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D&D 5E Nerfing Great Weapon Master

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Fanaelialae

Legend
IDK, 'is not broken all the time' the same as 'not broken at all?' (whatever the definition of broken) I don't think so. Not minding, not seeing, not noticing, not caring - however you want to put it, it's perfectly reasonable and plausible, and in no way contradicts the thing in question actually being broken having quantifiable issues. If you want to share out the 'blame' like that, it'd be fine as far as it goes. You open up more ways to 'fix' the issue, if nothing else.

Since you went and edited this while I was typing my response to your original post, I hope you don't mind if I respond to the edited version separately here.

As I've tried to explain before, it's not about "Not minding, not seeing, not noticing, not caring". It's that I, and seemingly many others, do not have this issue. If a particular model of car, that isn't really meant to be driven at high speeds per se, only exhibits problems when you take it over 120 mph, is it broken? Or does it simply have an issue that only a small subset of owners will ever experience?

Again, I'm sympathetic to anyone having this issue. I've been attempting to contribute useful ideas to the discussion (add +3 to the AC of all monsters, have power attack suppress advantage, etc.) for use by those experiencing this issue. But I don't think it means the feat is broken, just because it breaks down when you take it over 120 mph. You don't go over 120 by accident; it's a conscious decision. If the players choose to do this, they are making that choice, whether it's because they want to "win" or because they enjoying breaking the system. Sorry, but if there is an issue at all in that scenario (and maybe there isn't, so long as everyone is having fun) then I don't believe that the real issue lies with the feat.

lol.

A decent analogy. Allow your players to have various options, don't allow them to combine them in untoward ways (DM takes responsibility for the balance of his campaign) Or just trust them not to (player restraint).

To be quite frank, hopefully your players don't want to mix chlorine and bleach either. But if they do, then yeah, it might be time to improvise some child safety locks.

For me at least, I like that if they really need to they might be able to break out this combo (assuming the party has taken power attack and whatever else to boost it) or something like it. In a previous campaign, I had a character who could cast Conjure Animals with high level spell slots. To make matters worse, so to speak, the DM didn't want to deal with picking the animal type so he allowed me to choose. Knowing that if I spammed it, it would break the campaign, I kept it prepared but almost never used it. There were only 2 or 3 times in the entire campaign that I cast that spell, and every time I did so with fair certainty that we would otherwise be facing an almost certain TPK. Let me tell you, 16 to 24 wolves will ruin just about anything's day. Used frivolously I could have overshadowed everyone and ruined the campaign. Used judiciously I kept a great campaign going until its finale.

The "brokenness" of the power attack combo can be a feature, rather than a bug, for the right table.

Now, I realize that I'm treading dangerously close to badwrongfun territory here, so please let me just say that I don't intend it that way. Different tables have fun in different ways, and I'm not suggesting that one is better than the other. I'm simply trying to explain to you why, IMO, it isn't universally broken the way you seem to believe it is.

That's fair. In that analogy, though 5e wouldn't be an SUV or a race car, it'd be a kit car billed as usable as either, and also as an economy commuter model.
So we install all the race car components (Feats & MCing &c), and then complain the fuel economy sucks ('broken'/imbalanced) and the speed limit's too low (too easy/soft).

This goes significantly beyond just installing the race car components. This is like installing those components and then tweaking them until you're getting basically as much performance out of them as allowed by the laws of physics. And then complaining that the fuel economy sucks et al.

My group uses feats and MCing too. And a whole bunch of other crazy house rules (such as a mind flayer racial class straight from the MM in the spirit of Savage Species) that ought to make us so over the top that whoever is DMing that week descends into madness. Yet it doesn't. The players keep themselves in check. They're more interested in trying out fun ideas than pushing the system to its breaking limit.

Again, that's not meant as a criticism of play style. However, I'm not sure that it's fair to criticize the system for being broken when the most likely reason for it breaking is that the players are going out of their way to break it. Power Attack + Reckless + Bardic Inspiration + Lucky + Bless is not something that is likely to come about by random chance.
 

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Maxperson

Morkus from Orkus
Meh. You can change definitions in the middle of the discussion if you want. It's pretty clear from the way it's been used all these pages that it's about the feats being too powerful or too abuseable, rather than non-functional or game-breaking. An example of 'broken' in the non-functional sense from 4e (since you're already picking on it), would be the original skill challenge rules, that presented 'complexity' as a measure of how hard SCs were and how much exp they were worth, but which actually worked out to more complex challenges being more likely to end in success. That's a non-functional 'broken' rather than an OP/abuseable 'broken.'

That's still 100% subjective, though. In the game of [MENTION=12731]CapnZapp[/MENTION], there's a 100% chance of the feat being broken in that sense. In any game that I run, there's a 0% chance of the feat being too powerful or abuseable, so it isn't broken by the definition above, either.

They deviated from the implied 'treadmill' progression. That was a real thing, but it didn't really break the game - high-level characters had so many additional resources, they could do fine in spite of theoretically falling behind the curve. Didn't matter to the chorus of complainers, though, so... The 'expertise' feats are a good example from 4e of feats like GWM/SS - too powerful compared to the alternatives. Maybe they arguably were meant to serve a purpose - shore up a weak class or build or whatever, or smooth the PC's power curve as they level or something, but they ended up sticking out from among the other feat choices. Ironically, some DMs would ban them.

It did break the game, just not in the sense above. The game was intended to work in X fashion, and the math was broken so it didn't work that way. That was a broken game. Just because you could still use it broken doesn't change that fact. It just means that it wasn't so broken that it was unplayable. It's like a car with a missing bumper.
 

Tony Vargas

Legend
That's still 100% subjective, though.
The distinction between non-functional & OP or 'abuseable?' Or the specific examples? Because I don't think there's a lot of room for subjectivity in a mechanic that supposed to model a challenge becoming more difficult actually making it /easier/ - that's non-functional. Similarly, when the feats available to improve on two combat styles can deliver a lot more benefit than those available to other styles (and I'm not even sure, atm, if all the combat styles have such feats available), that's not a subjective things, that's what feats are available, and how they work, mechanically.

Opinions about those things can be subjective. If you think fighters who choose archery or two-handed melee weapons simply should be able to cheese up much higher DPR via some not-to-difficult-to engineer combo centered around one of those imbalanced feats, then that's subjective. It's not wrong to have that preference, it may work well for your group, or it may be purely theoretical in that no one actually does that. If you dislike it, and want a more balanced game, that's also a preference, and preferences are subjective - and you have a little work to do to fix things up, not because the rules are "broken for you" (they're the same for everyone, until you change 'em) but because your preference is to fix them.

In the game of [MENTION=12731]CapnZapp[/MENTION], there's a 100% chance of the feat being broken in that sense. In any game that I run, there's a 0% chance of the feat being too powerful or abuseable, so it isn't broken by the definition above, either.
If you stop your players from abusing it or can count on them not to, then /that's a fix/. Not every fix to a bad mechanic involves changing the mechanic, nor or those two off-hand characterizations the only ways to do so.

The game was intended to work in X fashion, and the math was broken so it didn't work that way.
That was the narrative at the time, but it didn't quite hold together. The 'intent' was divined from the way the 'treadmill' progressed at heroic, and extended into paragon & epic. It was a matter of simple, obvious arithmetic. So simple and obvious that the idea it was a mistake strained credulity. My theory, at the time, was that +2 to +6 stat booster items like those in 3.x were cut at the last moment and the math not adjusted for their absence - I've never hears a peep from any insider that such may have been the case, though, so I find it rather doubtful. You may not have noticed in the torrent of invalid accusations hurled at 4e at the time, but another issue noted was that a number of leader buffs gave an attack bonus based on an ability score, and since ability scores could increase, would become more potent at higher levels, /because of the treadmill keeping the chance to hit about the same at all levels/. Of course, the 'broken' math meant that the treadmill didn't do that. Yeah. Anyway, a series of OP 'Expertise' feats were introduced to patch the perceived hole in the math. They were broken in the imbalanced sense, in that they were more powerful than other feats, making them must-haves or 'feat taxes.' When people complained about expertise feats being a 'tax' and reducing customizeability by eating up a (not really that) precious feat, the response, in Essentials, was to give each already OP/must-have Expertise feat a rider that was different based on the weapon or implement in question (no, that really happened, I'm not making it up).

Right there, we have an analogy to GWM/SS, both of which are, similarly, OP feats that can be argued to serve a purpose (hps/damage baloons in 5e, GWM/SS lets weapon-users keep up with that curve). Of course, there's some differences, too. GWM/SS apply to only two combat styles, while Expertise feats were available for every weapon and implement. 5e feats, including GWM/SS are explicitly opt-in optional, even though they're in the PH, while the 4e Expertise feat taxes came under the cynical 'everything is core' policy, and, the even more potent versions in Essentials, were, as the name implies, not only core, but part of the simple new-player-facing 'Evergreen' (yeah, right) product line. Both present issues with encounter balance, GWM/SS also presents issues with intra-party and class balance, but the DM is free to decline it up-front, while the feat taxes were all but mandatory (DMs /did/ ban them, of course).

Just because you could still use it broken doesn't change that fact. It just means that it wasn't so broken that it was unplayable. It's like a car with a missing bumper.
That's almost the case with GWM/SS, except that it's more optional than a bumper. ;P

As I've tried to explain before, it's not about "Not minding, not seeing, not noticing, not caring". It's that I, and seemingly many others, do not have this issue.
I don't see how that's different. The issue exists, if you don't experience it, you either aren't using the affected mechanic, are using it with restraint, are fixing it, or are otherwise making a non-issue of it. That in no ways denies that the issue exists, nor that others do find a need to come up with other solutions, such as changing the mechanic, itself. It's really prettymuch irrelevant to a discussion of a mechanical fix.

Yes, you can simply not use feats like I do when I'm not running AL. Yes, your players can exercise restraint, or you can impose it. Yes, you can keep the spotlight moving so DPR doesn't become the be-all/end-all of your campaign just because one player can output a lot of it. No, those aren't the only alternatives to a mechanical fix.
But modding the feat is also a legitimate option.

The "brokenness" of the power attack combo can be a feature, rather than a bug, for the right table.
Nod. If you want archers and greatsworders to have a higher cieling than other combat stylists, for instance, it's a 'feature.' It's not any less a bug for being desireable to someone with that preference, though. (And, really, the kind of 'broken' we're talking about here - OP or imbalanced or whatever you want to call one choice being clearly better than the alternatives - is not the kind of bug 5e has exactly but a lot of effort into eradicating. 5e's ruleset is a starting point, building a lot of balance into it would be, to an extent, a wasted effort, since the expectation is it'll be modded, and anyone modding it would have to be very careful or they'd affect that balance - that's what kept a lot of DMs from even trying to mod 4e, for instance - something else, entirely, kept them from trying to mod 3.x, but that's a whole 'nuther subject.)

This goes significantly beyond just installing the race car components. This is like installing those components and then tweaking them until you're getting basically as much performance out of them as allowed by the laws of physics. And then complaining that the fuel economy sucks et al.
Hey, once you go for the 8-cylinder engine over the hybrid, fuel economy goes down. ;P


Now, I realize that I'm treading dangerously close to badwrongfun territory here, so please let me just say that I don't intend it that way. Different tables have fun in different ways, and I'm not suggesting that one is better than the other. I'm simply trying to explain to you why, IMO, it isn't universally broken the way you seem to believe it is.
Nod. We really aren't saying radically different things. I'm judging it based on it's mechanics and how they can be used, you're basing your judgment on how they're actually used at your table. The mechanics are universal (until you change or decline to opt into them, that is, so it's a very small and voluntary universe!) and, in the case of the -5/+10 option, even quantifiable. Opinions about them and preferences relating to them are not.

So, if I don't object too strongly to calling the feat 'broken,' it's not because I think it's 'universally broken' in everyone's game, it's just that I don't find the conclusion about the mechanics, themselves, to be unreasonable. They are not such unclear mechanics that how they work is in dispute, and they're amenable to analysis. Maybe 'broken' isn't the best label - OP, imbalanced, 'just better,' whatever - and it makes people defensive? IDK.


Again, that's not meant as a criticism of play style. However, I'm not sure that it's fair to criticize the system for being broken when the most likely reason for it breaking is that the players are going out of their way to break it. Power Attack + Reckless + Bardic Inspiration + Lucky + Bless is not something that is likely to come about by random chance.
Bard, Barbarian, & Cleric doesn't sound like an outlandish set of classes to have in a party, nor does the barbarian seem like a bad target for buffs. Barbarians stereotypically go for big two-handed weapons. Doesn't seem that implausible.
 

Tormyr

Hero
So I threw together a spreadsheet that compared damage outputs against certain builds. I started with a basic fighter: no archetype that helped with damage (say an Eldritch Knight that doesn't use anything to help its damage or hit percentage), starts at 16 in its primary stat to hit, gets it to 20 by level 6, and takes no feats. I set it up with a greatsword and figured out how much average damage it would do per round based on the chance to hit, the damage per hit, and the chance of critical hits and the extra damage that would do.

AC targets
I also set up the AC that it needed to hit. At each level, it could either be an AC that I set, or it would be the "average" AC for a CR creature of the level. So a CR 1 creature has AC 13 for the level 1 PC, and a CR 20 creature has AC 19 for the level 20 PC.

Basic scenario
At level 1, the basic fighter has a 65% chance to hit the average AC of 13 and does 6.9 damage per round. At level 20, it has a 65% chance to hit the average AC of 19 and does an average of 32.6 damage per round.

A champion fighter has the same stats at level 1, but at level 20 the damage goes up to 35.4 because of the extra chance to crit.

If our level 1 fighter takes the GWM feat at level 1, and uses it all the time, the fighter hits AC 13 40% of the time and averages 11.7 damage. At level 20, it hits AC 19 40% of the time and does 44.4 damage per round. Taking GWM adds 4.8 damage per round at level 1 and 11.8 more damage per round at level 20.

If our level 1 Champion takes GWM at level 1 and uses it all the time, it has the same stats as the basic GWM fighter at level 1, and it has a 40% chance to hit and does 47.8 damage per round at level 20. The difference for the Champion to take GWM means an additional 4.8 DPR at level 1 and 12.4 at level 20.

Bonus Attack
One of the biggest damage bonuses is not the +10 per hit, its actually the bonus hit. but the bonus hit only comes up on a crit or taking something to 0 hp. You can lowball the chance of a bonus hit to the chance of a critical only, or highball the chance on it always happening. In the end, I made the chance of not getting the bonus attack the same as not hitting divided by the number of attacks. So our level 1 GWM fighter would get his bonus attack 40% of the time (100% - (60% miss / 1 attack)) and gets it 85% of the time at level 20 (100% - (60% miss / 4 attacks)). The chance of getting a bonus attack is factored into the numbers above.

Low AC enemies
One of the biggest parts of using GWM effectively is knowing when to use it and when to avoid it. GWM is better when used against low AC enemies or when the PC has advantage (easier to hit, more opportunities to crit or kill for a bonues attack, etc.). I set up a scenario where every level experienced the same AC (in the following examples, it was AC 13, the average for a CR 1 creature). So the level 1 stats for all the PCs above will not change because they were already checked against AC 13. At 13 AC, I think most GWM PCs would always attack with it as long as they did not have disadvantage.

The level 20 fighter will hit 95% of the time for 47 DPR.
The level 20 Champion will hit 95% of the time for 49.8 DPR.
The level 20 GWM fighter will hit 70% of the time for 77.6 DPR. (30.6 more)
The level 20 GWM Champion will hit 70% of the time for 81 DPR. (31.2 more)

So at level 20 GWM adds 31 DPR. For a fighter in conditions where the AC is scaling with the level, GWM does an additional 4.8 damage at level 1 and 12 at level 20. For low AC enemies (not much has below AC 13), GWM adds 31 damage at level 20.

Other factors
This is before adding other factors into account. Any bonus for a GWM PC has to be balanced against the same bonus for a non GWM PC. Any damage bonus will help a GWM PC because of the chance of a bonus attack. Advantage will help increase the chance of crits or kills and kick in the bonus attack. Other class features also help. The level 20 GWM fighter can action surge and outpace the regular level 20 fighter by by 47.2 DPR. So action surging only gives the GWM fighter an additional advantage of 16 DPR over a regular turn. Smite would help a Paladin on a bonus turn. Most of those bonuses are either small (magic swords) or use limited resources such as smites.

Advantage
One of the best ways to boost GWM is with advantage. The barbarian can use reckless attack constantly. The help action works but requires someone to give up their action. The monk can stun creatures, but one of my favorites that has come up in my game is foresight. It has turned our Half-Orc GWM GWF Champion with a Defender greatsword into a harbinger of death at times.

If every attack was made with advantage against "average AC" enemies:
Fighter: 88% to hit, Level 1 - 9.1 DPR; Level 20 - 43.5 DPR
Champion: 88% to hit, Level 1 - 9.1 DPR; Level 20 - 46.3 DPR
GWM Fighter: 64% to hit; Level 1 - 21.6 DPR; Level 20 - 70.9 DPR
GWM Champion: 64% to hit; Level 1 - 21.6 DPR; Level 20 - 74.3 DPR

If every attack was made with advantage against AC 13 enemies:
Fighter: Level 1 - 88% to hit, 9.1 DPR; Level 20 - 99.8% to hit, 49.3 DPR
Champion: Level 1 - 88% to hit, 9.1 DPR; Level 20 - 99.8% to hit, 51.1 DPR
GWM Fighter: Level 1 - 64% to hit, 21.6 DPR; Level 20 - 91% to hit, 101.4 DPR
GWM Champion: Level 1 - 64% to hit, 21.6 DPR; Level 20 - 91% to hit, 104.9 DPR

So Advantage against average AC enemies gives the GWM fighter a 12.5 DPR advantage at level 1 and 27.5 DPR advantage at level 20.
Advantage against AC 13 enemies gives the GWM fighter a 53 DPR advantage at level 20.

So what does this mean?
The GWM PC is not going to always max out their average DPR (i.e. they will not always have advantage against AC 13 enemies). At the same time, they will choose when to not use GWM power attack to raise the odds to hit high AC targets or when they have disadvantage. This will help ensure they do better than the minimum DPR bonus over an equivalent build that does not have GWM. My guess is that a fighter would see an average bonus of 7 DPR at level 1 and 30 DPR at level 20.

Personally, that does not seem like a whole lot to me. Of course a PC can nova and make a single turn or 2 really nice, and the numbers above do not take action surge into account or reactions, but they do not do enough additional damage to move the overall DPR significantly.

This is also a comparison of GWM agains a build that has nothing. The gap would close at least somewhat when other means of adding damage are factored into the non GWM build. GWM also loses some steam when added into a build that has other uses for its bonus action. Spell smites, raging, man battlemaster tactics, and several other class features use a bonus action which means the GWM bonus action attack cannot always be brought to bear when a crit is made or an enemy dropped to 0 hp.

Personal experience
As mentioned before, our group has a half orc GWM GWF Champion with a Defender greatsword. If she has advantage from the monk stunning or foresight, she is the harbinger of death and has a good shot at doing 100 damage or more in a turn. However there are turns when she misses all of her swings. She also almost died 2 weeks ago. The dragon knocked her over and grappled her. Stuck prone with her movement at 0, she was helpless against the dragon and her Erinyes bodyguards. If the paladin had not gotten very lucky with a strength check to pull the fighter out, the fighter would have been dead.

There are also times when the other PCs do more damage than she can do. Two weeks ago, the Paladin jumped and used misty step to get on the back of a Vampyric, Ancient Silver Dragon. He took an arrow of slaying and rammed it down between the dragon's scales with his fist...and rolled a natural 20. 1d4 for the arrow as a dagger, 6d10 for the arrow of slaying, 6d8 for a level 4 smite against undead, times 2 for the crit plus his strength ended up as 109 damage in a single hit. Two weeks before, the wizard successfully used banishment against a pit fiend in the first round of combat. It went home to the nine hells. 3 weeks ago the wizard leveled an army with meteor swarm. We also used to have a Dexterity based 2WF Eldritch Knight that did pretty well keeping up with the Half-Orc fighter and did much better at not getting hit and making Dexterity saving throws.

My 2cp
GWM is very good at what it does. It and SS are great options for damage, but they do have costs. It does not allow a shield, so a front line GWM PC will get hit more often, and the lack of Dexterity in most GWM builds means they are also taking more damage from many area effects. They also don't actually do significantly more damage consistently. For the most part, it means killing one more enemy every 3 rounds than they normally would. Your average CR 1 creature has 30+ hit points, and the average CR 20 creature has 350 or more. So the GWM or SS might account for one extra equivalent CR creature going down every 3 rounds or so. In the long run, if you honestly think the extra damage is hurting your encounters, toss in one or two extra enemies occasionally.
 

CapnZapp

Legend
It's not that I don't care about damage or think it is unimportant, it's that I understand that damage isn't the only metric for determining surviability in a combat centric game like D&D. Focusing only on damage is like a race car mechanic who focuses only on speed. I doesn't matter if you are faster than everyone else on the track if you can't make a turn at high speed or have to pit an extra time during the race because you burn through so much fuel.

GWM, SS, CE and PM are all designed to be above the power curve while also being completely unnecessary to take to play the game. It is an intentional design decision by WotC. You can disagree with that all you want, just like I disagree that the Ranger class needs fixing and that Beast Masters aren't fun to play, but at the end of the day, WotC is going to give new Ranger options because enough people complained about it and won't be changing GWM because most people like it.
Please don't presume to speak for WotC.

To me its just as likely the design decision was completely unintentional from WotC.

Now I'm talking about the way you can break the game with the feat, not its effects on the surface. That is, I'm sure WotC did the maths that -5 corresponds to a +10 damage bonus. Its just that they forgot to make sure you actually suffer the -5.

Your argument reads as if "when they change things that is the right decision and when they don't change things that is the right decision too". In other words, if you truly believe WotC can make no faults regardless of evidence put forth, why even discuss this with you?
 

CapnZapp

Legend
Stop trying to force your one true way on other people and just change it for your game. It's really that simple.
What really is simple is that there exists a version of the feat that works for me AND other people - a feat that is strictly superior (in the number of people that enjoy it) than the rulebook attempt.

So how about YOU stop trying to force your way onto those of us that can't use the existing feat. So far you haven't provided a compelling argument why a fixed feat would wreck your games; and based on your argumentation I find it highly unlikely your enjoyment actively rests upon the ability to dish out 40 more damage than any comparable build.
 

CapnZapp

Legend
Then it's not broken. The term broken as it's misused here = I personally feel like X mechanic is too powerful. What broken really means when used properly is breaks the game. One of the only examples I can think of was the 4e math where the +s broke down at higher levels. They introduced the feats to give +s to fix it, but those became a feat tax so it wasn't really a fix at all.
Thank you for providing your highly personal definition of what we are allowed to consider broken. Since apparently nothing about 5e can be broken by definition, I guess we should all just shut up and enjoy the game now?

/s

PS. Something that definitely is broken even considering your needlessly narrow definition must then be 5e saves and how you can end up with saves you can't make even if you roll a 20. So I guess at least you remain open to 5e not being flawless as some other posters seem to think
 


CapnZapp

Legend
I'm leaning toward going for -prof to hit/+ 2x prof to damage. The math is the same, but it's less of a damage spike in the beginning.

While I like the simplicity of Disadvantage, I'm mostly convinced it's not the best.


Sent from my iPhone using Tapatalk

If going the proficiency route, I'd prefer -1/2 prof (round down) to hit/+prof to damage. That'd top it off at -3/+6, which is about the limit of sanity for this mechanic in general.

-6/+12 at maximum would be way too much, even at Lv. 17.
This.

(To everyone: The reason +10 is too much even at high levels isn't because 10 damage is too much; but because it's +10 damage per attack, and you can reliably hit four out of five attacks at high level; hence +40 damage per round which is WAY too much compared to other ways to increase DPR)
 

CapnZapp

Legend
It's not about sharing the blame. Chlorine and ammonia are both useful household cleaning products. Mix them together produces disastrous results. However, that doesn't prevent me from keeping both in the house and using each as I feel is best. I just don't allow them to mix.
This is a disingenious analogy.

In a combination of say -5, advantage from Monk's Stun, +10, Precision Strike, Lucky and Bless, the component that sticks out like a sore thumb is the +10.

It is the +10 that is the enabler that makes the entire chain worthwhile. Any other component can be replaced for something else. But there is no other game effect that comes close to providing that much of a damage boost consistently over ever level of the game than GWM/SS. You either resign yourself to picking up a greatweapon or you might as well skip trying to make a DPR build.

What is your reason for still protecting WotC and their design decisions, Fanaelialae? What do you gain from making up these analogies? You just twist the facts, and it all comes across as raising smokescreens.
 

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