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Subreddit Demographic Survey 2020 : The Results

2020 Childfree Subreddit Survey

1. Introduction

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:

2. Methodology

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.

3. Results

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.

General Demographics

Age group

Age group Participants Percentage
18 or younger 309 6.02%
19 to 24 1388 27.05%
25 to 29 1435 27.96%
30 to 34 1089 21.22%
35 to 39 502 9.78%
40 to 44 223 4.35%
45 to 49 81 1.58%
50 to 54 58 1.13%
55 to 59 25 0.49%
60 to 64 13 0.25%
65 to 69 7 0.14%
70 to 74 2 0.04%
82.25% of the sub is under the age of 35.

Gender and Gender Identity

Age group Participants # Percentage
Agender 62 1.21%
Female 3747 73.04%
Male 1148 22.38%
Non-binary 173 3.37%

Sexual Orientation

Sexual Orientation Participants # Percentage
Asexual 379 7.39%
Bisexual 1177 22.93%
Heterosexual 2833 55.20%
Homosexual 264 5.14%
It's fluid 152 2.96%
Other 85 1.66%
Pansexual 242 4.72%

Birth Location

Because the list contains over 120 countries, we'll show the top 20 countries:
Country of birth Participants # Percentage
United States 2775 57.47%
United Kingdom 367 7.60%
Canada 346 7.17%
Australia 173 3.58%
Germany 105 2.17%
Netherlands 67 1.39%
India 63 1.30%
Poland 57 1.18%
France 47 0.97%
New Zealand 42 0.87%
Mexico 40 0.83%
Brazil 40 0.83%
Sweden 38 0.79%
Finland 31 0.64%
South Africa 30 0.62%
Denmark 28 0.58%
China 27 0.56%
Ireland 27 0.56%
Phillipines 24 0.50%
Russia 23 0.48%
90.08% of the participants were born in these countries.
These participants would describe their current city, town or neighborhood as:
Region Participants # Percentage
Rural 705 13.76
Suburban 2661 51.95
Urban 1756 34.28


Ethnicity Participants # Percentage
African Descent/Black 157 3.07%
American Indian or Alaskan Native 18 0.35%
Arabic/Middle Eastern/Near Eastern 34 0.66%
Bi/Multiracial 300 5.86%
Caucasian/White 3946 77.09%
East Asian 105 2.05%
Hispanic/Latinx 271 5.29%
Indian/South Asian 116 2.27%
Indigenous Australian/Torres Straight IslandeMaori 8 0.16%
Jewish (the ethnicity, not religion) 50 0.98%
Other 32 0.63%
Pacific IslandeMelanesian 4 0.08%
South-East Asian 78 1.52%


Highest Current Level of Education

Highest Current Level of Education Participants # Percentage
Associate's degree 233 4.55%
Bachelor's degree 1846 36.05%
Did not complete elementary school 2 0.04%
Did not complete high school 135 2.64%
Doctorate degree 121 2.36%
Graduated high school / GED 559 10.92%
Master's degree 714 13.95%
Post Doctorate 19 0.37%
Professional degree 107 2.09%
Some college / university 1170 22.85%
Trade / Technical / Vocational training 214 4.18%
Degree (Major) Participants # Percentage
Architecture 23 0.45%
Arts and Humanities 794 15.54%
Business and Economics 422 8.26%
Computer Science 498 9.75%
Education 166 3.25%
Engineering Technology 329 6.44%
I don't have a degree or a major 1028 20.12%
Law 124 2.43%
Life Sciences 295 5.77%
Medicine and Allied Health 352 6.89%
Other 450 8.81%
Physical Sciences 199 3.89%
Social Sciences 430 8.41%

Career and Finances

The top 10 industries our participants are working in are:
Industry Participants # Percentage
Information Technology 317 6.68%
Health Care 311 6.56%
Education - Teaching 209 4.41%
Engineering 203 4.28%
Retail 182 3.84%
Government 172 3.63%
Admin & Clerical 154 3.25%
Restaurant - Food Service 148 3.12%
Customer Service 129 2.72%
Design 127 2.68%
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:
Income Participants # Percentage
$0 to $14,999 851 21.37%
$15,000 to $29,999 644 16.17%
$30,000 to $59,999 1331 33.42%
$60,000 to $89,999 673 16.90%
$90,000 to $119,999 253 6.35%
$120,000 to $149,999 114 2.86%
$150,000 to $179,999 51 1.28%
$180,000 to $209,999 25 0.63%
$210,000 to $239,999 9 0.23%
$240,000 to $269,999 10 0.25%
$270,000 to $299,999 7 0.18%
$300,000 or more 15 0.38%
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.
Faith Participants # Percentage
Catholicism 1573 30.76%
None (≠ Atheism. Literally, no notion of spirituality or religion in the upbringing) 958 18.73%
Protestantism 920 17.99%
Other 431 8.43%
Atheism 318 6.22%
Agnosticism 254 4.97%
Anglicanism 186 3.64%
Judaism 77 1.51%
Hinduism 75 1.47%
Islam 71 1.39%
This top 10 amounts to 95.01% of the total participants.

Current Faith

There were more than 50 options of faith, so we aimed to show the top 10 most chosen beliefs:
Faith Participants # Percentage
Atheism 1849 36.23%
None (≠ Atheism. Literally, no notion of spirituality or religion currently) 1344 26.33%
Agnosticism 789 15.46%
Other 204 4.00%
Protestantism 159 3.12%
Paganism 131 2.57%
Spiritualism 101 1.98%
Catholicism 96 1.88%
Satanism 92 1.80%
Wicca 66 1.29%
This top 10 amounts to 94.65% of the participants.

Level of Current Religious Practice

Level Participants # Percentage
Wholly seculanon religious 3733 73.73%
Identify with religion, but don't practice strictly 557 11.00%
Lapsed/not serious/in name only 393 7.76%
Observant at home only 199 3.93%
Observant at home. Church/Temple/Mosque/etc. attendance 125 2.47%
Strictly observant, Church/Temple/Mosque/etc. attendance, religious practice/prayeworship impacting daily life 56 1.11%

Effect of Faith over Childfreedom

Figure 1

Effect of Childfreedom over Faith

Figure 2

Romantic and Sexual Life

Current Dating Situation

Status Participants # Percentage
Divorced 46 0.90%
Engaged 207 4.04%
Long term relationship, living together 1031 20.10%
Long term relationship, not living with together 512 9.98%
Married 1230 23.98%
Other 71 1.38%
Separated 18 0.35%
Short term relationship 107 2.09%
Single and dating around, but not looking for anything serious 213 4.15%
Single and dating around, looking for something serious 365 7.12%
Single and not looking 1324 25.81%
Widowed 5 0.10%

Childfree Partner

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.
Partner Participants # Percentage
I don't have a partner 1922 37.56%
I have more than one partner and none are childfree 3 0.06%
I have more than one partner and some are childfree 35 0.68%
I have more than one partner and they are all childfree 50 0.98
No 474 9.26%
Yes 2633 51.46%

Dating a Single Parent

Would the childfree participants be willing to date a single parent?
Answer Participants # Percentage
No, I'm not interested in single parents and their ties to parenting life 4610 90.13%
Yes, but only if it's a short term arrangement of some sort 162 3.17%
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 199 3.89%
Yes, whether for long term or short term, with no conditions, as long as I like them and as long as we are compatible 144 2.82%

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.


Sterilisation Status

Sterilisation Status Participants # Percentage
No, I am not sterilised and, for medical, practical or other reasons, I do not need to be 869 16.96%
No. However, I've been approved for the procedure and I'm waiting for the date to arrive 86 1.68%
No. I am not sterilised and don't want to be 634 12.37%
No. I want to be sterilised but I have started looking for a doctorequested the procedure 594 11.59%
No. I want to be sterilised but I haven't started looking for a doctorequested the procedure yet 2317 45.21%
Yes. I am sterilised 625 12.20%

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.

Age group Participants # Percentage
18 or younger 207 12.62%
19 to 24 588 35.85%
25 to 29 510 31.10%
30 to 34 242 14.76%
35 to 39 77 4.70%
40 to 44 9 0.55%
45 to 49 5 0.30%
50 to 54 1 0.06%
55 or older 1 0.06%

Age at the time of sterilisation. Percentages exclude those who have not and do not want to be sterilised.

Age group Participants # Percentage
18 or younger 5 0.79%
19 to 24 123 19.34%
25 to 29 241 37.89%
30 to 34 168 26.42%
35 to 39 74 11.64%
40 to 44 19 2.99%
45 to 49 1 0.16%
50 to 54 2 0.31%
55 or older 3 0.47%

Elapsed time between requesting procedure and undergoing procedure. Percentages exclude those who have not and do not want to be sterilised.

Time Participants # Percentage
Less than 3 months 330 50.46%
Between 3 and 6 months 111 16.97%
Between 6 and 9 months 33 5.05%
Between 9 and 12 months 20 3.06%
Between 12 and 18 months 22 3.36%
Between 18 and 24 months 15 2.29%
Between 24 and 30 months 6 0.92%
Between 30 and 36 months 2 0.31%
Between 3 and 5 years 40 6.12%
Between 5 and 7 years 25 3.82%
More than 7 years 50 7.65%

How many doctors refused at first, before finding one who would accept?

Doctor # Participants # Percentage
None. The first doctor I asked said yes 604 71.73%
One. The second doctor I asked said yes 93 11.05%
Two. The third doctor I asked said yes 54 6.41%
Three. The fourth doctor I asked said yes 29 3.44%
Four. The fifth doctor I asked said yes 12 1.43%
Five. The sixth doctor I asked said yes 8 0.95%
Six. The seventh doctor I asked said yes 10 1.19%
Seven. The eighth doctor I asked said yes 4 0.48%
Eight. The ninth doctor I asked said yes 2 0.24%
I asked more than 10 doctors before finding one who said yes 26 3.09%


Primary Reason to Not Have Children

Reason Participants # Percentage
Aversion towards children ("I don't like children") 1455 28.36%
Childhood trauma 135 2.63%
Current state of the world 110 2.14%
Environmental (including overpopulation) 158 3.08%
Eugenics ("I have 'bad genes'") 57 1.11%
Financial 175 3.41%
I already raised somebody else who isn't my child 83 1.62%
Lack of interest towards parenthood ("I don't want to raise children") 2293 44.69%
Maybe interested for parenthood, but not suited for parenthood 48 0.94%
Medical ("I have a condition that makes conceiving/bearing/birthing children difficult, dangerous or lethal") 65 1.27%
Other 68 1.33%
Philosophical / Moral (e.g. antinatalism) 193 3.76%
Tokophobia (aversion/fear of pregnancy and/or chidlbirth) 291 5.67%
95.50% of childfree people are pro-choice, however only 55.93% of childfree people support financial abortion.

Dislike Towards Children

Figure 4

Working With Children

Work Participants # Percentage
I'm a student and my future job/career will heavily makes me interact with children on a daily basis 67 1.30%
I'm retired, but I used to have a job that heavily makes me interact with children on a daily basis 6 0.12%
I'm unemployed, but I used to have a job that heavily makes me interact with children on a daily basis 112 2.19%
No, I do not have a job that makes me heavily interact with children on a daily basis 4493 87.81%
Other 148 2.89%
Yes, I do have a job that heavily makes me interact with children on a daily basis 291 5.69%

4. Discussion

Child Status

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".

General Demographics

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 []. 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.

Education level

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.

The Subreddit

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.

5. Conclusion

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.

submitted by Mellenoire to childfree [link] [comments]

Linux 5.9 kernel install issues

So I am trying to install the Linux 5.9 kernel from Debian Experimental, which I also kinda use for updates of most of my software. I am on an Optimus system, so I use PRIME Render Offload as my way of running software with the NVIDIA GPU. I am running nvidia-driver version 450.66. I install the kernel with
`sudo apt install linux-image-amd64 -t experimental`

the output I get from that is
Selecting previously unselected package linux-image-5.9.0-rc8-amd64.
(Reading database ... 312771 files and directories currently installed.)
Preparing to unpack .../linux-image-5.9.0-rc8-amd64_5.9~rc8-1~exp1_amd64.deb ...
Unpacking linux-image-5.9.0-rc8-amd64 (5.9~rc8-1~exp1) ...
Selecting previously unselected package linux-image-amd64.
Preparing to unpack .../linux-image-amd64_5.9~rc8-1~exp1_amd64.deb ...
Unpacking linux-image-amd64 (5.9~rc8-1~exp1) ...
Setting up linux-image-5.9.0-rc8-amd64 (5.9~rc8-1~exp1) ...
I: /vmlinuz is now a symlink to boot/vmlinuz-5.9.0-rc8-amd64
I: /initrd.img is now a symlink to boot/initrd.img-5.9.0-rc8-amd64
dkms: running auto installation service for kernel 5.9.0-rc8-amd64:
Kernel preparation unnecessary for this kernel. Skipping...
applying patch kernel-5.7.0-set-memory-array.patch...patching file

applying patch use-kbuild-compiler.patch...patching file Makefile

applying patch use-kbuild-flags.patch...patching file Kbuild
patching file nvidia/nvidia.Kbuild
patching file Makefile
patching file nvidia-modeset/nvidia-modeset.Kbuild

applying patch use-kbuild-gcc-plugins.patch...patching file Kbuild

applying patch conftest-verbose.patch...patching file Kbuild

applying patch cc_version_check-gcc5.patch...patching file
Hunk #1 succeeded at 3900 (offset 38 lines).

applying patch nvidia-use-ARCH.o_binary.patch...patching file nvidia/nvidia.Kbuild

applying patch nvidia-modeset-use-ARCH.o_binary.patch...patching file nvidia-modeset/nvidia-modeset.Kbuild

applying patch conftest-prefer-arch-headers.patch...patching file

Building module:
cleaning build area...
unset ARCH; env NV_VERBOSE=1 make -j4 modules KERNEL_UNAME=5.9.0-rc8-amd64.......(bad exit status: 2)
Error! Bad return status for module build on kernel: 5.9.0-rc8-amd64 (x86_64)
Consult /valib/dkms/nvidia-current/450.66/build/make.log for more information.
update-initramfs: Generating /boot/initrd.img-5.9.0-rc8-amd64
W: Possible missing firmware /lib/firmware/i915/rkl_dmc_ver2_01.bin for module i915
Generating grub configuration file ...
Found background image: /usshare/images/desktop-base/desktop-grub.png
Found linux image: /boot/vmlinuz-5.9.0-rc8-amd64
Found initrd image: /boot/initrd.img-5.9.0-rc8-amd64
Found linux image: /boot/vmlinuz-5.8.0-1-amd64
Found initrd image: /boot/initrd.img-5.8.0-1-amd64
Found Windows Boot Manager on /dev/[email protected]/EFI/Microsoft/Boot/bootmgfw.efi
Found Manjaro Linux (20.1) on /dev/nvme0n1p9
Adding boot menu entry for EFI firmware configuration
Setting up linux-image-amd64 (5.9~rc8-1~exp1) ...
After that the nvidia module isn't even being loaded in on boot, so my only option is to downgrade back to
Here's a pastebin of the /valib/dkms/nvidia-current/450.66/build/make.log file HERE.
I will be very happy if someone can help me figure that out.
submitted by MitakaBG_Legion to debian [link] [comments]

Help Troubleshooting my Factorio Install

Factorio crashes on startup. I don't get to the start menu even. Things we've tried:
I have attached the log file below. I don't know what it means but perhaps one of you engineers can help me parse it.

Here's our log file return:
0.000 2020-10-27 11:20:33; Factorio 1.0.0 (build 54889, mac, steam)
0.000 Operating system: macOS 10.13.6
0.000 Program arguments: "/Volumes/Home/Library/Application Support/Steam/steamapps/common/Factorio/"
0.000 Read data path: /Volumes/Home/Library/Application Support/Steam/steamapps/common/Factorio/
0.000 Write data path: /Volumes/Home/Library/Application Support/factorio [846099/953541MB]
0.000 Binaries path: /Volumes/Home/Library/Application Support/Steam/steamapps/common/Factorio/
0.023 System info: [CPU: Intel(R) Core(TM) i5-8400 CPU @ 2.80GHz, 6 cores, RAM: 16384 MB]
0.023 Display options: [FullScreen: 0] [VSync: 1] [UIScale: automatic (100.0%)] [Native DPI: 1] [Screen: 255] [Special: lmW] [Lang: en]
0.066 Available displays: 1
0.066 [0]: SA300/SA350 - {[0,0], 1920x1080, SDL_PIXELFORMAT_ARGB8888, 60Hz, 0xb41d501(0x02)}
0.109 Initialised OpenGL:[0] NVIDIA GeForce 210 OpenGL Engine; driver: 3.3 NVIDIA-10.33.0 387.
0.109 [Extensions] s3tc:yes; KHR_debug:NO; ARB_clear_texture:NO, ARB_copy_image:NO
0.109 [Version] 3.3
0.109 Graphics settings preset: medium-with-low-vram
0.109 Dedicated video memory size 1024 MB (detected from GeForce 210; VendorID: 0x1022600)
0.208 Graphics options: [Graphics quality: normal] [Video memory usage: high] [Light scale: 25%] [DXT: low-quality] [Color: 32bit]
0.208 [Max threads (load/render): 32/6] [Max texture size: 4096] [Tex.Stream.: 1] [Rotation quality: low] [Other: sTDCwt] [B:0,C:0,S:100]
0.239 [Audio] Backend:default; Depth:16, Channel:2, Frequency:44100; MixerQuality:linear
0.410 Loading mod core 0.0.0 (data.lua)
0.527 Loading mod base 1.0.0 (data.lua)
0.802 Loading mod base 1.0.0 (data-updates.lua)
0.953 Checksum for core: 2630831588
0.953 Checksum of base: 3509992273
1.153 Prototype list checksum: 3301461508
1.229 Loading sounds...
1.263 Info PlayerData.cpp:70: Local player-data.json unavailable
1.263 Info PlayerData.cpp:73: Cloud player-data.json available, timestamp 1599183581
1.400 Initial atlas bitmap size is 4096
1.405 Created atlas bitmap 4096x4096 [none]
1.409 Created atlas bitmap 4096x4096 [none]
1.411 Created atlas bitmap 4096x4084 [none]
1.413 Created atlas bitmap 4096x4092 [none]
1.416 Created atlas bitmap 4096x4096 [none]
1.418 Created atlas bitmap 4096x4092 [none]
1.418 Created atlas bitmap 4096x504 [none]
1.418 Created atlas bitmap 4096x2120 [decal]
1.421 Created atlas bitmap 4096x4064 [low-object]
1.421 Created atlas bitmap 4096x1856 [low-object]
1.421 Created atlas bitmap 4096x2272 [mipmap, linear-minification, linear-magnification, linear-mip-level]
1.423 Created atlas bitmap 4096x4096 [terrain, mipmap, linear-minification, linear-mip-level]
1.423 Created atlas bitmap 4096x3104 [terrain, mipmap, linear-minification, linear-mip-level]
1.423 Created atlas bitmap 4096x1632 [terrain-effect-map, mipmap, linear-minification, linear-mip-level]
1.423 Created atlas bitmap 4096x1664 [smoke, mipmap, linear-minification, linear-magnification]
1.423 Created atlas bitmap 4096x928 [mipmap]
1.423 Created atlas bitmap 4096x2336 [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level]
1.423 Created atlas bitmap 2048x224 [icon-background, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ]
1.423 Created atlas bitmap 4096x828 [alpha-mask]
1.428 Created atlas bitmap 4096x4088 [shadow, linear-magnification, alpha-mask]
1.431 Created atlas bitmap 4096x4096 [shadow, linear-magnification, alpha-mask]
1.433 Created atlas bitmap 4096x4080 [shadow, linear-magnification, alpha-mask]
1.434 Created atlas bitmap 4096x3272 [shadow, linear-magnification, alpha-mask]
1.434 Created atlas bitmap 4096x1312 [shadow, mipmap, linear-magnification, alpha-mask]
1.450 Created virtual atlas pages 4096x4096x2
2.304 Error CrashHandler.cpp:621: Received SIGSEGV
Factorio crashed. Generating symbolized stacktrace, please wait ...
#1 0x00000001039bc8b2 in Logger::logStacktrace(StackTraceInfo*) + 0x12
#2 0x0000000102e90899 in CrashHandler::writeStackTrace(CrashHandler::CrashReason) + 0xb9
#3 0x00000001039a00e4 in CrashHandler::commonSignalHandler(int) + 0x74
#4 0x000000010399f5e9 in CrashHandler::SignalHandler(int) + 0x9
#5 0x00007fff6593ef5a in _sigtramp + 0x1a
#6 0x000000010e0a4765 in + 0x0
#7 0x000000010e0a384a in + 0x0
#8 0x000000010e0a3187 in + 0x0
#9 0x000000010e494161 in gldBlitFramebufferData + 0x2c55c6
#10 0x000000010e492d26 in gldBlitFramebufferData + 0x2c418b
#11 0x000000010e492d26 in gldBlitFramebufferData + 0x2c418b
#12 0x000000010e492d26 in gldBlitFramebufferData + 0x2c418b
#13 0x000000010e492d26 in gldBlitFramebufferData + 0x2c418b
#14 0x000000010e492d26 in gldBlitFramebufferData + 0x2c418b
#15 0x000000010e492377 in gldBlitFramebufferData + 0x2c37dc
#16 0x000000010e0a44cc in + 0x0
#17 0x000000010e123ec8 in gldReadTextureData + 0x311a4
#18 0x000000010df0acf1 in + 0x0
#19 0x000000010df0bd5e in + 0x0
#20 0x000000010df11957 in + 0x0
#21 0x000000010df11ff0 in + 0x0
#22 0x000000010e1de080 in gldBlitFramebufferData + 0xf4e5
#23 0x000000010e1de7f3 in gldBlitFramebufferData + 0xfc58
#24 0x000000010e1dee0e in gldBlitFramebufferData + 0x10273
#25 0x000000010e0f21b5 in gldUnbindPipelineProgram + 0x97a
#26 0x000000010e1ddc83 in gldBlitFramebufferData + 0xf0e8
#27 0x000000010e1cc241 in gldUpdateDispatch + 0x354
#28 0x00007fff47e09b33 in gleDoDrawDispatchCoreGL3 + 0x259
#29 0x00007fff47dbad07 in gleDrawArraysOrElements_Entries_Body + 0x77
#30 0x00007fff47db41d0 in glDrawElements_GL3Exec + 0xd2
#31 0x0000000102eabe4f in GraphicsInterfaceOpenGL::drawIndexed(DrawBindings const&, VideoBuffer*, VideoBuffer*, unsigned int, unsigned int) + 0xbf
#32 0x0000000102e1e8f2 in TextureProcessor::testGpuAcceleratedCompression(GraphicsInterface&) + 0xbd2
#33 0x0000000102e10f8a in AtlasSystem::createTextureProcessor(unsigned int) + 0x9a
#34 0x0000000102e0e9b5 in AtlasSystem::loadSprites(bool) + 0x165
#35 0x0000000102e1fb2c in AtlasSystem::tryLoadSpritesWithFallbackToMinimalMode(bool) + 0x2c
#36 0x0000000102df02ad in AtlasSystem::build() + 0x20d
#37 0x000000010290abef in GlobalContext::init(bool, bool, bool, std::__1::optional) + 0x264f
#38 0x00000001029056f9 in MainLoop::run(Filesystem::Path const&, Filesystem::Path const&, bool, bool, std::__1::function, Filesystem::Path const&, MainLoop::HeavyMode) + 0xe9
#39 0x000000010278ec2b in main + 0x1282b
Stack trace logging done
2.322 Error Util.cpp:97: Unexpected error occurred. If you're running the latest version of the game you can help us solve the problem by posting the contents of the log file on the Factorio forums.
Please also include the save file(s), any mods you may be using, and any steps you know of to reproduce the crash.
submitted by derekvonzarovich2 to factorio [link] [comments]

A very long, very indepth attempt at analizing Teemo

Warning, this is extremely long. Like 12 pages on a google doc long. You have been warned.

So there has been a lot of discussion about Teemo recently, from what his iconic skills are(all of them), to what items he can build(all of them), to what position he can be played in(... all of them), and it’s kinda went nowhere fast as Teemo, and by extension his player base, is just too flexible to be defined in any of these ways.
So what actually makes Teemo unique?
His playstyle.
Teemo is an old style of champion. I'm not talking about his art, or his kit(though both of these are technically also true), I'm talking about how Teemo’s goal isn’t to all in and combo his opponent down on their first mistake and snowball from there, but rather to create a lead from dozens of small victories. Your goal isn’t necessarily kill your opponent (though that’s always good) but to force them back, causing them to miss cs and xp repeatedly, or waste their time smashing blindly into a bush. And later in the game, while, again, killing people is now the goal, forcing them to have to back after tripping a few shrooms, or leading them on a fruitless chase through the jungle after splitpushing are just as useful to Teemo. If I had to describe Teemo's playstyle, it would be
Attritional, Rapid Force, Psycologically Manipulative, War Mastermind of Breakdown
I'm only half joking, as even though this is from a Spongebob theory video on Plankton, it actually describes Teemo to some degree.
As The Theorizer(the guy who made the video Im referencing) put it:
Attritional, someone who engages in attrition warfare. Rapid force, very fast, very hard attacks. Psychologically manipulative, basically, very good at trickery and getting people to do what you want. War mastermind, well duh, someone who is good with war. Breakdown, to break something down.
Only instead of getting a burger recipe, we are getting our enemies to tilt.
But with every new release Teemo has gotten more and more outclassed, as his opponents get more and more mobility that a small 10-52% movespeed boost can’t escape from. We all recognize that Teemo needs a rework, a Morgana/Ezreal level rework that modernizes Teemo’s kit without changing its functionality that much, but a rework nonetheless.
Last year u/RiotJag attempted to do a mini rework on Teemo, starting with this:
Base Mana Regen increased from 1.92 to 2.5
Mana Regen per level increased from 0.09 to 0.15
Mana/lvl up increased from 20 to 25
Toxic Shot (Passive)
Teemo’s basic attacks now deal 10-50 bonus magic damage and leave a Poison DoT that deals 24-192 magic damage over 4 seconds.
Toxic Shot damage (both the on-hit and the DoT) is amped by 50% whenever there are other Poison debuffs on the target
Blinding Dart (Q)
Base damage lowered from 80/125/170/215/260 to 80/115/150/185/220
AP Ratio lowered from 0.8 to 0.6
Now is a Poison Debuff
Move Quick (W)
No longer breaks stealth
Guerilla Warfare (E)
[New Active] After a 1 second delay, Teemo enters Camouflage for 3-5 seconds. Teemo is slowed by 25/22.5/20/17.5/15% during this effect, and gains 20/30/40/50/60% Attack Speed for 3 seconds when it ends. Camouflage does not tick down while Teemo is in a brush or is standing still.
Noxious Trap (R)
Base Damage lowered from 200/325/450 to 150/250/350
AP ratio lowered from 0.5 to 0.4
Mushrooms health increased from from [6 at all ranks] to [6/8/10]
Mushroom max ammo count up from [3 at all ranks] to [3/4/5]
And then after a few iterations it ended up like this
Base Mana Regen increased from 1.92 to 2.5
Mana Regen per level increased from 0.09 to 0.15
Mana/lvl up increased from 20 to 25
Base damage lowered from 54 to 51
Attack speed per level lowered from 3.38 to 2
Toxic Shot (Passive)
Teemo’s basic attacks now deal 8-50 bonus magic damage and leave a Poison DoT that deals 24-180 magic damage over 4 seconds.
Toxic Shot damage (both the on-hit and the DoT) is amped by 50% whenever there are other Poison debuffs on the target
Blinding Dart (Q)
Base damage lowered from 80/125/170/215/260 to 70/105/140/175/210
mana cost increased from 70/75/80/85/90 to 80/85/90/95/100
AP Ratio lowered from 0.8 to 0.6
Now is a Poison Debuff
Move Quick (W)
No longer breaks stealth
Guerilla Warfare (E)
Cooldown: 40/37/34/31/28
[New] "After a 1 second delay, Teemo becomes Invisible indefinitely if standing still or in brush, and can move up to 7/7.5/8/8.5/9 Teemos while out of brush, but any non-periodic damage from champions will break him out. Teemo can see 25% farther while stealthed. Upon breaking Guerilla Warfare, Teemo gains 20/30/40/50/60% Attack Speed for 3 seconds. While on cooldown, standing in brush will tick down guerilla Warfare's cooldown faster."
Stealth duration while moving: 2/2.25/2.5/2.75/3
>Noxious Trap (R)
Base Damage lowered from 200/325/450 to 150/250/350
AP ratio lowered from 0.5 to 0.4
Mushroom max ammo count up from [3 at all ranks] to [3/4/5]
Traps now become invisible after 1 second
Traps can continue to bounce on other traps
Additionally there were these prospective changes that were scrapped due to the community’s disinterest in the rework direction.
"Most recent version in testing was pretty E focused as follows (differences all versus previous prototype version, not versus live Teemo):
- No longer granted extra sight range
- CD didn't tick down faster in brush
- Distance while invisible up a bit
- CD lower
- Standing in brush slowly replenished distance Teemo could move while invisible
Haven't heard how playtesting with that went though. Expect this will likely continue as a slow burn project rather than something that gets released or killed quickly, especially given it's the secondary priority of the designer working on it."
After it was scrapped we got the quality of life buffs that we have now.
But lets discuss the rework.
I honestly thing that the _concept_ is the best shot at reworking Teemo. The numbers and exact implementation are debatable, but switching e and passive is a great idea as, after the shrooms, Teemo’s on hit poision is his most iconic ability. Not to mention it freed Teemo up to be able to max his abilities depending on what he needed for his matchup, rather than e max always, and then either q or w depending on choice.
The things people didn’t like about it though were:
The shrooms being nerfed damage wise.
I understand this one, Doomshroom Teemo is my favorite build, but his shrooms are problematic in their current state as they take up a large amount of Teemo's power budget, but also can amount to nothing as the enemy gets 5 sweepers and clears all of them. Not to mention how they synergize so well with Liandrie’s that its a core item for Teemo, despite the fact that his q, the only other ability that can proc it, does not utilize it all that well due to being a medium cooldown, single target spell that can only proc it once. And this is going to be a problem, as in the item update Liandries will be a mythic item, and Teemo builds Liandries [77.5% of the time!]( To put this into perspective, Nashors tooth is only bought 61.5% of the time. An item that gives Teemo every stat he wants regardless of build(ignoring Tankmo) and reinforces Teemo's main damage outlet(basically increases e's on-hit damage by 150-30% depending on e rank, and the on-hit scaling from .3 to .45 AP), is bought 16.5% less often than an item that only synergizes with one skill. If this continues after the update, which it likely will as Liandries increases Shroom damage by 20-200%(depending on when it's bought, the target hit, and other items bought. The 200% would be lvl 1 ult, no other ap, and an 1000 health target with 50 mr) and its being _buffed_ via the mythic item stat bonus, that will be above the threshold that will cause Teemo to be changed due to [hardbinding]( Unless Zyra and Brand also buy it at the same rates after the update(as that would trigger the “nerf item” option), but unlike Teemo the item actually synergizes with their entire kit(plants and blaze, which utilize every ability) rather than just one ability.
It didn’t improve the w
This was a major hole in the rework, as while switching e and p is great, it wouldn’t be awful if they stayed the same. Meanwhile Teemo’s w is supposed to put the “swift” in his title of Swift Scout, and it does so… barely. Exactly what should happen with it is, as always, up to debate, but it needs changing to be on par with current LoL as the current w is supposed to help Teemo kite, yet even if you dodge everything thrown at you it can get disabled by a ludens proc hitting an ally.
The camo stealth makes him a worse Twitch.
This is half true. The first one, yes absolutely. But it didn’t stay as a camouflage ability. Sure, both are marksmen that can go invisible, but Twitch’s is for long distances and to keep him safe while he positions to obliterate the enemy team from 800 range, while Teemo’s is restricted range wise, and is more useful to dodge enemy's notice or wait for them to come to you rather than you going to them. At that point, they only share the fact that they both come out of stealth to surprise people(and a DOT, if 30 damage after 6 attacks at lvl 18 deserves to be called one), which every camoflage user does
And my own complaint about both proposed rework and live Teemo:
His kit has limited synergy.
Each part of Teemo's kit doesn't help the other parts very much. Over the years Teemo players have worked the separate parts of his kit into a cohesive playstyle, but each part of his kit just does it's own thing. Like for instance, in theory his blind should support keeping his w up, but in reality every champ, even Udyr, has a non auto attack way of hitting Teemo(Udyr typically has smite and he always can rush up to you with Bear and activate Phoenix stance), and many have attacks that are undodgable(unless you count not being in range to be targeted as dodging it, which for many champs is just being outside Teemo's attack range).
So, where should we go from here?

Well, we should discuss the purpose of his abilities.

If every part of his kit is iconic, and replacing them completely would change Teemo in a way that the playerbase wouldn’t like, then we should decide what role each of his abilities plays in his playstyle, and how they could be changed to better fit them.

Toxic Shot
This is the base of Teemo’s kit. Doing DOT damage after autoing someone is key to Teemo's attritional playstyle in lane, and hit and run/kiting playstyle later in the game. It has a decent base damage and a great scaling, and is just as useful for pure AP builds as on hit ones.
It does exactly what it needs to, nothing about it needs to be changed.
Blinding Dart
Teemo's reactive defense in a fight. On one hand, it's extremely powerful as can completely shut down the main damage of auto reliant champions(Yi, Udyr, some ADC's) for up to 2.5 seconds, provided they don't have on hit effects that ignore the blind and hit anyway. On the other hand, it's completely useless against every other type of champ(mages, assassins, tanks, spellslinger ADC's, most Juggernauts). Its not healthy for Teemo's main defensive tool to be useless(or of limited use, as I counted champs like Nunu who auto attack, but don't rely on it to do their job as part of it being useless) against 70% of the champion roster.
As people have talked about, Teemo _needs_ this in order to stay safe, yet in most of his matchups(regardless of role) it can't do anything to protect him, let alone later in the game when he has to face the other 4 enemy champs. And that's not counting the fact that ranged auto's that are in transit before the blind hits are not blocked, which means that even against a Vayne with Condenm on cooldown, it still can’t keep Teemo’s w up as even if you blind her first chance she probably will have lanched an auto already.
Move Quick
If blinding dart is a reactive defense, then Move Quick is supposed to be Teemo's proactive defense. When he was added, it allowed him to more easily kite slower enemy champions as there were fewer speedboosts and dashes, and in general lower mobility. Nowadays, the passive is deactivated rather quickly in a fight, and 3 seconds of MS isnt enough to give him a fighting chance of escaping/keeping up.
The intention of the skill is to allow Teemo greater kiting potential in fights, while giving enemies a way to shut it down to have a chance of catching Teemo. But the reality is that unless you are against a champ like Garen who has zero ranged attacks, you are not going to be able to keep it active, making it feel like an out of combat passive.
The issue is keeping the balance between Teemo having kiting power in a fight, and allowing enemies a chance to slow down Teemo, because whether we like it or not, Riot does want enemies to be able to catch kiting champs like Teemo, Kalista, and Ashe, because they would be horrible to play against otherwise. Right now, the balance is heavily skewed towards enemies, as any kind of damage will reduce Teemo's ability to kite enemies with matching boots to a singular 3 second burst for the rest of the fight.

Guerilla warfare
The most underultilized part of Teemo's kit. In its current form it's incredibly strong, yet is extremely situational.
Its a decent strategic option for positioning mid game, as it can allow you to dodge an enemy(providing they didn't see you yet), or allow you to ambush people, but to use it offensively requires an enemy to come to you as you can only move inside bushes, and defensively it's limited to:
Dodging people that have not seen you
Becoming invincible to enemies that only have point and click damage(Vayne, Yi,)
Stalling for time so an ally can come save you
For such an integral part of Teemo’s kit… it feels a little tacked on. Its a situational fight opener or utility tool, and any attempt to use it while near enemy champs usually ends up with them knowing where you are and throwing skillshot after skillshot at you. Its not _bad,_ but to say it can’t be improved would be a lie.
Personally I like the sound of that last version, as it would differentiate between Teemo’s e and Twitch’s q, while fitting into Teemo’s playstyle nicely(or, at least, I already dash from bush to bush while in the enemy jungle to check if the coast is clear. Not sure about the rest of you). The fact that you would have to “charge up” movement time by staying in bushes helps give the feel that you are creeping around, without actually slowing Teemo down like the first version of the change.
Noxious Trap
Shrooms have 3 main uses:
Damage, be it wearing down enemies as they attempt to move throughout the map, making it so they always enter fights below full health or killing low health fleeing enemies
Granting vision of important areas, such as Dragon, Baron, and the enemy jungler's camps(or your jungle camps, if your jungler is being invaded)
CC, cutting off engage or escape paths, slowing enemies so that Teemo/his team have a chance to escape/engage.
Right now they do all of these well, except damage vs tanks, and don't have to be changed. But like I pointed out before Liandries is a massive amount of their power, and that isn't healthy as unless you are planning on ignoring the shrooms damage completely you have to buy it, and mythinc item, hardbinding, yada yada yada....
So if the Shrooms are changed they should aim to keep the same power, but less oppressive against squishes and more effective(or, rather, less ineffective) against tanky targets without having to rely on Liandries to the point where its a core item even against full squishy teams.

Suggestions on what could change

Toxic Shot
The only thing I would change about it is move it's ticks from 1/s to 4/s, like Singe's poison, Karthus's aoe, or 2/s like Casdiopia's poison. It would give a better readability on the damage for everyone involved, which, while it is a slight nerf to Teemo, clarity changes that increase counterplay allow for more power to be added elsewhere.
Also, unlike Singer's poison or Karthus's e, Teemo doesn't have a "turn on for one tick to farm and turn off" mechanic for his poison like they did, so other than age I can't think of why it is one second between ticks. The ‘surprise’ factor of how much damage it does is good for Teemo, but how much damage the enemy is taking shouldn't be something that is obscured.
Blinding Dart
The simplest change would be to make it apply nearsighted, which would have 3 effects.
  1. make it less of a hard counter to melee auto centric champs,while still allowing it utility
  2. Improves its usability against all kinds of champs, and opens up more uses than "damage" and "no auto attack for you"
  3. Allows Teemo to actually participate in gurilla warfare, making it possible for him to pop up, attack, and disappear on an enemy champ, providing he is outside their truncated vision range.
I have other ideas as to what can be done with this ability, but it makes more sense in context so that will be below.
Move Quick
I have two ideas for how this could be changed to be better:
  1. It does not break on damage from poisoned enemies, as well as increasing it to 10-30% because round numbers.
This one is kinda obvious of how it helps Teemo, but I like it because it allows Teemo to keep his speed if he gets the drop on enemies, but if they get in the first attack then they are rewarded with a Teemo that is easier to catch.
  1. Teemo’s base MS down to 325 (WAIT, don’t crucify me just yet), and decrease the % MS boost from 10-26% to 10-19%, and then add on +5-25 base MS per rank.
Now that sounds broken, as an increase of 5 base ms is a huge increase in winrate usually, but hear me out.
Rank 1: Teemo would have 325+5+10%= 330+10%=363 which is exactly the same as live.
Rank 2: Teemo would have 325+10+12.25%= 335+12.25%=376 the same as live.
Rank 3: Teemo would have 325+15+14.5%= 340+14.5%=389 the same as live.
Rank 4: Teemo would have 325+20+16.75%= 345+16.75%=403 the same as live.
Rank 5: Teemo would have 325+25+19%= 350+19%=416 the same as live.
Though a note is that with boots, ranks 1-4 actually give less ms than live. Its only 5-1 ms difference, which may not even end up showing up after the Movement speed soft caps apply. Except for Mobie boots, there is a significant difference there after the MS cap, but Teemo only builds them .03% of the time or so, and they are deactivated whenever someone trips a shroom, so that’s a sacrifice I'm willing to make.
The only noticeable thing that would change is how fast Teemo is when the passive is down, and how fast he is when using the w active(if im doing the math right it is slower by a max of 18 ms, with Mobie boots, but that makes sense as we are dropping 14% bonus ms on the w active in exchange for 25 flat ms, which means less of a boost with just it, but it scales better with other % movement boosts)
[Here is my compiled list of Teemo’s movement speed with every kind of boot + w](, and [here is a graph that allows you to easily put in the variables if you want to check it out yourself](
Gurilla warfare
In addition to the prospective changes that we never saw, which to me sounds like the best version(assuming the numbers are not terrible), here are a few ideas I thought of:
Teemo’s e breaks on damage outside bushes, but while inside a bush Teemo is obscured(you know, that broken “true stealth” thing Akali had, only there are no bushes inside tower range and Teemo doesn’t have 3 dashes so it should be less obnoxious) and the invisibility doesn’t break. What this basically means is if an enemy hits a scyre bloom or an ability that gives true sight on Teemo when he is inside a bush, he is still not able to be clicked on.
Standing still for 1 second increases shroom vision range over the next two seconds. I like this one, as it enhances the scouting aspect of his theme, but enemies can interact with it and it has to be something Teemo is actively doing, rather than just passive extra vision.
Noxious Trap
Assuming we are touching these, I honestly think having it apply % current health(better against tanks, not as oppressive against squishies), along with the passive poison would allow it to function both as a weakening chip damage, and potential low health killer, without getting into the 2 shot shroom territory as that feels bad to be on the end of. They should be able to kill if you run into a ton of them in a row, but not automatic death after hitting one from a fed Teemo.
I honestly haven’t thought of a better way other than that to keep the balance between chip damage and kill threat without entering the binary “die by 2 shrooms or 5 Sweepers” territory
And now for my Rework suggestion(do note that while I have considered the numbers I gave things, numbers are easily changed about and as such laying out the mechanics is my goal):

Toxic Shot
Teemo laces his attacks with poison from his Kumongu shrooms, causing his basic attacks to deal [10-50 + .3 AP] damage, and his basic attacks and spells to poison the target for [1.5-11.25 +.025 AP] every .25 seconds for 4 seconds.
Poisons from unique attacks(autos would be one unique attack, q is one, and shrooms count as one) stack up to three times, each new stack at 50% extra damage(so 175%, which max damage without refreshing the poison would be 315 + .7AP total at level 18, for landing a shroom, an auto, and a q).
Similar to Sol’s passive, I'm suggesting Teemo’s passive be the main source of his damage and tie his entire kit together. Maybe 175% is too low for 3 stacks, but I thought 200% might be too overbearing. Anyway, its not like numbers are not constantly changed.

Sporecloud Dart
Skillshot, 700 range, AOE detonation, 300 range, 80/85/90/95/100 mana cost
Does 50/75/100/125/150 +.4AP + 1bAD(bonus AD) damage to main target, applying on hit effects(not passive’s on hit), reduces vision range for them for 1.5/1.6/1.7/1.8/1.9/2 seconds, spreads passive DOT(not on hit) to target and nearby enemies
This one has many reasons:
By changing it to a skill shot, from a targeted skill, it allows enemies to do more than just “don’t get near Teemo” to avoid it, but in return the cc is better against a wider assortment of enemies rather than just auto reliant ones. It also means that if an enemy can get on you, they have a chance of actually hitting you, but it also keeps his ability to shut down enemy ADC’s intact, if a little less duration.
As it is a skill shot, I gave it slightly increased range so that Teemo has something to do in teamfights, but also increased its mana cost so it can’t be spammed
The reason it applies the passive in AOE is because I was inspired by Teemo’s skill in this TFT set, which is where the name comes from, and it addresses his issue in the jungle of having poor multi-target damage pre-6. This gives him a pre-6 option for clearing camps/pushing waves, and makes up in part for the damage that is lost from the shrooms(keep reading for that, its not as bad as you might think)
Move quick
10/15/20/25/30% ms
Does not break on damage from poisoned targets
That other option I outlined above would also work, I just thought of this one first and it fits with Teemo spreading poison everywhere.
Guerrilla Warfare
1.5 second arm time, indefinite while still/in bushes. Can move 2/2.25/2.5/2.75/3 seconds while stealthed, recharges slowly in bushes.
Element of Surprise: 20/30/40/50/60 AS for 3 seconds
Optional bonus:>! After standing still for 1 second, shroom's vision radius grows by 10/20/30/40/50% over the next 2 seconds.!<
Basically the prospective changes that we never saw. Not sure what the cooldown was going to be though.
The optional bonus is a different take on the “Teemo gains 25% sight range while stealthed” from the most recent one. Im not sure if it would be overpowered or not, but I thought why not? Its not like they haven’t removed mechanics before. Anyway, the idea would be that Teemo can set up a vision network, which enemies are already looking to clear because shrooms, but at the cost of doing things. Great for ambushes, not so much for watching for a gank.
Noxious Trap
Deal 10/15/20% max health, and applies Toxic Shot’s DOT(not the on hit)
Enemies effected by shrooms take .75% extra damage from Toxic Shot for every 1% missing health, capping at 50% damage(so 109/lvl 6 - 270/lvl 18 +.6 ap total damage, when they are at 33% health for just the shroom, and 472 +1.05 AP for 3 stacks)
Assuming the combo is just one auto, q, and shroom, that is a max of 100% tAD+ 100% bAD + 50 + 150 + 472 + 10% current health + 175% AP(so 672 + 175% AP + auto damage) when the enemy is at ⅓ health. That sounds like a lot, but its not that much for just one combo. For reference, Vigar can do 650 +150% AP with just his ult alone, and then has another 540+160% AP from his other abilities.
Anyway, the % current health would allow Teemo to affect Tanks with his Shrooms, without making it overbearing for squishies, while the pseudo-execute extra passive damage makes it so that Teemo can still kill with Shrooms, be it in fights or on fleeing enemies. The idea is to make 2 shot shrooms less feasible, but allow the damage to scale better. It also would only apply Liandries only once, which, while is a nerf, is one that ultimately benefits Teemo as Liandries would be an effective option for 2-3 tank teams, but not a mandatory item for every game you don’t go with On Hit Teemo.
submitted by TheLastBallad to TeemoTalk [link] [comments]

The Division 2 - Title Update 10 - Patch Notes

Title Update 10 - Patch Notes

*These are preliminary Patch Notes and changes may still happen until the launch of Title Update 10.

New Season – Keener’s Legacy

A new season is almost upon us! Starting on June 23rd, Keener’s Legacy offers 12 weeks of in-game activities and unique rewards. Season 2 brings a new Seasonal Manhunt, new Leagues, a new Global event and new unique rewards, as well as an Apparel Event.

New Raid - Operation Iron Horse

The True Sons have taken over a Foundry to develop new weapons and threaten to destroy everything the Division has worked for.
  • New bosses, puzzles and rewards!
  • Level 40 version available on June 30th, followed the next week by the level 30 version.
  • Discovery mode will become available at a later date.
  • Unique Rewards
    • 2 new Exotics
    • 2 new Gear Sets
    • New cosmetic rewards
  • Further details will become available closer to the raid’s release in late June.

Balance and Bug Fixes

Title Update 10 is bringing our first large balance pass following the release of Warlords of New York. Beyond the addition of new content, the update focuses on three main aspects mainly game health through bug fixes and balancing, generosity by increasing your chances to receive a high-quality item as loot and increasing overall player power. Scroll down for a full list of bug fixes, balancing changes and gameplay tweaks.

Missing Localized Audio

We wanted to inform you about an issue with localized audio that will be present when we launch Title Update 10 and Season 2. While the team was able to work from home to get this update ready, with your help testing the content on the PTS, we unfortunately were not able to record all localized audio content for TU10. With everything going on in the world, our top priority is the well-being of our teams, including our voice actors. Of course, we will start working on recording the missing audio with our partners when it is safe to do so and, in some cases, we were able to get things started already. Adding the localized files to the game as soon as we can in one of our next updates is an absolute priority for the team. This only affects Seasonal content. Operation Iron Horse audio is fully localized.
If you are currently playing with a non-English client, you don’t have to change anything going into Title Update 10. When localized audio is missing you will just hear the English audio instead. Subtitles have been localized and can be activated in the ingame options.
As work continues, we will update you on the progress of the integration here on the forums and on State of the Game.
Thank you and stay safe!

New Exotics

SRS Sniper Rifle: Mantis

  • Your scoped view displays additional information about enemies not targeting you
  • Your scoped view highlights enemy weakpoints
  • Headshot and weak point damage against enemies not targeting you amplified by 50%
  • Headshot kills reset the cooldown of the Decoy skill. This bonus will wait until the Decoy goes on cooldown if currently active

Mask: Vile

  • Status effects also apply a damage over time debuff for 10s
  • Total damage dealt is equal to 50% of your concussion grenade damage and increased by your status effect attributes

Double Barrel Rifle: The Ravenous (Operation Iron Horse)

  • On trigger-pull, fire both barrels at once
  • When fired from the right shoulder, hits add offensive primers, and defensive primers when fired from the left shoulder
  • Hits from one shoulder will detonate all of the opposite shoulder's primers when present
  • When detonated or affected enemy is killed, each offensive primer deals 100% weapon damage, while each defensive primer grants +4% bonus armor and +10% amplified damage to armor plates for 5s
  • Primer effectiveness is doubled at 10 stacks

Magnum Pistol: Regulus (Operation Iron Horse)

  • Headshot kills create a 5m explosion, dealing 400% weapon damage and applying bleed to all enemies hit.
  • High accuracy and base damage

New Gear Sets

Eclipse Protocol (Season 2)

  • Core: Skill Tier (Yellow)
  • 2: +15% Status Effects
  • 3: +15% Skill Haste and +30% Hazard Protection
  • 4: "Indirect Transmission" Your status effects now spread on kill to all enemies within 15m and refresh 50% of the duration.
  • Chest talent: "Proliferation" Increases Indirect Transmission range from 15m to 20m and refresh percentage from 50% to 75%
  • Backpack talent: "Symptom Aggravator" Amplifies all damage you deal to status affected targets by 15%

Foundry Bulwark (Operation Iron Horse)

  • Core: Armor (Blue)
  • 2: +10% Armor
  • 3: +3% Armor Regeneration
  • 4: "Makeshift Repairs" Whenever you or your shield take damage, 20% of that amount is repaired to both over 15s
  • Chest talent: "Process Refinery" Increases Makeshift Repairs from 20% to 30% over 15s
  • Backpack talent: "Improved Materials" Increases Makeshift Repairs speed from 15s to 10s

Future Initiative (Operation Iron Horse)

  • Core: Skill Tier (Yellow)
  • 2: +30% Repair Skills
  • 3: +30% Skill Duration and +15% Skill Haste
  • 4: "Ground Control" Increases you and your allies' total weapon and skill damage by 15% when at full armor
  • When you repair an ally, you and all allies within 5m of you are also repaired for 60% of that amount
  • Chest talent: "Tactical Superiority" Increases Ground Control damage bonus from +15% to +25%
  • Backpack talent: "Advanced Combat Tactics" Increases Ground Control proximity repair from 60% to 120%

New Gear Brand

Walker, Harris & Co.

  • Core: Weapon Damage (Red)
  • 1: +5.0% Weapon Damage
  • 2: +5.0% Damage to Armor
  • 3: +5.0% Damage to Health

New Named Weapons

  • Mechanical Animal (SIG 556) with Future Perfection
    • Weapon kills grant +1 skill tier for 19s. Stacks up to 3 times.
    • Weapon kills at skill tier 6 grant overcharge for 15s.
    • Overcharge Cooldown: 90s
  • Harmony (Resolute MK47) with Perfectly In Sync
    • Hitting an enemy grants +20% skill damage for 5s.
    • Using a skill or damaging an enemy with a skill grants +20% weapon damage for 5s.
    • Damage increases are doubled while both buffs are active at the same time.

New Named Gear

  • Matador (Walker, Harris & Co. backpack) with Perfect Adrenaline Rush
    • When you are within 10m of an enemy, gain 23% bonus armor for 5s. Stacks up to 3 times.
    • Cooldown: 5s
    • Chainkiller (Walker, Harris & Co. chest) with Perfect Headhunter. After killing an enemy with a headshot, your next weapon hit within 30s deals 150% of that killing blow’s damage in addition to it.
    • Damage is capped to 800% of your weapon damage. This is raised to 1250% if your headshot damage is greater than 150%.

New Skill Variant

  • Repair Trap
    • The Repair Trap deploys a line of small devices capable of repairing friendlies in their proximity.
    • Note: The Repair Trap will not be available in-game until the Seasonal prime target unlocks in August.

New Talents

Weapon Talent: Future Perfect
  • Weapon kills grant +1 skill tier for 15s. Stacks up to 3 times.
  • Weapon kills at skill tier 6 grant overcharge for 15s.
  • Overcharge Cooldown: 90s
Weapon Talent: In Sync
  • Hitting an enemy grants +15% skill damage for 5s.
  • Using a skill or damaging an enemy with a skill grants +15% weapon damage for 5s.
  • Damage increases are doubled while both buffs are active at the same time.
Backpack Talent: Adrenaline Rush
  • When you are within 10m of an enemy, gain 20% bonus armor for 5s. Stacks up to 3 times.
  • Cooldown: 5s
Chest Talent: Headhunter
  • After killing an enemy with a headshot, your next weapon hit within 30s deals 125% of that killing blow’s damage in addition to it.
  • Damage is capped to 800% of your weapon damage. This is raised to 1250% if your headshot damage is greater than 150%.

Gameplay Changes


  • Reduced how many elites will spawn in the following mission:
    • Manning National Zoo
    • Coney Island Ballpark
    • Coney Island Amusement Park
    • Camp White Oak
    • Space Administration HQ
    • Federal Emergency Bunker
    • Wall Street
    • Liberty Island
    • Pathway Park
    • Stranded Tanker
    • The Tombs


  • General
    • Added all new season 2 weapons/gear to general loot pools
  • Item Power
    • Updated item power distribution to have a better spread between minimum and maximum for all difficulties
    • Increased minimum rolled item power for Field Proficiency/DZ caches, Clan caches and Season caches.
  • Difficulty Scaling
    • Regular loot from loot containers in Missions now scale with mission difficulty
    • Targeted loot from loot containers in Missions now scales with mission difficulty
    • Loot containers part of living world activities now scale with global difficulty
  • Targeted loot
    • Increased targeted loot drop chances for all mission and Control Point difficulties
    • Added new season 2 brand to targeted loot rotation
    • Warlords of New York brands can now also show up as targeted loot in DC, including Dark Zones
  • Named Items
    • Increased named item drop chance in regular Dark Zone loot
    • Increased named item drop chance in targeted loot everywhere
  • Exotics
    • Added Warlords of New York/Season 1 Exotics (excluding The Bighorn) to targeted loot
    • Added Warlords of New York/Season 1 Exotics (excluding The Bighorn) to general Exotic loot pools (Heroic/Legendary/Raid/Exotic Cache)
    • Coyote's Mask drop from Coyote no longer has a minimum season level requirement
  • Control Points
    • Removed regular weapon/gear loot containers not scaling with difficulty from Control Points
    • Increased the amount of scaling loot from the big Control Point reward container
  • Legendary
    • Increased NPC loot drop chance for Veterans and Elites on Legendary difficulty


  • Crafting will now guarantee a higher minimum item power, resulting in higher overall stat rolls. An increased maximum item power also allows for better crafted items than before. The added weighting between the minimum and maximum power results in a more balanced average outcome for crafted and reconfigured items
  • Removed final World Tier 5 crafting bench upgrade, as its power increase is now redundant


  • Added Named Items to both Open World and Dark Zone vendors
  • Increased prices for Named Items
  • Increased item power for all vendors
  • Vendors no longer sell Superior quality items at maximum level

SHD Levels

  • Added Field Proficiency cache to SHD level-up after reaching the maximum season level
  • Increased crafting material rewards for spending SHD level points in the Scavenging category


  • Added Season/SHD experience gain on Conflict level-up

Rogue Agent Encounters

  • Every Rogue Agent killed will now drop loot
  • Rogue Agent encounters no longer occur during time trials

Control Point Officers

  • Players revived by a Control Point Officer will now have 80% of their armor restored (Previously 0%)
  • Reduced the likelihood of Control Point Officers being downed in combat


  • Bounties acquired by speaking to characters in the open world will always be set to the difficulty at time of acquisition or higher.
  • This affects the Snitch and civilians rescued during the Public Execution or Rescue Living World Activities.
  • Scheduled bounties, such as daily and clan bounties, are unaffected.
Developer comment: Bounties acquired in the open world should always provide challenge and loot appropriate to the world they were acquired in. Upping your global difficulty now has the added benefit of improving all bounties you acquire within it.


  • New Season Pass Holder Project Slot.
    • Season Pass holders now have access to an exclusive daily mission which provides a large bonus to XP.
  • Weekly SHD Requisition Project Slot
    • Endgame players at World Tier 5 and Level 40 now have a weekly supplies donation project which rewards them with an exotic cache. (For World Tier 5 players, this replaces the previous daily SHD Requisition project.)
  • Legendary Mission Project
    • After TU10, completing any legendary mission will grant you the Weekly Legendary Mission project slot.
    • Completing the designated legendary mission will reward you with an exotic cache.
Developer comment: With the addition of "re-rolls" to exotics available through crafting, we created the new Weekly projects to provide a reliable supply of exotic components or exotic items.

RPG Balance


Incoming Repairs

  • Incoming Repairs no longer increases the amount of armor repaired by armor kits, talents or gear set effects.
Developer comment: Incoming Repairs was always meant to be the defensive attribute equivalent to Repair Skills, so that players could further enhance the amount of healing they receive from their skills, or the group's healer. Unfortunately, the underlying code prevented us from differentiating between alternate sources of armor repair, such as those from talents and gear sets like Foundry Bulwark, or Firewall's unique armor kit effect. We wanted to address this during the development of Warlords of New York, but chose to post-pone the fix in order to deal with higher priority issues at the time. We underestimated the extent to which this attribute would affect the new Warlords meta, and failed to predict the severity of degenerate gameplay it would cause when combined with certain talents or gear sets. It's important to stress that this is not a PvP-only issue, or an instance of the PvP environment affecting PvE balance. Incoming Repairs was compromising both aspects of the game, and needed to be addressed, especially considering this update coincides with the release of a new raid. Not addressing the issue would mean forcing ourselves to balance all existing and future gear and talents around the knowledge that players could potentially (read: very likely) double the amount of repairs they receive, which stifles creativity and effectively limits player choice.

Weapon Handling

  • 1% Weapon Handling now gives 1% Weapon Accuracy, Stability, Reload Speed, and Swap Speed, up from 0.25%.
  • Reduced the maximum amount of Weapon Handling rolled on gear by 6%, to a maximum of 8% at level 40.
Developer comment: In the current meta, Weapon Handling on gear is considered a dead stat with no significant benefit. In TU10, equipping a piece of gear with +8% Weapon Handling will now give you:
  • +8% Accuracy
  • +8% Stability
  • +8% Swap Speed
  • +8% Reload Speed
This should hopefully make Weapon Handling a strong complimentary attribute for players looking to increase their overall accuracy/stability (bloom + recoil) and/or reload/swap speed. Making the % amount of Weapon Accuracy/Stability/Swap Speed/Reload Speed gained from Weapon Handling 1:1 will also remove another element of arcane knowledge from the game and reduce the need for additional mental math when determining whether the bonus is an upgrade or not.

Talent Changes:

  • Leadership: Bonus Armor increased to 15% from 12%
  • Spike: Skill Damage Duration increased to 15s from 8s
  • Reformation: Skill Repair Duration increased to 15s from 8s
  • Creeping Death: No Longer goes on cooldown if there are no valid nearby enemies to apply a status effect to. Status effects applied now properly copy the source status effect’s damage and duration.


  • Global Damage Modifiers
    • Reduced all PvP weapon damage by -20%
  • Additional Damage Modifiers
    • Increased MMR PvP weapon damage by 12.5%
    • Reduced Assault Rifle PvP weapon damage by -15%
    • Reduced Shotgun PvP damage by -12.5%
    • Reduced SMG PvP damage by -10%
    • Reduced Pistol PvP damage by -10%
    • Reduced Rifle PvP damage by -5%
_Developer comment: With TU10, there have been significant buffs made to the base damage of assault rifles, SMGs, and shotguns in particular. In order to prevent those weapons from becoming overly powerful in PvP, we’ve had to lower their PvP damage modifiers to compensate.
Note: Assault rifles are still tuned to be 10% stronger than normal in PvP in order to compensate for their innate Damage to Health bonus being less useful against other players when compared to other weapon archetypes._
  • Specific Damage Modifiers
    • Increased Double Barrel Shotgun PvP damage by 16.6%
    • Reduced Pestilence PvP damage by -10%
    • Reduced Classic M1A damage by -5%
  • Exotic Modifiers
    • Merciless/Ruthless: “Binary Trigger” amplified weapon damage and explosion damage reduced by -50% in PvP
    • Dodge City Gunslinger’s Holster: “Quick Draw” damage bonus gained per stack in PvP lowered from +2% to +1%
      • Stacks gained per second in PvP now match the PvE value (0.5s to 0.3s)
    • Imperial Dynasty:
      • No longer automatically applies burn status effect to the nearest enemy in range.
      • Now requires maintaining range and LOS (line-of-sight) for 3 seconds between the holster bearer and nearest enemy before applying the burn status effect.
      • Added visual UI feedback to reveal the radius of effect in PvP and an indicator for LOS between the holster bearer and nearest enemy.
Developer comment: This should help address the lack of contextual feedback in PvP, and add a much needed window of opportunity for counterplay, or potential to avoid the incoming effect entirely.
  • * Pestilence * Plague of the Outcast damage-over-time effect no longer triggers True Patriot’s white debuff armor repair effect. (PvP and PvE)
Developer comment: While we like to embrace emergent or unintended mechanics when the end result is unique and fun gameplay, True Patriot’s white debuff explicitly states it requires shooting the debuffed target in order to receive the armor repair effect. Pestilence’s DoT managed to bypass this restriction, making it and True Patriot (especially when combined with Incoming Repairs) scale to disproportionate levels of power when used together.
  • Gear Set Modifiers
    • Negotiator’s Dilemma
      • Reduced the range at which marked targets can damage each other when critically hit to 15m (PvP only).
      • Added visual UI feedback when in range of another marked target.
  • Talent Modifiers
    • Efficient: Reduced specialization armor kit bonus from 100% to 50%
    • Versatile: Reduced the amplified weapon damage bonus for SMGs and shotguns from 35% to 25%
    • Vanguard: Reduced the duration of shield invulnerability from 5s to 2s
      • Note: UI will still show the old duration, but will be fixed in a later update.
    Specialization Modifiers * Firewall * Extracellular Matrix Mesh armor kit regen strength reduced by -50%, from 200% to 150%
  • Skill Modifiers
    • Pulse now correctly reveals and highlights all players in the DZ, not just hostiles/rogues
    • Increased Striker Drone damage by 30%
    • Increased Assault Turret damage by 55%
    • Reduced Firestarter Chem Launcher PvP damage by -20%
    • Reduced Bleed damage from Stinger Hive, Mortar Turret and Explosive Seeker Mine by 75%
    • Increased Stinger Hive damage by 20%, scaling up to 55% at skill tier 6
Developer commentary: We want dedicated skill builds to have multiple, powerful defensive tools for area denial/control. However, the strength of bleed effects meant being hit by just 1 stinger drone, mortar, or seeker mine was nearly a death sentence for most builds. The stinger hive should now better punish players who remain within its area of effect, rather than needing to rely entirely on the excessive damage of a single bleed DoT, while allowing the hive’s drone damage to scale higher for dedicated skill builds.

Weapon Balance


Assault Rifles

  • AK-M – 15.8% damage increase
  • F2000 – 14.3% damage increase
  • Military AK-M – 13.2% damage increase
  • Black Market AK-M – 13.2% damage increase
  • FAL – 12.0% damage increase
  • FAL SA-58 – 12.0% damage increase
  • FAL SA-58 Para – 12.0% damage increase
  • SOCOM Mk 16 – 11.4% damage increase
  • Tactical Mk 16 – 11.4% damage increase
  • Mk 16 – 11.4% damage increase
  • AUG A3-CQC – 11.2% damage increase
  • Honey Badger – 10.9% damage increase
  • FAMAS 2010 – 10.6% damage increase
  • ACR – 9.7% damage increase
  • ACR-E – 9.7% damage increase
  • Military G36 – 9.5% damage increase
  • G36 C – 9.5% damage increase
  • G36 Enhanced – 9.5% damage increase
  • Carbine 7 – 8.7 % damage increase
  • Military P416 – 7.4% damage increase
  • Custom P416 G3 - 7.4% damage increase
  • Police M4 – 6.8% damage increase
  • CTAR 21 – 8.6% damage increase


  • Classic M60 – 12.5% damage increase
  • Classic RPK-74 – 12.4% damage increase
  • Military RPK-74 M – 12.4% damage increase
  • Black Market RPK-74 E – 12.4% damage increase
  • Military M60 E4 – 9.2% damage increase
  • Black Market M60 E6 – 9.2% damage increase
  • Military L86 LSW – 8.5% damage increase
  • Custom L86 A2 – 8.5% damage increase
  • IWI NEGEV – 2.6% damage increase
  • Stoner LMG – 2.0% damage increase
  • M249 B – No changes
  • Tactical M249 Para – No changes
  • Military MK46 – No changes
  • MG5 – No changes
  • Infantry MG5 – 3.2% damage decrease


  • Model 700 – 14.9% damage increase
  • Hunting M44 – 13.5% damage increase
  • Classic M44 Carbine – 12.5% damage increase
  • G28 – 11.4% damage increase
  • SOCOM Mk20 SSR – 9.3% damage increase
  • SR-1 - 8.6% damage increase
  • Custom M44 – 8.1% damage increase
  • M700 Tactical – 8.1% damage increase
  • M700 Carbon – 8.1% damage increase
  • Covert SRS – 6.0% damage increase
  • SRS A1 – 6.0% damage increase
  • Surplus SVD – 2.9% damage decrease
  • Paratrooper SVD – 2.9% damage decrease


  • UIC15 MOD – 21.6% damage increase
  • 1886 – 21.3% damage increase
  • LVOA-C – 12.1% damage increase
  • M1A CQB – 10.7% damage increase
  • Lightweight M4 – 10.5% damage increase
  • G 716 CQB – 8.7% damage increase
  • SIG 716 – 6.7% damage increase
  • ACR SS – 3.7% damage increase
  • SOCOM M1A – No changes
  • M16A2 – No changes
  • USC .45 ACP - 2.8% damage decrease
  • Urban MDR – 5.5% damage decrease
  • Military Mk17 – 11.8% damage decrease
  • Police Mk17 - 11.8% damage decrease
  • Classic M1A - 12.6% damage decrease


  • Tommy Gun – 38.8% damage increase
  • PP-19 – 29.6% damage increase
  • Enhanced PP-19 – 29.6% damage increase
  • MP7 – 27.5% damage increase
  • MPX – 17.7% damage increase
  • M1928 – 20.0% damage increase
  • P90 – 15.6% damage increase
  • Converted SMG-9 – 15.8% damage increase
  • Black Market T821 – 15.4% damage increase
  • Police T821 – 15.4% damage increase
  • Vector SBR .45 ACP – 14.7% damage increase
  • CMMG Banshee – 12.5% damage increase
  • Police UMP-45 – 12.0% damage increase
  • Tactical UMP-45 – 12.0% damage increase
  • AUG A3 Para XS – 11.8% damage increase
  • Enhanced AUG A3P – 11.8 % damage increase
  • Tactical AUG A3P – 11.8% damage increase
  • Converted SMG-9 A2 – 11.6% damage increase
  • MP5A2 – 10.0% damage increase
  • MP5-N – 10.0% damage increase
  • MP5 ST – 10.0% damage increase
  • Tactical Vector SBR 9mm – 5.9% damage increase


  • M870 Express – 23.3% damage increase
  • Military M870 – 23.3% damage increase
  • Custom M870 MCS – 23.3% damage increase
  • Super 90 – 23.2% damage increase
  • Marine Super 90 – 23.2% damage increase
  • Tactical Super 90 SBS – 23.2% damage increase
  • SASG-12 – 21.3% damage increase
  • Tactical SASG-12 K – 21.3% damage increase
  • Black Market SASG-12 S – 21.3% damage increase
  • SPAS-12 – 18.6% damage increase
  • KSG Shotgun – 9.0% damage increase


  • Double Barrel Sawed Off Shotgun – Optimal Range reduced to 8m from 11m
  • 586 Magnum – 68.8% damage increase
  • Police 686 Magnum – 68.8% damage increase
  • Maxim 9 - 23.5% damage increase
  • D50 – 17.5% damage increase
  • First Wave PF45 – 13.5% damage increase
  • Custom PF45 – 9.7% damage increase
  • Military M9 – 8.7% damage increase
  • 93R - 7.7% damage increase
  • Snubnosed Diceros – 6.5% damage increase
  • Officer's M9 A1 – 6.3% damage increase
  • Diceros – 5.9% damage increase
  • M45A1 – 9.5% damage decrease
  • Tactical M1911 – 9.5% damage decrease
  • M1911 – 7.3% damage decrease

Exotics Changes

Developer comment: Along with the buffs to weapon damage, TU10's significant buff to weapon handling meant some exotic weapon mods no longer made sense or resulted in over tuned performance that no longer fit with the original design. We also took this opportunity to make improvements to underperforming exotic
The Bighorn
  • Damage increased by +11.2%
  • Increased optimal range from 27m to 40m
  • Optics mod bonus increased from +0% to +30% Headshot Damage
  • Magazine mod bonus changed from +7% Headshot Damage to +10% Reload Speed
  • Added functionality that provides additional headshot damage, full talent is now:
    • When scoped, switches to semi-automatic fire mode, dealing 450% weapon damage with each shot.
    • (New) Headshots grant +2% headshot damage. Stacks up to 50 times. Resets to 0 at full stacks.
Eagle Bearer
  • Damage increased by +7.8%
  • Underbarrel mod bonus changed from +10% Stability to +10% Weapon Handling
  • Damage increased by +32.8%
  • Optics mod bonus changed from +15% Accuracy to +15% Critical Hit Chance
  • Muzzle mod bonus changed from +5% Critical Hit Chance to +20% Accuracy
  • Underbarrel mod bonus changed from +10% Critical Hit Chance to +10% Stability
  • Optimal range increased by 33.3%, from 15m to 20m
  • Long range effectiveness increased by 19%, from 42m to 50m
  • Added functionality that retains your current buffs to the next combat encounter when combat ends, full talent is now:
    • Hitting 30 headshots grant +20% critical hit chance and +50% critical hit damage for 45s.
    • Hitting 75 body-shots grant +90% weapon damage for 45s.
    • Hitting 30 leg-shots grant +150% reload speed for 45s.
    • (New) Buffs refresh when out of combat.
Bullet King
  • Damage increased by +2.6%
  • Damage increased by +11.1%
  • Optics mod bonus increased from +35% to +45% Headshot Damage
  • Underbarrel mod bonus reduced from +15% to +5% Weapon Handling
  • Optics mod bonus changed from +5% Critical Hit Chance to +5% Headshot Damage
  • Muzzle mod bonus changed from +15% Stability to +5% Critical Hit Chance
  • Magazine mod bonus changed from +15% Reload Speed to +15% Weapon Handling
  • Added functionality to provide extra damage if you're trying to keep stacks, full talent is now:
    • (New) Hits grant +2% weapon damage. Stacks up to 30.
    • Headshots consume all stacks, repairing your shield for 3% per stack.
  • No longer highlights enemy weakpoints when aiming.
  • Damage increased by +12.5%
  • Muzzle mod bonus reduced from +20% to +10% Stability
  • Underbarrel mod bonus reduced from +20% to +10% Weapon Handling
  • Magazine mod bonus reduced from +15% to +10% Reload Speed
  • Added functionality to provide extra non-explosive damage as well, full talent is now:
    • This weapon fires on trigger pull and release.
    • If both bullets hit the same enemy, gain a stack.
    • (New) At 7 stacks, shooting an enemy deals 500% amplified damage and creates a 7m explosion dealing 500% weapon damage, consuming the stacks.
Developer Comment: Merciless was previously balanced for its very unwieldy handling and compensated with very high burst damage. With access to much higher accuracy and stability, Binary Trigger’s explosion strength has been toned down.
  • Damage increased by +7.7%
  • Text updated to clarify a new target isn’t marked until after the 5s buff.
Lullaby/Sweet Dreams
  • Damage increased by +11.0%
Lady Death
  • Damage increased by +18.9%
  • Optics mod bonus increased from +5% to +10% Critical Hit Chance
  • Muzzle mod bonus changed from +5% Critical Hit Chance to +5% Critical Hit Damage
  • Underbarrel mod changed from +5% Critical Hit Damage to +500% Melee Damage
  • Breathe Free: Lowered the amount of maximum stacks from 40 to 32, and increased the damage amplification per stack from 60% to 75%
The Chatterbox
  • Damage increased by +16.7%
  • Optics mod bonus increased from +5% to +15% Critical Hit Chance
  • Muzzle mod bonus changed from +10% Critical Hit Chance to +5% Critical Hit Damage
  • Underbarrel mod bonus reduced from +15% to +10% Weapon Handling
  • Magazine mod bonus changed from +10% Reload Speed to +10 Rounds
  • Magazine base capacity reduced from 60 to 50
  • Muzzle mod bonus changed from +10% Stability to +10% Accuracy
  • Underbarrel mod bonus changed from +10% Weapon Handling to +10% Stability
NinjaBike Messenger Kneepads
  • Added functionality to add bonus armor, full talent is now:
    • (New) Performing a cover to cover or vaulting reloads your drawn weapon and grants +25% bonus armor for 5s.
Dodge City Gunslinger Holster
  • Added functionality that makes your hit do headshot damage, full talent is now:
    • While your pistol is holstered, gain a stacking buff every 0.3s, up to 100. When you swap to it, your first shot consumes the buff and deals +10% damage per stack.
    • (New) This deals headshot damage to anywhere you hit.
BTSU Datagloves
  • Changed functionality to no longer grant group/raid-wide overcharge unless you are skill tier 6
  • Added functionality to provide hive skill haste, full talent is now:
    • (New) Grants +15% Hive skill haste per skill tier.
    • (Changed) Detonating a hive refreshes your skill cooldowns and grants overcharge for 15s.If at Skill Tier 6, this effect also applies to all allies.
    • Allies receiving this effect are unable to benefit from it again for 120s.
Sawyer's Kneeguards
  • Added functionality to continue to provide damage bonus move for a short duration, full talent is now:
    • Cannot be staggered by explosions.
    • Increases total weapon damage by 3% each second you are not moving. Stacks up to 10 until you start moving.
    • (New) All stacks lost 10s after moving.

Gear Set Changes

Hard Wired
  • Feedback Loop no longer fully refreshes the cooldown of a skill, but instead reduces it by up to 30s
Ongoing Directive
  • Main Talent
    • Hollow-Point Ammo is no longer dropped on kill, and instead automatically added to your active weapon when killing status afflicted enemies
    • Backpack Talent (New)
  • “Trauma Specialist”
    • Increases the duration of your bleed status effects by 50% and all bleed damage done by 100%
    • Increased 3-piece Reload Speed bonus from +20% to +30%
Tip of the Spear
  • Main Talent (PVE)
    • Aggressive Recon's weapon damage buff is now gained when dealing specialization weapon damage, instead of on specialization weapon kill
  • Main Talent (PVP)
    • Aggressive Recon's weapon damage buff is now gained when dealing grenade damage, instead of on grenade kill
  • Backpack Talent (New)
    • “Signature Moves”
    • Increases specialization weapon damage by 20%, and doubles the amount of specialization ammo generated by Aggressive Recon
Aces and Eights
  • Main Talent
    • "Poker Face" backpack talent is now a baseline effect:
    • Flip an additional card on headshots
  • Backpack Talent (New)
    • “Ace in the Sleeve”
    • Amplifies 1 extra shot when revealing your hand
    • 3-piece Headshot Damage bonus is now additive, rather than multiplicative
    • Increased 3-piece Headshot Damage bonus from +20% to +30%
System Corruption
  • Main Talent
    • Now repairs 20% of your armor in addition to granting 50% bonus armor
    • Increases total weapon damage by 1% per 5% bonus armor gained, up to 20%
Striker’s Battlegear
  • Main Talent
    • Reduced the number of stacks lost on missed shots from 3 to 2
  • Backpack Talent
    • No longer reduces number of stacks lost on missed shots
    • (New) Increases total weapon damage gained per stack of Striker's Gamble from 0.5% to 0.65%.
Negotiators Dilemma
  • Damage transfers on the initial bullet that marks a new target
Hard Wired
  • Increased 3-piece Repair Skills bonus from +15% to +30%
Brand Set Changes Alps Summit Armament
  • Increased 1-piece Repair Skills bonus from +15% to +20%
Murakami Industries
  • Increased 2-piece Repair Skills bonus from +15% to +20%
Richter & Kaiser
  • Increased 3-piece Repair Skills bonus from +15% to +20%
  • Incoming Repairs brand set bonus increased from +15% to +20%
Providence Defense
  • Increased 1-piece Headshot Damage bonus from +10% to +15%
Airaldi Holdings
  • Increased 2-piece Headshot Damage bonus from +10% to +15%
Grupo Sombra S.A
  • Increased 3-piece Headshot Damage bonus from +10% to +15%
Overlord Armaments
  • Increased 2-piece Accuracy bonus from +10% to +20%
Douglas & Harding
  • Increased 2-piece Stability bonus from +10% to +20%
  • Increased 3-piece Accuracy bonus from +10% to +20%
Fenris Group AB
  • Increased 2-piece Reload Speed bonus from +10% to +20%
  • Increased 3-piece Stability bonus from +10% to +20%

Specialization Changes

  • Gunner specialization's Emplacement talent Weapon Handling bonus reduced from +15% to +10%
    • Note: The UI will incorrectly say it still adds +15% Weapon Handling. This will be fixed in a future update.

Skill Changes

  • Stinger Hive, Mortar Turret, and Explosive Seeker Mine now display its Bleed Damage and Duration
Seeker Mine
  • Cluster Seeker Mine targeting accuracy improved
Developer comment: The Cluster Seeker Mine is not intended to be as accurate as the Explosive variant. Once it is a certain distance from its target it locks the location it is aiming for and continues towards that regardless of where its original target agent has since moved to. This "bullcharge" behavior reflects the mini-mines' less advanced technology and balances the skill mod's effectiveness. This said, we have noticed that the Cluster Seeker's accuracy has been a source of frustration so we've shortened the distance until it activates its "bullcharge" and adjusted when it decides to explode. These adjustments should make the Cluster Seeker feel more accurate, but these are measured steps as we do not want the skill to return to its OP TU7-state.
  • Stinger Hive base damage reduced -20%
  • Stinger Hive damage bonus per skill tier increased from +10% to +20%
Developer comment: In order to make investing in skill tiers have a greater impact on the Stinger Hive's damage, we slightly reduced base drone damage, while doubling the amount of damage gained with each skill tier. These changes will result in a net buff for dedicated skill builds, with a 10% increase in Stinger Hive drone damage at skill tier 6.
  • Restorer hive gains +5% drone flight speed per skill tier
Developer comment: Increases to the Restorer Hive's radius had the unfortunate effect of increasing the time it took for repair drones to reach their target the further they were from the hive. Increasing drone flight speed with each skill tier should help offset that somewhat counter-intuitive behavior when taking advantage of the increased area of effect, and make the Restorer Hive a more reliable tool for healers.
Chem Launcher
  • Riot Foam Chem Launcher ensnare duration bonus per skill tier reduced from +20% to +10%
  • Reinforcer Chem Launcher: UI has been updated to clarify that the initial heal only affects allies and not the Skill user. The functionality has not changed.
  • Blinder Firefly blind duration bonus per skill tier reduced from +20% to +10%
  • Blinder Firefly base blind duration reduced from 6s to 5s
  • Banshee Pulse cooldown increased from 20s to 30s
  • Banshee Pulse base confuse duration reduced from 5s to 4s
  • Jammer Pulse base disrupt duration reduced from 4s to 3s
Shock Trap
  • Shock Trap base shock duration reduced from 5s to 3s (PvP duration remains unchanged)
  • Shock Trap base radius increased from 2m to 2.5m
  • When the active duration ends, its cooldown is refunded an equal number of seconds that it was active.

Further Bugfixes:

=> Source
submitted by JokerUnique to thedivision [link] [comments]

Precompiled Gentoo Linux 17th Year Anniversary September 2020 update - Three complete GPU specific configurations

With my 17th year supporting Gentoo approaching in September I especially wanted to post this for Gentoo users.
I have for years found the hobby of helping people on this subreddit enjoyable and wanted to offer you all an update to aid you in these trying times with your struggles adjusting to and learning to love penguins!
As some of you know i've been a stalwart supporter of Gentoo Linux since 2003 due to the educational merits and flexibility afforded by "baking your own binaries" and configuring your own install to suit your own hardware or purpose.
This is great but the build time required to compile all that software does dissuade some people from making an attempt.
I've precompiled Gentoo Linux "stage4" tar.gz base system installs and released them on several previous occasions however i felt the changes since June warranted creating a new post update.
In December i began providing three gpu specific configurations for Intel amd and nvidia graphics cards and given positive feedback have continued this in a similar fashion to Systemd76 Pop!_ OS
featuring kde plasma with full support for 32 bit applications then add support for docker, qemu, lutris, steam, wine staging and much more!
These builds contain the base gentoo install stage used for the initial builds in the root filesystem within the tarballs for each build dated December 12 2019
These builds are an update of the finest gentoo chroot builds assembled to date i've released to the general public :)
Gentoo Linux releases system install base systems as compressed archives that include the bare minimum software necessary for Linux to reproduce itself and any other software program. Historically Gentoo used to allow users to progress to this point by building up to several "stages" from stage 1 to stage 3 then later settled on only providing stage3.
Stage4 is terminology Gentoo Linux users frequently use to refer to only the filesystem contents that comprises any completed and archived installation.
Stage4 Gentoo system backup largely replaces the install stage choices offered the gentoo install handbook
As many people have discovered that attempt using Linux software configuration can be inflexible or incompatible after it's been prepackaged for distros such as Ubuntu or Mint or you pick one and no avenue to recompile that software is provided to adapt that software for only your own hardware configuration to "fine tune" and eliminate consistency conflicts or eliminate an overabundance of software features having been supported.
*** These builds will require some customization and additional config to become bootable if you choose to proceed with further system install configuration ***
New Gentoo Linux 17.1 September 2020 build details
Stay safe in these trying times, compile long and prosper!
submitted by xartin to Gentoo [link] [comments]

The motion to delay and revise the re-entry plan is not a binary issue. Don't buy the politics.

People are being goaded into taking sides on whether or not we should open schools. This is not the issue at hand when considering the motions made by Mr. Shurr at the most recent Special Session of the school board. The issue at hand is whether the current plan (Published June 30) is the most inventive solution we can offer that minimizes the risk of lifelong disability and/or death for the students and, more immediately, the many high-risk adults who work in the public schools around the country. If you’ve ever been in an American workplace, you know that leaders (especially exhausted ones) can find running out the clock on a decision period more desirable than engaging in critical discussion. With stakes as high as they are, the motions are meant to ensure this does not happen with our public schools.
Here is a link to the most critical 20 minutes of the Special Session of the school board meeting from Tuesday, July 21st.
The Details:
This is a throwaway account, and an attempt at a complete statement of my opinion. This does not reflect anyone’s opinion but my own based on public information. Feel free to share any and all of this if you’d like. I don’t plan to respond to comments or DMs.
A considerable number of parents, students, and teachers (many of whom are at high risk of contracting COVID-19 or live with an elder who is) feel the traditional school model poses too much risk and that we need to pause and revise the plan. Fairly, many people who need the child care/specialized services provided by the schools have voiced their frustration and unwillingness to support such a measure because they believe this must mean that schools will be closed for an extended period of time. This fabricated binary allows an outdated plan to look preferable to pausing and revising because:
All this said, the parents who need their students in school are justified in their attitudes and arguments.
At one of the large high schools
At the other,
Even if you ignore the certain occurrence of some crossover within these categories, this is still less than half of the total student population. A number of these students may still choose to stay home with the online option. Similarly, there are probably students who do not fall into these categories but still need to come to school sometimes for some reason or another. Either way, this suggests that there is an opportunity to serve a MUCH smaller number of students in the building and reduce risk to everyone involved.
I will admit this would be harder to organize at the elementary level, where districting decisions have left some schools in a more difficult situation than others in terms of student needs because some schools have:
Perhaps the lesser risk in general at the elementary level doesn’t demand an alternative-to-traditional model. Perhaps identifying students who need to be in a learning center and finding a way to get them to a less crowded school should be part of the conversation. Regardless, I imagine that some schools will already be operating at a much lower capacity than normal due to the online option while others will be close to full.
All of this should show that this is:
This is what pause and revise is really about. While I’m sure people are exhausted, I refuse to believe that Bloomington has exhausted its creativity, resources, and inventiveness on the current plan especially in light of the totally changed context. If you agree that we can do better, please reach out to the Board of School Trustees and the Monroe County Health Department in time for the last meeting before the school year. The meeting is on Tuesday, July 28.
[[email protected]](mailto:[email protected])
[[email protected]](mailto:[email protected])
[[email protected]](mailto:[email protected])
[[email protected]](mailto:[email protected])
[[email protected]](mailto:[email protected])
[[email protected]](mailto:[email protected])
[[email protected]](mailto:[email protected])
[[email protected]](mailto:[email protected])
[[email protected]](mailto:[email protected])
I have edited for the sake of clarity and organization. I wish I could edit the title u/Smease1 made a great point below.
submitted by Dry-Consequence-539 to bloomington [link] [comments]

Subreddit Survey Results

Greetings, exchristian!
The subreddit survey closed on 10 June. Since then, I have been combing through the results, and pulling everything together to publish here. 805 of you responded, which is a small proportion of our 66k members, but probably a good portion of the subscribers who are actually active on the subreddit, and not bad for a first try. I appreciate every one of you who took the time to fill out the survey, who contributed questions, and who provided feedback in the comments of the original post. All advice has been taken on board, and if I do this again in the future, I will change the survey accordingly. But you're here for the stats, so let's get into them!

Part 1: Demographics

Q1: What age group are you in?

Age Number of Responses Percentage
10 or under 0 0%
11-15 40 5%
16-19 136 16.9%
20-24 206 25.7%
25-29 182 22.7%
30-34 121 15.1%
35-39 56 7%
40-44 21 2.6%
45-50 13 1.6%
50+ 28 3.5%
exchristian mostly aligns with Reddit's user base in the age question, with most respondents in the 16-35 range. There are some under 16, which may just be normal for Reddit, but could also be people seeking support with living as a non-Christian in a Christian home in an already difficult part of their lives. Overall, though, this question throws up no surprises.

Q2: What Denomination(s) were you part of?

Denomination Number of Responses Percentage
Non-Denominational 250 31.2%
Baptist 231 28.8%
Catholic 119 14.9%
Other Evangelical 98 12.2%
Pentecostal 97 12.1%
Calvinist/Presbyterian/ Reformed 82 10.2%
Lutheran 47 5.9%
Methodist 39 4.9%
Anglican/Episcopalian 34 4.2%
Church of Christ 31 3.9%
Orthodox 20 2.5%
Seventh-Day Adventist 14 1.9%
Mormon 10 1.2%
Anabaptist (Amish/Mennonite) 8 1%
Plymouth Brethren 7 0.8%
Jehovah's Witnesses 2 0.2%
Other 61 6.1%
A lot of denominations came up here, and I mean a lot. The largest groups are Baptist and non-denominational, which probably reflects the US-centric nature of the subreddit, which we will see in the next question. The sub also leans ex-Protestant, with only 14.9% ex-Catholics and 2.5% ex-Orthodox. The quantity and variety of the self-filled answers made it easier to just group them under 'Other'. A substantial portion of those answers came from offshoots of Methodism, notably the Nazarene (6 responses) and Wesleyan (4) groups. Others included IFB (4), and Assemblies of God (4 - one of a number of Pentecostal-ish groups represented in those answers).
A few peripheral thoughts on this question: I was surprised by the lack of JWs in the sub, but they probably gravitate towards exJW rather than the umbrella sub here, with the same theme applying to the slightly larger Mormon group. I am also intrigued by our Amish/Mennonite contingent. If any of you would be willing to share your experiences with those groups, I'd be very interested to hear.

Q3: Where do you live?

Location Number of Responses Percentage
United States South 220 27.5%
United States Midwest 169 21.1%
United States West 132 16.4%
United States Northeast 93 11.6%
Canada 56 7%
United Kingdom 28 3.5%
Australia 20 2.5%
New Zealand 6 0.7%
Singapore 6 0.7%
The Netherlands 6 0.7%
Germany 5 0.6%
South Africa 5 0.6%
Brazil 3 0.4%
Ireland 3 0.4%
Malaysia 3 0.4%
Romania 3 0.4%
The Philippines 3 0.4%
Czech Republic/Czechia 2 0.3%
Dominican Republic 2 0.3%
France 2 0.3%
Italy 2 0.3%
Mexico 2 0.3%
Norway 2 0.3%
Poland 2 0.3%
In addition to these, there was 1 answer each for: Alaska, 'American living abroad', Austria, China, Denmark, Dominica, Ecuador, Finland, Georgia, Ghana, Greece, Hong Kong, India, 'Jamaica/UAE', Japan, Latvia, Nagaland, Namibia, Nigeria, North Macedonia, Portugal, The Caribbean, The Nordics, 'USA and Philippines', and Zambia.
The overall picture here is that this sub is overwhelmingly American. 77% of you live in some part of the United States, with another 7% from Canada adding to the North American group. Unsurprisingly, most are from English-speaking countries, although there are more from continental Europe than I expected. By location, we are spread far and wide, but it will surprise nobody who has spent any time on this subreddit that a vast majority of users are American.

Q4: What is your ethnicity?

Ethnicity Number of Responses Percentage
White/Caucasian 643 80.3%
Asian 55 6.9%
Black/African-American 40 5%
Latino/Hispanic 33 4.1%
Mixed Race 20 2.5%
Indigenous North American 5 0.6%
Pacific Islander 2 0.3%
Indigenous Australian 1 0.1%
North African 1 0.1%
I received some criticism for this question, which was fair. It was poorly thought out and poorly worded. If nothing else, I should have made Mixed Race an option to be picked and not left that to the 'Other' field - a very embarrassing oversight. But the results do tell us something. The main thing they tell us is that our subreddit is overwhelmingly white, which also correlates with earlier answers which show American ex-Evangelicals as by far the largest group. I don't know exactly why ethnic minorities are so poorly represented here - my best guess is that it is a reflection of Reddit demographics generally. If others have insights on this, I'd be interested to hear them.

Q5: What gender do you identify as?

Gender Number of Responses Percentage
Male 404 50.3%
Female 341 42.5%
Non-Binary 41 5.1%
Prefer not to say 12 1.5%
Genderfluid 2 0.2%
Agender 1 0.1%
Transmale 1 0.1%
These were interesting answers. A quick google search tells me that Reddit overall is over 70% male. But in exchristian, while a small majority of users are men, over 40% are women. As a man, I may be pontificating about something I don't understand, but I wonder if this is connected to the sexism inherent in much of Christianity and Christian teaching. Women may be more likely to leave Christianity than men, because they are more likely to feel unwelcome in a sexist environment. The 5%+ operating outside of the traditional genders may be feeling a similar thing. Trans, Non-Binary, and Genderfluid people probably struggle to find a place in Christianity and Christian doctrine unless they suppress their authentic self. Again, I may be talking out of my arse here, and those with actual experience of this can hopefully provide more insights in the comments.

Q6: What best describes your sexual orientation?

Sexuality Number of Responses Percentage
Heterosexual 469 58.7%
Bisexual 185 23.1%
Homosexual 67 8.4%
Asexual 44 5.5%
Pansexual 15 1.9%
Demisexual 3 0.4%
Queer 3 0.4%
Other 13 1.6%
Of the 'Other' group, most expressed some measure of confusion, with 2 particularly mentioning purity culture as a factor in that. Single answers included Gynesexual, Panromantic, and Sapphic Asexual.
I think we are seeing a similar phenomenon here as with the last question. The larger than average LGBTQ+ representation might be a demographic feature, but it could also be because a lot of Christian doctrine is extremely homophobic, and LGBTQ+ people probably feel unwelcome in Christianity, and have more reason than heterosexuals to doubt aspects of Christian teaching. Again, though, I would welcome further insights from LGBTQ+ people on this issue.

Q7: Which of these options best describes your political opinions?

Political Position Number of Responses Percentage
Left/Liberal 544 68.4%
Centrist/Moderate 225 28.3%
Right/Conservative 26 3.3%
The framing of that question was slightly over-simplified, but it's not a surprise to see that very few people here see themselves as right-wing or conservative politically, both given Reddit's demographics, and given the closeness of large sections of Christianity (especially in the US) with right-wing and socially conservative politics.

Part 2: Education

Q8: What is your current level of education?

Education Level Number of Responses Percentage
College/University Graduate 395 49.2%
Currently at College/University 180 22.4%
Currently in School 110 13.7%
High School Graduate 94 11.7%
PhD/Professorship 20 2.5%
No Formal Qualifications 4 0.5%
A majority of us are either in College/University, or are Graduates. That, again, may just reflect Reddit's demographics, but it is no coincidence that the more someone learns, the less likely they are to remain religious. I have certainly found that in my own experience.

Q9: What type of school were you educated in?

School Number of Responses Percentage
Public/State School 605 75.3%
Religious School 286 35.6%
I was Home-Schooled 122 15.2%
Secular Private School 61 7.6%

Q10: If you went to a religious school, do you believe it contributed towards your deconversion?

Answer Number of Responses Percentage
Yes 197 38.2%
No 190 38.6%
Not Sure 129 25%

Q11: If you went to a secular school, do you believe it contributed towards your deconversion?

Answer Number of Responses Percentage
Yes 247 37%
No 290 43.5%
Not Sure 130 19.5%
The answers to Q10 could be unreliable, as more people answered it than answered 'Religious School' to Q9. But it does show that a reasonable percentage of both people who went to religious schools and to secular schools felt that that contributed towards their deconversions. Those will probably be for different reasons, and I think school experiences would be an interesting thing to dig further in to, either in the comments here or in a separate post.

Part 3: Beliefs and Deconversion Experience

Q12: At what age did you stop being a christian?

Age Number of Responses Percentage
10 or under 15 1.9%
11-15 139 17.3%
16-19 211 26.3%
20-24 224 27.9%
25-29 122 15.2%
30-34 54 6.7%
35-39 15 1.9%
40-44 6 0.7%
45-49 10 1.2%
50+ 6 0.7%
Most of us lost our belief between the ages of 16 and 25, and I don't think that's a coincidence. It's the time when you're beginning to strike out on your own in the world, forge your own path, and cast off your parents' preconceptions. It's also the time when you start to think more critically about things, and for many of us thinking critically about Christianity was what drove us to leave it.

Q13: How would you describe your current belief system?

Belief Number of Responses Percentage
Atheist 317 39.7%
Agnostic 238 29.9%
Anti-theist 47 5.9%
Humanist 45 5.6%
Apatheist 26 3.3%
Pagan/Wiccan 17 2.1%
Deist 15 1.9%
Pantheist 13 1.6%
Buddhist 11 1.4%
Unsure 10 1.2%
Agnostic Atheist 6 0.7%
Ignostic 5 0.6%
Satanist 5 0.6%
Spiritual 5 0.6%
Misotheist 3 0.4%
Universalist 2 0.3%
Other 32 4%
Most of the 'Other' answers represented mixed philosophies - a few people have pointed out to me that I should have made this question multiple choice. Single answers included Hindu, Ietsist, Irreligious, Jewish, Left Hand Path, Longhouse Religion, Muslim, Nihilist, Occultist, Panendeist, and Panentheist.
It won't surprise any of us to see that this subreddit is mostly Atheist/Agnostic. However, there are some more spiritually-minded people here, and although they are not a large group they are a noticeable segment.

Q14: If you do not consider yourself an Atheist/Agnostic/etc, how free do you feel to discuss your spiritual views in exchristian?

Answer Number of Responses Percentage
1 (Not at all Free) 5 1.4%
2 23 6.4%
3 87 24.2%
4 69 19.2%
5 (Completely Free) 176 48.9%
This seems to have faced a similar problem to Q10, in that many people answered it who should not have. They represent all but one of the '1' answers, and fairly even portions of the others. The answers of spiritually-minded people seem to come out at around the same proportionally as the overall responses. Reassuringly, that means that most do feel free to share their views here, although it also means that there is a minority who do not. While I cannot speak for that minority, one of the answers to the previous question provided a small paragraph on it (side note: try not to do this in surveys, folks. Short and to the point is best). That person said "I don't like to talk about this openly on the sub because I feel like people will see me as spacey and illogical, but that might be because I watch too many hardcore Youtube skeptics".
I think that answer makes sense as a reason some people don't feel entirely free to share their views here. This sub clearly has an atheist majority, and the stereotype of atheists is that we are hostile to any and all spiritual beliefs. It's not a problem with the subreddit, which I've always found to be extremely friendly and open, but one of perception and self-consciousness. But as always, if you feel like I'm grasping at the wrong end of the stick here, feel free to say so - in PMs if you don't want to do it publicly.
Following on from all of that, I'd genuinely be interested to hear more about the beliefs of our more spiritual members - the more niche the better. I'm not that way inclined myself, but the previous question has sparked an academic curiosity.

Q15: Are you 'out of the closet' as an ex-christian?

Answer Number of Responses Percentage
Yes, to everyone I know 79 9.9%
Yes, to most people I know 203 25.3%
Yes, to some people I know 387 48.3%
No 133 16.6%
Very few of us have told everyone in our lives that we're no longer christian, but most of us have told at least some people. I imagine that that mostly manifests as people keeping it a secret from family or church friends, or a christian workplace, but being open about it among non-church friends or in a secular workplace.

Q16: If you are 'out of the closet', do your christian family and/or friends accept your decision?

Answer Number of Responses Percentage
Yes 113 18.9%
No 152 25.4%
Some 333 55.7%
Less than 20% of people's christian circles fully accept them leaving christianity. Christians hate apostates, what a surprise! That a majority have had at least some acceptance is good to see, though, and I am glad for those of you who have experienced that.

Q17: If you are not 'out of the closet', do you plan to come out in the near future?

Answer Number of Responses Percentage
Yes 86 16.3%
No 163 30.9%
Not Sure 279 52.8%
Most closet-dwellers are unsure if they'll come out or not, with a fairly large minority having decided to keep it a secret, at least for now. A majority for the undecideds is not a surprise. It's a very difficult decision, and you have to weigh up your freedom with the damage you might do to your personal relationships. Not an easy choice.

Q18: Are there any non-christians or ex-christians in your immediate or extended family?

Answer Number of Responses Percentage
Yes 425 53.3%
No 373 46.7%

Q19: Outside of your family, do you know any ex-christians in your real life?

Answer Number of Responses Percentage
Yes 505 63.1%
No 295 36.9%

Q20: Do you live in a place where you feel socially at risk if you admit you are no longer a christian?

Answer Number of Responses Percentage
Yes 158 19.8%
No 258 32.3%
Sometimes (i.e. among family but not among colleagues) 384 48%

Q21: If you do feel socially at risk, how important has exchristian been in giving you a safe space to speak freely?

Answer Number of Responses Percentage
1 (Not at all important) 22 3.7%
2 34 5.7%
3 137 23%
4 202 33.9%
5 (Very Important) 200 33.6%
This group of questions shows quite a stark difference. While a majority of us do have other non-christians or ex-christians in our lives, a substantial minority seem to be surrounded by christians, most of them probably in the American south where, from what I read on this subreddit, Christianity is everywhere. That makes exchristian very important as a support subreddit, which I've seen others say here and have felt myself. This community is a very important resource for many people.

Q22: When you were a christian, did you participate in church community activities (i.e. youth groups)?

Answer Number of Responses Percentage
Yes 716 89.3%
No 86 10.7%

Q23: Do you miss christianity's sense of community?

Answer Number of Responses Percentage
Yes 257 32.1%
No 420 52.4%
Not Sure 124 15.5%

Q24: Do you feel isolated since deconverting?

Answer Number of Responses Percentage
Frequently 109 13.7%
Sometimes 287 36.1%
I have in the past 200 25.1%
Never 200 25.1%

Q25: If you have felt isolated, has exchristian helped to reduce that isolation?

Answer Number of Responses Percentage
Yes 450 70.1%
No 51 7.9%
Not Sure 141 22%

Q26: Outside of exchristian, have you found anything in a secular space to replace the church community?

Answer Number of Responses Percentage
Yes 353 45.1%
No 429 54.9%

Q27: On the whole, how important has the exchristian community been in helping you through your deconversion?

Answer Number of Responses Percentage
1 (Not at all Important) 104 13.8%
2 96 12.8%
3 189 25.2%
4 189 25.2%
5 (Very Important) 173 23%
This is another group of questions which really show how important this community is. Most of us were quite involved in our churches, and although most say they do not miss christianity, a majority have felt isolated at some point, and a large majority of those say exchristian was important to reducing that isolation. The answers to question 27 reflect that again. I think it's really important that this sub exists to help alleviate some of these problems.

Q28: Do you experience rapture and/or tribulation anxiety?

Answer Number of Responses Percentage
Frequently 59 7.4%
Sometimes 147 18.4%
I have in the past 270 33.8%
Never 322 40.4%
A majority of us have, at some point, experienced rapture or tribulation anxiety. That's hardly surprising, given how strong the 'left behind' motif is in christian preaching and culture. More encouragingly, a majority of those who have experienced this say that they do not experience it now. As someone who has suffered from this in the past, I can reassure you that it does get better. The more distance you put between yourself and your christian past, the easier it becomes to move past that anxiety.

Q29: Have you been diagnosed with a mental illness or illnesses?

Answer Number of Responses Percentage
Yes 348 43.6%
No 451 56.4%

Q30: Do you believe that christianity has had a negative impact on your mental health?

Answer Number of Responses Percentage
Yes 667 83.3%
No 58 7.2%
Not Sure 76 9.5%
While a majority of us have not received an official mental health diagnosis, a substantial minority have, a testament to how much of a toll christianity and the process of tearing yourself away from it takes on your mental health. An overwhelming majority also think that it has had a negative impact on their mental health, which will surprise nobody who has spent any time reading the posts on this sub.

Q31: On the whole, has your loss of belief made your life easier or more difficult, or has it had no impact?

Answer Number of Responses Percentage
Easier 481 60%
More Difficult 105 13.1%
No Impact 54 6.7%
Not Sure 161 20.1%
I have realised since writing the survey that this question was too simplistic and doesn't reflect the variety of people's experiences. Nevertheless, a clear majority do consider their deconversion to have made their life easier, and in the light of the mental health questions that is hardly surprising.

So, what has this survey told us? In demographics, a clear majority in this subreddit are white American protestants, with most between the ages of 16 and 35. In both gender and sexuality, it is more diverse than reddit overall, and most are well-educated. A clear majority are either atheist or agnostic, but there is a diverse (if small) group holding alternative beliefs. With most of us only halfway 'out' as ex-christians and with a clear majority identifying christianity as causing mental health troubles, the survey also shows the importance of exchristian as a place on the internet where people in our situation can come together and share experiences. I'm grateful to all of you for being here and for making this sub the place that it is.
And that's a wrap. Well done for making it this far, I guess, and thanks to all of you who responded to the survey. Pulling the data together for this post has been intense, but fun in its own way, and I have enjoyed finding out a bit more about who we are as a community. As I've said throughout, comments, questions, and criticism are all welcome if you have any to share, and I'm very interested to see what the community thinks of the data.
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