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N. Jolly wrote:Tech is such a polarizing thing.Not within the Advent Imperiax.
Well if it has a place in Porphyra, that does mean it's open season for me to include.
And while I mentioned I wanted to keep corpokineticist away from necromancy, the archetype I'm working on now seems to stray further from that line.

Azten |

I've started working on the Reaper's character sheet. I picked Extra Wild Talent so many times it turns out I only had about three feats left to pick anyway. Level 11 so he can be a lich., after which he retrains into Overwhelming Soul, but hasn't yet traded away Kinetic Crafter(a useless talent for OS Kineticists since they can't take burn).

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I've started working on the Reaper's character sheet. I picked Extra Wild Talent so many times it turns out I only had about three feats left to pick anyway. Level 11 so he can be a lich., after which he retrains into Overwhelming Soul, but hasn't yet traded away Kinetic Crafter(a useless talent for OS Kineticists since they can't take burn).
You'll have to show me the new sheet once it's up, I'll take a look at it.
Work has begun on the genie-kin archetype (yes, 1 for all four, might include suli in there), and I will say that it's almost entirely a straight upgrade on the base class. This is partially due to the fact that there's NO good race (Undine comes close) in the genie-kin, so they really do need a boost. They're also getting an alternative power source to help make them even better blasters, which should really amp them up. I know genie-kin archetype has been on a lot of people's bucket list, so I think if I'm able to do previews for this book, that'll be something I preview for sure.

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Leadokinetic: A Kineticist who channels through his gun, losing burn but gaining grit and deeds.
Kinetiportist: A Kineticist who doesn't blast so much as tear holes through to their elemental planes as traps and short range teleporters.
Mentikineticist: Mindbenders who can fog and control minds, but can't blast worth a damn.

The Mortonator |

Kinetiportist: A Kineticist who doesn't blast so much as tear holes through to their elemental planes as traps and short range teleporters.
If someone could do a good Portal Kineticist that would be interesting. Now you are thinking with Portals!
(BTW, the term would be something like Portakineticist or Pýlikineticist.)

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Racial Heritage let's humans(and others that can pretend to be human) would allow it. Add a line saying that, no matter what, only the undies, slumps, etc can select this archetype and boom, no issue.
I didn't think that allowed you to sneak into an archetype, but I can still word it to avoid that happening. The way it's worded at the moment, there's no option for other races, so it would be kind of weird for them to head into it.
Leadokinetic: A Kineticist who channels through his gun, losing burn but gaining grit and deeds.
Kinetiportist: A Kineticist who doesn't blast so much as tear holes through to their elemental planes as traps and short range teleporters.
Mentikineticist: Mindbenders who can fog and control minds, but can't blast worth a damn.
1. I was kind of thinking of something like that, it'll be fun trying to decide how to do it, something like replacing overflow for grit could probably help it work, maybe borrowing some elements from elemental annihilator. It could be done.
2. There's already something vaguely like that with hyper-dimensional infusion, but I do agree that it could probably be expanded upon, Mort and I talked about it, I'd probably do it with Time.
3. Now that's something I know Mort has in the works, or at least something like it, and I figure I can leave that to her.
1 and 2 are something that I could see working on, I can throw them into the 'proto' pile, see if they make it out. There was a few that didn't make it out of KOP 2, although some of them are being repurposed for KOP 3. It works a lot better now that I have a clear idea of how to do them now, as opposed to before where I was basically unable to determine what I wanted to do with them, and wasting time with them would have delayed the book too much.

Tels |

I'm not sure something like a 'mentikineticist' is appropriate for the class. Remember, the root of the kineticist is, essentially, manipulating physical objects or energy. I just don't think mind-affecting fits the class. Plus, an at-will class with mind control or save or suck effects can utterly destroy encounters/parties while also being utterly destroyed by low-level magic.
I mean, imagine going up against a guy who is tossing around fog that lowers will saves, dominates/charms, fear effects etc, without using up any resources. It'd be a nightmare to balance for both GMs and parties. Anything not warded by protection from X, or has a stupidily high will save may as well just hand their charactersheet over. A party with a mental based kineticist could just go through dungeons picking up more and more allies with each encounter.
I don't think it's a good idea, from a flavor or balance perspective.

Shiroi |
You might have the archetype require that they be those races, and have the defining features of it use their racial abilities in such a way that anyone who doesn't have at least most of their racial abilities can't make appropriate use of the archetype, even if they did manage to sneak into it through feats. "At level x you may apply the Water Affinity racial ability as a bonus to your constitution and to the DC of water based blasts and utilities". "At level X you deal damage with your hydraulic push racial ability equal to the minimum damage of your water blast, and may use it an additional number of times per day equal to your constitution, or half your level". Basically just make it so that they need all of the features of being an Undine (in this case) in order to actually use the archetype to full potential. Now they can cheat their way in however they want to, but they'll give up too much to gain too little.
A metakinesis focused archetype could be interesting, but would need to be very carefully thought out. How many metamagic do you know that won't stack horrifying well with a particular form/substance on a blast? We can't let them have a torrent entangling rime cold blast. AOE dual save dual suck? No way.

Azten |

Any why not? If they are utility talents that alter Metakinesis, then there is no way to lower burn outside of the slooooooow Internal Buffer class feature. It would also give the blasts a way to hurt Incorporeal things, since the blasts are only treated as magic for bypassing DR(unless I'm missing something, which is likely).

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A metakinetic archetype, for more Metamagic options, could be pretty interesting.
I'm thinking feats might be a better idea for this, but an archetype that gets those feats early/discounted could be worth considering.
You might have the archetype require that they be those races, and have the defining features of it use their racial abilities in such a way that anyone who doesn't have at least most of their racial abilities can't make appropriate use of the archetype, even if they did manage to sneak into it through feats. "At level x you may apply the Water Affinity racial ability as a bonus to your constitution and to the DC of water based blasts and utilities". "At level X you deal damage with your hydraulic push racial ability equal to the minimum damage of your water blast, and may use it an additional number of times per day equal to your constitution, or half your level". Basically just make it so that they need all of the features of being an Undine (in this case) in order to actually use the archetype to full potential. Now they can cheat their way in however they want to, but they'll give up too much to gain too little.
A metakinesis focused archetype could be interesting, but would need to be very carefully thought out. How many metamagic do you know that won't stack horrifying well with a particular form/substance on a blast? We can't let them have a torrent entangling rime cold blast. AOE dual save dual suck? No way.
As it's listed now, the archetype only works for genie-kin races, so it is safe from being snuck into.
Mort's still working on something like that, and I trust her to do well with it myself.
Also I'm still reeling after Shiroi's message, although it did give a lot of food for thought with things. It also help inspire the KOP FAQ which will be added to the guide shortly. As stated in the doc, please let me know if you have anything else that needs to be answered here. I'm going to comb through the thread later to see if I can find anything else that needs to be addressed there.
It would also give the blasts a way to hurt Incorporeal things, since the blasts are only treated as magic for bypassing DR(unless I'm missing something, which is likely).
Incorporeal Infusion was made for this purpose, although I see what you mean. There'd have to be a careful balance of which metamagic feats were converted, since the balance of the class can get pretty thin near the middle.
EDIT: Thanks for the review of KOP 1, Shiroi! For anyone who has KOP 1 or 2 who hasn't already, please consider dropping a review, as it helps me out a lot. Thanks a lot, and I've talked it over with Mark, and I can do some content previews for KOP 3 as it makes its way along. I might set up a poll once I get all of the archetypes finished, see if anyone wants to vote on which one I show.

Tels |

It would also give the blasts a way to hurt Incorporeal things, since the blasts are only treated as magic for bypassing DR(unless I'm missing something, which is likely).
You are. Treated as magic for DR let's you damage incorporeal creatures. This may make Incorporeal Infusion redundant.

Luthorne |
Azten wrote:It would also give the blasts a way to hurt Incorporeal things, since the blasts are only treated as magic for bypassing DR(unless I'm missing something, which is likely).You are. Treated as magic for DR let's you damage incorporeal creatures. This may make Incorporeal Infusion redundant.
Nah, magic weapons only deal 50% of their damage to incorporeal creatures, incorporeal infusion lets you deal 100% of your damage, so it still has some use if you're running into a lot of incorporeal foes. It's the difference between having a regular magic weapon and a ghost touch magic weapon...usually not necessary, but it might be for some games, I think.

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Tels wrote:Nah, magic weapons only deal 50% of their damage to incorporeal creatures, incorporeal infusion lets you deal 100% of your damage, so it still has some use if you're running into a lot of incorporeal foes. It's the difference between having a regular magic weapon and a ghost touch magic weapon...usually not necessary, but it might be for some games, I think.Azten wrote:It would also give the blasts a way to hurt Incorporeal things, since the blasts are only treated as magic for bypassing DR(unless I'm missing something, which is likely).You are. Treated as magic for DR let's you damage incorporeal creatures. This may make Incorporeal Infusion redundant.
It's not a super important infusion for people, but it was listed in the 'list of things people want' thread, and I'm the hero of the people, I give you what you want with a smile and a huge beefy arm giving a thumbs up.
Speaking of that, I can give out details on 3 archetypes that are being included in this guide, they're nearly finished (at least the 1st draft), but they're finished to the point where they won't be removed (nothing that goes this far design wise gets cut), but their names might be changed:
Corpse Puppeteer: With this archetype, you'll be carrying around your own undead creation that you can modify with evolutions, so feel free to really make a monster of your own design.
Elemental Brethren: With this archetype, you gain a new source of power to use with your infusions and other abilities, as well as overall becoming a stronger (if more focused) kineticist. This one is limited to genie-kin races, with features to keep them genie-kin exclusive.
Dimensional Ripper:With this element, you'll be tearing holes in dimensions, creating makeshift portals and powering up blast by firing them through different dimensions.
There's a few more in development at the moment, but this is what I'm working on at the moment.

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Dimensional Ripper reminds me of Wakfu.
That was a pretty interesting clip, it actually helped give me a few more ideas for the archetype, so thanks for posting it. Ripper has forced me to make sure there's a lot of text to avoid confusion, but I think the final form of the archetype will help everything sync up well. I've also decided to make the dimensional rip talents general utility wild talents as well (although at later levels and without some of the class features of ripper that really make it cool), just because I think it should be open to everyone.
Right now archetypes are my main focus, throwing in random utility wild talents as I design, hoping to work on mostly lower level ones for this project, as everyone needs more low level things to pick.

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I hope they can use the Dimensional Agility feat tree. I was looking at Light Speed Travel and was slightly disappointed it didn't. It doesn't need to, of course, but still would be cool.
And I'm glad I could help. :)
What is the benefit for accepting 3 or more burn on Illusory Duplicates supposed to be in regards to the recharge rate?
That's something I should include, although Dimensional Ripper probably won't need that feat tree. I've added a few things that help it pounce just as well as anything else.
And originally the recharge time on copies was 10 minutes, but near the end of editing I swapped it down to 5. As of now, there isn't any benefit, but I might change that before the master change list comes out. We're planning on putting out some more clarifications/erratas around when we do KOP 3 for a
Which is going to be related to the kineticist, but isn't KOP 3. I'm not opposed to giving it some effect, but that's why that text is still there.
If you've followed my talk on the apology to the kineticist thread, you've probably already seen an idea I had for the class which is being turned into an archetype, although I might rule that this archetype can be combined with any other, simply because this is a big step forward that I think the class needs to make it more viable.
Also with the continuing trend that I am a sham, if anyone gets the chance, please leave a review on Kineticists of Porphyra or Kineticists of Porphyra 2 if you get the chance, as while KOP 1 has a solid amount of reviews, it'd be nice to get KOP 2's numbers around the same point.

Shiroi |
Ah, that makes sense. I was reading it and thought that the 5 minutes wasn't recharging faster.
Also, I had an idea and no idea how to implement: composite defense talents.
There's an archetype that when you put 2 points in defense talents, you get a free point to put in another defense talent. That's probably as close as you'll get for the moment. I'm not sure how you'd really composite defense talents because they're so wildly different in what they provide. A composite water/earth defense would provide AC and DR, but because of how they scale there's no effective difference between merging them and making you spend 2 burn to increase them both, or just having the two different defenses and burning into them separately.
You could have utility talents like Jagged Flesh that have prerequisites of having two different Defense Talents. Such as Mud Wall: Prerequisite Shindering Mirage and Jagged Flesh. When you are missed in melee due to the miss chance from Shimmering Mirage, your enemy takes damage as if from your Jagged Spikes and must make a reflex save or be blinded for 1d4 rounds. They may take a standard action to remove the blindness effect.

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Ah, that makes sense. I was reading it and thought that the 5 minutes wasn't recharging faster.
Also, I had an idea and no idea how to implement: composite defense talents.
Yeah, sometimes vestigial text makes its way through, although it's on the change doc.
For 'composite' defenses, I have something like that on the board, but it's less new defenses, and more new wild talents that buff defenses. Basically how Shiroi put it.
Can't believe I forgot to give Kinetic Cover to light and viscera, consider that official errata, and I'll be including more. I have the change doc ready...ish, but it'll be implemented when KOP 3 comes out. Until then, I'm still looking over issues and such.

The Mortonator |
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Kinetic Cover to light and viscera, consider that official errata, and I'll be including more. I have the change doc ready...ish, but it'll be implemented when KOP 3 comes out. Until then, I'm still looking over issues and such.
Kinetic Cover to light and viscera
Kinetic Cover to... viscera
NO.
HELL NO.
TURN THIS BUS AROUND RIGHT NOW I WANT OFF.

Faelyn |

N. Jolly wrote:Kinetic Cover to light and viscera, consider that official errata, and I'll be including more. I have the change doc ready...ish, but it'll be implemented when KOP 3 comes out. Until then, I'm still looking over issues and such.N. Jolly wrote:Kinetic Cover to light and visceraN. Jolly wrote:Kinetic Cover to... visceraNO.
HELL NO.
TURN THIS BUS AROUND RIGHT NOW I WANT OFF.
That's a very disturbing mental image...

Yrtalien |

Question on KoP II... I'm sorry if this seems dense but if I take Kinetic Training (Feat) is my Water (Primary) / Air (Secondary) able to take flight at 8th when it becomes available because he can ignore the -4 lvl penalty for a secondary or tertiary element?
Can he ignore the -2 level penalty on Extra Wild Talent?
Or would my Kineticist only benefit if he decided to go Kineticist 8th / Rogue 4th... and on leveling his Kin to 8th he got to pick powers only available to 12th lvl characters...
which is right please...
Ty and love the book N. Jolly

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N. Jolly wrote:Kinetic Cover to light and viscera, consider that official errata, and I'll be including more. I have the change doc ready...ish, but it'll be implemented when KOP 3 comes out. Until then, I'm still looking over issues and such.N. Jolly wrote:Kinetic Cover to light and visceraN. Jolly wrote:Kinetic Cover to... visceraNO.
HELL NO.
TURN THIS BUS AROUND RIGHT NOW I WANT OFF.
If viscera makes you feel uncomfortable, I have done my job.
What's wrong? Do you have a bone to pick with N. Jolly about VIscera getting Kinetic Cover, or does it just get under your skin?
Sonic Kineticist confirmed for talent where puns are used to cause damage.
Question on KoP II... I'm sorry if this seems dense but if I take Kinetic Training (Feat) is my Water (Primary) / Air (Secondary) able to take flight at 8th when it becomes available because he can ignore the -4 lvl penalty for a secondary or tertiary element?
Can he ignore the -2 level penalty on Extra Wild Talent?
Or would my Kineticist only benefit if he decided to go Kineticist 8th / Rogue 4th... and on leveling his Kin to 8th he got to pick powers only available to 12th lvl characters...
which is right please...
Ty and love the book N. Jolly
Nah, you're fine!
This actually came up before, and it's wording that I need to make more clear, so I do thank you for reminding me that this is an issu.e
The feat does not allow you to ignore the -2 level penalty on extra wild talent, although I do plan on features coming out in KOP 3 that will, although this is making me think I should reexamine how Kinetic Training is written. Let me give some authorial intent here:
Johnny Blaze is a 3rd level pyrokineticist. Johnny wants to take 4 levels of fighter because he thinks fighting with a chain would be cool (Johnny is right).
Now Johnny is Kineticist 3/Fighter 4.
If Johnny decides to go back to take another kineticist level, Johnny can take a 4th level utility wild talent, as Johnny is considered an 8th level kineticist for the purpose of selecting wild talents. I think there was a line left out stating that this couldn't increase their effective kineticist level above their normal kineticist level, even when involving the -2 level issue with the normal class.
I hope this clears things up, I'm glad you liked the book, and if you have a bit of time to spare, could you please leave a review for it? Even just a star rating helps, just to let people know that this book is living up to the expectations set by the first book.
In KOP 3 news, I'm finally working out what elemental mutations do, which is great. Some new archetypes are being worked on, new composites are next on the stone, and of course, new utility wild talents are being written as I steal them from Naruto. Word count is rising daily, and I'll keep you all updated on how it goes.
From where I'm standing, mid to late june would be a good estimation of when we'll be finished with this, which hopefully will be the time we get more information on Mort's Kinetic Tome. Lots of good things are coming up on that end too, so keep an eye out for it!

Azten |

If there isn't a way to deal damage with puns now I'll be disappointed.
N. Jolly wrote:new utility wild talents are being written as I steal them from NarutoI always really liked the concept of the paper bomb, personally. Kineticist version of exploding runes?
Telekinetic Throw + Explosive Runes + Kinetic Bomb?

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Thanks for the answer N. Jolly, I figured that was how it worked but I wasn't certain...
I look forward to reading all this new stuff people are talking about : )
Oh, and I will make my way out of the forums to post a simple review.
Thanks again
No problem, I'm here to help. You can also help by giving it a review on the forums, as anywhere we can get the word out is aces.
And if there's anything you're looking to see in KOP 3, let me know and I'll see about including it. Reader suggestions are why we have the dimensional ripper and a section on new composite blast, so if it's something I think can work for the book, I'm willing to check out any ideas you'd like to present.
If there isn't a way to deal damage with puns now I'll be disappointed.
Tels wrote:Telekinetic Throw + Explosive Runes + Kinetic Bomb?N. Jolly wrote:new utility wild talents are being written as I steal them from NarutoI always really liked the concept of the paper bomb, personally. Kineticist version of exploding runes?
I always enjoyed how paper bombs were always relevant, although really a pyro blast is basically that already.

Winter S Jackson |

Could I get an explanation of how Brutal Blast for the dragon pact kineticist works? I originally thought it just cancelled out the damage-halving for physical blasts, and that was it. But then I saw it was a composite blast-Meaning it seemingly does physical composite blast damage. But then it says it can be applied to a composite blast?
Would this be just for the different damage types while doing the same damage as brutal blast does on its own?
Or have I just got myself confused and Brutal blast only does full simple blast damage?

Shiroi |
Could I get an explanation of how Brutal Blast for the dragon pact kineticist works? I originally thought it just cancelled out the damage-halving for physical blasts, and that was it. But then I saw it was a composite blast-Meaning it seemingly does physical composite blast damage. But then it says it can be applied to a composite blast?
Would this be just for the different damage types while doing the same damage as brutal blast does on its own?
Or have I just got myself confused and Brutal blast only does full simple blast damage?
I believe the intention is similar to Aetheric Boost. It counts as a composite so it doesn't take up your form or substance slots, gives room to be used with other compositss, and in this case just prevents how your damage should be halved. Which is great if you went mono earth, and useful for most people.

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Winter S Jackson wrote:I believe the intention is similar to Aetheric Boost. It counts as a composite so it doesn't take up your form or substance slots, gives room to be used with other composites, and in this case just prevents how your damage should be halved. Which is great if you went mono earth, and useful for most people.Could I get an explanation of how Brutal Blast for the dragon pact kineticist works? I originally thought it just cancelled out the damage-halving for physical blasts, and that was it. But then I saw it was a composite blast-Meaning it seemingly does physical composite blast damage. But then it says it can be applied to a composite blast?
Would this be just for the different damage types while doing the same damage as brutal blast does on its own?
Or have I just got myself confused and Brutal blast only does full simple blast damage?
Shiroi's got it right here, composite was the best option to avoid taking up the substance slot, making it a faux boosting composite damage wise.
Also working on more low level talents, air can now make an air cutter, there's a bunch of new stuff for fire, and other neat abilities. Personally, I want to treat engulfing a target in flames as attunement for sound. Right now I'm just working on adding as many low talents as I can, but I think the amount will really help increase the diversity of low level kineticist. Hopefully I'll get that and the 'demon skin' archetype finished soon.
Really, the worst thing about adding more composites is needing to add them to the list of associated blast for infusions, that's probably the only thing slowing me down there. I wish there was an easier way to do it.

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Picked up some of these, hope we see some new composite blast!
Composites are what I'm working on now, and I just finished off like 8 new ones to make sure there's no gap in elements. Every combination will have a composite now (I am a hero for making a wood/electric composite).
Hey, N. Jolly, was the Reaper sheet good enough?
Yeah, sorry. Really, I was just looking for a feat/talent breakdown with a slight discussion of the choices made for a build, like the other ones on the guide. I should have expected you to go above and beyond.
For those of you wondering if there's more low level wild talents, here's the count at the moment:
1st level talents: 19
2nd level talents: 7
3rd level talents: 24
4th level talents: 15
5th level talents: 9
6th level talents: 2
7th level talents: 1
8th level talents: 1
9th level talents: 0
So as of the moment, that's nearly 80 talents, with only a little over 10 being over 4th level. And I'm not done yet. This book is going to focus a lot more on utility wild talents and less on infusions. Also glad to say Onyx is back on team KOP to help out with 3rd strike along with Mort and newcomer Shiroi. Always glad to have more people on the team, making the best content possible!

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Haven't gotten around to buying these books yet, sorry, so out of curiosity.
Do the new elements have attunements and if not would you consider adding them at some point?
It's no problem, I'm here to answer questions and be handsome, and I plan on doing both.
I take it you mean elemental saturations here? If so, KOP 3 is actually working on saturations for all 5 new elements. But not only will these be fleshed out more, they're also available to the entire party, granting a small benefit to everyone who participates as well as granting a unique utility wild talent to any kineticist with the proper element. I felt like a problem was that attunements were cool, but so singular, so the idea of everyone getting to enjoy some elemental goodness and giving a small bonus along with it would be that much better to get your party members to go along with you to places like:
Sound The Field of Blue Echos
VisceraThe Genus Loci
Poison The Valley of Venom
Light The Shadeless Citadel
Time The Chamber of Compressed Time
While they're specific places now, I think that helps make them more special, as even on an elemental plane they're not a dime a dozen location which helps to make them more special.
Here's hoping that answered your question.

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I apologize for that. I can be overzealous at times. Please feel free to start that discussion any time!
Nah, it's me who's being lazy here, at least about updating the guide with your build.
KOP 3 is taking up most of my time since I want to make a solid product, and at the moment I've got the KOP squad working on things. I think after KOP 3 drops, I'm going to announce the next project I've got, which isn't super big but is super cool.
It's probably developed to the point where I could get a preview up on the blog soon, I'll talk with Mark about it, and I'll shoot a sneak preview of KOP 3 for the faithfuls among the thread.

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N. Jolly wrote:the faithfuls among the thread.Culteticists?
And I'm sure some cultneticist are also cuteneticist as well.
My cleric archetype, perhaps?
I'm leaving kineticist-like archetypes to Mort since I don't have the room for them with other things I'm including. It's painful how much material is being cut from this already, but I have a pretty tight load of what I can put in. I'm doing my best, although the previews will have some info for what IS making it into the book. I'll post the link when the blog goes up about it.

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So, I apologize if it's been brought up before, but I don't have the time to look through the other pages for a mention of it, but I was wondering why exactly the Light simple blast is only bludgeoning, even though the other elements (aether, earth) that only have physical blasts lets you choose from bludgeoning, piercing, or slashing every time you use them?

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So, I apologize if it's been brought up before, but I don't have the time to look through the other pages for a mention of it, but I was wondering why exactly the Light simple blast is only bludgeoning, even though the other elements (aether, earth) that only have physical blasts lets you choose from bludgeoning, piercing, or slashing every time you use them?
...I did not notice that.
I really only did it because solid light seems like it would bludgeon someone.
Also I REALLY hope you guys like the dimensional ripper, as it is the most effort I have ever put into an archetype. The sheer amount of corner case rulings I have to deal with it are straight up amazing. I'm seriously glad to have team KOP helping with this, making sure that even the most pedantic of issue is covered before this book comes out.
Also Mark's going to be posting a preview later of one of the new elemental saturation locations and one of the new tristalt blast (triple elemental composite blast) that I think a lot of people are going to like.