7 Binary Options – HighLow

Simple High And Low SnR Binary Option Trading (Aud/Jpy)

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90% WIN HIGH LOW Binary.com bot Free Download | Winning Strategies Binary options 2018

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Binary Options HighLow Robot

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Why Playing Main Tank is so Miserable Right Now

Main tank here for the last 10+ seasons, main Rein. I’ve been trying to figure out why it feels so terrible right now, even with CC toned down.
What I feel is that the massive amounts of damage in this game, matched by the massive amount of healing, has taken away a lot of the ability of a main tank to manage personal HP as a resource.
One of the basic things I’ve always kept in mind as rein is safely facetanking damage, utilizing the 200 points of armor to reduce damage taken, and allowing that to be healed up. 300 hp has been my mental “safe spot” for judging my aggression.
Lately, however, I find that even at full HP, I can never feel safe even just firestriking without the risk of going to extremely low HP or even dying.
What I’ve sort of realized is that this mid-ground health doesn’t even really exist anymore. It feels like you are either being pocketed at full hp, or you’re dead, and there’s extremely little time in between.
Once I noticed this, I thought “hey, maybe I’m just bad” so in the main tank streams I watch (super and cloneman, for example) I paid special attention to their health totals throughout games, and I noticed a very similar pattern. They would spend the majority of the time either above 400 hp while getting healed, or would immediately drop to roughly 100 hp, where either they’d have to get hard pocketed back to full or die.
I think that the damage and healing creep has removed an entire tool (health management) from the tank role, leaving them more reliant on healers than ever before.
Specifically, the idea of “facetanking” damage is just too risky now. I can’t alternate my health pool and my shield because there is too high a risk of getting bursted down even within short moments.
I think DPS aren’t made as miserable by this because they’re naturally squishy, and by nature don’t want to be focused by multiple members of the enemy team, whereas with tanks that’s your base job.
This also leads into CC feeling even worse because the short stun of a cree flashbang is absolutely enough time to get burst down without a bubble or pocket.
I also think this is why double-shield is so prevalent, as a symptom of the fact that, with regard to HP pools, the idea of taking “safe amounts” of damage isn’t reliable, and so the best option is to take no hp damage at all, by only playing behind shield where it’s impossible to get burst without the warning of the shield breaking, and to have fortify/suck to keep you from being burst when that shield does go down.
I guess basically, how I’d describe the problem I’m witnessing is that the damage and healing creep have made tanks feel far too squishy because of an inability to utilize the middle ranges of HP.
As for solutions, I’m not sure the best option, outside of something like a % nerf to both damage and healing across the board, which obviously is an oversimplified solution, but something needs to be done imo to make tank hp pools relevant and not feel like quite such an alive/dead binary.
Welcome thoughts, and for now, you can find me queueing support.
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Virtual Reality: Where it is and where it's going

VR is not what a lot of people think it is. It's not comparable to racing wheels, Kinect, or 3DTVs. It offers a shift that the game industry hasn't had before; a first of it's kind. I'm going to outline what VR is like today in despite of the many misconceptions around it and what it will be like as it grows. What people find to be insurmountable problems are often solvable.
What is VR in 2020?
Something far more versatile and far-reaching than people comprehend. All game genres and camera perspectives work, so you're still able to access the types of games you've always enjoyed. It is often thought that VR is a 1st person medium and that's all it can do, but 3rd person and top-down VR games are a thing and in various cases are highly praised. Astro Bot, a 3rd person platformer, was the highest rated VR game before Half-Life: Alyx.
Lets crush some misconceptions of 2020 VR:
So what are the problems with VR in 2020?
Despite these downsides, VR still offers something truly special. What it enables is not just a more immersive way to game, but new ways to feel, to experience stories, to cooperate or fight against other players, and a plethora of new ways to interact which is the beating heart of gaming as a medium.
To give some examples, Boneworks is a game that has experimental full body physics and the amount of extra agency it provides is staggering. When you can actually manipulate physics on a level this intimately where you are able to directly control and manipulate things in a way that traditional gaming simply can't allow, it opens up a whole new avenue of gameplay and game design.
Things aren't based on a series of state machines anymore. "Is the player pressing the action button to climb this ladder or not?" "Is the player pressing the aim button to aim down the sights or not?"
These aren't binary choices in VR. Everything is freeform and you can basically be in any number of states at a given time. Instead of climbing a ladder with an animation lock, you can grab on with one hand while aiming with the other, or if it's physically modelled, you could find a way to pick it up and plant it on a pipe sticking out of the ground to make your own makeshift trap where you spin it around as it pivots on top of the pipe, knocking anything away that comes close by. That's the power of physics in VR. You do things you think of in the same vain as reality instead of thinking inside the set limitations of the designers. Even MGSV has it's limitations with the freedom it provides, but that expands exponentially with 6DoF VR input and physics.
I talked about how VR could make you feel things. A character or person that gets close to you in VR is going to invade your literal personal space. Heights are possibly going to start feeling like you are biologically in danger. The idea of tight spaces in say, a horror game, can cause claustrophobia. The way you move or interact with things can give off subtle almost phantom-limb like feelings because of the overwhelming visual and audio stimulation that enables you to do things that you haven't experienced with your real body; an example being floating around in zero gravity in Lone Echo.
So it's not without it's share of problems, but it's an incredibly versatile gaming technology in 2020. It's also worth noting just how important it is as a non-gaming device as well, because there simply isn't a more suitably combative device against a world-wide pandemic than VR. Simply put, it's one of the most important devices you can get right now for that reason alone as you can socially connect with no distancing with face to face communication, travel and attend all sorts of events, and simply manage your mental and physical health in ways that the average person wishes so badly for right now.
Where VR is (probably) going to be in 5 years
You can expect a lot. A seismic shift that will make the VR of today feel like something very different. This is because the underlying technology is being reinvented with entirely custom tech that no longer relies on cell phone panels and lenses that have existed for decades.
That's enough to solve almost all the issues of the technology and make it a buy-in for the average gamer. In 5 years, we should really start to see the blending of reality and virtual reality and how close the two can feel
Where VR is (probably) going to be in 10 years