Races Survey and Terraria Wonders

Hi everyone,

Thanks to everyone who participated in our last survey. Both the survey results, and discussion about the statements was very insightful.

We hope you’ll participate in this new survey, which focuses on playable races. We’d love to know what you think!

Before we get to the results, first something completely different. TriumphNet_Icon_LargeOur dutch game industry buddies Engine Software, responsible for the ports and expansions of indie mega hit Terraria, have snuck in an Age of Wonders item set based on the Horned God. See it here in all its pixelated glory.

[wpsqt name=”Races Survey” type=”survey”]

Feel free to discuss below & have a great weekend : D>

The following two tabs change content below.

SikBok

Latest posts by SikBok (see all)

We’ve moved over to the paradox forums. Please come visit us there to discuss:
You can still read the collective wisdom - and lolz - of the community here, but posting is no longer possible.

Home Forums Races Survey and Terraria Wonders

This topic contains 196 replies, has 68 voices, and was last updated by  BB Shockwave 6 years, 5 months ago.

Viewing 30 posts - 151 through 180 (of 197 total)
  • Author
    Posts
  • #217682

    Kaiosama TLJ
    Member

    I’m not against assymetry, but only when it is done right. Because even MoM had some cases of horrible assymetry that makes certain races unfun to play for one reason or another. (Klarkons being one of them, ugh!)

    One thing that I could see is to change certain buildings in the line-up of every individual race to something else, like the Ghoul cities have different buidings compared to a living one.

    Example: Do Draconians need Hospitals since they heal wounds naturally? Do Orcs need a Grand Temple since they are a warrior race? Buildings like these could be replaced by something else that would make the race’s cities different from each other. Too bad I don’t have good ideas to what to replace with ATM, but I think BBB brough this concept multiple times so he may know better. 🙂

    #217685

    Ragnarok777
    Member

    Johaan – Agree with you on that. I quit DAII after playing the demo, and given what I heard later, did not regret it. Might try DA3, but I am rather going to replay DA:O first.

    Well, I can totally see a ragtag band of Elves in rugged steampunk armor riding unicorns and shooting people with sidearms. 😀 I mean… like Mad Max, fantasy style.

    And heck, Goblins and Kobolds in most RPGs are the downtrodden, oppressed race, whom other consider vermin. Of course they’d flock to a religion that says they are equally important! When I first saw Goblin Exalted (way before the game was released) I thought it was ridiculous, but… it now makes sense, really. Heck, in all previous games we had Goblin Martyrs too – they just had a big bomb strapped to their backs. 😀

    Btw, that and your Centaur comment reminds me… I’d be totally up for the re-introduction of certain old units, but only Tier I-II as to not to make them too powerful, as they were in AOW2-SM. There you had to build certain structures to get them, here it could work like the Tame Trolls of the Racial Governance for Goblins. But maybe, make it automatic – like, when you reach Champion with a race, you can build the structure needed for these units in any town.

    Halfings: Centaurs (Tier II archer/cavalry mix, maybe irregulars?)
    High Elves: …. pass, I really don’t have any ideas, as the Druid and Ranger and the Iron Maiden are more or less covered by racial and class units.
    Dwarves: Gargoyles (flying elementals, good defense, resists all and mind immunity but slow)
    Humans: Swashbuckler (Tier II, has wall climbing, Taunt, swimming and some weaker ranged attack, not the pistol though)
    Draconians: Slither (concealment and wall climbing, has poison split and blight resistance as well as fire, but would look more humanoid like the new Draconians)
    Tigrans: …. no ideas, Watcher would too powerful – maybe Fire Cats as a support unit? Not sure.
    Frostlings: Tame Yeti (same as with Tame Trolls), granted this’d make Arctica’s embassy useless.
    Goblins: Tame Trolls (already present)
    Orcs: Doom Bats (life drain and physical protection but low HP)

    I agree that some creatures should return but it must fill the logical way races are.
    Centaurs are not halfings, they would fit perfectly in a beastmen dwelling along with minautors, Cyclops, harpies and the Greek mythology stuff.
    Why not making new units who will be at their place? I don’t see why dwarves would have gargoyles exept for the dreadnought, it would make no sense if you have a dwarven archdruid… Swashbukler for humans would be rogue or dreadnought as well. New units must fit the race without promoting a class above others. It is very difficult to search for new units not covered by classes indeed.

    #217688

    BB Shockwave
    Member

    I’m not against assymetry, but only when it is done right. Because even MoM had some cases of horrible assymetry that makes certain races unfun to play for one reason or another. (Klarkons being one of them, ugh!)

    One thing that I could see is to change certain buildings in the line-up of every individual race to something else, like the Ghoul cities have different buidings compared to a living one.

    Example: Do Draconians need Hospitals since they heal wounds naturally? Do Orcs need a Grand Temple since they are a warrior race? Buildings like these could be replaced by something else that would make the race’s cities different from each other. Too bad I don’t have good ideas to what to replace with ATM, but I think BBB brough this concept multiple times so he may know better. 🙂 />

    Much agreed. There’ll be a new MOM or Master of Orion game anyway for those who want that. But I am fine with how AoW is now, we don’t need to turn it into a terribly assymetric thing. Like MOM Gnolls who had what, 3 types of units only?

    As for what one of the developers said here – I’d very much NOT want the game to be like Heartstone. If there is one thing I dislike in strategy games it’s the luck factor in battles – and I don’t mean the Halfling Luck, that’s a calculable thing that you can counter with morale debuffs. It’s one of the reasons I don’t play Magic the Gathering or other card games, it’s hard to build your sound strategy around something when you can get a stroke of bad luck and lose your battles due to dumb luck. I prefer tactical battles where you can win even against overwhelming numbers when you are playing smart, not where you can win if you are lucky – which was the case with AoWII most of the time with the hit/miss chances.

    About racial buildings – I believe the devs told us before that changing this is hard – it’s one of those pre-coded things, like why even flying infantry has “wall climbing” simply because the Infantry class automatically gives them this ability.
    But I’d say every race needs a Grand Palace, no matter what you play as you’ll need casting points. Those are like the Casting Chambers of AoW2.

    #217690

    BB Shockwave
    Member

    Johaan – Agree with you on that. I quit DAII after playing the demo, and given what I heard later, did not regret it. Might try DA3, but I am rather going to replay DA:O first.

    Well, I can totally see a ragtag band of Elves in rugged steampunk armor riding unicorns and shooting people with sidearms. 😀 I mean… like Mad Max, fantasy style.

    And heck, Goblins and Kobolds in most RPGs are the downtrodden, oppressed race, whom other consider vermin. Of course they’d flock to a religion that says they are equally important! When I first saw Goblin Exalted (way before the game was released) I thought it was ridiculous, but… it now makes sense, really. Heck, in all previous games we had Goblin Martyrs too – they just had a big bomb strapped to their backs. 😀

    Btw, that and your Centaur comment reminds me… I’d be totally up for the re-introduction of certain old units, but only Tier I-II as to not to make them too powerful, as they were in AOW2-SM. There you had to build certain structures to get them, here it could work like the Tame Trolls of the Racial Governance for Goblins. But maybe, make it automatic – like, when you reach Champion with a race, you can build the structure needed for these units in any town.

    Halfings: Centaurs (Tier II archer/cavalry mix, maybe irregulars?)
    High Elves: …. pass, I really don’t have any ideas, as the Druid and Ranger and the Iron Maiden are more or less covered by racial and class units.
    Dwarves: Gargoyles (flying elementals, good defense, resists all and mind immunity but slow)
    Humans: Swashbuckler (Tier II, has wall climbing, Taunt, swimming and some weaker ranged attack, not the pistol though)
    Draconians: Slither (concealment and wall climbing, has poison split and blight resistance as well as fire, but would look more humanoid like the new Draconians)
    Tigrans: …. no ideas, Watcher would too powerful – maybe Fire Cats as a support unit? Not sure.
    Frostlings: Tame Yeti (same as with Tame Trolls), granted this’d make Arctica’s embassy useless.
    Goblins: Tame Trolls (already present)
    Orcs: Doom Bats (life drain and physical protection but low HP)

    I agree that some creatures should return but it must fill the logical way races are.
    Centaurs are not halfings, they would fit perfectly in a beastmen dwelling along with minautors, Cyclops, harpies and the Greek mythology stuff.
    Why not making new units who will be at their place? I don’t see why dwarves would have gargoyles exept for the dreadnought, it would make no sense if you have a dwarven archdruid… Swashbukler for humans would be rogue or dreadnought as well. New units must fit the race without promoting a class above others. It is very difficult to search for new units not covered by classes indeed.

    Umm, these units WERE with these races before. They fit. You could question why trolls are with the Goblins with the same logic as you did above.
    Gargoyles are stone constructs, dwarves are natural miners and builders. Centaurs are allies of the Halflings, but you can replace them with Satyrs (who have minor bard skills) and that’d work too – both races were in AoW1 and 2 with the Halflings.

    Also, “Minautors”… snicker. 😀 They are those minotaurs who write romantic tween fantasy? 😀

    #217691

    BB Shockwave
    Member

    Idd like more racial influence over class (already good), maybe 1-2 racial research per class or by race only, and unique race/class hero skills.
    Heroes need something because 90% of the time all heroes of the same class will end up with the same skills. À elven rogue will be pretty similar to a dwarf or goblin one. Aow is about difficult choices for me except how to level my heroes. With unique heroes skill, the game stepped in the good direction but, I think something lacking in this area.
    But overall Aow is my first tbs choice, compeditors lost in the dust. Way to go!

    Again, there are quite big differences. For example, my Tigran Heroes are faster than other heroes because of their racial traits – useful for warlords and rogues. Draconian heroes heal faster naturally and resistant to fire.
    I do support though,that maybe there should be some few racial-only skills that only heroes of a specific race can get. Maybe Tigran Warlords and Rogues could get Pounce and Dwarves Defensive Striker, Elves could get Arcane Arrows and Seeker (on high levels), etc.

    #217692

    BB Shockwave
    Member

    It does seem that a reasonable direction would be to offer premade and custom races like is done with the heroes. This may be more easily implemented in AoW4, but having the option to pick a base for the race from the existing races, and then swapping out perks and flaws to make a more unique group that the player is fighting for could result in higher attachment. That way, not just customizing your hero, but customizing your entire group over time.

    The ideas are already appearing. The company adds a race to the pool and the player incorporates the traits.

    Now, taking it all a step further… It’s about the race. And it’s about the leader. But races change. And leaders change. So having a perpetual leader, unchanging, is beyond fantasy. There is a leader for each city and there is a leader of all the cities. Dead, old, and failed leaders get replaced. The traits of the race change over time based on the leaders, the environment, and the influences over the people. Magic and technology, good and evil, is still about evolution and adaptation. Customization happens on a wheel. First it is about choosing those traits. In time, however, those traits may become a hindrance. As such, part of the strategy becomes not just about what we are today but we need become tomorrow.

    Shorter races may become taller to gain mobility, but become easier to hit. Maybe a race becomes a little better at their chosen attack type or much better when tacking on weaknesses for multipliers. And maybe some perks on the race-wheel of leveling become permanent, allowing for a bonus on each turn of the wheel at the cost of never being removable. Some things to consider.

    What you are saying would basically mean there would be no races as anyone could create their own (and usually, totally overpowered) race. That’d basically make AoW like that rather bad TBS game (Elemental? I am not sure..) where every race was various skin shades of human with various skills, and all units were just peasants you had to dress up and arm. Too much freedom results in everything becoming the same…

    #217693

    ten9
    Member

    And you probably will not be surprised that I would very much like this game to be more like Heartstone. AOW2-SM for me was the discovery of the year because it reminded me of Master of Magic and was even better.
    The trick for the devs is to try to satisfy the entire playerbase. These surveys help to find out where the sweet spot is.

    #217706

    BB Shockwave
    Member

    Just to recap, the current answers are:

    In future games from Triumph I would like to have more visual variation between races, at the cost of visual variation between classes.

    Agrees: 48.97%
    Disagrees: 29.79%
    No opinion: 20.94%

    Here the difference is rather obvious.

    In future games from Triumph I would like to have more gameplay variation between races, at the cost of gameplay variation between classes.

    Agrees: 43.36%
    Disagrees: 36.58%
    No opinion: 19.76%

    Here – not as much, and could likely still change with more votes.


    In future games from Triumph I prefer to have more unique – even asymmetrical – races over having a more easily balanced game.

    Agrees: 81.12%
    Disagrees: 12.98%
    No opinion: 5.6%

    The answer here is quite obvious, but I hope Triumph will elaborate on this one later – the question itself is not really self-explanatory, and requires further smaller sub-sections. I mean, there is a difference between “not more easily balanced” and “Klakons”, as someone noted above. 🙂 Even I am for more racial diversity as long as it’s not the case of the AoW2 Halfings/Goblins basically sucking compared to other races.

    #217708

    BB Shockwave
    Member

    And you probably will not be surprised that I would very much like this game to be more like Heartstone. AOW2-SM for me was the discovery of the year because it reminded me of Master of Magic and was even better.
    The trick for the devs is to try to satisfy the entire playerbase. These surveys help to find out where the sweet spot is.

    I still don’t get how anyone can compare a card game to a complex strategy game, myself. I never played Heartstone but from what I heard from friends, there are basically cards that trump everything, and grinders (or people who paid real money for them) with those cards are basically unbeatable, making matches against them useless.
    AoW as a whole is totally like MoM, only much better. I did not even have a PC when MoM was around, but I did try it later – however I found the whole game rather tedious in micromanagement and the combat did not have too many options compared to games like HoMMII-III. People here constantly praise SM, but to be frank other than balancing units (something people now are against, oddly) and adding 3 new races and a new Shadow Plane level, it didn’t fundamentally change the gameplay. Wizard’s Throne and Shadow Magic play rather alike, IMHO.

    #217718

    SikBok
    Keymaster

    To clarify my hearthstone statement, I meant like hearthstone purely from a game balance point of view. A game with discrete classes, with enough general cards – i.e. skills – to make interesting combos.

    That is a property of hearthstone I’d argue is separate from randomness and any semblance of pay-to-win.

    #217830

    Ragnarok777
    Member

    Aow 2 and aow 3 goes in different paths, I have and still plays aow 2, the classes change everything and I remember devs said no more fantasy cliches, so I don’t see a dwarven archdruid using stone and making gargoyles, as I don’t see why centaurs would be with halfings. I miss them too but I think it would be better to make a new dwelling called beastmen with centaurs, minautors, harpies, Cyclops, hydras…
    It would be amazing.
    New units should be universal to avoid cliches or class oriented units.
    Here are my ideas
    Dwarves, axe throwers
    Goblins wivern rider
    Orcs abomination
    Halfings sheriff but without pistol exept dreadnought
    Frostlings dragon rider
    Humans herbalist or some kind of alchemist
    Tigrans fire cat with rebalanced stats depending on their new level
    Draconians cthe big crushers from aow2 I miss them and would fit well
    Elves, kind of iron maiden
    The classes feature with race related class units are my favorite thing in this game.😃

    #217837

    nspannaus
    Member

    Much agreed. There’ll be a new MOM or Master of Orion game anyway for those who want that.

    The Master of Magic “sequel” already came out. It got awful reviews.

    Worlds of Magic – MetaCritic

    Age of Wonders is the true spiritual successor in my opinion.

    #217838

    nspannaus
    Member

    I still don’t get how anyone can compare a card game to a complex strategy game, myself. I never played Heartstone but from what I heard from friends, there are basically cards that trump everything, and grinders (or people who paid real money for them) with those cards are basically unbeatable, making matches against them useless.

    The comparison is purely to illustrate a way of providing asymmetry and balance at the same time. If you played the game, the analogy would make sense to you.

    And just to help clear up your understanding of it, it is NOT pay-to-win. I play regularly and have attained every card I could want without paying a dime. My constructed deck can be just as powerful as anyone else’s. Luck plays a small factor in the order of cards you draw, but it remains very much a skill game.

    #217841

    apopov
    Member

    filling out the survey was a bit sad to see it referring to “future games” rather than a new expansion for Age of Wonders 3.

    Still in love with this game, and eagerly waiting for more content for it – don’t want it to ‘end’.

    #217845

    nspannaus
    Member

    filling out the survey was a bit sad to see it referring to “future games” rather than a new expansion for Age of Wonders 3.

    Yeah, that was kinda bittersweet to see. I’m super excited that they’re already thinking of the next game… but I’d also love to see AoWIII continue to grow.

    Even if we don’t see one last expansion pack, it really does feel like we’ll be seeing another patch that addresses some of the gameplay/balancing issues we’ve been discussing.

    #217946

    BB Shockwave
    Member

    Aow 2 and aow 3 goes in different paths, I have and still plays aow 2, the classes change everything and I remember devs said no more fantasy cliches, so I don’t see a dwarven archdruid using stone and making gargoyles, as I don’t see why centaurs would be with halfings. I miss them too but I think it would be better to make a new dwelling called beastmen with centaurs, minautors, harpies, Cyclops, hydras…
    It would be amazing.

    LOL dude. MinoTAURS. Same as in centaurs. If you can spell that right, why do you insist on misspelling them as MIN-authors? I can see it, minotaurs writing Twilight-style tween romances about themselves. 😀

    I don’t think these would belong in a beastman dwelling, mostly because these creatures have little to do with each other. If anything, Satyrs and Centaurs would be more suitable to be with the Fey in the Sylvan dwellings – like in most RPGs where these beings are often found with nymphs and faeries.
    And Minotaurs used to be Earth spell summons – they could be those again. I miss the Efreet for the Fire class, too. These specializations could all benefit from a Tier II-III summon, available to Fire/Earth/etc masters.

    #217948

    Centurion-X
    Member

    I also believe that our favorite game Age of Wonders is much closer in spirit to original Master of Magic (than Worlds of Magic) and I hope at least onto even more significant additions from developers and modders!

    #217949

    BB Shockwave
    Member

    To clarify my hearthstone statement, I meant like hearthstone purely from a game balance point of view. A game with discrete classes, with enough general cards – i.e. skills – to make interesting combos.

    That is a property of hearthstone I’d argue is separate from randomness and any semblance of pay-to-win.

    OKay, sorry for misunderstanding. I am not familiar with the game apart from the generics (that it is an online trading card game) and assumed you meant the randomness of picking a card at random.
    So you are saying there should be more general skills (cards) by which you mean racial skills or just the specializations?

    #217953

    BB Shockwave
    Member

    I also believe that our favorite game Age of Wonders is much closer in spirit to original Master of Magic (than Worlds of Magic) and I hope at least onto some more great addition from developers and modders!

    Ohhh, that thing. I remember seeing the beta gameplay. The battlefield is very much like HOMM, and your archers can shoot anyone anywhere on the map making cover useless. The game seems also too complex for its own good, why does every unit needs its own D&D-like (con/dex/str/etc) stats anyway? And that’s not mentioning the graphics which is frankly, a shame at this day and age from any non-kickstarter game.

    Gamespot gave them 1 star, ouch…
    http://www.gamespot.com/reviews/worlds-of-magic-review/1900-6416080/

    #218015

    It’s apparently been much improved lately…

    @ Kaisoma, yeah varied building costs, functions and unlock order.

    The Tigrans unlocking their Pike unit before their Infantry, and their Infantry being almost a Cavalry analogue, and their Cavalry being a ranged unit (and not very good at being actual Cavalry) is the kind of thing I’m talking about.

    Now apply that to buildings (TS made an excellent start with Dwarven siege shops costing less /

    Why do Goblins or Draconians need hospitals? The former disposes of the weak and elderly by attaching bombs to them and sending them off and the latter cannabilises the weak and send their babies to war…

    Must every race have the same number of buildings or units?

    #218016

    Or even type of units.

    #218021

    Jolly Joker
    Member

    The latter they haven’t.

    #218024

    ten9
    Member

    Or even type of units.

    If you ask me: No. Let there be asymmetry.

    There will however be some who will complain about balance if you loosen the unit symmetry. It will be harder to balance. (I personally don’t care much about that)

    I would say: make the races very different. Take a beta time-boxed period for balance and just give that your best shot and leave it at that.

    #218028

    BB Shockwave
    Member

    Even the highly assymetrical AoWII-SM all races had:
    -archers
    -infantry
    -Pikemen
    -cavalry
    -some sort of magic-using support unit.

    This is the same today, and a lot of these units are quite varied enough, for me at least. Especially when it comes to their Tier III, the races are very different. Draconians and Halflings have area-attacking archers like the Shadow Demons had in AoW2. Tigrans have a fast-moving infantry that has no shield – exactly like in the last game. Heck, Elven cavalry is even more different from the AoWII version in that they can teleport.

    #218059

    @ BB, I wasn’t clear. I was asking a question more like :

    Must every race have a Pike unit? Why not have a race that doesn’t have a Pike unit, but has 2 Archer units? (for example!)

    This is the next step after having differing unlock orders for the t1 and t2 units.

    I think the Tigrans and Frostlings are the best designed current races in this regard btw, in that they are quite obviously different.

    However, I recognise that messing with units means playing around with stats which can be quite the nightmare (you wouldn’t believe the discussion removing 1 resistance from a certain unit has engendered) which is why I am more interested in playing around with the buildings.

    Let me be clear, I’m not proposing that every race gets an alternate hospital, for example.

    I am proposing that 2 races at least rework the hospital chain.

    Goblins get the usual growth bonus, but also a passive spreading of wetlands (hospital level unlock) and unlock the Bomber (early, with the current storehouse)

    Draconians eventually unlock, with the hospital level building, the Hydra, who is slow and lumbering but has regrowth, loads of hp, total awareness.

    Basically, if you recall the SM racial buildings, it’s the benefits (or similar) and /or units (or similar) incorporated into the current building matrix, with some name changes.

    The Dwarven focus would be with their walls, for example.

    There are some spells I think could be amazing when married to the building matrix.

    #218227

    Draxynnic
    Member

    I’m not against assymetry, but only when it is done right. Because even MoM had some cases of horrible assymetry that makes certain races unfun to play for one reason or another. (Klarkons being one of them, ugh!)

    Klackons could actually do quite well, I’ve heard, but you need to use them in a particular way that goes against the grain of other races.

    There’ll be a new MOM or Master of Orion game anyway for those who want that.

    A new Master of Orion is in development by Wargaming, who picked it up in the Great Software IP Selloff of 2013.

    Master of Magic wasn’t mentioned in that selloff. It’s possible that it got packaged with Master of Orion, but people who were following it more closely than I have said that the IP rights somehow got split into multiple pieces and nobody now knows where it all is. Odds are some pieces are being held by copyright trolls just waiting for someone to try to revive it, or makers of other strategy games holding into it as insurance against competition. The likelihood of the puzzle ever being reassembled so it can be revived appears to be slim to nonexistent, and if it ever was, it will probably be a designed-by-committee third-party-developer-disease-riddled mess.

    And that’s not mentioning the graphics which is frankly, a shame at this day and age from any non-kickstarter game.

    Actually, it was kickstarted. In fact, two races were designed by the top contributors.

    #218240

    BB Shockwave
    Member

    I only checked more deeply into the game after writing the above, so yeah, you are right, they are only making Master of Orion, not Magic.
    That said, Klakons and Gnolls are basically working on the basis that they are slaver races – you will barely use their units, instead of others. I mean, that can sort-of work, but the lack of racial units for me, was not appealing.
    It’s similar to Convert in AoW3 and the Nomad Slaver in AoW2SM, but taken to levels where you simply must use this function or you would not get high tier units.

    I checked some gameplay videos, and read RockPaperShotgun’s review too – given that he is a TBS fan. Neither were promising. I might give it a chance and try it out someday, but to be frank, King’s Bounty Armored Princess/Crossworlds and Age of Wonders 3 are right now my favourite TBS games and the one I still play (the less said of KB’s newer sequels, the better…)

    #218253

    Nodor
    Member

    Worlds of Magic used the D&D third edition “Open Gaming License” stuff for monsters.

    They added a town system on top of that that conformed to the MoM system.

    These things are not .. readily compatible.

    Adventuring in those lands will make you appreciate the skill Triumph has in balancing 4x games and building complimentary economic and unit systems.

    #218303

    ten9
    Member

    @ BB, I wasn’t clear. I was asking a question more like :

    Must every race have a Pike unit? Why not have a race that doesn’t have a Pike unit, but has 2 Archer units? (for example!)

    This is the next step after having differing unlock orders for the t1 and t2 units.

    I think the Tigrans and Frostlings are the best designed current races in this regard btw, in that they are quite obviously different.

    However, I recognise that messing with units means playing around with stats which can be quite the nightmare (you wouldn’t believe the discussion removing 1 resistance from a certain unit has engendered) which is why I am more interested in playing around with the buildings.

    That is absolutely no reason not to ‘mess around with units’ for more diverse races. The majority of players don’t care about 1 resistance more or less. It is a nightmare only for a small group of die-hard players to have to redo those discussions.

    #218492

    SikBok
    Keymaster

    Even if we don’t see one last expansion pack, it really does feel like we’ll be seeing another patch that addresses some of the gameplay/balancing issues we’ve been discussing.

    A patch is in the works and currently available in Open Beta.

Viewing 30 posts - 151 through 180 (of 197 total)

You must be logged in to reply to this topic.