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igonnakillya

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  1. Hi, to everyone on this thread. I second the OP on his thoughts and opinions. I also want to point out something that EVERYONE seems to be missing. For the past TWO years while this expansion and major overhaul was in development we were in a GLOBAL PANDEMIC. Do you remember that? You know that thing that caused millions of people to lose their jobs and for 100's of thousands of businesses to shut down. How many local bars or restaurants shut down in your area and are never coming back because they couldnt recover? Bioware Austin pre-pandemic as we know had a small developer crew continuing to work on this game. Smaller than a normal AAA studio working on an MMO. Then pandemic hits and they definitely had to scale back. ALL game companies did. Zero video game companies have had on time releases of their games/expansions in the last two years even the bigger studios all delayed launches because of the new remote work situation. To the people that constantly trash this game and compare it to Blizzard, guess what, is Overwatch 2 out yet? Summer 2021? Oh wait no it got delayed too. Diablo 4 got delayed. And you have to pay for FULL price for those games. 7.0 is FREE. And even if you aren't subscribed it's a THIRD of the price of a normal video game expansion. ($44.99). What do you have to complain about? Oh...communication...you got me there... Oh, wait...just kidding. Literally read ANY forum post from 2021 or 2020 about LoTS. Watch any YouTube video or Twitch Stream from the official SWTOR channels about this expansion and the expectations. Read their twitter feed. They stated everywhere besides in a giant shiny marketing campaign right in your faces that 7.0 would be released in stages. Similar to KOTFE and KOTET. Remember that? Didnt have to pay for that either. You wanted communication. You got communication. If you felt there wasnt any, or couldnt find it, you live in a hole and play this game on a floppy disk. I understand the bugginess and incomplete look of the expansion. I understand those concerns completely. However, I personally am able to forgive the developers given the budgetary, and GLOBAL PANDEMIC constraints they were put under. Everyone was hit hard including Bioware Austin. Im actually impressed that they only delayed the initial launch of the expansion once. And that they were able to complete the massive combat style overhaul. They had to build that from the ground up. So impressive. I just want to conclude and sound off by saying thank you OP for thanking Bioware. Thank you for not joining the negative crowd that literally trashes this game EVERY single time there is a new expansion. Go look at previous years when expansions are released. Always something for people to complain about. It's nice to know I'm not the only one that loves this game and appreciates the hardworking people behind it. Finally, thank you Bioware Austin, Eric Musco, Jackie Ko, Charles, Keith Kanneg and many other artists for continuing to make the game I love and the players to be such an integral part of the growth of SWTOR. I have felt that from the moment I started playing Beta 2011 all the way 10 years later to now. Thank you. To all you haters out there, try to find gratitude in your life.
  2. Hey Team! Thank you for everything you do! I've been a player since Beta 2011. I wanted to ask the team that is working on Combat Styles a question. Can you awesome people reintroduce STANCES with the release of Combat Styles in 7.0? I don't know about anyone else, but I have always been a huge fan of the way you guys/gals do RPG's. Having STANCES come back with COMBAT STYLES will add that little extra bit of RP flavor that I think this game has been missing. Pre 5.0 when you were Jedi Knight, and you can switch from Soresu to Shi-Cho to Shien and your Jedi held his lightsaber differently. It was so cool and so neat. I was really disappointed to see that go. Now it is just a generic Soresu form. If I'm an aggressive Jedi, I'm not going to hold my lightsaber like Obi-wan. I'm going to hold it like Anakin. I miss this. Who else does? and can we get the devs to bring it back with Combat Styles? Thank you guys again and please bring this back!
  3. Hey Team! Thank you for everything you do! I've been a player since Beta 2011. I wanted to ask the team that is working on Combat Styles a question. Can you awesome people reintroduce STANCES with the release of Combat Styles in 7.0? I don't know about anyone else, but I have always been a huge fan of the way you guys/gals do RPG's. Having STANCES come back with COMBAT STYLES will add that little extra bit of RP flavor that I think this game has been missing. Pre 5.0 when you were Jedi Knight, and you can switch from Soresu to Shi-Cho to Shien and your Jedi held his lightsaber differently. It was so cool and so neat. I was really disappointed to see that go. Now it is just a generic Soresu form. If I'm an aggressive Jedi, I'm not going to hold my lightsaber like Obi-wan. I'm going to hold it like Anakin. I miss this. Who else does? and can we get the devs to bring it back with Combat Styles? Thank you guys again and please bring this back!
  4. Hey Team! Thank you for everything you do! I've been a player since Beta 2011. I wanted to ask the team that is working on Combat Styles a question. Can you awesome people reintroduce STANCES with the release of Combat Styles in 7.0? I don't know about anyone else, but I have always been a huge fan of the way you guys/gals do RPG's. Having STANCES come back with COMBAT STYLES will add that little extra bit of RP flavor that I think this game has been missing. Pre 5.0 when you were Jedi Knight, and you can switch from Soresu to Shi-Cho to Shien and your Jedi held his lightsaber differently. It was so cool and so neat. I was really disappointed to see that go. Now it is just a generic Soresu form. If I'm an aggressive Jedi, I'm not going to hold my lightsaber like Obi-wan. I'm going to hold it like Anakin. I miss this. Who else does? and can we get the devs to bring it back with Combat Styles? Thank you guys again and please bring this back!
  5. Hey guys! Thank you again! Just did another run through with the Annihilation Marauder. I still feel the damage/self-sustain is lacking. The heals needs a little more buffing to be on the right track. Also Rupture buffs in the ability tree are a good start but need more. The Blood Wave is good and fun when it works. It doesn't always tick even if I have multiple enemies next to me. Probably just a bug fix for that one. For Force Fracture, I like the animation and what the ability does; however, it becomes disruptive to the rotation because it is not a saber strike but a force ability. As stated multiple times throughout all of the forums related to the Annihilation Marauder Combat Style, this Combat style is not the best and hasn't been for almost 10 years. Because you have to apply your major DoTs before using Fracture, this causes Fracture to be used minimally when absolutely necessary instead of often like it should be used. Rupture is an ESSENTIAL ability to the ANNIHILATION tree. I'm all for trying to change it up and to refresh something old into something new, but losing out on a major component to the rotation for virtually the same damage/sustain is not worth it to me. If this were a saber strike, I would pick it in a heartbeat. But because it's not, I lose out on a major DoT which Annihilation sorely needs. This will cause each person who dares to try Annihilation to instantly pick Blood Wave. It should feel like we actually have 3 viable options. In its current state, it feels like we only have one. Side note: Rage regeneration seems to be lacking and I have to dip into using my baseline saber hit. Whereas I didn't have to do that before. I don't currently have to use it at all on the Live servers. Thank you for your time and everything that you guys do!
  6. Hey Team! Thank you again for taking the time to look through all of these posts and help make this game better and better! In the spoiler tags is my feedback for Marauder with some addendums to previous posts I have made on this Combat Style. The combat style I focus on is Annihilation Marauder. The TLDR version of what is below is that this fighting style needs to feel that the Self-heals are viable in game. My Marauder dies very quickly and easily to regular PvE monsters. I barely do enough damage or self-healing during that timeframe. While playing this class, I see the self-heals tick more fervently in PvE and PvP. However, the actual quantity or amount is still not enough sustain to make this class feel like a viable choice in PvP or PvE. The DoT build of annihilation should feel like it can stay in a long fight. This is NOT a hit and run combat style. Some people have been mentioning this in the forums, but I think that the 2.0 build of the Annihilation Sith Marauder was one of the best builds ever for this combat style. I would check that as a jumping off point to help this class really shine. Please open the spoiler tab for more details on what I mean and which abilities are necessary. Thank you so much for your time and assistance! Thank you for reading! May the Force be with You!
  7. Absolutely! You're welcome! I agree with your general overview in stating that you miss 2.0 Watchman Sentinel/Annihilation Marauder. That was my favorite as well. It was when it truly shined. Where you stated that I want to make less impactful decisions to PvE, you are incorrect. You stated yourself that you are more of a PvP oriented player. While I have done both for the amount of time that this game has existed. In Arena, Bloodlust/Inspiration works really well and keeps your team alive those extra couple ticks so you can defeat the enemy team. Self-healing applied with DoT's is the most single most important piece of the Watchman/Annihilation framework. Whereas the other two Sentinel/Marauder Combat styles do not have this capability and shouldn't. However, I'm starting to notice a trend in this forum of a lot of people wanting Annihilation/Watchman to work similarly to the other two Sentinel Combat Styles. Since Beta and even after, any time a change was made to the Sentinel class, one of two things would happen. Either one, Watchman/Annihilation would be OP or the other two combat styles would be OP while Watchman Annihilation suffered. Each time, people in each camp would freak out until eventually there stopped being people in the Watchman/Annihilation camp. I stayed in the Watchman camp because I have always enjoyed this particular Combat Style the most out of any other. What I'm proposing is to specifically manipulate the Combat Style specific abilities, instead of manipulating every ability across the board. If we are pruning abilities, then we should start by getting rid of basic abilities and keeping abilities that are Combat Style specific. I stated in my last post as well that each and every combat style should be mutually specific and not rely on each other in a positive or negative way. Again. Watchman/Annihilation Combat styles should NOT feel bursty, they shouldn't feel like the other Sentinel/Marauder Combat Styles. When you play Watchman/Annihilation, it should feel like a finesse dual one on one like Count Dooku or Ventress. Picking your openings and wittling down your opponent until they are down. It should feel like you can stay alive in the fray because of your self-healing capabilities. This a DoT/self-healing specialization and should feel like that. The other two combat styles are burst, therefore the 3 styles should not be handled in the same way. Please refer to my other posts in regards to this Combat Style. Thank you for your time and thank you to the Devs for caring about this game as much as we do!
  8. I see a lot of posts stating that Inspiration/Bloodthirst should be removed as a baseline instead of Transcendence/Predation. While I personally don't believe that ANY ability that uses Centering/Fury should be restricted to the players, I also don't believe that any of them should exchanged for each other. While Zen/Berserk and Inspiration/Bloodthirst are ESSENTIAL to Watchman/Annihilation, Zen/Beserk and Transcendence/Predation are ESSENTIAL to Combat/Carnage and Concentration/Rage. Please do NOT restrict these abilities or make them options to the player base. Thank you. Please see link below for more of my feedback. https://www.swtor.com/community/showthread.php?p=9967080#post9967080
  9. Let’s use the transitive property here. If Transcendence = Combat/Concentration then Inspiration = Watchman. Inspiration is ESSENTIAL nay REQUIRED in group content for the Watchman. I stated this above that it should remain BASELINE because the amount it helps your OPs group during PvE and PvP content. Obviously we know, Combat and Concentration Jedi’s can’t really use Inspiration but Watchman certainly can and should. It buffs Watchman all around and is a part of every single group encounter ever. I don’t believe Force Camo should be removed but retooled in a better way. I like that each specialization/Combat Style is different. The point is to make your character unique in the Star Wars universe, not have a bunch of copy/paste drones running around the galaxy. How boring would the game be then?
  10. WATCHMAN SENTINEL / ANNIHILATION MARAUDER Intro Hey Team! Thank you for reading this post. I've been playing the game since beta in Fall 2011 prior to launch. My first class choice and main class choice, in beta and post launch of the game is and always will be the Watchman Jedi Sentinel/Annihilation Sith Marauder. This class means a lot to me and has been my main connection to this universe for 10 years. I've been through every single iteration of this class/combat style (even when they were combat trees) from beta 2011 all the way to the most recent patch. I have many insights/suggestions on my favorite class. But first... and foremost, thank you again for all of the hard work you do. Especially, during a time that's been tough on everyone. Thank you also for allowing the space for us (the players) to communicate to you about the future of our characters, which mean so much to us. Thank you. My PTS Character Combat Style choice was WATCHMAN Jedi Sentinel Combat Style tree "A" Essential or Unique Abilities I've been playing for several hours on the PTS (Uprisings, Flashpoints, Heroics, PVP) and I want to start with outlining the most important abilities that are ESSENTIAL to this Combat Style. The two essentials not worth mentioning are Force Might/Unnatural Might and Introspection/Channel Hatred. We assume these are givens. (For clarity purposes, I have listed the Annihilation Sith Marauder ability names after the forward slash and some notes on where they should be in the tree.) Strike/Assault - can combine with Blade Barrage/Ravage, maybe? Zealous Strike/Battering Assault - not listed anywhere on the tree in PTS or forum Cauterize/Rupture - move up to earlier in the tree, possibly replace with Blade Storm/Force Scream Slash/Vicious Slash Merciless Slash/Annihilate Force Melt/Force Rend Force Leap/Force Charge Rebuke/Cloak of Pain - not listed anywhere on the tree in PTS or forum Saber Ward/Saber Ward Overload Saber/Deadly Saber Force Kick/Disruption Pacify/Obfuscate - not listed anywhere on the tree in PTS or forum Twin Saber Throw/Dual Saber Throw Zen/Berserk Inspiration/Bloodthirst Awe/Intimidating Roar - not listed anywhere on the tree in PTS or forum Dispatch/Vicious Throw Force Sweep/Smash - not listed anywhere on the tree in PTS or forum, is mentioned as a combo tho, which is pretty cool, if this gets deleted for that, that would be cool. I use each of these abilities in every single rotation of every single battle NO MATTER WHAT. They are essential to the build. Let's talk about why for a second. Main Purpose of the Combat Style (Watchman/Annihilation) What is the main purpose of the Watchman/Annihilation Combat Style? The Watchman/Annihilation style is all about sustained damage or DoTs and self-healing from these DoTs. I've seen many posts about Combat/Carnage and Concentration/Rage Styles on this forum talking all about speed and mobility. Speed and mobility are essential with the Combat and Concentration combat styles (because these styles want to do burst damage, hit and run, get in, hit hard, get out); however, speed and mobility are NOT ESSENTIAL to the Watchman/Annihilation combat style. In this Combat Style, Sentinels/Marauders want to focus on a target and hit it as much as possible to stay alive. More hits=more DoTs=more self-heals. So instead of wanting to hit everything quickly, we want to stack the DoTs on top of an enemy and in some cases a lot of enemies so more enemies die quickly and we stay alive. We focus on DoTs instead of trying to dodge everything. In Star Wars lore, this combat style mirrors Count Dooku. He duels, hits people wear it hurts and feeds into their pain. If this class runs around too much, we don't have a chance to stack our DoTs and heal properly. This combat style almost acts as a quasi-tank. Stay in the fight as long as we can then get out if things get too dicey. Mobility is still helpful but speed does no good. Every single one of the abilities listed above achieves the main goal/feel of the Watchman/Annihilation Combat Style. Abilities I never or almost never use: Blade Storm/Force Scream - move to later in the tree or delete entirely Cyclone Slash/Sweeping Slash Valorous Call/Frenzy Transcendence/Predation Blade Blitz/Mad Dash Leg Slash/Crippling Slash Why I don't use these abilities? Blade Storm/Force Scream was removed as an ability for some time during either Rise of the Hutt Cartel or Shadow of Revan. (May have even been one of the Knights' expansions) During this time, I noticed that I didn't really need it or use it anyway. I also noticed, that it doesn't add to the sustained damage bleed pool. So I took it out of my rotation and never looked back. This is fun ability to use at low levels but if your goal is to get players into their combat style sooner, give them Cauterize/Rupture this early instead. Move this ability to later when the major passives that were added come in. Cyclone Slash/Sweeping Slash. I tried it out a couple times and just never got around to using it. Watchman/Annihilation is a single target combat style, why do you need two AOE hits? I personally picked the one that aesthetically looked better and applied DoTs. Wouldn't be mad if this disappeared or popped up in another ability. Maybe combine it with Leg Slash/Crippling Slash. Valorous Call/Frenzy. I never use it. Literally ever. I don't need to. I build Fury quickly. Get rid of this ability altogether. At Lvl 35 in the tree, where you earn this ability automatically, switch it with Force Clarity/Furious Power. Therefore, we learn Force Clarity/Furious Power automatically instead while Valorous Call/Frenzy would then be a choice. Transcendence/Predation. This ability is essential to Combat and Concentration. On the flip side, this ability is useless next to Zen/Berserk and Inspiration/Bloodthirst for the Watchman Sentinel/Annihilation Marauder. The benefits you receive from the latter are way better than the former. Plus it buffs DoTs. Did I mention we love DoTs? Blade Blitz/Mad Dash. They are very aesthetically neat, but again this ability takes you too far away from your target. If you are too far away in the middle of combat from your enemy, DoTs run out. That's no good. Situationally, this ability is great during Operations. Especially if an OP Boss decides to start shooting all over a wide area. It is awesome to use to get out of there. However, I don't use it enough to warrant it a spot on my essential list. I recommend combining this with Resolute/Unleash. Or possibly combine this with Force Camo and Resolute/Unleash. That would actually be awesome, get out, drop threat, and get up. Those 3 abilities are situational anyways. So that could work fantastically! Leg Slash/Crippling Slash. Super situational. I ONLY use this in PVP, if ever. It's useless in OPs and PvE. It doesn't add DoTs so why use it? We could delete this ability and I wouldn't even be mad. Maybe combine it with Cyclone Slash/Sweeping Slash. Situational Abilities and Why they are Situational Resolute/Unleash Force Stasis/Force Choke Blade Barrage/Ravage - move to later in the tree Guarded by the Force/Undying Rage Force Camouflage Force Clarity/Furious Power Why? Resolute/Unleash. Fairly obvious. Only need it when you're facing knockdowns, stuns, etc.. That's OPs or PvP. For the Watchman/Annihilation character, they need it sometimes, but it could easily combined with something else in order to have the same intended effect. Please look at Blade Blitz/Mad Dash commentary above for more details. Force Stasis/Force Choke. In my opinion, these are thematic abilities and nothing more. They are super cool to have and look awesome, but Awe/Intimidating Roar is better overall as a stun. This ability is useless against any Champion or higher level PvE enemy but it super fun in PvP. I vote to keep these abilities as is because they make you feel like you are playing a Star Wars character from the movies. Plus these abilities resonate with us KOTOR fans. From an objective standpoint, it is a single target DoT stun. These are all of the things we love. Watchman/Annihilation is a single target attacker, so it could be argued both ways. But if you get overwhelmed with enemies, popping Awe/intimidating Roar works better. I'm torn. Blade Barrage/Ravage. Aesthetically insane. Looks awesome. Practically, it doesn't do much in it's current state for the Watchman/Annihilation style. Even in the PTS. It's great that you guys are adding DoT buffs to it as an ability so we can use it more. But I don't see it getting added to my rotation regularly. I do use it really whenever I want the final hit on a boss/player duel to look super cool. Super Situational and fun, but objectively not very useful to this Combat Style. Guarded by the Force/Undying Rage. I've only used this ability a handful of times. It works really well, specifically in hardcore PvE and PvP. I use it more in PvP. It keeps me alive that extra tick so my DoT stacks kill my opponent while I live. Great Utility but could be combined with other things. Force Camouflage. I struggled putting this on my essentials list. But then I quickly realized it could be combined with other things.This ability is only necessary for hardcore PvE and PvP content. I never use it otherwise. That being said. It has saved me on multiple occasions when my team almost wipes. So this is a definite keeper in some capacity. But I wouldn't be mad if it was combined with other abilities. Please see Blade Blitz/Mad Dash commentary above for more info. Force Clarity/Furious Power. Definite keeper, I only use this ability during hardcore PvE and PvP content. However, as it stands in the Combat Style tree now, I would MUCH rather have this than Valorous Call/Frenzy at lvl 35. Overall Suggestions/Feedback Thank you for reading this post and if you got this far thank you. Or if you skipped everything and are just reading this, thank you anyway. Thank you for your time. Some final thoughts and suggestions. This Combat Style focuses on DoTs and self-healing. The Watchman/Annihilation has a very different feel than the other Sentinel/Marauder Combat styles. The only thing in common is a couple of abilities and dual lightsabers. The main goal/feel of this Watchman/Annihilation Combat Style is to be able to stay in the fight as long as possible, feed off of your enemies' and your own pain (DoTs and self-heals), take down enemies one by one, use your two lightsabers with expert finesse or skill, and get out quick if/when the enemy is about to clap down hard. The abilities of this class/combat style should focus on those things. The main thing that I've seen go really well when deleting abilities across many games is to consolidate the amount of abilities into cool combos. For example, if you were to delete Force Camo or Blade Blitz/Mad Dash, combine them into one ability that does all of the things those 2 abilities did. Players, in general, will be much happier if we combine some buffs and passives much more than if we mess with ACTIVE abilites. Or make abilities into auto combos. When you do a certain combination of abilities then it procs an ability that has been deleted. Therefore the deleted ability is now a passive proc. Let me give an example. If we use Cauterize/Rupture, then Slash/Vicious Slash, then Zealous Strike/Battering Assault, then finally Annihilate when an opponent is at 50% health, it will auto proc Dispatch/Vicious Throw, in which we will immediately see the animation for Dispatch/Vicious Throw and the damage associated tacked on to our enemy. Or even the Flaming Wave combo you already have is a great example! Thank you again for your time and reading this post. Please let me know if you have any questions regarding this post or anything else. I would love to be of assistance. I hope this helped. Thank you and May the Force be with You!
  11. [*]Does this feel like a Jedi Guardian? Please explain why or why not. Kind of but not really. It feels like a dumbed down version of the Jedi Guardian. General PvE play feels pretty standard and I have no trouble doing everything I need to do to defeat enemies and complete objectives. I haven't participated in Operations or Flashpoints but I can already tell there is going to be an issue. Saber Reflect is a MUST during OPS and FPs. Having to choose between that and my escape/gap closing dash is not something a tank should have to do. Same goes for Enure. The other problem is no interrupt. This is a standard for every class across all of SWTOR. I have feeling it's not going away for good but it feels strange not having it. I'm not sure how I feel about that quite yet. PvP is also going to be a problem choosing between abilities and dumbing down the class. Jedi Guardians shine with CC. Not having the capability to have your team dog pile an opponent seems off. I will let you make that what you will. I will update my answer to this more thoroughly when I've run OPs and FPs. Thank you for reading and everything you do for this game! Been playing since Beta 2011. Thank you for giving me KOTOR the MMO and Swoop Bikes! [*]Is there anything that feels missing or out of place in the combat rotation? As stated above, Saber Reflect, Blade Blitz and the class general interrupt. Also the stand up ability when you get knocked down or stunned...where did that go? [*]What are your initial thoughts with the effectiveness of the Jedi Guardian against enemies? In General PvE, it feels fine, but general PvE is not where this class usually shines. This class usually shines in Operations, Flashpoints and PvP. I will update when I have participated in this content. [*]How are you enjoying or not enjoying this class? It's ok. It feels like a dumbed down version of the class, but not necessarily in a good way. [*]If you have feedback on the different disciplines and ability paths, please note your feedback accordingly so we can track it. What We expected as Players based on the most recent Live Stream: We expected to be able to choose our base class (Knight, Consular, Warrior, Inquisitor) and then based on your light side/dark side alignment we expected to be able to choose our Advanced class/Combat Styles, as they are in the game currently. No Deleted abilities. No having to choose between them. For example for this Scenario: I would choose the Jedi Knight base class and receive abilities that the Jedi Knight obtains up to a certain level. Let's say Level 10. Then I choose my Advanced Class/Combat style and start receiving abilities based on that Advanced class/Combat style, in this case Defense Jedi Guardian, kind of how the skill trees worked at launch in 2011. Kind of how you already have it just without an A,B and C track along an Advanced Class/Combat Style/Combat Proficiency/Skill Tree. You would get access to the whole tree, in this instance the Defense Jedi Guardian Tank Tree instead of the A branch, B branch or C branch singularly. I specifically chose the Defense Jedi Guardian, Branch B for this post and the public test server. Again Thank you for everything you do! I've been playing this game since Beta 2011! Seriously, thank you for everything!
  12. In the tool tip highlighting the Rupture ability, for Sith Warriors, it incorrectly displays 0 Weapon damage instead of the correct weapon damage plus the bleed damage. Thank you for your time!
  13. Hey Fellow Fans and Devs, The devs definitely understand the frustration considering they are fans of the game as well. Please cut them some slack. Eric is being extremely transparent at the risk of the already growing retaliation. We all love Star Wars. We all love this game. Their resources are limited. They are working as fast as they possibly can to fix it. I don't know if you know this or not but code looks like the matrix. Finding where one thing is messed up in a humongous game is like finding a needle in a hay stack. With limited resources this takes time. Patience my jedi friends. As for the people that are asking for compensation. You are upset about 50 cents in American dollars. Even less in Euros. Is two quarters worth throwing in the towel? For you to ask or threaten to cancel if they do not give you more than this value in your form of currency is outrageous. Yes it is unfair that the game is down. The devs did not purposefully crash the game. It also unfair for you to ask someone to give you (in some cases) up to 45 American Dollars for 50 cents in American Dollars. The devs want to make you guys happy with what resources they have. They are trying. You subscribe because you love this game. You subscribe because the devs made this game what you love. Give them the opportunity to do exactly what they are supposed to do. Good things come to those who wait. May the Force be with you all. Sincerely, Concerned Citizen
  14. If you haven't played the Imperial Agent Story DON'T READ....SPOILER INCOMING: In addition to this, will Dr. Lokin still be able to turn into a Rakghoul?? Because if he can't anymore, this will make me sad... and he won't be happy either...
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