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Boogiepop Void.6473

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Everything posted by Boogiepop Void.6473

  1. I've been in Vabbi every day for the past several weeks actively ignoring events in favor of getting the heart stuff done. Very counter to how I have to join or lead event groups in HoT maps when I want to get stuff from there.
  2. Everything you do on any HoT map is contributing towards Crystalline Ingots and high end stuff. Do events in HoT, get keys, open chests for stuff towards high end. Not so on PoF maps for Funerary Incense or mosiacs or any other high-end stuff that comes from PoF, hence the feeling. You have to do very specific things over and over on PoF maps to work towards high end stuff, where as most of the rest is just general gear dropping. Yes you get Contracts from about everything but they have much lower value/time than the HoT chest stuff.
  3. I will admit rose quartz is even worse in terms of acquisition (I actually have a post from back when LW4E1 initially dropped about that exact issue), but your example is actually indicative. Most people find that THE FIRST TIME they need Incense, it's fine because they have the stuff naturally. But once you use that initial currency up, you find it a huge chore to get each added set of 250, and that's when you notice how bad the acquisition variety is.
  4. There is a severe lack of variety in the ways to get funerary incense, which is a problem because you need so much of it; 250 per gift. Before anyone comments, this is NOT about the speed of getting the Incense, but the severely limited ways to get it. The first way to get them is to do the Vabbi hearts once a day. This gives you 8, so with just this a single gift is 32 days. It was miserable enough during Aurora having to do the Draconis Mons hearts over and over, which made many people hate the map. This is even worse and makes people REALLY hate Vabbi, even though no one does just this for there Incense. The hearts are simply not interesting enough to do daily repeatedly every time you need a gift. To make this more palatable, it would be better to at least let us do hearts in ALL of the Crystal Desert and maybe even LW4 to help entourage people to revisit those maps too. Keep the limit to 8 total per day via hearts if you want; this is about letting us have other thing to DO to get it, not the speed at which we do. The other main method is via elegy mosaics. This is also a problem for variety since only legendary bounties drop mosaics. There are 3 legendary bounties per map, so at least it's not as repetitive as the hearts, but it's still not a lot. The bounty boards have DOZENS of bounties people actively ignore because they are only champion and thus give no mosaics and are not useful for mosaic farming. If champions could give SOME mosaics (maybe a fixed amount without the 'jackpot' drops) then at least they could be woven into bounty trains to provide more variety and so people have to map hop less trying to force a legendary bounty spawn. This way they could come to a map, see the legendary is down, and do some champs while waiting instead of immediately leaving. You can get it for loads of trade contracts. This is fine since you can do anything at all in the desert and get these. This is almost certainly not going to be a main source of acquisition though as the drop rate isn't THAT huge. The last way to get them is via Crystalline Ingots, which is fine. The HoT metas are plenty varied and you get plenty of the materials, so it's a choice between which gift you need, though a way to use PoF mats for HoT gifts in reciprocation would be nice. This is limited to 5 per day but can still be a fine way to go if you do the HoT metas enough. Also side note: Please change the icon for Intact mosaics. People pick them from chests and then get upset when they realize that even though the icon is the same they are not usable for Incense. Side side note: Someone reminded me that you need 300 Elegy mosaics to make a gift of the rider each time too, so that's even more legendary bounties and mosaics not going to Incense. Side Side Side note: It has been pointed out the hearts are PER CHARACTER not per account but doing the hearts over and over on multiple character just amplifies the issue. It would actually be better if it was once a day per heart for account but you could do all the hearts in PoF and LW4.
  5. OK clearly people assume stupidity on the forums. I said I HAVE runecrafter, not that I ONLY USE runecrafter. Obviously blue and lower copper, green rune, yellow mystic, orange BL when available. I was making the point that even the specialty kit for this purpose doers not return the items in high amounts.
  6. Symbols and charms are far too rare. I never really noticed before since I wasn't using them much, but it's been almost 3 years since they were introduced to the game, I have the runecrafter salvage and use mystic and BL salvage kits, and I don't have even 50 of ANY of them despite having never used them. Given I salvage at least 2 stacks of greens and 1 stack of yellows PER DAY on average all this time (yes I mean open then salvage before anyone yells), that indicates a positively ludicrously low drop rate. I have literally only rolled about 20 of each. I am not saying they should be common, but this level of rarity is a bit ridiculous, only a bit better than precursor drops. And you can't even forge for it; they combine DOWN at 3-1, so the only way to actually accumulate is random drops.
  7. It's consistency. Having such a rare and (to most players) unusual mechanic in a starter map and one most people will be solo on (as opposed to Tarnished or Bandit, that are always large groups) is a bit odd.
  8. The toxic alliance event enemies in Kessex hills still have a down state and require spiking. They are at this point the only enemies in Open World that work this way. This makes them very confusing to players, especially new players coming into Kessex at low level. Even many long time veterans can wonder what is going on at first, though most have done enough WvW to recognize what is happening. This should really be changed, both because it is just not an open world mechanic anymore, and because these events tend to not have huge numbers of players participating, and stopping to spike is a great way to get solo players killed and new players frustrated. This is not the first time this has come up; the nightmare fractal is a recreation of part of this event and explicitly and intentionally had this mechanic removed.
  9. An old post of mine got horribly mangled due to age so I am reposting and updating it. Kind of depressing how much of this is still verbatim applicable 5 years later. Emergency Priority: Color Blind Mode! There are people who can’t play or can’t play all modes because they literally can’t see things like ability marker circles. Especially pertinent in raids and other content, although at least the raid markers also have shapes. General: Reduce the amount of excess clicking, ie the loads of useless confirmation popups (for banners, when you get items from the Mystic Forge or crafting, completion of story content where there is no choice to make, etc.) These may individually be minor but they add up over time. Account-bound gathering slots (perhaps for gems) for use with infinite tools or just so you don't have to take up so much inventory by having everyone carry 10-15 slots of tools. Full harvest by default. There is no reason to have to click multiple times to fully harvest a node. Always display stat setups, instead of forcing people to memorize what each is, ie Dire Vs Sinister. Add an indicator in-game for items that are salvageable for insignias, inscriptions and research notes. Shouldn't need to constantly look at the wiki or memorize for this. Integrate the equipment, dyes, wardrobe, mounts, and outfit panels into one panel. That way you can set everything without having to duck into multiple panels, and can see all the color setups before you have to spend charges. having them separate is just duplicate functionality. Make all backpieces dyeable. It's not great when you can dye the glider but the back it goes with doesn't match. At least for ones that have a matching glider. Let us consume multiple food/utility items at once and stack the duration, instead of having to constantly mouse over and check our skill bar (very useful for raids). Note this is different from the metabolic and utility primers as they extend the normal duration to match their own, whereas this is just stacking the normal durations. Give us a library in our home instance to store book items so they aren’t clogging inventory. Otherwise we just delete them and read the wiki if we want to go back. Tonic wardrobe, housing all infinite and finite tonics and accessible by any character whenever they want to use a tonic transform. Some infinite stuff is in the novelties, but not all, and not any temporary ones. Basically the novleties pane is incomplete. Show actual stat change amounts for the character you are on for percentage food on mouseover (ie show what 3% or ferocity into power will actually mean for the character you are logged in as). Otherwise it's very hard to figure out effects. Option to display account name or selected nickname next to all messages. Helps identify people, as most people are known by account, not character, of which they have many differently named. Legendaries and collections: Rework provisioner tokens. This odd set of very specific weapons, armors, signals and runes that you an use to get them is awkward and creates unusual trading post patterns. Perhaps just something with a particular STAT rather than just one thing in the game, so it makes rares more valuable. Please reduce the extreme overuse of Mithril and Elder wood in legendary recipes. We use tons of it and very little of any other metal or wood, and not much comparatively by way of cloth or leather. Making things a bit more even (though not entirely as cloth and leather don't have nodes) and using more varied levels of material would be nice. Please rework research notes. They are horrible and have all the same issues as provisioner tokens create but even worse. Classes & abilities: Animation Lock – Abilities with animation locks (ie Hundred Blades) should immediately unlock on hitting the dodge key. The need to manually unlock by moving a little before dodge will respond makes these abilities unwieldy and leads to TONS of missed dodges. Charge target locking - a number of abilities move you around, such as Guardian Great Sword 3 and Daredevil Staff 2. These have trouble with going Through/past the target, causing people to die by being flung off platforms. This needs to be addressed by preventing it from going past the target when locked. Classes with alternate forms – Have a way to look at the alternate form abilities without actually transforming. Especially pertinent for Druid and Necro, since their transforms are on a timer and have to be built up by combat, so it is hard to transform just to be able to read the abilities. Stealth abilities – An actual countdown or very visible icon would make stealth much more usable, instead of the simple status icon we have now. Right now you just have to know how long you have. Given how stealth works, something near the center of the screen would be more appropriate than a tiny icon in the status bar, since doing anyone dumps you out anyway. Engineer – Return from down/dead state in the same kit you were using when you went down, instead of resetting to default weapon. Ranger – Sword 2 and 3 require so much room and are so hard to control that they make sword almost unusable in areas with complex terrain and/or lethal drops. A slight rework to how they function to make them more controllable and less subject to terrain vagaries would bring the weapon back to usability. Alternate from reversion - Come out of alternate forms (Reaper, Druid, Spectre, Holosmith, etc.) with the weapon swap key. This is often much easier to reach and more natural to use that reaching for an F key to change back. LFG: We need a real queuing system. Being unable to tell what groups are full and having to spam join to try and get in is not a good system. LFG categories need to be cleaned up. Party needs to become a 5 person squad, to have access to squad feature (tags, markers, etc.) and to simply lfg and avoid having to break up and reform. Remove the size lock in lfg. Defaulting to raid squad and locking it unless you disband and reform is a major headache. The ability to split subgoups out into separate squads would be very handy for guild organization. Currently people have to set up, disband, and manually recreate squads which and lead to all kinds of confusion. Squads should always end up on the same map together when moving map to map. Trading Post: Search for skin instead of specific weapons. Getting hundreds of duplicates due to stat variations when you are just looking to unlock and salvage is not useful. Search for locked skins. Remember previous settings (such as level). Avoids people accidentally buying identically names level 65 or 78 gear when they meant to buy level 80 gear. Mystic Forge: Let us queue up repeated mystic forge transmutations instead of having to re-add the items and go 1 by 1. Remember forged items (MF recipes) so we don’t constantly have to jump in and out of the game to look things up on the wiki. The discovery aspect is only fun the first time. Let us just find recipes for high-level stuff like legendaries that we just look up on the wiki. We shouldn’t have to leave the game to play it. Let us access the bank from the mystic forge panel. Ideally this would function as it does in the crafting panel (and in conjunction with MF recipes), but at least add an access tab so we can move relevant items to inventory without running back and forth to the bank. Expand the left panel. We need more space for manipulating the panels, rather than a giant, mostly empty art panel that has no function. Crafting: Let us auto-craft sub-items in a recipe instead of having to dig down and do every item one by one. This also avoids overcrafting since you can’t accidentally craft 3 of something when the final item needs only 2, etc, and would make it easier to determine if you can craft something since you would be told how many you can craft PERIOD, not just based on what sub-items you happen to have currently crafted. Remember selected sorting/categories in the crafting panel (so we don’t have to turn off crafting levels every time we log in). Start with everything collapsed instead of expanded. Expand the left panel. We need more space for manipulating the panels. Have subrecipes open TO THE SIDE instead of on top of things. Have the ability to open multiple subrecipes at once. Inventory: Sorting options that are customizable, rather than based on what bag you have, would be a great help. Have an option to outline or otherwise mark non-sorting and invisible slots. Right now you have to either leave bag view on or arrange for your slots to line up just right and remember it, which can lead to accidents. Ensure that, if possible, when two one-handed weapons are replaced by a two-handed weapon, both weapons end up in the same bag as the two-handed weapon came from. Currently, the off-hand weapon can end up at the first available slot, which can cause issues with organization and can make it sellable and/or salvageable when it shouldn’t be if an invisible bag was being used for spare weapons. Key/map item wallet. Account bind map items instead of soulbinding them. For example the 9 map event items from Bitterfrost should at not be taking up inventory space on every character, and should be shareable between them. The current behavior discourages going back to maps like this because you would rather just not have this junk in your inventory. Cut down on the deletion confirmation, and make it contextual. Once you have completed a collection and the item has no use, for example, you shouldn't have to do anything to get rid of it. Same for skins for items you have legendaries slotted, rare items we have no need for, etc. Fractals: Show fractal levels available on daily pane for daily fractals, instead of making us go into the achieve panel to figure out the numbers. Show fractal identity on recommended fractals. Rework Agony Resistance to be an account wide stat. Currently people are unable to adapt compositions, try new builds and classes, etc. because they can't either have that much spare AR lying around or afford that many extractors to move things around constantly. Essentially AR results in people being locked into classes and builds they may not want to play anymore. Jade Bots: Jade bot cores need to be an account bound system. They are too much juggling and extremely alt unfriendly, not to mention extremely expensive at higher levels, resulting in most people only having level 1s on most characters. Chips need to stack. They are occupying too much inventory, which results in people not crafting anything more than strictly needed to avoid running out of room. Allow chips to be changed outside of combat. Forcing people to leave and find a bench to change things is very annoying, alt unfriendly again, and generally breaks them out of the game Add bank access to the benches to allow for easier management Mounts: The turtle needs to be mountable in combat, needs to be usable in more places (ie the frost citadel in drizzlewood), and needs to be functional without another player. Currently you mount and have to spam "get in" in chat to do anything. Turtle should be MORE functional with a copilot, not nonfunctional without. Allow mount and glider use in home instances. And generally clean up locations of things (why is jade in back corner of Rata HI?).
  10. If I could then maybe, but due to the numerical limiting basically PVE are viewable and for everything else you have to go into the panel because they are off the bottom.
  11. Wing 5 is very very very very very broken since last patch. Soulless Horror: Tormented Dead spawning during CC phase Walls spawning during cc phase Multiple walls spawning at once (both at the same side and from different sides, crossing over in mid platform). Full platform walls spawning Multiple walls with overlap allowing for no gaps at all (both side by side and from different sides with patterns such that there are no gaps) River: Damage MUCH higher than normal Healing effects reduced Unidentified slowing effect Insufficient orbs for resurrection At this point we gave up, but I would bet stuff is wrong with statues and Dhuum as well.
  12. This needs to be addressed. I have literally introduced people wot the game, they have had a good time, then they have learned about this and left over "deceptive advertising" and concerns they "can't trust the studio".
  13. I was involved in a meta train and as it went on and we swapped maps more and more the memory usage went up and up and up and never came down. I eventually had to leave as memory was pinned at 99% usage, load times were at multiple minutes, and frames were below 1/sec/
  14. And if you use them be ready to be booted from tons of groups for not being "properly geared". Yes, I realize this is partly a community thing but on the other hand if it is a thing going on then some adaptation to deal with it would be healthy.
  15. Something being available on the TP is not the same as accessible. Legendaries are accessible since they can be crafted by anyone who puts in the effort; most people can't craft items like this even if they want to do so because of the multiple issues involved (and again, I used tormenting stuff but it's not the only one) .
  16. There are a number of items that are somewhat inaccessible to the average player, but are very critical to certain late game content. I will mention a specific example here, but this is not the only one. For people looking to raid on many necromancer builds, Tormenting runes and sigils are very important. However, they are highly inaccessible. The recipes to make them are available only as random time-gated drops from Pact Supply Agents (and the recipes for runes is even account bound, meaning people can't even offer to help others). Then, to craft them, you need large amounts of somewhat rare and almost deprecated materials: 100 Pristine Spores for siglis, which drop only from toxic events in Kessex and the Nightmare fractal CM, and only in very small amounts, and 250 Sprockets, which come only from a Home Instance node, a few enemies in Twilight Arbor, and the Marionette event. It's actually somewhat easier to come up with the provisioner tokens for legendary runes and sigils, as they came be acquired more easily than some of these materials, and you aren't RNG locked out of the recipes (although the added cost of the other mats for those far offset that aspect). This is just one example of items that have this issue. Factors like these make it extremely hard for people to acquire items with these issues, leading to very high TP prices and many people being gated out of playing classes that need them in end game content. These were originally introduced in LW1 or are related to otherwise gated content (festivals, etc.) and are related to content and vendors that are mostly no longer in the game or in game only at specific times. Removing account binding, providing added vendors, and alternate recipes using non-deprecated/non-time-limited materials should be done to increases accessibility. It shouldn't take extreme luck and massive, limited, and time gated farming to acquire things this commonly utilized. These aren't legendaries and should not have the kind of grind associated with legendaries, as they are nowhere near the gain in utility that justifies the grind of legendaries. Some grind and work to acquire is fine, but items in this boat are too much.
  17. Things that should be in game that currently require use of an external site: Mystic forge recipes. Bank and character searching. Better achievement descriptions (we don't need a map, but the info in-game is often too obtuse for most to figure out). Crafter tracking (it shouldn't take 20 min or an external program to figure out if you can craft something, including needing to go to the wiki to find out where to find uncraftable items needed for crafting). Achievement schedules (you shouldn't need to leave the game to find out when X will next be daily if the schedule is fixed). Stat names list (seriously they can't tell you in game what "settler" stats are if you don't have them in inventory? And you are supposed to search how?). Food type (shouldn't need to leave the game to figure out which of the feasts put out is for my class).
  18. The game will randomly decide not to register the mouse for anything but action camera. I can move my view in AC, autoattack with left button and target with right. Nothing else will respond to the mouse. I can't mouse-look outside action camera (right mouse not registered), I cannot right or left click on anything (chests, items, menus, etc.). I cannot use the map nor my scroll wheel. I cannot even operate the escape menu or report a bug as the support button cannot be clicked. This effect GW2 ONLY; nothing else, either used separately or open in the background while GW2 is open, is at all effected, and closing everything but GW2 has no effect. The only thing I can do is end-task GW2 and hope it goes back to acting normally. The keyboard is unaffected, but playing without the mouse working is impossible; not even exiting the game is possible from inside it with the mouse in this state. This was only happening on initial log-in (After character select), but has now progressed to happening randomly after any loading screen (fro example I can log in, use the portal scroll to drizzlewood, and then on arrival in drizzlewood this is occurring). This makes playing and especially participating in an y kind of "train" highly dangerous, as I will randomly become unable to play after a map transition and unable to rejoin on end task and relog due to the map being full. It has also resulted in my being unable to join in instanced content reliably (raids, strikes, etc.). There is no error message and no pattern to this I can see. If the frequency of this continues to increase, I will find myself unable to play the game at all.
  19. This is continuing to happen. It is NOT a problem with the mouse, it's only in the game on random startups.
  20. Several features introduced in HoT and PoF seem to have vanished, even though they could greatly enhance EoD. Bounties have been MIA since Jahai. While drizzlewood and dragonfall wouldn't have made sense for them, they were left off of thunderhead, Grothmar, Bjora and now all the EoD maps. Bounty trains are a huge part of why many PoF maps continue to have population and would add to EoD maps by giving people more of a goal than "wander around until meta". Races have been MIA since Jahai as well except for one generic race in Grothmar. EoD oddly has a couple achievements for getting places without dismouting in a certain time, but no mount races. We could also add skiff racing too (which would give skiffs a reason to exist beside being fishing platforms). Adventures are absent as well. No griphon courses, no skyscale courses, not even collecting things or arena fights. Again, more repeatable content for maps that isn't found by wandering and is not part of a meta. You could maybe have some turtle challenges too. Maybe also give some out of the way places like the grotto in Echovald or the underground tunnels in DE a purpose? Guild missions of course continue to not have a single new or updated thing since HoT. Any or all of these could help with the relative deadness of the EoD maps outside of metas and achievement hunting.
  21. I log in and everything works for keyboard entry, I can see my mouse cursor, but none of the buttons evoke any response once I am past character select. I can even see things highlighting as the cursor goes over them, but no buttons do anything. I have to end task out of the game because I can't use any in-game menu. Happens randomly; with enough relogging eventually I get the game to be playable.
  22. I just had to spend half an hour on nearly a dozen sites trying to figure out what I could salvage for research notes in a cost effective manner. Half of that was just trying to find current lists of things that are actually salvageable as they keep changing the items and anything even hours out of date can leave you with unsalvageable junk items in your inventory with nothing to show for it. The entire Research notes system is a mess and completely and totally unusable without MASSIVE external resources from the player base.
  23. 4 new "features" were added in EoD: Skiffs, Fishing, Jade Bots, and Turtles. All of them are badly done. Skiffs are unnecessary. The skimmer is superior for every purpose but fishing and fashion wars. They are hard to control, hard to get out due to the lack of keybinding (1 keybind for everything is not accessible, especially for action camera players), and have multiple systemic bad design issues, such as the awkwardness of needing to manually "Stop" to anchor (which often takes many tries to get to a sufficient stop for the game to allow it, assuming it doesn't randomly trap you in the boat due to being "too shallow") and enemies being able to attack you in the boat (both from shore and from the water under the boat). The "depth charge" ability does basically nothing (and is basically only even supposed to exist for the Leviathan event, but it's better to just get out and attack the leviathan any other way). Also there is no reason "fish sense" should be an ability; it should just be on at all times. Fishing is just bad. It's too much RNG, on top of tons of conditions you need to go out of the game to know about (bait type, time of day, hole type, etc.). The ability of enemies to attack you on the skiff also messes it up some as you have to get off and deal with it. The fishing stack mechanic is horribly executed, resetting if you change maps or if you are off the skiff for too long (which can be you dealing with the aforementioned ability to be attacked) and discourages participation on the map (if you go to events you lose your stacks). Fishing power is hard to figure due to all the extra variables (just getting on the skiff changes it, party stacks) and the effect of it is also not clear in game. Many thing are just outright unclear, such as why there are so many bait types when only a few matter, or why most things don't change fishing power, making it seems like it's clogging the inventory for no reason (it clogs in general). It is also unrewarding outside collections (most mats you get don't sell for much, and all you can use them for is to make food to fish with). And because it's inventory based you have to have it on every character (although at least they have put fish vendors outside cantha so you aren't having to send every character there to stock up anymore). Jade Bots are the most alt-unfriendly thing ever added to the game. By making it character bound rather than account bound, it creates a huge hassle. Characters who come to cantha without them have a huge problem working around the maps, and also due to the stat boosts provided by the higher cores, they are another thing people need and can kick-sort for in raiding or fractals. Research notes are also a pain to deal with, as it's confusing what is or is not salvageable for notes (again, only by using external sources can you figure out what is happening) and has created all kinds of weird trading post patterns. Research notes are just another needless currency to keep track of, and if they are to exist there needs to be MUCH better handling of what can and cannot be salvaged (ie why Halloween food but not lunar, wintersday, or dragon bash food?) and it needs to be obvious IN THE GAME. It's awkward to equip everyone since only jewelers can make things (and the costs for higher cores are quite exorbitant, so good luck equipping many characters with anything but level 1), involving tons of inventory swapping, and tons of inventory glut for the chips. The lack of workbenches to allow you to change things anywhere but cantha is also a major issue, requiring tons of needless map transitions. The cores should have been account wide and the chips should have been unlocks, not items. Turtles are just a disappointment. They suffer from being lumped in with the other mounts, and also have weird side issues. You can't mount the COMBAT MOUNT in combat, making them hard to use when they might be good. They are blocked by general mount blocks in areas it would make sense to use them (like the frost citadel, which is a literal SIEGE). But most importantly, they are unfun and almost useless for the driver. Whenever you use them, you just have to spam "GET IN" in chat over and over, because you are actually unable to do much of anything without a gunner. Also, the way reloading works (by movement) combined with both the best places to use it right now (Aspenwood, DE) being full of tight spaces and the drifty movement, means the mount is actively hard to use both for the driver AND the gunner who has trouble aiming as the turtle frantically moves around. Also outside of those two areas (and a few spots in Drizzlewood) there is next to nothing in the game to do with the turtles, as other mounts simply do a better job (even the JACKAL which is the least used mount due to sand portals only being on a few maps, has more places it's useful). It is also a huge visual obstruction for other players (even semi transparent) and has odd things such as being the only mount that destroys carried packages (meaning if you mount it by accident you can flub events) and bugs (such as trying to slam, the one thing you can do as driver, and just hanging in mid air). It feels especially bad after the effort needed to unlock it, something that neither the Griffin nor the Skyscale did when you unlocked them. Many people find that the WARCLAW has more PVE utility then the turtle, despite being intentionally nerfed in non-WvW (which is another place the turtle would make sense to be usable). I have seen people telling players not to bother getting the turtle because there is no reason to go through the effort. Basically none of these features landed, and certainly compared to both HoT and PoF features they are a huge letdown. These features all feel half baked, incomplete, ill considered, and badly designed, and none of them really fit into the game as a whole cleanly (Skiffs and fishing are basically separate from the rest of the game, Jade Bots are awkward and counter to the game encouraging many characters, and turtles just lack both purpose and polish).
  24. I;m not saying feature them again, but at least do something. It's like they ceased to exist after HoT.
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