It ' s never too late . Get the hell on ! <| sep |> This Thanksgiving , I think I ' ll have a big bowl of mashed potatoes and JUSTICE . <| sep |> In a Hungarian Pokemon Go Facebook group , there is a report of a weakish Dragonite transforming . I ' ve also seen an outofplace Dratini run away from me , likely it was Ditto . <| sep |> There is actually an after picture of this child . <| sep |> Pineapple . Maybe I ' ll try that next time as an extra to my standard pizza . <| sep |> don ' t reparse the rss filters for every single change , it takes forever to do anything in the rss screen . other than that , I ' m pretty happy with it . <| sep |> It will be interesting to see how players learn to best use the sword , specifically concerning doing the most damage per second . In Overwatch , players quickly learned that using Reinhardt whose main weapon is a large hammer that he swings effectively meant learning how to cancel animations so damage dealing frames could be packed together more tightly , thus leading to higher DPS . In Sea of Thieves , I hope to see sword combat having a high skill cap , but hopefully not in the same sense as Reinhardt , where players must cancel animations and break immersion to be most effective . The best way to do this that I can think of is to implement combos that allow for chaining attacks , and therefore cutting down time between damag dealing . But at the same time , it wouldn ' t really fit into the design of the game as we have heard from Rare if the combat was a buttonmasher learnthecombosoruninstall kind of thing . Maybe if there were a small handful of basic sword moves and using a particular one after another meant that one could be performed seamlessly . Each move could have a rockpaperscissors relationship with the other moves , but maybe the combo progression wouldn ' t necessarily allow for that to happen perfectly ? I don ' t know . It sounds like a very challenging problem to solve ! I can ' t wait to see how it turns out !