Yeah . We figured that out . Sorry <| sep |> I ' m thankful for your heavenly body ! <| sep |> Probably could have just deleted his comment . <| sep |> Idk the midwest but I think these outlets are probably the nicest ive seen in mdva . <| sep |> Awesome dude ! I ' ve been looking for a new background , so it ' d be sick if you could do a picture of him with his bruteshot . He ' s my favorite character , alongside wash . Thanks ! <| sep |> i finally got the captcha to pop up and it failed . <| sep |> It ' s hard to work in utility stuff , of course . When utility is superimportant , it can just make it feel like you ' re playing rockpaperscissors when it comes to matching a class against an encounter , which isn ' t a desirable outcome in of itself . Broadly speaking , I think it ' s a symptom of WoW ' s target and ability combat . It works very well in turnbased environments , but I think it becomes lacking in a realtime , full 3 D environment , as it is missing a lot of the nuance that both of those things would typically bring . I like comparing it to something like Dark Souls or Monster Hunter . Both of those games also use a fairly straightforward gear andor levels determine player power kind of system , and both of them put a reasonable amount of focus on putting multiple players against a big boss enemy . However , the way attacks , character control and movement work in those games has a profound impact on how useful certain effects are . It ' s still hit boss while not getting hit at its core , but it ' s totally transformed by the more directionalspacebased hacknslashy type of gameplay , as opposed to the targetandcast gameplay . It ' s not like it ' s easy to translate that kind of thing into an MMO , mind you . But still , WoW has always faced difficulties in introducing more complex relationships between a player ' s actionsperformance and an enemy , and a lot of that is down to the technical fundamentals of how combat is put together .