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Give us new reasons to grind TA!

thisiscraftaaathisiscraftaaa Posts: 195 Arc User
edited November 2023 in Suggestions Box
I woke up today with this simple thought stuck on my mind: we genuinely have no reason to grind TA. The base rewards for TA are drastically outweighed by those for Cosmics and Eidolon per time invested, and by TT for time invested. In turn, the loot drops for TA are drastically outweighed by Eidolon and TT both for time invested and for their overall quality and general use. There were talks of the possibility of TA dropping Onslaught Villain + Guardian tokens, but those wound up going out the window relatively quickly. All of TA's "valuable" items and unlocks are available directly in the GCR vendor, where the existing gear takes just SCR and GCR, and the existing costume unlocks take just SCR and the perk for having done TA once. Even the "Teleios" and "Genetic" faux-Heirlooms present there are effectively entirely separate from TA, just requiring a small sum of SCR and the perk for having done TA once.

It honestly seems like TA is meant to be done once or twice per account and then forgotten about in favor of Cosmics+Eidolon and TT.

To that end, I'd like to sate my boredom by writing some overdesigned Champions Online item fanfiction which may or may not also be an excuse to not play Champions Online proper with the horrific eight-to-twelve-hours-a-day event burnout I'm recovering from spitball some wild and some not-so-wild ideas for things and items that could be incorporated into TA to sweeten the deal as it were and give players more reason to actually... care to do TA more than genuinely once for the experience. And so I present to you several simple possibilities for what could be that would get players running TA again...



Ascendant gear and Ascendant mods:
Ascendant gear was my first thought, and perhaps what I thought about the most, though far from the last. My first, leading thought, before anything else formed, was that it would be interestingly gimmicky if an actual, proper gearset had the same "bonus power/ability upon full set" that the faux-Heirlooms in the Questionite shop have. The next was incorporating "Teleios Ascendant" theming into the gear proper, to lend it flavor, and from there, something referential to Teleios's Genetic Siphon quickly settled into place. In thinking on that, another thought occurred: to make this an upgrade from Heroic but technical downgrade from Justice/Distinguished/Virtuous, something almost vaguely like Legion. And so, the core idea formed of a 3-slot Legendary-rarity gear-set that would gain some sort of "tether" gimmick power upon equipping all three pieces. As I typed up hypothetical stats for these, especially when introducing special gimmicks to the Utility pieces as well based on the simple bonus energy effect on Distinguished/Virtuous Efficiency helmets and when writing out the "Ascendant Siphons," I realized they were... kind-of better than Justice/Distinguished/Virtuous even if they had one less core slot each. To that end, the thought came to limit them in the same way that the Onslaught gear pieces- also related to Teleios, but in a different manner- were limited: only being able to slot mods up to R5 (plus no special mods like DUCs, Brilliances or the likes.) That means... well, yes, no DUC or Brilliances allowed. No R9 set damage mods either. This might seem horrific on first glance, but wait until you read what the Ascendant Siphons do, as well as the Utility pieces' passive effects (of which there is a special Ascendant mod for each!) What I settled on lastly was the costs of the Ascendant gear and Ascendant mods, where making them- as an upgrade from Heroic but not meant to be as good as Justice/Distinguished/Virtuous pushed to their full R9 limits- cost slightly less than Justice... just felt right. And for good measure? What came absolutely last was a Rejuvenating Formula cost, similar to the Rampage Tokens that Justice requires. (Let's be honest, if you're grinding TA you'll be swimming in these anyways, and they are tradable, so this just gives another use to these things, and one more tie to TA proper.

Lastly, of note, this is all written with the thought that the gear is BoE when obtained as a drop, but BoP when purchased from the GCR/SCR vendor, while the mods would not bind at all either way.



For obtaining Ascendant gear:
150 GCR, 300 SCR and 20 Rejuvenating Formulas per piece of gear at the Champion Recognition Vendor (requires Vanquished Teleios Ascendant perk); also has a chance of dropping from Teleios Ascendant (Epic).

Additionally, "Ascendant's Destructive Intent" + "Ascendant's Unbreakable Will" + "Ascendant's Waxing Power" are also available: Cosmic-rarity Utility Core Mod versions of the passive effects of the Ascendant utility pieces of the same name; each is available for 400 GCR, 800 SCR and 100 Rejuvenating Formulas at the Champion Recognition Vendor (requires Vanquished Teleios Ascendant perk); also has a very low chance of dropping from Teleios Ascendant (Epic). One of each of these can potentially be slotted at the same time, but duplicates of the same type do not stack. For what these do, read the relevant gear pieces.



Ascendant set bonus:
2-piece: gain +300 max health, +20 maximum energy, +5 to all Superstats
3-piece: gain offense-piece-relevant Ascendant Siphon power, +2% health regeneration in combat, +1% energy regeneration in combat, an additional +5 to all Superstats

Offense Primary: Ascendant Gloves of Wrath
*2 Enhancement slots (R5 limit)
*1 Core slot (R5 limit)
+48 Critical Strike
+2.3 Critical Severity
+68 Offense
+19 Defense
*3-piece set bonus: Ascendant Siphon of Wrath

Offense Primary: Ascendant Gloves of Transfiguration
*2 Enhancement slots (R5 limit)
*1 Core slot (R5 limit)
+15% Threat Generation
+68 Offense
+38 Defense
*3-piece set bonus: Ascendant Siphon of Transfiguration

Offense Primary: Ascendant Gloves of Rebirth
*2 Enhancement slots (R5 limit)
*1 Core slot (R5 limit)
+28% Bonus Healing
+68 Offense
+19 Defense
*3-piece set bonus: Ascendant Siphon of Rebirth

Defense Primary: Ascendant Breastplate of Fitness
*2 Armoring slots (R5 limit)
*1 Core slot (R5 limit)
+49 Defense
+676 Maximum Health Points

Defense Primary: Ascendant Breastplate of Elusiveness
*2 Armoring slots (R5 limit)
*1 Core slot (R5 limit)
+29 Defense
+338 Maximum Health Points
+46 Crowd Control Resistance
+139 Dodge Chance

Defense Primary: Ascendant Breastplate of Agility
*2 Armoring slots (R5 limit)
*1 Core slot (R5 limit)
+29 Defense
+338 Maximum Health Points
+46 Crowd Control Resistance
+70 Avoidance
+70 Dodge Chance

Utility Primary: Ascendant Helmet of Destructive Intent
*1 Enhancement slot (R5 limit)
*1 Armoring slot (R5 limit)
*1 Core slot (R5 limit)
+19 Defense
+92 Cooldown Reduction
+46 Cost Discount
*Destructive Intent: While in combat, gain -6% energy regeneration when above half of maximum energy. When above half of maximum energy, all attacks (direct and indirect) gain 5% base damage strength. When above 75% of maximum energy, negative energy regeneration increases to -11%, and base damage bonus is increased to 10%.

Utility Primary: Ascendant Helmet of Unbreakable Will
*1 Enhancement slot (R5 limit)
*1 Armoring slot (R5 limit)
*1 Core slot (R5 limit)
+19 Defense
+69 Cooldown Reduction
+69 Cost Discount
*Unbreakable Will: While in combat, gain an additional 1% health regeneration, which scales up to 5% health regeneration starting at 75% of maximum health and ending at 10% of maximum health. Starting at 75% of maximum health and ending at 10% of maximum health, gain "defensive posture" debuff, which increases energy costs by up to 30% and decreases movement speed by up to 30%, scaling with Unbreakable Will.

Utility Primary: Ascendant Helmet of Waxing Power
*1 Enhancement slot (R5 limit)
*1 Armoring slot (R5 limit)
*1 Core slot (R5 limit)
+19 Defense
+46 Cooldown Reduction
+92 Cost Discount
*Waxing Power: Gain +2% energy regeneration in combat. Gain an additional +2% energy regeneration in combat when at 75% or lower of maximum health. Gain an additional +5% energy regeneration in combat when at 50% or lower of maximum health. Gain an additional +5% energy regeneration in combat when at 25% or lower of maximum health.



Ascendant Siphons are toggle-powers provided by their namesake Primary Offense pieces when using a full set of Ascendant primaries. They have 1 second of activation time and effectively unlimited toggle time, costing a base of 10 energy per second and have 100' range. Knocks, CCs and Interrupts will not cancel/detoggle them, but if line of sight is broken, the user or target runs beyond the maximum range, the user runs out of energy to maintain them, or the target becomes an invalid target of any kind, these Ascendant Siphons de-toggle. Using an Ascendant Siphon will not prevent you from using regular toggles, whether Toggleforms, non-PA toggles, or PA toggles.

Ascendant Siphon of Wrath:
When aimed at a friendly target (including self): the recipient gains +5% energy regeneration, 15% Power Cost Discount and 15% Power Recharge Speed.
When aimed at a hostile target: Gain +10% critical chance and +10% critical severity against the selected target, as well as +10% defense penetration, but take 20% more damage from the selected target in turn, receive a 30% movement speed debuff, and experience 10% higher energy costs on all powers.


Ascendant Siphon of Transfiguration:
When aimed at a friendly target (including self): The recipient gains a flat/absolute 20% dodge chance buff, +50% run speed, +10 flight speed, +10 jump speed and +10 jump height. The recipient also gains an additional 3% health regeneration.
When aimed at a hostile target: Gain +50% Defense against the target in question, and an additional +10% Defense against all incoming attacks, but be subjected to a 30% movement speed debuff, and a 10% higher energy cost on all powers. Additionally, generate 15% extra aggro against the target (in Tank or Hybrid role) but generate 15% less aggro against all other targets (and also generate 30% less aggro against the target selected if the player is Support, MDPS or RDPS.)


Ascendant Siphon of Rebirth:
When aimed at a friendly target (including self): The recipient gains +1% health regeneration, +2% energy regeneration, +25% Defense and +25% additive damage. 10% chance per second to resurrect a random dead hero within 25' of the recipient of this Siphon.
When aimed at a hostile target: Base healing strength scales up with proximity to the selected hostile target, starting from 0% at 100' and scaling up to 50% at 20' or less. Gain up to 50% Defense, scaling in the same manner. In exchange, experience a 30% movement speed debuff and a 10% higher energy cost on all powers, and receive 50% less healing following the same formula of other healing debuffs. 10% chance per second to resurrect a random dead hero within 25' of the target of this Siphon.



Teleios Ascendant devices:
This one was one that came much, much more easily. Currently, the vast majority of devices in the game are relegated to three locations: the SCR/GCR store, the Questionite store and Blood Moon. While TT and Moreau's Lab fill the niches of grinding en masse for costume drops, we don't... actually have a lair that fills a niche of grinding more for devices, do we? TT has one, Moreau's Lab has two, Andrithal has one, Destroyer's Factory has one, and that's it. So... why not let TA fill that niche? Of these, I would say, the regular devices would only be available through grinding TA, while the PVDs would also be available for 500 SCR and 250 GCR each in the GCR/SCR vendor, requiring the Vanquished Teleios Ascendant perk to purchase and binding on equip. To that end, I present you with one filler device, one "proper" device and one PVD for each of TA's bosses. And yes, these are all BoE.

Medusa:
Telekinetic Retaliation: A PRIMUS Sparkshield expy. 15% of damage taken is reflected back as Ego damage.
Psychic Outburst: With a base cooldown of 90 seconds, Psychic Outburst (funnier Pestilent Cloud, my beloved) does a small tick of Ego damage every second to up to 5 targets within 25' for up to 15 seconds, and has a 10% chance per tick to apply Dependency, a 10% chance per tick to apply Regret, and a 10% chance per tick to apply Stress. This device is a toggleable device, and can be toggled on with other powers.
Telekinetic Vortex: an Epidemic PVD. Telekinetic Vortex does matching damage to Epidemic but in Ego instead of Toxic, and trades Poison application for a slowing effect and moderate Pull with each tick on all targets hit, as well as trading the doubling of Deadly Poison stacks on full maintain out for dealing a larger bonus tick of damage, and an additional 10'-wide AoE tick on each target that is affected by either a mental effect (Dependency/Regret/Stress), Ego Sprites or Fear.

Teleiosaurus:
Serrated Scales: A PRIMUS Sparkshield expy. 15% of damage taken is reflected back as Slashing damage.
Frenzied Bites: A device with a 60 second base cooldown, this device is vaguely reminiscent of Relentless Pursuit. 0.5sec Activation time and 5sec Maintain time. Upon use, Lunge at the target, dealing a small tick of Slashing damage. While Maintaining, do smaller ticks of Slashing damage every half-second, with a 30% chance per tick to apply a stack of Bleed. On full maintain, refreshes all stacks of Bleed and applies Shredded.
Radioactive Breath: a Venomous Breath PVD. Sporting a significantly higher energy cost, Radioactive Breath also has a narrower cone (30 degrees instead of 45) and deals Particle damage instead of Toxic. The catch? 100' of range instead of 50', and 50% higher base damage (putting it at R3 slightly under Flamethrower with Single-Minded and R2.) Additionally, each tick has a low chance of applying Plasma Burn, and at the end of a full maintain, all stacks of Plasma Burn are ruptured for an extra burst of damage, also applying Disintegrate for 3 seconds for each stack of Plasma Burn ruptured, or adding 3 seconds to any prior Disintegrate of the player's for each stack ruptured.

Gravitar:
Kinetic Barrier: A PRIMUS Sparkshield expy. 15% of damage taken is reflected back as Crushing damage.
Collapsing Force: 30 seconds base cooldown. This device has a 2-second charge time, and an 0.5-second activation time, with 50' of range and a targeted circular AoE scaling up from 5' on tap to 25' on full charge. Collapsing Force Knocks its primary target upwards on use, and Knocks up to four secondary targets towards the primary target. Or where the primary target was a quarter second ago, before they went flying. Does 30% extra base damage to targets immune to Knocks.
Gravity Well: a Soul Vortex PVD. Amping up Soul Vortex, Gravity Well instead does larger ticks of Crushing damage and lasts 16 seconds, with a 20-second base cooldown. Gravity Well does not leave a Healing Rune behind, but its Pull is notably twice as strong, reaches out to 25' instead of 20', and Snares the targets it's currently pulling in. Each tick of damage has a 10% chance to afflict each target with a Power Shield, and upon expiring, the Gravity Well detonates, doing a larger tick of Crushing damage and rupturing any Power Shields on each target hit by the detonation, causing an additional small pulse of Crushing damage on up to 5 targets within 15' of each Power Shielded target. Applies Demolish to the primary target that Gravity Well was initially spawned on once expiring.

Grond:
Overflowing Radiation: A PRIMUS Sparkshield expy. 15% of damage taken is reflected back as Particle damage.
Radiation Spike: With a base cooldown of 1 minute, this device could be seen as comparable to Poisoned Shuriken or bear Spear, having 100' range and a being a single-target Tap with a full 1sec activation time. A small-ish spike of Particle Damage is dealt, and the "Lingering Radiation" debuff is applied to the target. This debuff lasts 30 seconds, and does no active damage on its own but instead has a 10% chance per second to apply a single stack of Plasma Burn.
Disintegrating Fist: a Haymaker PVD. Dealing matching damage to the original Haymaker, with slightly higher energy costs and and matching charge plus activation times, the difference is that Disintegrating Fist deals Particle damage, and in lieu of bonus base damage against Knock-immune targets, penetrates 3% of the target's Defense for each stack of Plasma Burn on the target, as well as, on full charge, rupturing all stacks of Plasma Burn on the target in a 15' pulse of Particle damage for each. When fully charged, also applies "Gamma Radiation" buff to the player, or refreshes it if it is already present; this buff causes all direct damage attacks to have a 20% chance of applying a stack of Plasma Burn with each hit, or 30% while affected by Unity or Unified Theory.

Teleios Ascendant:
Perfected Rejuvenating Formula: so perfected that it rejuvenates itself as well! A simple reusable version of the Rejuvenating Formula healing device.
Siphoning Strikes: this device has a 90-second base cooldown. When used, it applies the "Siphoning Strikes" buff, which lasts 30 seconds, and applies 20% of the direct damage you deal as healing, as well as as dealing 20% of the healing you receive as Toxic damage to up to five foes within 15' of you. The damage-to-healing component of Siphoning Strikes counts as a Life Drain for the purposes of effects like Dark Transfusion and Harbinger, while the healing-to-damage component of Siphoning Strikes does not proc the damage-to-healing component. (However, other unusual forms of healing effects, such as Ego Weaponry/Telekinetic Strike's Siphoning Strikes (oh hey, I just realized they have the same name as this) and Con Prime's Adrenaline Rush DO proc the healing-to-damage component.)
Perfected Field: a Flashfire PVD and Ultimate. With a 60-second base cooldown, this would not put base Flashfire (or any other equipped Flashfire PVDs) on cooldown. The resulting Pyre Patch effect from using this PVD lasts 16 seconds, dealing (understandably) significantly more damage than base Flashfire to up to 10 targets at a time within a 25' sphere. Perfected Field's damage output would place slightly below that of Whirlpool or Corrosive Pit, and would be divided into four, evenly split between Crushing, Ego, Particle and Slashing damage. Each tick would also have a 20% chance to apply Plasma Burn, a 10% chance to apply Dependency, a 10% chance to apply Regret, a 10% chance to apply Stress, a 20% chance to apply Bleed and a 10% chance to apply Power Shield.



Teleios's utilities:
An alternative to simply adding a wall of new exotic devices or gear to TA would be to simply fill the loot pool of TA with utilities that would benefit players new and old alike. While not as exciting as the other two options, I present you this possibility! TA could be a stepping stone to higher content in a more legitimate manner than simply "the Lair you do if you're too much of a scaredy-cat to do TT or Moreau's Lab, or that you do once to get the perk to buy SCR store costume unlocks or to fill out your missing three GCR for your last Justice piece when nobody's got the guts to run Eidolon for it right now." To that end, a few simplicities...

Oh, and to briefly mention, all these items- barring the mod at the end- bind on equip. Equip, not pickup. (Pickup would be awful.)



Teleios's Material Optimizer: this device has a very low drop rate, and cannot be purchased anywhere slash must be obtained from TA. While slotted this device increases SCR and GCR gain by 20%, but reduces Resource and UNTIL Recognition gain by 20%.

Teleios's Material Enhancer: this device has a very low drop rate, and cannot be purchased anywhere slash must be obtained from TA. While slotted the player has a 20% chance to gain one SCR each time they acquire any amount of UNTIL Recognition. Additionally, while slotted, have a 50% chance to gain one GCR whenever the player acquires any amount of SCR. The GCR drop chance can be procced by gaining one SCR from Teleios's Material Enhancer.

Teleios's Perfected Questionite Ore Detector: this device has a reasonably low drop rate, and cannot be purchased anywhere slash must be obtained from TA. While slotted, the player gains 20% more Questionite Ore from all sources. (This effect stacks with Prototype Questionite Ore Detector, Mercenary gear and similar effects.)

Teleios's Field Questionite Scraper: this device has a low-ish drop rate, and cannot be purchased anywhere slash must be obtained from TA. While slotted, the player has a 10% chance of gaining several units of Questionite Ore (ranging from 1 to 10 at random) each time an enemy is killed.

Teleios's Mass Resource Collector: this device has a low-ish drop rate, and cannot be purchased anywhere slash must be obtained from TA. While slotted, the player gains 20% more Resources from all sources. (This effect stacks with other Resource bonuses such as gear set bonuses, consumable bonuses and Smash + Special Alert buffs.)

Teleios's Field Research Kit: this device has a low-ish drop rate, and cannot be purchased anywhere slash must be obtained from TA. While slotted, the player has a very low chance of finding random R4/R5 Armoring, Enhancement and Multi-Core mods when killing mobs, and additionally, a very low chance of finding completely random R3 Offense/Defense/Utility core mods of any kind each time an enemy is killed. (this is what would happen if the Burst Alert buff wasn't genuinely the worst thing imaginable.)

Teleios's Synaptic Growth Accelerator: this device has a semi-common drop rate, and cannot be purchased anywhere slash must be obtained from TA. While equipped, the player gains 20% more experience from all sources. An additional 20% is gained if all three pieces of Teleios primaries from the GCR/SCR vendor are equipped (faux-Heirlooms that require Vanquished Teleios Ascendant, are BoE and cost 75 SCR each, and that have no innate XP gain bonus.) An additional 10% is gained if all three pieces of Genetic secondaries are equipped (faux-Heirlooms that require Vanquished Teleios Ascendant, are BoE and cost 50 SCR each, and that have a 3-piece set bonus of 9% extra XP gained.)

Teleioclone Trainer: this device has a low-ish drop rate, and cannot be purchased anywhere slash must be obtained from TA. This device cannot be used in combat, and has a maximum up-time of 10 minutes and a cooldown of 30 minutes that activates only once the device goes on cooldown. When toggled on (similar to a Sidekick,) a friendly Teleioclone Trainer is summoned. This Teleioclone is immune to damage and will persist if the player "enters combat" via environmental damage or self-damage, or attacking objects or using non-targeted AoEs and similar, but will run away and despawn if any hostile mobs attempt to damage him, whether directly or indirectly, or come within 20' of him, putting the device on cooldown. While active, the Teleioclone Trainer will attempt to closely follow his summoner, and can be spoken to slash interacted with, providing the Train Up and Remove Powers prompts. While talking to the Teleioclone Trainer, any player using him gains a "Learning from the best!" buff that lasts for up to 2 minutes after leaving the Teleioclone Trainer. While this buff is present, the player is tagged as being in the Powerhouse, and so can freely undo any changes made as long as they return to the Teleioclone Trainer before the buff expires. Entering combat will not get rid of "Learning from the best!" but risks the Teleioclone Trainer being scared away, putting the device on cooldown and guaranteeing the buff expires and lock in the changes, and so is not recommended.

Teleioclone Fencer: this device has a low-ish drop rate, and cannot be purchased anywhere slash must be obtained from TA. This device cannot be used in combat, and has a maximum up-time of 5 minutes and a cooldown of 10 minutes that activates only once the device goes on cooldown. When toggled on (similar to a Sidekick,) a friendly Teleioclone Fencer is summoned. This Teleioclone is immune to damage and will persist if the player "enters combat" via environmental damage or self-damage, or attacking objects or using non-targeted AoEs and similar, but will run away and despawn if any hostile mobs attempt to damage him, whether directly or indirectly, or come within 20' of him, putting the device on cooldown. While active, the Teleioclone Fencer will attempt to closely follow his summoner, and can be spoken to slash interacted with, providing a Store prompt with the full Buy, Sell and Buyback options available.

Teleios's Gravitar-Tech Compression Pack: this bag has a low-ish drop rate, and cannot be purchased anywhere slash must be obtained from TA. There isn't anything special to say here; this is a 30-slot bag that competes with event bags and The Veteran Bag of Holding MOST, but is still outpaced severely by the Z-store's 40-slot Multi-Dimensional Bag.

Teleios's Athletic Physique: this mod has a very high drop rate, and can be purchased from the SCR/GCR vendor for 1 SCR / 1 GCR each, but also from the UNTIL Recognition vendor for 5 UNTIL Recognition each. Dropping (and buying) at R3, this Utility Core mod goes up to R9, and acts as a ground-based equivalent to Swift Wings from Destroyer's Factory; Teleios's Athletic Physique gives a bonus to Run Speed, Jump Speed and Jump Height at lower ranks, and at higher ranks also gains a bonus to Jump Traction and a resistance to fall damage, in addition to prior attributes being increased further.


Teleios Ascendant special title:
Adding this in in the 11/28/2023 update, and keeping this short because there's no way this post has much room left in it before running into the size cap, but... why not give TA a special title for doing it with no deaths within a certain amount of time? Sure, it might be way easier than Doomsday Clock would be, but more variety is also nice and it wouldn't somehow devalue Doomsday Clock in the slightest. Though this would be an incredibly minor option for causing more TA runs if there was just the one title for one perfect run, like there is with TT (which has better base rewards and much better item drops to compensate.)

So, uh... for that, I'm plugging a prior post of mine suggesting new lair flex perks, for the sole purpose that Teleios Ascendant is covered there. (Well, that, and if perfect run perks went higher than just run then people would grind just for the prestige of being "one of the few people who was in a perfect run 100 times" or something like that.



And those are just three four sets of possibilities for actually getting people into TA! There's a whole world more out there. To that end, I raise other points, like making certain Teleios-esque devices from elsewhere in the game (like the Drifter's Teleiosaurus Pheromones or the Teleios Lightning Rod from the GCR vendor) part of TA's drop pool as well, or making Onslaught gear itself rarely drop from TA, or even just Onslaught Powers, Costumes and Auras. Even just increasing the SCR, GCR and Questionite rewards of TA on its own would be a huge step in the right direction that really wouldn't take even ten minutes of messing around with the code.

Having said my bit, I'd like to hear ideas from other people; what would you suggest to add to TA or change about TA to get players actually running it for more than the one-time novelty?



Edited 11/28/2023 to fix a few typos and spacing issues, and changed a few tiny details.
Defender save my soul, for I have sinned...
Post edited by thisiscraftaaa on

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