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PTS Update FC.23.20111201a.0

Archived PostArchived Post Posts: 1,156,071 Arc User
edited December 2011 in PTS - The Archive
PTS update FC.23.20111201a.0
This build is scheduled to hit PTS by 7:00PM PST

The focus of this build is to test new Wind player powers

Please format any bugs you find in the following format:
Bug
Where it happens
What happens


Here are the details of the Patch

Wind Powers:
  • The Wind framework is now available for testing. It is located in the Energy Projector tab, and is currently using a lovely white box for an icon.
  • The power Cyclone is visible in the tree, but is currently not hooked up for purchase.
  • Advantages are not hooked up for most of the powers.
  • Most powers are still using placeholder icons.
  • Known issue: Wind power can be assigned at character creation, and are accessible through the trainer, but are *not* visible when viewing a character's powers UI menu.


Infernal:
  • Supernatural: Infernal: Deadly Poison: Damage now scales only on your number of stacks of Deadly Poison. Previously, it would also scale from other players stacks of Deadly Poison, and this was not intended.

Supernatural:
  • Supernatural: Bestial: Command Animals: Their Poison correctly deals damage again. Their Poison will stack 3 times (per pet).

UI:
  • Reverted contact dialog 'flavor' text to not use all uppercase characters.
  • Changed the character slot micro-transaction to be limited to 60.
Post edited by Archived Post on
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Comments

  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Wind! Wind is here! Wind is here!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Nice :) **hurries home**
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    For true? :eek:
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Holy Smeegus!!!! Yaaaaaaaaay!!!!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    NisDiddums wrote:
    [*]Changed the character slot micro-transaction to be limited to 60.

    Is this only a PTS thing (as people never nuke their characters on the PTS apparently), or are you trying to keep the overall database size down of players one account can have in the nearish future?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    NisDiddums wrote:
    [*]Changed the character slot micro-transaction to be limited to 60.

    Only noticed this when Bob pointed it out... whaaaaat? Whhhhhy?!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Why would anyone need more than 60? ಠ_ಠ
    And really, they have to cap it somewhere. I'm sure theres some dink out there who probably just kept buying slots for jollies.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Why would anyone need more than 60? ಠ_ಠ
    And really, they have to cap it somewhere. I'm sure theres some dink out there who probably just kept buying slots for jollies.

    How dare he give money to Cryptic! He should be put down for his crimes!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Breaking News! Wind Powers!

    What? We were all thinking of it!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Loganius wrote:
    How dare he give money to Cryptic! He should be put down for his crimes!

    Well, they're free on the PTS, so yeah, someone could just spam the button a few hundred (or thousand) times. I kind of doubt this will go to the Live server. If some wants to spend that much CP I'm sure Cryptic will gleefully take it...

    I would like a little clarification though. Is it 60 slots, or 60 transactions, which would be 120 slots?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Time to test out the wind? Yes please.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    *Glances at Nis's avatar* We are being invaded by cats.

    Also, yay wind.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Squall. I like it. I like it a lot. And Stormbringer? Thanks for adding electricity to that along with cold and crushing for an offensive passive. The soon to be created Weather Channeler thanks you for it.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Squall. I like it. I like it a lot. And Stormbringer? Thanks for adding electricity to that along with cold and crushing for an offensive passive. The soon to be created Weather Channeler thanks you for it.

    Our Thor clones shall blot out the sun!

    And then freeze them while they're in the shade.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Very neat so far. Can't wait to see the advantages!

    Stormbringer is an incredible passive and I'm really eager to see what Cyclone looks like.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Bug - Updraft
    Where it happens - When you use Rank 3
    What happens - I am not sure if this is intended or not. But on R1 it does like a two handed animation, while on Rank 3 it snaps fingers to cast it.

    Also... where do I give feedback about Animations and Sound FX? cuz I got a lot hahaha. In short the powers, visual wise are INCREDIBLE, the most gorgeous power set so far. Though on the sound area most powers are lacking, ill detail later if this is not the place to do it.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    On a first view .. i see at least some maintans and not only charges .. that gives me hope that it is a set
    i like to play :)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Visual lag with Typhoon.

    other than that, most of the powers seem to be something that we already have, and I hope the advs really separate the wind framework from other powers from other sets, example, Wind Breath vs fire, ice, and toxic breaths.

    Typhoon seems to cost too much energy for the dmg output. What will the adv be that will justify it's power costs?

    Updraft is nice, but compared to force geyser...

    Will the wind framework have any energy unlocks or dmg buffs?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Swcond view : Squall looks really nice .. good maintaned damage with not to high energy costs. I think that
    is really a power i will pick up :)

    Also nice visuals ;)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Not much extensive testing, but here's what I've noticed:

    TYPHOON: Very lackluster. Something I was afraid of was how a t3 attack could differentiate itself from Force Cascade. Although the powers are slightly different in mechanics, FC outshines it in every way.
    1. FC has tremendous knockback (extra damage and CC), which Typhoon lacks.
    2. Raw damage of FC is considerably greater, especially since its 1 damage type and will only be mitigated once, unlike Typhoon.
    3. On a non-energy form user, FC is more expensive, but the utility of 1 and 2 makes up for it. On an energy form user, FC is dramatically better: less energy cost for more damage. (On my character I'm looking at 6k Typhoon for 128 energy versus 7k FC for 100 energy.) In other words, with the new passive, there's not much of a reason to choose Typhoon.

    SQUALL: Pretty good, both visually and mechanically. Decent AoE damage, good DPE, and gets the job done. Repel on it is very nice.

    STORMBRINGER: Great passive, very versatile.

    UPDRAFT: Weaker version of Force Geyser. I want to say this is what Force Geyser should be like, because currently FG is a little too good.

    For an active offence, might I suggest something that +% Damage and also gives your attacks something like 10% chance to repel all targets?

    EDIT: Since there's not too many powers in this set, and unsure whether you guys are planning to add in more powers, might I also suggest some ideas for powers? I think Ebon Rift has a good mechanic for a wind-type power where it could be a maintain that summons a Tornado within 50' and sucks enemies in. With a different advantage it might be a good t3 attack since we only have Typhoon now.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    3rd look : Squall really stands out for me .. will defenitly build a character with that as main AoE, but not sure
    if i use any other of the powers.

    My wish : give us also a good maintained Single Target Power that does slightliy more damage :)

    Ahh .. and of course .. a buff / aspect for electric / cold would be nice to have :o
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    If we are discussing other stuff besides bug, then lemme give you my feedback real quick on the powers.

    Visual wise, they are all PERFECT, very impressive, as mentioned Squall causes some visual lag, theres just too many particles going on... I mean epidemic got gutted for less than that. Every other power its just fine on the visual area.

    Though on sounds I have my gripe on the next powers

    Gust, Typhoon and Twister:They all need a charge up sound
    Wind Barrier: Has no sound at all
    Updraft: The sound its just too low, you can barely hear it compared to the sound volume of the energy builder
    Wind Breath: The sound its not maintained along with the duration of the power, just a brief and small wind sound at the beginning.


    And pretty much, that's it.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Keep in mind this is only the first iteration of this on the PTS and many things could change.

    Anyway, I'm going to play with these powers more tommorow, since it's getting late tonight and I don't really have the time. However, here's my first impressions:

    Stormbringer: Versatile, but lacks a secondary bonus outside of damage. Most of the more recent and better passives have something extra to them, some secondary effect that gives them some extra umfph and flavor. Unless I'm missing something, this lacks such a thing.

    Typhoon: This power isn't bad, but it's not amazing either. That said, me and a friend were jokingly calling it "Wind Cascade" because it does hit pretty hard. I think a bit of an energy reduction would make it shine a bit on its own, as a lower cost alternative to certain other powers. I can just barely fire it off fully on a DEX/INT build with almost no END.

    Squall: WTF Cryptic, you made 100 hands in a PBAoE. This power is AWESOME. I can't really say much more than this power is bloody brilliant.

    Gust: Unless I'm getting my wires crossed here, this is the T0 right? Come on Cryptic, THIS IS A HADOKEN. No REALLY, it looks more like a Hadoken than the chi palm thingy in Unarmed. WHY DOES IT HAVE TO BE A SUCKY T0?! Agghhh. I want this power to hit like a ton of bricks yet I know it wont because low and behold, T0.

    Anyway, I'll go and screw around with the rest of the powers to draw more conclusions and see how they mix and match with my existing build to get an idea of how the set hybridizes later. This far, it looks like it has much potential in both defensive builds and Quarry hybrids as well, its foundation is fairly solid at first glance. One glaring issue that stands out to me, however, is that the set, like some others, lacks in the single target damage department.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Loganius wrote:
    Wind! Wind is here! Wind is here!

    making builds will be a breeze
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    this is retarded, the animations on cleave and several other heavy weapons powers are STILL defaulting to the heavy weapons block animation on both live and test, normally this would not be such a huge deal but it has been this way for months and was mentioned before heavy weapons even went live. THIS NEEDS TO BE FIXED.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    All I gotta say is "god dammit now I have to retcon my Force character again to fit Squall on it".

    Stormbringer is almost a better passive for Electric Toons than Electric Form, why? Anti Crushing Damage? No more squishy Bolt Thowers? Hell yes I'll take that.

    Typhoon seemed unimpressive due to the conditional knock down.

    All in all, functionally not too dissimilar from Force and part of Ice. So I can see that this set was made with the idea of combining Elec/Force/Ice together with it less than it being a set on its own in entirity.

    Looking foward to the next changes.
    making builds will be a breeze

    NO! Just no. Stop now. We have had Fish Puns, Electric Puns, we are not starting the Wind Puns..... :p
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    A grim-faced Terrible Wind stands looking out across the bay at Talos Island, a fierce rising tide of jealousy rising up from within...
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    As far as Typhoon goes, it has a few advantages:

    It can be fired off more than once every 8 seconds for those who aren't SSed End (and not lose a LOT of damage if you happen to use an energy form as well). Typhoon costs 63-177 End, verses 96-277 for FC. It's entirely doable if you just have a bit of End on the side.

    And for those who use Fire/Ice Form, you'll be able to boost half of the damage for 'free'. FC does 609-2596 at R1 (plus knockback damage, yes) with Fire/Ice Form, verses 259-1103 + 350-1491 at R1 (...which is almost exactly the damage of FC - go figure). So you can grab it 'on the side' and feel like you're totally not making a bad pick.

    That said - yes, FC can do move overall damage (especially once you factor in lolknock), but it also will weaken the heck out of you for 8 seconds if you don't off your target(s) in that time.

    This is ignoring PvP of course, where the split damage will mess up Wind totally.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    okay, finally got to play around with the powers. Really love the visual effects.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    That wind breath is sooo willow rosenburg....
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    I'm digging it so far (no Earth framework puns intended). I thought I wouldn't really be all that interested in the Wind framework at all, and yet I think it's very solid at the moment. Stormbringer as a passive could use some kind of secondary effect, but overall I think it's a very pretty and well-performing set. I look forward to seeing the advantages added on and what they entail.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Played up to level 10ish so far with a tank using the wind powers as his main offense. So far this is working out much faster and smoother then when I tried a glacier. That wind breath is so fun. So in short, low level play is working out rather smoothly.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Liking the new powers, especially the little hovering one. I'd love to see another active defense/offense like Ascension that grants flight. It makes lots of sense given the set.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Breath attacks (all of em): Would be ALOT better if we had the option to pick alternate origin points (like hands) yes, I know they'd no longer be breath attacks, but a ranged, cone, maintain I think is highly desirable for the wind powerset.. but breath attacks....... meeeehhhhhh.


    please give us the option.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Wind in general seems to have lots of synergy with Disorient yet only two powers (energy builder and Wind Breath) are able to disorient, and not reliably. The lack of an energy return, active offense and/or active defense is also worrying.

    Wind Lash: Energy builder. Not much to say here other than it has a chance on the opening shot to disorient. The adv might be useful if when you repelled an enemy it guaranteed Disorient on any hit.

    Gust:Another useless T0 power. Low damage, not very useful crowd control. Does not animate properly when tap spammed.

    Whirlwind: Reskinned Snowstorm. The chance to knock a disoriented target could probably be increased as a 10% chance per second is not reliable. Costs significantly more than Snowstorm for only a slight damage increase.

    Dust Devil: Ball Lightning clone that doesn't explode. In my opinion the damage seems low for its cost. I do like that it can be summoned multiple times on the same target, and I hope that's a feature not a bug...

    Squall: The shining gem of the Wind set so far. A bit of crowd control, decent damage and with the adv it synergizes nicely with Dust Devil's adv. Thumbs up to whoever did the animation and graphical effects for Squall. Occasionally the animation for Squall breaks while moving. Does not apply knock resistance.

    Wind Breath: One of the better breath powers. It's the only non-energy builder in set that can apply Disorient. I'd prefer if the advantage greatly increased the chance to apply Disorient since so many other wind powers are modified by Disorient.

    Updraft: It's a slightly slower Uppercut with a 50 foot range except it's cheaper and therefore does less damage.

    Typhoon: Force Cascade reskin that splits the damage between Cold and Crushing that doesn't have reliable crowd control. Costs much less than FC, doesn't eat energy forms and deals only slightly less damage.

    New Power Suggestions:
    • Add an energy return. Possibly proccing on repel or disorient. As much as I hate to suggest it, REC needs to be more useful and a good energy return is a start.
    • Wind Wall: active defense that greatly increases resistance to ranged attacks and slightly less so to melee attacks. Soft Landing advantage that allows Wind Wall to be used while knocked and prevent falling damage for the duration.
    • Righteous Storm: active offense that increases cold, crushing and electrical damage. Counts as an energy form. Breaks crowd controlling effects. Increases chance to apply chill, negative ions, repel and/or disorient to powers that already do so. Fury of the Storm advantage removes the extra proc chance for chill, neg ions, repel and/or disorient and greatly increases the bonus damage and duration.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Is team duels going to make a comeback or what?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    kamokami wrote:
    Is team duels going to make a comeback or what?

    Yes according to Tumer or... was Splosions... one of those two haha, they just need to polish them more.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Anyone feel a draft in the room?

    Oh wait it's the wind powers. D:
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    I would really like to see an energy return that triggers on repels - seems very sensible for the way the wind powers are shaping up.

    The fact that a few powers can be advantaged to give them a chace to proc negative ions and chill is very interesting.

    Ranking up the EB seems to make it look less wind-like and more like some sort of energy blast. Perhaps look into retaining that wispy look a bit better?

    I do like how the passive grants some crushing, elec, and cold dmg resist.

    It does seem to be fitting that an active offense or defense be added which grants flight temporarily.

    When you take the advantage on dust devil that make sit also deal elec & cold damage, it seems to only apply the hue to the central part of the graphic instead of the entire funnel cloud. This results in what looks like a sparking hotdog attacking your foes...
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Aggressor is no longer building/refreshing stacks of Aggressor on knock attempts, only knock successes. This was tested with Havoc Stomp where taps and half-charges that did not result in a knock-up.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Speaking of new powers... can u make them apply repel resistance? Because currently it's just funny to see any melle try to get in range vs wind powerset user >.>

    Force geyser should be nerfed to Updraft's level imo.

    New wind passive lacks secondary effect that would make it worth picking over anything else(same problem with Kinetic Manipulation and Fiery Form btw, all those passives have no side effects, so they are kinda useless)

    Can you also stop wasting cool power animations of useless charged holds? Nobody uses them in both pve and pvp. And give better stance for character using Squall please.

    And ye, an update on team duels state would be welcome.

    Typhoon lacks +damage on knock resistant targets like cascade and knocks people back even w\o disorient on them, also obvious problems with sound and animations
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Currently on Live, Rank 2 Electric Arc is available at level 10 despite the description saying it requires level 20.

    I kinda like this bug. Oh, well.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Currently on Live, Rank 2 Electric Arc is available at level 10 despite the description saying it requires level 20.

    I kinda like this bug. Oh, well.

    This one will be on the next Live patch, Crush said earlier they knew about this already.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Funny, I read people mentioning there being no side effect to Storm Bringer, but I think being able to use 3 normally un-related damage types (Crush, Cold and Energy) with the same damage bonus is a side effect... AND you have resistance to all 3 (Crush is VERY common... fists, kicks, rocks, heavy weapons, force, most chains enemies use) and also you get energy from getting PUNCHED (hit with crush, cold or energy)!!! Seriously, only Defiance had that advantage of being punched to gain energy, now Stormbringer brings it to the plate in an offensive passive.

    Also, if they do add anything to it, I hope it's in the form of an advantage that perhaps adds a minor heal (very minor) for applying knock, chill or Ions once every 3 seconds or so like Shadow Feast (the tiny heal built into Shadow Form and Ebon Void)?

    (Edit for the fact that it's 4:30am and I work too much...)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Winza wrote:
    Funny, I read people mentioning there being no side effect to Storm Bringer, but I think being able to use 3 normally un-related damage types (Crush, Cold and Energy) with the same damage bonus is a side effect... AND you have resistance to all 3 (Crush is VERY common... fists, kicks, rocks, heavy weapons, force, most chains enemies use) and also you get energy from getting PUNCHED (hit with crush, cold or energy)!!! Seriously, only Defiance had that advantage of being punched to gain energy, now Stormbringer brings it to the plate in an offensive passive.

    Also, if they do add anything to it, I hope it's in the form of an advantage that perhaps adds a minor heal (very minor) for applying knock, chill or Ions once every 3 seconds or so like Shadow Feast (the tiny heal built into Shadow Form and Ebon Void)?

    (Edit for the fact that it's 4:30am and I work too much...)

    You bring up some very good points. I too would like to see an advantage added to the power that gives it some more functionality.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Well a few things about wind spring to mind:

    I like the animations.

    The set needs some kind of active buff self.

    The set needs a reason to use an energy form.

    The set is very energy intensive.

    If disorient is to be the gimmick, it needs to be proliferated.

    If disorient is to be the gimmick, there needs to be a few ways to play off of it other than just upgrading repels to knocks.

    A few other powers that key off of chilled and negative ions wouldn't hurt.

    Squall, is a beast.

    Energy Storm needs to combo with wind somehow.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Winza wrote:
    Funny, I read people mentioning there being no side effect to Storm Bringer, but I think being able to use 3 normally un-related damage types (Crush, Cold and Energy) with the same damage bonus is a side effect... AND you have resistance to all 3 (Crush is VERY common... fists, kicks, rocks, heavy weapons, force, most chains enemies use) and also you get energy from getting PUNCHED (hit with crush, cold or energy)!!! Seriously, only Defiance had that advantage of being punched to gain energy, now Stormbringer brings it to the plate in an offensive passive.

    Also, if they do add anything to it, I hope it's in the form of an advantage that perhaps adds a minor heal (very minor) for applying knock, chill or Ions once every 3 seconds or so like Shadow Feast (the tiny heal built into Shadow Form and Ebon Void)?

    (Edit for the fact that it's 4:30am and I work too much...)

    lol, all those resistances are just a compensation for lacking 1 crazy 100%+ resistance to 1 and 25% to 3 like other passives give, and btw, they ALL give u energy on being hit.

    And no, we don't need energy form requirements, it already looks stupid on cascade, don't need any more of that ****
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    yes, they all give you energy back but that's if you're hit with ONE type of dmg, i rather have THREE chances instead of one...
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Need to do some higher level tests to give my full verdict since I was toying with lower level content initially. (I like to check and see if the set would turn off a newbie trying the game for the first time using it, so we have less places to make a bad first impression). So far I am seeing some interesting tanking potential with wind breath, as soon as it gets challenging strikes. You can use the power like a broom to sweep enemies back together, keep the front row near the back row while applying CS, you end up making the AoE blaster's job easier. Might be interesting to see a pair of wind tanks working together to keep the group coralled while the DPS slather on abuse.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Bug: Some of Wind Lash isn't hue shifting right
    Some of Gust isn't hue shifting right
    Some of Stormbringer may not be hue shifting right, may be intentional
    When swapping between both electric teleports, you fall to the ground when not pressing space in electric teleport form


    Suggestions:
    The animation for Dust Devil is very subtle, bring it out some more.
    Typhoon could use a stronger GFX to reflect it's amazingness


    I'm loving these powers but I can help I want more. lol I don't say that to sound greedy but right now we have ten powers that work amazing. I want to have the option to stay in set so three more powers would be great. Not necessary of course but yes. No clue what you could do. Maybe a charged AoE or PBAoE named Mircoburst? Naturally, not necessary but eh, it's a flavor thing. Also notice the name "Tornado" isn't being used which I find odd.

    All in all, good work. Amazing visuals, seriously hoping none of these get gimped because they are graphics intensive or whatever. Can't wait for next patch :)
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