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Author Topic: Weekly Community Q/A  (Read 4758 times)

Offline Heironymus

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Re: Weekly Community Q/A
« Reply #15 on: February 25, 2012, 10:51:40 am »
Quote from: "Tecknik"
Quote from: "Fuse"
And OP. Each AC is too unique. I'm glad they're not implementing that.

I'm against infinite AC swaps, but I do feel like each character could be granted one swap, if not two.

One, in the case that you pick one AC and realize down the road that it's not what you're really looking for.

Two, in a case where you swap and realize you shouldn't have swapped.

Yes, I understand the "Well just roll a new character blahblahblah" mentality, but not everyone has the time to just roll a bunch of level 50s.

I don't want to switch ACs, but I know there are plenty of people out there who do.



I think if they did allow an AC swap it should have  alevel limit.. like say 30 or 35. that way it gives you plenty of time to get a feeling for not liking it or liking it but it prevents powerlevelers from taking advantage of the system

Offline Ademaro

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Re: Weekly Community Q/A
« Reply #16 on: March 02, 2012, 09:26:50 pm »
New week of Q&A
Quote
JediCarve - Will our ships ever get upgraded to include mailboxes and the Galactic Trade Network so that we will be able to access those without having to go through the process of load screens and Orbital Stations/Spaceports?

Damion Schubert (Principal Lead Systems Designer): On one hand, we really like making the ships richer and more useful, and on the other hand, we also want to be sure that the fleets feel like vibrant centers of the game community. So the answer is... Yes! And this feature is coming as soon as Game Update 1.2 ... as ship features you can unlock as part of the Legacy system. Watch for more information about Legacy unlocks coming in Game Update 1.2 - we should be dropping that Real Soon Now.

 

spcdog - When will we be able to add people to our Friends List who are not online? The main point of the Friends List is to let you know when friends are online. Right now, I have to already know when friends are online to add them, which kind of defeats the purpose.

Damion Schubert: This is a bug - thanks for calling my attention to it (this issue is somewhat sporadic, so it fell through the cracks). We are getting this into the pipe to get fixed, most likely for Game Update 1.2.

 

ThtreLady - Can we get character achievement announcements in the guild chat channels? I.E. Krysari is now level 39, etc? I'd love to be able to congratulate my fellow guildies, but I have no way of seeing when they level up or kill something spectacular.

Damion Schubert: This is a good idea - cheap but effective features like this are, as a designer, among my favorites. I'll bring this to the Guild Team, but no telling when they will prioritize it compared to the other guild love they are working on.

 

Arodin - Characters with a neutral or "grey" alignment are at a disadvantage because there are almost no Relics that they can equip until endgame. This forces players to stick with either light side or dark side dialogue options exclusively, limiting freedom and roleplaying. Will Relics be added that can be equipped by neutral-aligned characters, and are there any other plans for neutral gear?

Damion Schubert: Grey alignment is in the pipe - we have a design, and that design includes a plan to make the itemization fair for light, dark, and grey. I do not have an ETA for this feature at this time, but can't wait to announce one.

 

Evilvision - Any chance of getting the ability to lock our camera angle? I probably spend 20% of my time during PvP adjusting this when I should be well.... PvP-ing.

Damion Schubert: The ability to turn off smart camera is in Game Update 1.2 (this is what makes the camera swing behind you when you start to move).

 

Rtwozero - Any plans to implement region by region maintenance times?

Blaine Christine (Sr. Producer, Live Services): At this time there are no plans to implement separate maintenance times by region. Star Wars: The Old Republic is a global service with no restrictions on a player's server choice.

Unfortunately the trade-off is that we have to maintain a single service environment, which leads to global maintenance periods. We are very sensitive to the fact that we are limiting play time once per week with a global scheduled maintenance.

We have carefully examined global peak times and the number of players affected by our planned downtime. Those of you that have been with us since launch may have noticed that the first few patches were scheduled at 4 AM CST; we very quickly adjusted to 2 AM CST. The reason for this adjustment was an analysis of the peak time play patterns by region that resulted in the current start time.

We understand that this is especially concerning to players in the European and newly opened Asia/Pacific server regions. We will always do our best to minimize the downtime, but it is the only way that we can perform critical service updates on the game client and on the game's network infrastructure, underlying platform systems and so on.

Thank you for bringing your concerns to us - we will always listen and do our best to make adjustments when possible, but at this time, we have to move forward with a single global maintenance period.

 

CaptainJammo - Can you clarify the role of the Accuracy stat? Right now, it seems lackluster and/or unnecessary for many classes, yet it appears on all of their end game gear.

Georg Zoeller (Principal Lead Combat Designer): Accuracy counters your target's ability to defend (dodge, deflect, etc.) against your attacks. You are correct about the accuracy budget on the current end game gear being too generous for most scenarios - unless you are a dedicated tank killer in PvP, you probably do not need as much as you get from Rakata gear at the moment and you should consider swapping out some mods to support your preferred playstyle.

For the upcoming tier of new gear, we have an improved distribution of stats for both PvP and PvE gear.

 

Gidoru - In last week's Q&A, you detailed upcoming changes to the Crafting System with crit crafting orange gear and removing base mods from purple gear. I think that this issue needs some clarification, as what was stated essentially suggests that orange crit crafted gear will always be superior to either PvP or PvE gear. This is because players will be able to simply remove the mods in their PvP or PvE gear and place it in a piece of crit crafted orange gear that will additionally provide extra stats as a result of the augment slot. Is it your intention to make crafted gear superior to gear obtained in other ways?

Emannuel Lusinchi (Technical Design Director): Yes, for Game Update 1.2, this is correct. Crafted gear is, in theory, superior to endgame gear obtained in other ways. However, it is worth pointing out that putting together crit crafted gear, including item modifications, requires more effort, not less. Now, the reason I specifically mention Game Update 1.2 is that we will introduce new mechanics in a future update that, without diminishing the usefulness of crit crafted items, will bring some interesting changes and that's all I will say about that!

Offline Anamodiel

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Re: Weekly Community Q/A
« Reply #17 on: March 16, 2012, 09:37:41 pm »
This week's Q/A is up! http://www.swtor.com/blog/community-qa-march-16th-2012

Only really important thing to note, in my opinion...

Quote
Loreki: Will the new crafting items coming in Game Update 1.2 have their own grade of materials and if so; how will you fit the nodes into the existing end-game areas?

Georg: The majority of Game Update 1.2 crafting content will seamlessly integrate with the existing system, meaning they will make use of existing endgame materials. The newly craftable augments will use new materials supplied by Slicing missions, while the newly created PvP crystals will use new materials bought by PvP commendations. We did add additional nodes for high-end materials to the daily areas and changed some of the operations materials to be Bind on Equip....


ALIEN DATA CUBES/SELF-PERPETUATING POWER CELLS WILL NO LONGER BE BOP!!!!!

Maybe we'll get really lucky and Biometric's will be BOE, too. One can only dream...


...And we will strike down upon those of Darkness, with great vengeance and Furious Anger, those who attempt to poison and destroy my brothers.

Offline Broin

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Re: Weekly Community Q/A
« Reply #18 on: March 16, 2012, 10:14:49 pm »
PVP crystals... I'm wondering if this means that expertise is going to be the name of the game for PVP warzones and if so then we should be getting the expertise white crystals for pvp and the power/crit/etc for pve?  

THOUGHTS?

Go ahead, make my day.

Offline Sared

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Weekly Community Q/A
« Reply #19 on: March 16, 2012, 10:18:29 pm »
Quote
SpaniardInfinity: At the Guild Summit, the question was asked whether or not Commando/Mercenary would receive an in-combat revive (at least in the near-future); to which the answer was no. I am curious, however: what is the rationale behind this design choice? As it stands, Commandos/Mercenaries can overcome their weaknesses (AoE and mobility) with practice, effort, and smart skill/ammo use; none of that will help us work around being the only healer unable to raise an ally, however.

Georg: The answer at the Guild Summit pertained to Game Update v1.2 for the most part. While different classes have different utility in the game (by design), we feel, based on feedback from our top end guild testers, that with the increased usefulness of in-combat revives coming in Game Update 1.2 (we increased the amount of health players come back with), it is necessary to re-evaluate this topic. We're not categorically opposed to adding an in-combat revive to the class in the long term, most likely around the same time we add another Quickslot Bar to the game.


You know, the motherfuckers they actually listen to.

Offline ZephixLeer (Zephic)

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Weekly Community Q/A
« Reply #20 on: March 16, 2012, 10:35:38 pm »
Quote from: "Sared"
You know, the motherfuckers they actually listen to.


Yeah, who the hell are these guys anyway?!



...oh right.

Offline Sared

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Weekly Community Q/A
« Reply #21 on: April 21, 2012, 08:21:08 pm »
http://www.swtor.com/blog/community-qa-april-20th-2012

Quote from: "4.20.12 Community Q&A"
BlackMink: Could you please explain SWTOR's threat mechanics? What exactly do the de-taunt abilities do, and how exactly is threat generated? Is threat directly related point for point to the damage you do, or does each individual ability generate a pre-set amount of threat?

Cameron Winston (Combat Designer): Threat is calculated based on damage done, plus or minus certain modifiers, with one damage translating directly into one point of threat. These modifiers are always called out in the abilities which adjust them. For example, Soresu Form increases your threat generation globally, while Crushing Blow or Hilt Strike specifically generates extra bonus threat when activated.

De-taunt abilities reduce your threat level by a flat percentage of its current value. Healing generates less threat than damage and is split evenly among all enemies you are currently fighting.

 

Keldain: Love the stuff for 1.2! I think you guys are doing a great job on addressing the issues of the community. Just one thing I would really like an update on: is there any movement on getting an option to toggle hoods on and off?

Damion Schubert (Principal Lead Systems Designer): This is totally in the plan, but we are unsure at this time when it will get to you.

 

Pierre-olivier: Will it be possible to create a guild uniform or get a distinctive sign. I mean other than the name displayed above the character?

Damion: At some point, this will be possible.  No ETA yet, but we have a design fleshed out.

 

Irouven: What is the idea behind the selection at the equipment vendor for planetary commendations? Sometimes you get boots, sometimes chest-armor, never a potential "full" outfit.

Damion: We don't want you to get all of the pieces of an armor set from any one source of gear.  We want you to do multiple activities in the game to build out a full set of gear.  This is a conscious decision on our part to encourage and reward playing multiple facets of the game.  So you should do other things -- heroics, check the GTN, etc -- the full set of gear is out there.

 

TheCritter: If I delete a character with Legacy unlocks do I lose those unlocks? For example, if I have a human female Sniper at level 50 with Act 3 completed will I lose the race unlock, Heroic Ability, and class emote for my other characters if I delete her?  

Damion: You will keep all unlocks that you have managed to unlock so far.

 

Zawny: Any chance there will be an effort to develop account storage somewhat similar in nature to guild banks so that characters on an account can access items rather than mailing them under what the current plan appears to be?

Damion: We have a plan for this.  However, since there is currently a workaround for this (mailing items to your alt), this is a lower priority than some of the other improvements we have earmarked for the legacy system.

 

DarthBloodloss: Why doesn't ranked War Hero armor (or the new tier of PvE armor) have augment slots?

Georg Zoeller (Principal Lead Combat Designer): It is possible to obtain ranked War Hero appearance with augment slots from crafters on the GTN. The schematics for the those items can be found on the PvP vendor and a critical success while crafting them will result, as with other armor, in an additional augment slot.

It is also worth noting that we will be adding a way to add an augment slots to existing modifiable armor in a future game update.

 

Aikiyc: Can we get a clarification on how interceptions in Huttball work? Currently, it seems to be mostly random, with a somewhat increased chance of intercepting if all the allied receivers are stunned. Does the number of allies VS enemies factor in? Closest to the center of or edge of the passing zone?

Gabe Amatangelo (PvP & Endgame Designer): The player closest to the center of the landing spot circle who is not stunned or mezzed will receive the ball, regardless of what team they are on.

 

Grandmthethird: It seems to me like some companions have a hard time when it comes to gear. I'm sure there is more but I'm thinking specifically of Torian and Skadge. It seems impossible to get aim melee weapons. Is this an oversight? Or am I simply missing something?

David White (Systems Designer): Aim melee weapons are used by a very small subset of companions.  For this reason we tend to distribute those items through either vendors or class specific quest rewards.  Our goal is to make these items reasonably available without constantly putting essentially "worthless" items in front of players who do not care about them.  We also make the items customizable (orange) when possible to make it easier to keep them up-to-date by swapping out the Mods and Enhancements.  Ultimately it's a delicate balance to make sure they can be reasonably found and maintained by the players who care about them without them becoming a nuisance to players who might not even understand why they exist.

Offline Anamodiel

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Weekly Community Q/A
« Reply #22 on: May 27, 2012, 12:41:15 pm »
Quote
llesna: Can you please tell us why the upcoming Legacy additions for Game Update 1.3 are character-specific rather than Legacy-wide?

Daniel Erickson (Lead Game Designer): Legacy Perks have a different purpose than global unlocks and are specifically designed to enable players to customize each individual character. Since you may not care about Space XP or running the Bonus Series missions on one character it is important that you're not paying a premium that is calculated at the expense of 8 or more characters all gaining this benefit. This also means the Legacy Perks will, as a rule, be more affordable than the global unlocks.


Ixum: Daniel Erickson said in his interview that there will be no new gear sets in Game Update 1.3. Does this mean there will not be any new orange gear as well?

Daniel: Although there are no new gear sets, the addition of Adaptive Gear opens up a range of new options for characters, especially those wearing medium and heavy armor. Now any of the social gear sets can be used by any class and they will automatically change stats to be the correct armor level. With the addition of the Augment Tables, players can additionally take that social gear and get Augment slots added that will make it competitive with any gear in the game-once the right mods and augments are gathered, of course.


Mindspore: Any update on Ranked Warzones in 1.3?

Daniel: Ranked Warzones is on track for 1.3. All the heavy lifting (ratings, group persistence exiting warzones, etc) is done and right now we are working through some emergent conflicts with Group Finder and the process of queuing for multiple activities at once with multiple temporary groups.



Mallorik: What is your philosophy on cross server LFG tools? Are we getting a same server tool just to hold us over while you work on cross server tech or is this just a test to see if a same server tool will do the job?

Daniel: Although we're certainly willing to entertain the idea of cross-server LFG tools if the need arises, it's a last resort for us. We firmly believe for cooperative play it is important to have a community and social responsibility that you simply can't have with players appearing and disappearing from your reality. Instead we are pushing hard on servers that are massive compared to the ones we launched with. Early tests show we'll be able to raise the peak concurrent user cap above what it was at launch. Combining that with server transfers to enable players to move to these new servers and fill them to the brim, we should see some fantastic, vibrant communities develop where Group Finder will always be able to find someone for your content.  


CompassRose: Many players are concerned about the upcoming character transfer feature. One question frequently being voiced in the forums is that of retaining their legacy surname. Is there a mechanic in the transfer feature that will notify a player if the destination server they choose already has their surname locked by another player?

Daniel: We're not quite (almost!) ready to talk about the specifics but rest assured we are doing everything we can to make the process as easy and low-impact to the greatest majority of players as possible. We should have better specifics soon.


BlazingShadow: Will we see the return of our favorite droid HK in some form?

Daniel: The great thing about droids is that they can be rebuilt. Of course, HK-47 wasn't the only HK model ever built...


Asturias: Are you guys looking to let players incorporate a Bio for each character so others can read it. I always loved how some MMOs had this option for others to read a quick Bio of my character that I created and I could read theirs.

Daniel: Unfortunately because of our intricate mission systems we are carrying a massive amount of variables for each character already so we are forced to be a bit stingy with things like customizable text. That said, we're already researching solutions for making this content lighter to drag around with each character and I'd love to see it. Nothing soon, though.


Ximix: Are there any plans to revisit ability animation issues between mirror classes? For example, several "instant" Sage abilities actually have 1-2 second activations while Sorcerer abilities activate and deal damage instantly. Just like the Commando vs Bounty Hunter animations, in PvP these discrepancies can be huge.

Austin Peckenpaugh (Senior Designer): Whenever you use an "instant" ability, the server receives and process that action without any animation dependency (read: instantly), but the impact VFX and flytext are synced to the attack animation on your client. This is done to make the game look good and give attacks a sense of weight and impact without affecting timing or balance.

There are some notable exceptions to this that are real delays and real discrepancies that we're aware of and are addressing. In the case of Shock and Project, there is a real delay (on the server) before Project deals its damage, and that's something we're fixing in 1.3. The other real delays that we're aware of are in Smash and Force Sweep, but we don't yet have a fix for those.

If you believe additional abilities have delays or are not mirrored, you'd have to point them out specifically. With the exception of the abilities I've already mentioned, so far our investigations have shown that the discrepancies being reported are the intentional ones that make the game look good and feel right and, to reiterate, do not impact timing or balance.


gabarooni: As a long time tank (nearly 10 years), I've come to the conclusion that holding Aggro is not fun. Tanks already have to watch their survivability, cooldowns, position mobs, watch their groups position and health, and fight the mobs-all of which I enjoy. Are there any plans in Game Update 1.3 to increase threat generation for tanks? Especially for Guardians and Juggernauts?

Austin: Actually, yes. We'll have more detailed information for you soon, but you can expect some improvements in threat generation, AOE threat, and quality of life.


Hargan: Will the Commando Gunnery spec be rebalanced after the changes in Game Update 1.2 so that we are back on par with the DPS output of similarly geared Sages/Gunslingers/Sentinels in Operations?

Austin: I think I'll confirm a lot of suspicions with this answer, but the bugfix that addressed Demolition Round scaling had a large enough impact on Gunnery DPS that it surprised us, too. Although Gunnery and Arsenal had been hitting our targets, it became harder to do so than we were comfortable with. Another way to say that is that the "low end" of our test results was hit too frequently by too many people. The changes you're going to see are mostly in resource management and usability, which will make it easier for you to deliver the considerable damage you already wield. We'll have more detailed information for you soon.


Brutalos: What class balances can we expect from Game Update 1.3 and will it undo some of the changes done in 1.2?

Austin: Game Update 1.2 brought damage dealing and healing roles closer to target than they had previously been. If for you and your class that meant a reduction in performance, that can be a hard thing for me to justify to you. I think it's fair to say that some of those changes were made by reducing usability instead of just reducing numbers, and it's these usability issues that we want to correct and negative changes to usability that we don't want to repeat in the future. Like I said before, we'll have more detailed information for you soon, but if I had to identify a motif for class changes in future updates, it'd be "improved usability."


Supaaq: I am extremely excited to see a Group Finder being added to SWTOR in Game Update 1.3. I would say of all the features I wish the game could have ASAP, that definitely tops my list. What else can you tell us about the specific implementation of this most welcome improvement? Will it automatically teleport group members to the entrance when the group forms?

Damion Schubert (Principal Lead Systems Designer): We are very, very close to releasing the full design of the feature in an imminent blog post written by yours truly. That being said, highlights do include that it can be used for flashpoints, heroic flashpoints, ops and planetary content. For the instanced combat, it will give you a free teleport to the content location once all group members agree to the group.


Gangawolf: I am curious about the cost of repairing gear, particularly in the end-game. When I die, I find that the cost to repair my Bounty Hunter's gear is just under half what if costs my Jedi Consular (and they are similarly geared in terms of level of gear). Likewise, my Smuggler falls somewhere in between the two. Again, not a scientific sampling, but it seems like heavy armor sets are cheaper to repair than medium armor sets which in turn are cheaper than light armor sets. Why wouldn't repair costs be the same across the board for similar level gear?

Jason Attard (Senior Game Balance Designer): Repair costs are tied to the percentage of durability your items have lost (in addition to item level and quality). Currently heavy armor has a higher durability score than medium or light armor, so it degrades more slowly in combat and it is thus cheaper to repair over time. This was put in place fairly early in development to give tanks a bit of a break on their repair costs (back before we had lightly-armored Shadow/Assassin tanks). With the introduction of Adaptive Armor in Game Update 1.3 this design decision is definitely getting dated, so there's a good chance we will normalize the durability of all armor types in a future update.


tkinnunzero: In Game Update 1.3, can you briefly summarize what is the endgame Operation gear progression, i.e. what is the path a fresh level 50 is intended to be following that will see him/her eventually conquer the highest difficulties and end up fully decked in Best-in-Slot gear in every slot?

Jason: We expect a fresh level 50 character to start with a mixture of high level Premium and Prototype gear from missions, crafting and planetary commendations. For players interested in Group PvE end-game content the first step would be to use Group Finder to go through the Normal Mode Flashpoints until you acquire a full set of Prototype gear, probably mixed with several Artifact/Tionese items or mods. Next up would be hard mode Flashpoints (starting with tier 1 then moving on to the harder tier 2 Rakghoul Flashpoints) and story-mode Operations (starting with Eternity Vault then moving on to Karraga's Palace) where you pick up your Columi/Energized gear. Finally you'd get into story mode Explosive Conflict to pick up your Rakata gear, and use the Black Hole commendations to start picking up Black Hole gear. To progress past this point you'll need a guild at your back capable of doing Hard Mode and Nightmare Mode Operations. Starting into hard modes immediately after story mode Eternity Vault will let your dramatically accelerate your Columi and Rakata gearing, and Hard Mode Explosive Conflict lets you rapidly pick up Black Hole gear and is the only way to pick up the top-of-the-line Campaign gear set.

Once you have good gear that you feel you're going to hold on to for a while you can improve it by adding Augments through crafting and Item Modification Tables. You can also optimize it by extracting mods from duplicate pieces of Operation gear to get the perfect balance of stats for your character build. Crafting also has a role to play, especially if your guild has a lot of extra Operation gear they can reverse engineer. It allows you to augment your gear more quickly and cheaply, customize the look of your gear, and help gear up your new guild-mates with powerful crafted mods and items.

If you enjoy solo content playing the daily mission hubs on Ilum, Belsavis and Corellia can help rack up the credits and accelerate your early end-game gear progression. The Galactic Trade Network provides opportunities to buy powerful mods and items with all those credits, while providing a decent income for the end-game crafters.

Our plan for future Operation game updates is to have Group Finder players to progress from Story mode to Story mode, while Operation guilds move into Hard Mode of the new operation (possibly dropping back into Story Mode to learn fight mechanics or gear up new players) then progress into Nightmare Mode. We intend to introduce Hard Mode and Nightmare Mode in the same update (Nightmare Explosive Conflict was delayed to allow us get some exciting new Nightmare Mode tech into the game which we should have more details on soon). We're also planning on having Hard Mode Flashpoint rewards continue to progress as we introduce new tiers of content, allowing new players to skip past some of the earlier Operations (if their guild has already completed them and doesn't wish to go back, for example).


...And we will strike down upon those of Darkness, with great vengeance and Furious Anger, those who attempt to poison and destroy my brothers.

 

 

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