right out of Uber Elder's writhing head. This talk will be split into two parts: Safehouses and Veiled items. Let's start with Safehouses. Here is a graphic of all Betrayal rewards and how I have personally ranked them, according to their value within BSC and the opportunity cost of putting a member in one branch and not another. Some of these could be shifted around according to one's preferences (some people don't want to deal with Guff's benches, other people don't value Cameria's legacy Uniques because the chances of getting something good are too low, etc). But this is a rough guide for what most players will see when they get Safehouse loot.
Total # of possible rewards: 68
# of good rewards: 15
# of middling rewards: 16
# of bad rewards: 37
# of level-scaled rewards: 15
# of good rewards scaled by level: 0
# of middling rewards scaled by level: 0
# of bad rewards scaled by level: 15
Let's talk about the three types of rewards I've delineated. The Good: GGG did well with the good rewards. Stuff like turning Rare amulets into Talismans (effectively solving Talisman's long-standing problem of being inferior Rare items because you could never control the explicit rolls), adding White sockets to any gear (not just craftable bases like Delve's Fractured Fossils), "free" Exalt slams, breaking the quality cap, and so forth. PoE is a character building game and giving players these kinds of small optimizations (on top of the big and risky stuff like double-corruption rooms) is precisely what separates the top builds on poe.ninja from the budget cookie-cutter stuff with inferior performance. In fact, I wouldn't mind them being at their current rarity level once they go core because that's just how strong they are. The Bad: Thing #1 is that it's okay for the Syndicate to have bad rewards. It would have happened regardless of design since even when all things are good, some things are relatively less good. Additionally, if everything was good in a generic and non-specific way, the Syndicate as a whole would lack flavor. For example, Leo gives Torment Scarabs because he's the Ghost of PvP Past and Tormented Spirits are about as fun and rewarding as PoE PvP in 2019. Jokes aside, it's also possible to mitigate the bad rewards by interrogating these people for intel in lieu of others because they don't matter anyways, unlike a 3* Cameria in Intervention. So we can't deny that Betrayal's got flavor. The bad news is that the flavor is "the juice that leaks out from the bottom of black garbage bags". Instead of "everything being good so nothing matters", we have "almost nothing is good, so only a few things matter". Really, I don't know what GGG was thinking when it came to some of Vagan, Haku, and Elreon's rewards. They literally drop less than a white unrolled map for all the effort that goes into making a Safehouse. Thing #2 is that there's too much "bad". Much of it could be converted to "middling" with some adjustment, which would make an undesirable safehouse outcome much less galling to swallow. Alternatively, many "bad" rewards would simply become less relevant if syndicate manipulation had more quality of life and less tedium. If Betrayal was simply dumped into the core game with a lower encounter rate right now, it would be frustrating to deal with and a mediocre gameplay experience as a result. The Middle: The middling rewards mostly relate to items you can get from other sources, like Fossils, Fragments, Essences, Currencies, Divination Cards, and Maps. In the case of Maps and anything to do with them, I think some of the devaluation can also be blamed on Pure Breachstones, which have inflated supply (The HarbingeBeachhead effect). The problem is simple: It is more efficient to obtain those items from other sources (including their original sources) than it is to farm the Syndicate for them. I'm not advocating for the reverse, because then only the Syndicate would be relevant content unless it was significantly gated. But as it stands, Korell's fossils are a joke because doing Delve for them is better. Stacks or spreads of random Divination cards are a joke because it's better to use a Divination Card scarab on a zone that actually gives the Divination card you want in a somewhat deterministic fashion (You know, the point of Divination cards); Gravicius ain't no Putrid Cloister. Fragments are better farmed from the trade website and twinned triple boss corrupted maps and currencies and uniques are better found simply by running a map. Betrayal does not scale well with area level: Oh boy, here we go. This. This right here. This is the reason why we were running Harbour Bridge and Foothills for the whole league. This is the reason why people were able to target-farm Pure Breachstones and pump out more than half the amount of level 100s in Standard (the cumulative history of the game) in a single league. If Betrayal's content and rewards had scaled more appropriately with area level, we could have had a league that excels in both low and high-level content, like Delve. So, you do easy stuff, you should get meh rewards. If you do hard stuff, you should get good rewards. One of the most fundamental ingrained ideas behind gaming design. What constitutes "hard stuff" can be difficult to describe at times since the layered content and occasional lack of visual clarity in PoE creates difficulty spikes and each build and player is challenged by different aspects of the game. But content design and controlled encounters can remove the possibility of difficulty spiking due to unexpected variables, which means Betrayal has less excuses for its ratio of difficulty to reward. You feel bored when you do hundreds of hours of monotonous low-level zones. You feel excited when something challenges you and forces you to upgrade your build and pay close attention to positioning and enemy patterns. You feel betrayed when hard content gives you bad loot and you feel annoyed when easy content gives you good loot because the game's design gives you a begrudging reason to do the tedious and easy content as opposed to the more varied difficult content. That's what Betrayal, as a league, was. If you look at the second row of my table above, you'll see that less than a fourth of all possible Safehouse rewards scale with area level. And all of them are "bad" outcomes. Arguably, Jorgin's "Aspect rares" are potentially middling because you could split them with a Bestiary recipe and get a craftable base in case you're not finding a Fenumal Hybrid Spider or a Farric whatever, thus enabling SSF builds. And that part of Jorgin is good because it gives a partially deterministic outcome. Here's the other commonality between all of these bad, level-scaling rewards: there are a lot of rare item outcomes. Hell, I didn't even read this thread, but it probably does an excellent job of explaining the numerous problems with rare items. As it stands, there is virtually no reason to do Betrayal in Tier 16 maps: you get plenty of risk, without a corresponding increase in reward. Proposed solutions to problem: The solution should be grounded in thinking about "where" Betrayal fits in the loot acquisition possibilities of the game as a whole. Delve, for example, is an all-rounded system with good scaling that bolsters Rare item crafting. Bestiary is mostly mid to end-game with respect to customizing flasks, obtaining random Unique items, and using obscure crafting techniques. Incursion falls into the same mold, with Alva's temples being the most influential as a supplement for early mapping (map drops within the Temple of Atzoatl) and for various powerful "crafting benches" and upgraded Incursion Uniques that are reserved for the elite (or ludicrously lucky) of Wraeclast. Bloodlines, Nemesis, Invasion, Beyond, Domination, and various other leagues are instance and enemy seasoning. What I mean when I say "where does Betrayal belong" is that Betrayal has a tremendous untapped niche that has been buried all along because of GGG's flawed reward distribution. This niche is "deterministic farming". Manipulating the Syndicate and targeting certain members in certain branches to get Harbinger Orbs to upgrade your stagnant map pool or getting crucial gem levels on your spells to get an extra power boost, that's what I'd really love to do. Betrayal could be like Divination cards 2.0 in giving mid to end-game players a solid process for obtaining otherwise obscure items and niche services that will really push their itemization to the next level while also giving lower-level players powerful Rare items and crafting options while leveling. Frankly, I have no idea what I'd want to make this happen, so this is just an idea at present. So what I'm suggesting will merely be tweaks on top of what exists at the moment rather than a radical overhaul to bring Betrayal more in line with something like Divination cards. The good rewards are fine and could even be a little rarer (especially to preserve the value and intrigue of those services). Especially Pure Breachstones. Look, I enjoy being level 100 as much as any of you guys, but it's a little ridiculous, right? That this single Safehouse outcome alone was so influential as to influence gem experience markets, map valuation, rare jewelry markets, build archetypes, and generate a majority of "the reason why people are running Harbour Bridge"? We know it, GGG knows it; it's going to be destroyed harder than CoC was in the past. The middling rewards are largely a ratio of reward against tedium and quantity. If GGG can balance this ratio, it'll just work. Make Betrayal less tedious to manipulate; more on that later. Make the currency-based rewards drop a guaranteed higher-tier currency of the respective type or a higher quantity of the lower tiers. Essences of Hysteria, Delirium, etc. Faceted and Hollow fossils. Divine and Annulment Orbs. Uber Atziri fragments. That's what we should be seeing once Betrayal goes core. Make quantity scale with the 3* mechanic and make quality scale with area level, because a level 60 3* Syndicate member is far less dangerous than a level 83 1* Syndicate member. The bad rewards need to either be scaled up or changed entirely, full stop. On an individual basis, my ideas:
Aisling's stashes should drop more Veiled items now that the Syndicate will be less common.
Elreon should give more Unique items or give a guaranteed higher rarity tier of them. Every league has given increased means to obtain Unique items and compared to them, Elreon is an utter joke. I get more Uniques from completing one Incursion in a yellow map than I do from Elreon.
Why does Haku give items with quality in Research. I can buy Whetstones and Armourer scraps from vendors. Even Delve gives "Superior" (30% quality) items, which I'd count as better than Haku. What does Haku even "do" in Transportation?
Hillock map quality. This would only be valued back in the days when people Exalted maps.
ITF should give more Breach Splinters, more Abyss Jewels. To be honest, I'm not sure why they gave it Abyss Jewels instead of Breach Rings. Maybe because they realized that Breach Rings are hot garbage.
More Talismans from Jorgin, perhaps with a guaranteed cascade of tiers and even some Tier 4 Greatwolfs (not the Unique variety), which we haven't seen since the days of Rigwald. Most if not all of the Talisman affixes are useful, hence why I don't distinguish so much between tiers 1 to 3 and would want equal access to all of them.
For SSF, I'd rate Riker as a middling pick because ilvl100 can be useful for some bases and a choice of Unique is better than Elreon's "Rain of Alch Shards". But it's still not great since we're getting "one" item and it's probably not great. Better options would be the obvious pick, not sure what would fly besides that. Maybe if we could go between five Trapped tabs, pick out five items, and get two randomly out of five? It'd ruin the deterministic flavor though, which I like about Trapped stashes. I'd almost even like a Tetris or matching game.
Tora should give the highest tier of enchant on bases of the best possible item variant. Getting a Merciless Labyrinth enchant on utter trash is disheartening. Shaper or Elder influence would be a welcome addition as well.
The sad part about the level-scaling was that GGG could have done it before this point. They could have done it all along and made Betrayal a truly great league. So, what should they do going forward? I've read some people who proposed that the 3* system should be abolished completely and that all rewards should simply be scaled by area level, but I don't see why they couldn't utilize both systems. As I said earlier, quantity should scale with the 3* mechanic and quality should scale with area level because the latter is the far more dangerous (and important, if we want to incentivize playing in high-level content).
As I said for currency stashes, give a chance to drop either one of a high-tier currency or several lower-tier currencies of the same type.
Intervention stashes should perform similarly. Make the 3* continue to give a guaranteed gilded scarab of the member's type (since this worked fine in the league), but make area level scale linearly with chances to give additional Polished or Rusted Scarabs (with an extra Scarab being granted per 6 levels divisible past area level 65 (so an area level 83 zone gives a neat chance to give 4 Scarabs per stash and 1-3 in anything less). I'm assuming that Scarabs will stay locked behind Betrayal instead of becoming a general currency drop, but we could get an Annulment Orb treatment.
Research rewards are tricky, since they consist of crafting bench services that can't really be meaningfully changed and are already very good. But change some of the crappy ones, my god...
Gravicius is a joke: the tier of card given should at least be of the same rarity tier, or it could be something like a Tier 3 Sacrifice chamber where a card with a same "set count" is given (thus drastically revaluing 8-set cards).
Or it could be changed to "create duplicates of an inserted card", with the number scaling according to Gravicius' level and the set count of that card.
Janus and Cadiro as a whole need to be rebalanced; it's a crying shame for such a widely praised league with solid early-mid game integration and SSF potential to go to waste because Cadiro is now an overcharging Rare jewelry vendor.
Haku should do something completely different. My idea is to upgrade items with "low" base into items of a "high" base. This has been a longstanding idea, but I've never heard it mentioned with respect to the Syndicate (which surprises me, since the Syndicate is all about outlandish ideas). For example, going from a Destroyer Regalia to a Vaal Regalia. Obviously, not all items have a 1:1 example like this, so the applications would need to be done on a case by case basis.
Several rare-item related rewards should be changed to have a deterministic mod on them or provide a craftable base a la Jorgin's Aspect items. "More Rare items to identify" is not the solution. Identifying items is a tedious exercise in item-filtering that takes away from gameplay and adds to unnecessary micro-management that is no different from the end of an Incursion or Delve node. Giving us something to craft and sink currency into; that's engaging, that's "Delve meta-mod item" kinda stuff right there. The Syndicate is all about customization, so give us something to customize. Abyss jewels could have Delve fossil modifiers already on them, Rare items with Essence mods could drop, sealed Bestiary Orbs with beasts inside... the possibilities are far larger than what GGG has laid forth
This is the most outlandish idea I've thought of yet: Make the Syndicate change rewards per league, like Zana. They could still stick to general themes, but any way to shake up potential future metas involving Betrayal as a core league mechanic is huge. Especially with respect to the "discovery" theme of Betrayal, if we had to relearn what the rewards were each league. I seriously didn't think of this until just now and I don't think GGG will do it, but it's an interesting proposition for sure.
BetrayalVeiled items are bad but not that bad Description of problem: Veiled items share the same problems as rare items because they are rare items with a crafted affix on top. As one's crafting bench completion increases, Veiled items become increasingly useless to pick up and annoying to unveil. The veiled signature mods of Syndicate members, in particular, require special attention to obtain. 20 chaos orbs for It that Fled veiled mods will become far worse in future leagues. Proposed solution to problem: Rare items are another can of worms, so it's regrettable that there's no way to make veiled item drops impactful beyond early game, recipe unlocking, and the occasional very rare good item. The crafting bench problem will not be alleviated by making veiled items more rare (an assumed condition of Betrayal going core exactly as it is now): you'll simply have the same problem at the top-end with a corresponding increase in the price of unveiled items,crafting services, and scamming. Solutions are numerous, but they all boil down to "make more veiled items drop" because it is likely that the difficulty of finishing one's crafting bench may even be intentional. Veiled items could drop in the core game and not merely from Syndicate members. Syndicate members could have a guaranteed drop of at least one veiled item. More Syndicate members could spawn per encounter, or Jun could become an Alva-style master and be encountered multiple times per instance, but only spawn the encounter once you speak with her (rather than running across them in the wild as we do now, as the spawning of one Syndicate encounter removes the existence of previous unfinished ones due to the Betrayal board increments by "turns". I was going to suggest making unveils more likely to give unknown or incomplete recipes, but the way veiled items generate prohibits that. Finally, GGG could shake up crafting as we know it in 3.6 and add more recipes, move some veiled mods to in-map recipes, or make Syndicate members themselves drop recipe objects that grant the recipe in question. Manipulating the Syndicate feels bad Description of problem: While having two choices per encounter may have worked for Incursion, it doesn't work for Betrayal. With Incursion, you get 11 encounters and that's it; each one increments progress, even if you die and fail to kill either of the Architects. With Betrayal, encounters do not necessarily increment progress towards a Safehouse because other options continually come up. I said that there were "two" options per member per encounter, but in practice, this number is often lower. While interrogation will guarantee that progress increases, it is generally reserved for moving undesirable members around to allow desired members to fill their places or for keeping a safehouse locked because it decreases the quality of rewards from the interrogated member and lowers their rank, resulting in less intelligence and necessitating yet more executions to level members up. In the course of "naturally" playing Betrayal (as opposed to targeted farming), interrogation is mathematically the least efficient option, if necessary at times to cap off a Safehouse. While GGG may have envisioned Betrayal like a tidal pool with patterns constantly in flux, ultimately yielding a beneficial outcome, we players would rather have a bird in a hand than some unknown garbage in the bush. Thus, valued members are rarely interrogated (because there's no guarantee that they'd return to their original position due to the randomness involved in encounters) and single-member encounters are often utterly useless, especially for the purposes of securing intelligence. The reward design of the Syndicate coupled with the mechanics of progressing towards a Safehouse result in an optimal and preferable structure that largely removes the annoyances of the two inferior Syndicate branches (Transportation and Fortification) while promoting investment into a few key members in Research and Intervention. Theoretically, it would also be possible to farm Fortification and Transportation quite rapidly and profitably because they are more common than their sister branches, but again, the reward structure dissuades this type of farming. The specter of level-scaling also rears its head here. While higher area levels seem to increase the chance for multiple Syndicate members to spawn (alongside appropriate relationships), they also increase the difficulty of the encounter multiplicatively. Red map mods on top of higher area level on top of whatever items and ranks the Syndicate members have on top of there simply being more members around to attack you. By contrast, Harbour Bridge farming is extremely tame. There's also time to take into consideration: higher level areas take more time to clear than Harbour Bridge or Foothills, assuming that the same build were to deal with both. While a high level area might have extra features that might give returns for the time invested (aka, you do the rest of the map after you do the Syndicate), there's nothing quite so fast and precise as farming the Syndicate in Foothill. Level scaling also has absolutely no effect on intel gains, apart from the possibility of spawning more members (which is more safely and rapidly done by creating new instances in low level zones). Of course, what I've mentioned thus far is if everything in the Syndicate works like clockwork and people simply go into encounters, click whichever buttons, and go on their merry way. What actually happens is that players are constantly forced to walk away from encounters because the given options would actually set them back. It feels bad to walk away from Betrayal encounters. Or from any encounter in general. Take Alva, for example. Due to the way instance generation works, her three appearances within an instance sharply limit our ability to get specific Tier 3 Temple rooms (namely, the highly desired Corruption and Sacrifice rooms). When an instance is created, content is not generated as it is encountered; it is created all at once. This means that Alva cannot offer to affect the same room more than once within a single set of three Incursions (whereas she was capable of offering consecutive upgrades during Incursion league). If you were to naturally do 3-3-3-2 Incursions, you would only have 4 chances to affect a given room in the Temple. There is a small trick you can do to increase your chances of affecting a desirable room: When Alva offers a room, that offer remains on the table if you leave the instance and spawn a new Alva elsewhere. Consequently, if you get a bad offer from Alva, you can just skip her current Incursion, spawn another Alva, and then the other 2 Incursions in the new set of 3 cannot be that "bad" offer that she's currently got. The problem is that this trick increases the amount of time it would take you to access a temple. Let's say you constantly perform this trick, such that you only effectively do 2 Incursions per Alva. Instead of taking 4 Alvas to access a Temple, it would take 6. In addition, let's say you're getting Alva on high pack size maps or maps with desirable Divination cards. If you skip an Alva encounter in that instance, you're losing out on loot and experience. This is technically a trade-off, as you are trading away Alva encounters in order to potentially get better results from your Temple. But that's not what it feels like, due to the opportunity costs involved with walking away from Alva. And now let's bring it back to Betrayal. When you meet the Syndicate, what's the worst that could happen? Well, you might get members who won't be kicked out, or you'll kick them out but they just come back, or desirable members will try to leave, or they'll offer to remove all rivalries when you don't want to, or they'll offer to become trusted, or they'll offer to do some kind of betrayal that you don't want (which are most of what happens when it's down to two people, hence the preference for rivalries over trusted statuses), or you'll simply only get one lone guy to show up and it isn't because he's 3* and can't summon unranked members, it's because you just got bad RNG, and you'll have no choice but to turn tail and gloomily walk out of that Research lab. And it'll keep on happening over and over, though at least Betrayal going core means you won't get this crap happening in every single instance. That's what I mean when I say manipulating the Syndicate feels bad. If the league went core exactly as it is today, with an appearance rate shared between all of the masters, you would virtually never complete a safehouse with desirable outcomes. I would be remiss to not mention that there are quality of life problems with the Syndicate that have nothing to do with the league's mechanical design. For instance, the visual web of lines connecting members can become so tangled as to be incomprehensible. Only dialogue outputted to chat can give clear indicators of what each member thinks of their colleagues (because the infighting tends to be unnoticeable in the storm of VFX that typically occupy any PoE player's screen or the enemies die too quickly to do anything). Syndicate members can also rarely die out of bounds while performing movement skills. Finally, there are persistent damage skills on some Syndicate members and mobs that can annoy someone who's just trying to bargain with the fallen, including the electrified nets and Cameria's icicle cone. These self-same skill effects will also become invisible if you go too far off-screen and come back. But wait. There's more. The Mastermind. It's Catarina. Spoilers, by the way. People have different opinions about the design of the fight. Some people think that the visual effects of the attacks, the relative scarcity of flask-granting adds, the indicators for how to progress the phases of the fight, and the area of denial mechanics that limit the viability of some build types within that fight are bad. Others think that her fight is the best thing since sliced bread. So the design of her fight is not necessarily a problem, though it's worth a mention because it's contentious. What is a problem is how she interacts with the Syndicate. As GGG's own statistics have shown, players have still deemed it more punishing than not to actually complete her fight. Even after they adjusted her fight to give the rewards of the four safehouse leaders at the time of her defeat. Even though many of her dropped items are somewhat expensive thanks to a lack of supply. This is down to the Syndicate being a pain in the ass to manipulate and set back up (especially once you've locked undesirable members into undesirable branches and prefer to keep them that way) on top of her fight resetting the entire Syndicate's members and progress. In addition, if you fail the fight, you reset all of her progress . This isn't really important considering how people mostly only fight her for challenge-related purposes (and the loot is simply a byproduct), but it is noticeably more punishing than most other endgame boss fights. Shaper and Uber Elder can simply be fought again and are known to be tough but fair. Catarina is hardly so gracious. Even though it turns out she's always hiding in the Forbidden Vault, you've got to find her all over again. If Betrayal goes core exactly as it is, barring some people who would like to get some of her exclusive crafts for services in the new league, I don't see why people would bother with her fight. It would still be more profitable to farm for scarabs and crafting benches than to screw up a painstakingly laid Syndicate. Proposed solution to problem: To reiterate, the problems with the mechanics of the Syndicate include the binary choice system a la Incursion, the undesirable outcomes of any given Betrayal offer (including the interrogation option), the tedium caused by the random nature of said offers compounded with the fact that you only get a few choices in the matter, and the fact that progressing the Syndicate and getting better rewards from it has nearly no relation to high level content. Oh, and the Mastermind may as well not exist. Here are some options:
Encounters will be less frequent, so GGG should simply make them always have at least 2 members, regardless of the relationships between said members (though it should prioritize relationship statuses before inserting random members).
Make Syndicate members give more options. I cannot stress enough just how bad it is to have virtually 1-2 choices per encounter: we wouldn't be constantly walking away from encounters otherwise. It would be absolutely unacceptable for us to have to do this in the core game. This could be something as simple and reductive as simply allowing us to always execute a member (You might not necessarily get progress because they're already 3*, but at least they drop their items) regardless of how many members are present (on top of a Bargain or Betray option).
Or it could be something as complex as a wholesale rework of the interaction mechanics. Personally, I favor a drag-and-drop board with intuitive decision making.
Each member in the encounter should be highlighted with a black and green flame border as per the colors of Betrayal.
Their relationship lines should glow brightly when that member is hovered over, and green or red outlines should appear based on what relationship the selected member has with a given member (and make them hues that are friendly to more common varieties of colorblindness).
When a member is selected, there should be a menu of options to choose from, including Interrogation, Execution, Bargaining for Intel, Bargaining for Items, Destroying a Branch's items, Freeing Prisoners and any number of available Betrayal options where they're available (if trusted members are in the zone).
The "drag and drop" aspect would be for removing members (putting them in the trash bin to get swapped with someone who isn't in the Syndicate) and for switching the positions of members between branches or between leadership positions (only leaders can switch with other leaders and only subordinates can switch with leaders in their branch).
Allow multiple encounters within a zone. I suggested this for the purpose of improving the feeling of dealing with Veiled Items, but this would also apply to interacting with Syndicate mechanics by giving a sense of rapid and impactful progression through a single set of Jun encounters. Of course, only different branches or keystone members might be allowed to show up, which could prove to be troublesome for manipulation purposes, but if it came hand in hand with increases to intel gains or bargaining/execution options, it could be fine. The impromptu feeling of stumbling into the four distinct mission types is appealing though, hence why having Jun as the start trigger might not be possible (especially when it comes to Intervention, which is supposed to ambush you).
Make area level have an effect on Syndicate progress. Once it goes core, infrequent encounters mean that intel could be adjusted to fill with fewer encounters based on area level and not just rank within the Syndicate. In addition, intel could scale asymptotically with the amount of relationships that a member has (makes sense, right? More friends/enemies, more info). The way I see it, Safehouses don't really come into play until at least level 60; it's all veiled items and manipulation before then. This means that Safehouse farming in low-level zones should be diminished by changing how intel is gathered and farming in high-level zones will be rewarding both with respect to looting and to interfacing with the content. In addition, to promote some degree of multi-safehouse farming, we could have cross-department intel (give intel for their own branch as well as the branch they appeared to help with).
Make the Mastermind worthwhile to do. This would be helped by making the Syndicate less tedious to set up in some way, whether by one of the above methods or some other method. This depends on how GGG wants the Mastermind to be treated by players: as an integral end-goal that is equivalent to other established Syndicate farming methods, or just as a nice bonus on top, or something else? If the former, then GGG should double the rewards made available by the Safehouse leaders. Four stashes against two is a clear winner, especially considering that we're skipping out on the safehouse members by doing this as well as the potential difficulty of getting the Mastermind in future leagues. This also really promotes a risk/reward mechanic and justifies having Catarina disappear for another several Safehouses should you fail to kill her. Having an "incomplete" reset of the Syndicate might also be good (explain it by saying that previous members keep some of their old ties after being reorganized), though the ability to wipe the board is useful for people who have screwed up too much and would rather start over without moving people around (again, depends on if Betrayal interaction is changed when it goes core). The criteria for not being reset could be an amount of relationships (rivalries/trusts) or a rank requirement (3* in the leader position, thus shielding the subordinates from reset).
Finally, making alternative farming methods within the Syndicate viable through interaction mechanics. While the suggestions about loot increases could help to incentivize some people to pick more of the currently middling/bad rewards and therefore farm outside of Intervention and Research, what people generally do is they set up everyone to have rivalries (because of the problem with bad choices, especially when members are trusted). I'd like to see a more distinct set of advantages/disadvantages that are different but equal for trusted/rival statuses. I don't think that Intervention or Research will necessarily be devalued by making Transportation and Fortification more accessible and rewarding; they have worthwhile rewards that can stand against simple numeric increases in currency drops from the common branches. Making it easier to move members where you want or keep them where they are (instead of constantly rolling the dice and walking away when it the outcome is unsuitable) would help with shifting the current meta of "locking" the "undesirable" Syndicate branches, although the targeted farming is appealing in it's own player-invented ingenuity.
In closing, I would rather Betrayal get a "Bestiary" treatment if GGG doesn't have a game plan for how they're going to make it into core content. Better to wait a few months and do the job right than to botch it. Betrayal is tied to a lot of crafting options at the moment, but they could be moved to environmental Atlas recipes for the time being or veiled items could drop regardless of the Syndicate's presence in Wraeclast (a little odd to have a Veiled master without a Syndicate to fight though, hence why I'm fairly certain GGG already has something up their sleeve for this). GGG has invested a lot of resources into writing and polishing Betrayal and creatively engineering its mechanics, and it shows. Most content that GGG has ever made tends to return in one way or another, thanks to how asset use and systems design work in this game. It isn't a matter of "if", it's a matter of "when". I hope GGG makes the right calls on this and I look forward to what you guys think should be done.
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