#without Roman there to provide a boost to his self-image
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My hot take is that if Roman were to "duck out" the way Virgil did in Accepting Anxiety, the result would be something akin to clinical depression. Roman has always been more than Thomas's creativity, he's also Thomas's drive, his passion, his desire. The motivation and ability to make art, or work, or even build relationships. All of that is wrapped up in Roman.
Sure, there are other motivating factors as we've seen in the videos on the topic. Logan motivates with the knowledge that work puts food on the table, Virgil motivates through fear. But Roman is the only one who motivates through love and joy, through hopes and dreams. Because while Patton is driven by emotion, he's more impulsive, more driven by what will make Thomas feel good in the moment, as opposed to Roman who while fanciful and emotional, is ultimately driven by plans and goals for the future.
Therefore, without Roman, Thomas would have no drive. No passion. No desire to make or do anything beyond base necessities for staying alive. No ability to see past immediate survival or imagine a possible happier future. No hopes and dreams. No spark. I don't even think Virgil's strongest panic could override a complete lack of passion for anything. Thomas would feel anxious and awful, but he still wouldn't be able to do anything.
And that's basically what clinical depression is. It's not just being sad--it's being exhausted, and numb, and unable to get out of bed in the morning because you just don't care about anything anymore. It's not finding joy in the things you used to love the most. It's feeling paralyzed because there are so many things you should be doing or you want to do, but you simply can't. Depression is, at its core, a lack of passion, joy, and drive.
#Sanders Sides#Sanders Sides analysis#Roman Sanders#there's also the notion that Roman represents Thomas's confidence or ego#without Roman there to provide a boost to his self-image#that leaves Virgil to heighten Thomas's insecurities with noone to balance him out#low self-esteem/self-hatred is obviously another common facet of major depression
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How Stick-On Hair Systems can help to boost your confidence ?
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Hair systems boost confidence. An attractive hairdo makes a person feel confident about his or her looks This also an upward trend in self-esteem. Hair system cost in Hyderabad can be reasonable and affordable.
Looks do matter in both personal life as well as official. People are aware that appearance does impact personal, social as well as professional lives. Also, it is a known fact that how a person feels does impact his looks. Similarly, how a person looks also affects his or her feelings for the day. A nice hairdo can make the person feel superb throughout the day and thus boost his or her self-esteem.
How does hair play a role in boosting self-esteem?
It is fact that people do spend a lot on hairdo and hair system price in Hyderabad can be budget friendly. It is interesting to know that historically hair has played a major role in people’s self-image. As long back ago as Greek and Roman times, elaborate wigs were indeed signs of status and wealth. Beautiful hair was associated with royalty and was worn like a crown. Cleopatra was famous for her thick, black locks.
Samson’s long hair did symbolize supernatural strength and Rapunzel was known for her long hair thick hair. In fact, during American colonial times, upper-classmen, as well as women, wore white, curly wigs. Political figures, as well as judges, also did adorn themselves as a sign of wisdom and sophistication. With decorative, attractive hair being much valued throughout history, it is indeed possible and is so that hair will impact looks.
Biologically, also hair is given much importance and extra care is given to it for lustrous growth. For example, babies born with thick hair are looked up to and liked by all. As children grow, hair growth is a sign of their good health. For adolescent boys, early facial hair is rather associated with virility, and as far as teen girls are concerned it is a sign of fecundity. Luscious thick hair is quite often equated with female sensuality as well as sexuality. Likewise, midlife is associated with thinning or losing hair due to the aging process, loss of health, decreased fertility as well as virility.
In aesthetic terms, hair frames the face and this highlights the contours of the face. Faces do promote a personality and thus hair does matter. A person’s smile, eyes, and skin also depend upon the hairstyle he or she is adorned with and helps in social interactions.
Self-Esteem as is known is related to a sense of attractiveness and boosts confidence as well as positive self-esteem. Several men and women do associate confidence with hair-dos and thus be in charge of one’s life. Hair systems do reflect cutting, coloring as well as highlighting, but controlled via straightening, curling as well as styling. Styled, well-kept hair does provide the external appearance of being well managed and it can rather contribute to feeling that way internally.
Due to age people do lose out on physical strength, flexibility, height, cognition, and acuity. Even people in very good health do face problems dealing with inevitable changes. Although hair loss, thinning, and graying are rather natural consequences for most aging people, a lot be done, without too much time, effort, or money to enhance the hairstyle. Unlike surgical and cosmetic interventions that are made use of to update other physical features (eg., lasers, facelifts, tummy tucks, teeth implants), enhancements to one’s hairdo require less effort.
Conclusion
It is obvious a “good hair system” does matter for better looks and enhanced self-esteem. Looks do matter and for a better look, a suitable hairstyle or system is required.
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Path of Exile

Path of Exile is a free-to-play Diablo-like action RPG that I put about 39 hours into this time around before I decided to call it quits halfway through Act 6. I rolled a Witch/Necromancer and in a shocking display of self-control, I actually didn't create one of each class to play an hour in. I didn't play with anyone nor did I trade with people, and I didn't put any money into the game through microtransactions.
For your crimes against Oriath and her people, you are hereby exiled to the continent of Wraeclast. May God have mercy on your soul because Wraeclast won't. Wraeclast is a sprawling wilderness with a variety of locales, as well as plenty of animals, people, and horrible monsters ready to kill you. Oh, and there's the little problem of the dead not staying down too.

The Sinister Six.
I originally played Path of Exile several years ago when it first released. I tried to play with some people I knew but I was constantly rushed and I couldn't even fight anything because it was all dead already, so I wasn't able to really drink in the game. The game was also kinda notorious for the desyncs then too, so I just dropped it and forgot about it for a long time. Some other friends were talking about it recently so I decided to check it out and play it alone at my own pace, doing an unofficial Solo Self-Found run where you cannot party with or accept items from other players.
I went with a Witch summoner because that's kind of my go-to build for Diablolikes where possible. I like the idea of meatshields and it's not like I let them do all the work. By the time I stopped, I had a small army consisting of zombies, totem-summoned skeletons, flaming skulls, a golem, an animated guardian, and whatever items I could turn into temporary allies. And all of these were buffed by one aura to deal extra cold damage while a second aura made enemies vulnerable to it. It worked for the most part, though the curse-aura still had terrible range despite me trying to improve it.
There are a few things Path of Exile does differently from other games in the genre. While there are six starting classes, they're not set in stone as far as stats or skills go. The class you select really only influences your starting point on the massive 'skill forest' of passives you can slowly traverse as you gain levels. My Witch honestly could've become an armor-clad hulk swinging around a tree if I wanted, just it'd cost me more points in the end compared to the Marauder. If you've played Final Fantasy X, then you could think of it as being like the Sphere Grid without any sections to unlock for each character.

Might need to squint a little.
Another thing is that no class has any default skills, instead they're all found in Skill Gems which any class can use provided they have the right stats and an open slot on their equipped gear that matches the gem's color. So it's kind of like Final Fantasy VII's Materia system. There are even gems that buff other gems passively as long as they're physically linked in gear to other gems. For example, I had a basic Frostbolt to clear out pots and I'd cast it on enemies since it'd slowly cut through them for a good distance, and I had a Volley Support gem linked to it that made it cast three bolts in a wide formation. Skill Gems can be quest rewards, but they can be bought from some vendors too.

Jesus. Oh, it gets better--that water on the bottom-right? That’s blood. You even see people(?) writhing in it later. There are even walls made of bodies in this part too.
And another thing is that instead of finding potions dropping off of mooks semi-regularly, you instead have up to five equipped Flasks at a time that restore health or mana, or provide another short-lived effect. These can also be enchanted, providing effects such as giving a portion of the health restoration to your minions, resistances while you're recovering, a speed boost, and so on. Flasks have a maximum amount of 'charges' and so many of those are consumed on use, and charges are slowly restored as you kill enemies. Flasks also stop working when you hit full on whatever you were restoring, and this applies to the magical effects any enhanced ones carry.
And yet another thing is that there is no gold at all. The game's currency is tied around items found in the wild or received from NPCs for your junk and while these items have some modium of value, they're also functional. One type upgrades the quality of weapons, another adds a prefix or suffix to a magic item, one makes an enchanted item back to its default white state, another unpredictably alters an item with no way to alter it further...and so on. I admittedly didn't use very many of the currency orbs so they just clogged up my stash, but Path of Exile has a pretty robust crafting system if you're willing to get all of the currency items necessary for your dream gear. Not to mention there are secret vendor 'recipes' if you turn in specific items to generate a specific result, and thankfully you don't need to teach these to NPCs...but you'll need to look them up yourself or luck into them by accident.

There’s actually a recipe’s components here if you can believe it.
The game is constantly updated and gets new features pretty regularly. I started a bit after the new Abyss content was added tenatively, where glowing nodes on the ground spawn growing fissures full of enemies and a strong rare enemy appears guarding a treasure chest that gets sealed if you take too long to kill the king mook and his lackeys. They're adding a Bestiary League in a few days that apparently involves you capturing monsters...presumably to do battle with other people who have done the same thing. From what I understand, Leagues are a way of testing new content with a character that can't interact with your old Standard League characters before said features are added to the game in full for everyone. Abyss League had a number of achievements that once you completed so many, you'd get free cosmetics related to it but I didn't get that many down.
I liked the setting. The first act is mostly rocky beaches and caves with a bit of a muddy marshy area or dried lake bed thrown in for good measure. Later acts throw in some Greco-Roman-inspired architecture which reminds me of how long I've neglected Titan Quest, and I'm a nerd for that stuff too. There's a lot of New Zealand-inspired mythology present, poignant given that's where the devs are from and it's a nice change given the only place I'd expect to find any of that is a Shin Megami Tensei game. None of the towns are really towns but more like encampments, tiny places that have a compact selection of NPCs but also feel like they're in danger of being overrun at any time. Quests aren't anything novel, but I liked not really having a primary antagonist at the very start. Compare the first two Diablo games where you know Diablo/The Dark Wanderer are your eventual goals and your journey is all about facing off with them at some point. Here, you're pretty much making yourself useful to the townspeople as you cut down hordes of monsters and explore the continent...though some antagonists do eventually show up.
Almost all of the microtransactions are for cosmetics. You are able to buy stash tabs (you start with four generic ones for your account) but I didn't have a problem with that, but I also only had one character instead of the ten you're able to make for free. I didn't look in the store for anything so I can't really comment on what's there or what's not. I don't think there are any pay-to-win elements, just stash tabs are the only things that impact gameplay as far as I know.

Uh...one bad mamma-jamma?
I had a few problems with the game though. The biggest one was that the graphics quality was a bit too much for my computer, even on the lowest settings and switching to Direct X9. I originally had the game on my secondary HDD but I semi-regularly would get logged out of the game (failed to join instance) on trying to return to town, and I'd get momentary lock-ups when other people with a bunch of visual cosmetics would warp in. Those mostly went away when I put the game on my SSD, but that didn't last. The later areas have enemies that have pretty intense attacks and this led to the game freezing for a moment while the action continued on the server. This wound up killing me more than a few times. I know I need a better machine in general and I know the devs want to have a visually-impressive game, but when there's "nothing I can do" to counter that, that kinda takes the enjoyment out of the game quickly. In almost every game you need to see in order to do anything, so how does a frozen image help tell me where to move to avoid death?
And this is kinda spoilery, but I was surprised to hear that the game had ten acts. I'm used to games like these having five. The game used to have the standard "three difficulties you gradually work through" so you'd replay content, but they did away with that a while ago and stuck in five more acts. Turns out this game pulls a Ghouls & Ghosts on you. Get to the end of Act 5, take on the final boss...oh, sorry, that didn't count, go back to the start of the game. The situation is different than in Ghouls & Ghosts considering the stuff you did in prior acts is finally acting on the world and there are more quests and so on, but it still feels kinda off to me. It's new content in old areas in a way and while that's fine for most, it just made me realize how much more of the game I had to play before getting to the actual end. Mind you, I've gone through Act V on Hell in Diablo 2 exactly one time in a modded version, so I'm not really someone who got much mileage out of the "play it three times" system anyway.

Or...or, don’t call me crazy, but I could take their amulets and yours and make three for me.
I'll still recommend the game though. I had a good time until I didn't, and part of it might've honestly been the semi-passive build I had going. I also limited myself quite a bit in terms of player interaction and that's a draw for other people too. And for it being an entirely-free game, I got quite a bit of enjoyment out of it and I'm sure anyone who has interest in the genre would like it, at least once they get over the ridiculously daunting passive tree.

Still kinda nice to zoom in and enjoy the scenery every once in a while.
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