Some ideas for a dream balance patch. (Just for fun)

Started 12 Apr 2019
by teiloh
in Suggestions
General

DoTs
Baseline DoT – cast time lowered to 2.6s
Single DoT – cast time lowered to 2.8s
Single target DoTs are very rarely used, and perhaps for good reason. Lowered cast time will help make them more viable.

Bleeds
Bleeds from different styles will now stack.
Bleed duration and pulses are condensed to 2, 3 or 4 second ticks, holding total ticks constant.. and condense their pulse times and durations.
Bleeds can be a liability in RvR. Accelerated damage will make them worth considering.

Life Transfers
Cast time reduced to 2.8s. These were more competitive before the buffs to spec heals. Ments used to cast at 3.2s down to 2.5, 2.8 would be a decent trade-off.

DD/Snares
Adjusted in all spell lines to top at 47/48 spec. Right now, most are at 50 and this is almost never worth it.

Focus Shield
Usable on realm allies. Will make melees more attractive for leveling.

Conc Buffs
Cast time reduced to make buffing less tedious.

Casted Buffs
e.g. Crack, Absorb, DA, DS, Haste. Granted an AOE of 350. Max of 4 targets. This will help buff small groups of people, without buffing zergs too much.

Archers
Damage increase for 52+ spec in Archery following logic of most other damage lines (approx +0.5% per point)
Long Shot – more levels added, with much reduced timers
Reactive Proc range reduced
Crit Shot X at level 50
New Ability in Stealth, Camouflage – group buff that dyes allies to ambient colors
New Ability in Stealth, Truesight – makes all stealthers within 1000 range visible for half a second. 1 minute RUT. Won't make Assassins sitting ducks, but can give an Archer a heads-up to run.
Will make Archers more consistent with rest of the game. 35+ Archery will be worth considering, but it won't be an invis insta-kill sort of thing.

Assassins
New Ability in Stealth, Smokescreen – throws a cloud that reduces mob aggro radius to groupmates
Give Assassins some marginal use in PvE/group RvR

Instruments:
Overhaul; Song Mode: Playing any song engages song mode, starting off the standard hard-coded playing time. Once you have started playing, you can switch between songs with one keystroke. Switching is not interruptible, but engages a song delay, like swing delay, affected by Qui. Minstrel flute mez will be separated off this system as an instrument-casted spell, essentially the same as it is now.
Songs are no longer a focus/chanted effect.
This will make song-playing more intuitive and less of a tangle.

All Double-Wielding Specs:
Level 20 AOE Melee Style. 20 Endurance, +15 to-hit. Requirement - at least 3 enemy targets within melee range. Hits up to 3 enemies, 0.65 GR
Level 30 AOE Melee Style. 15 Endurance, +10 to-hit. Requirement - follow-up. Hits up to 4 enemies, 0.8 GR
This will make End Regen + Tank/Assassin groups more attractive in PvE and mass RvR.

Heavy Tanks:
Hold the Line - channeled ability gained at level 25. Requires 2h Weapon. Costs 5 end each second. Lowers movement speed by 25% when toggled, but all aggro targets that move within 200 units of you are attacked by a full unstyled attack with 50 radius. Each target moving in and out of your reach can be hit again after 3 seconds.
This will give Heavy tanks an AOE/peeling attack in group PvE, as well as allow massed heavy tanks to hold positions and chokepoints in RvR, like a Phalanx

Alb Crossbows:
Allow the pre-loading of a single shot.
New bolt type: armor penetrating bolt. Ignores some block and AF.
Would allow Armsmen to use one powerful opening shot before having to reload. Very minor boost to Infs. Crossbows in medieval warfare generally had very strong penetrating power.

Mid Thrown:
Thrown weapons are now front-loaded (like reg styles) and usable on the move, but range is reduced and an internal cooldown triggers on use. Range increases and cooldown decreases with spec (300/60s to 1000/5s).
Will grant some use to Thrown spec for Warriors, inspired by real life where foot soldiers would often throw a missile weapon before engaging. Roman legionnaires had a lethal range of around 30 meters, afaik.

Paladin
Heal chant boosted by 50%.
Power cost removed from End chant
Minor help for Alb healing power, and makes End less of a hassle to use.

Reaver
PBAE Magic Resist debuff added, 3/4/5/7/10% ending at level 48-50. Style proc damage adjusted slightly downward to compensate. Stacks with other resist debuffs.
This will help Alb synergize AOE groups and give Reavers another niche.

Cleric
Regen Buff raised in line with other Regens
Base DD damage increased to 179, cast time reduced to 2.6s, power cost reduced to 31
Spec DD damage reverted to 225, cast time reduced to 3.0s
PBAE DD damage reverted to 130 at final level, radius increased to 400
PBAE Mez cooldown reverted to 30s
AOE DD damage reverted, cast time reduced to 3.0 in line with all other AOE DDs, power cost halved in line with all other AOE DDs
Smite was overnerfed into garbage because immunity timers weren’t in place yet. This will make Smite a decent close quarters/defensive line, and make Smiters viable in some setups. PBAE Mez covered a major weakness for Alb, which is close quarters engagements. But it comes at a major cost to the Cleric.

Friar
Stat gain changed to PIE/DEX/CON from PIE/CON/STR
Heal over Time – now combat castable
End Redux is now group castable
Haste Shout – cooldown reduced to 1 minute
Figure Eight – changed to Frontal vs triggered by Evade
Double Strike - bleed changed to 25 crush DD proc
Excommunicate – growth rate 0.92 → 1.1, Defense 5 → 10
These changes will help make Friars more attractive to groups, without adding too much power to Staff Friars. Spruces up some redundant/useless styles.

Wizard
New PBAE Bolt spell added to Ice.
New Self-Cure spell line added to Fire. All share the same 30s timer.
Level 16 Cauterize, cures bleeds and poisons
Level 26 Purify, cures disease
Level 36 Cleanse, cures stat debuffs
Level 48 Brilliance, cures nearsight
These changes would help lack-luster Wizard spell lines without making them clones of Elds/Runies, raising Fire’s spike potential, or stepping on the toes of other Alb casters.

Cabalist
Emerald Sim - Emerald DoT damage increased to compensate for interrupt nerf

Sorcerer
Telekinesis Spec Line, Total Revamp.
Stacking Self Absorb Buff
Level 5 2%
Level 15 3%
Level 25 5%
Level 35 7%
Level 45 10%

Stacking Armor Buff
Level 4 18
Level 14 22
Level 24 37
Level 34 48
Level 44 55

Self Parry and Evade Buff. Your char model hovers off the floor, and staff orbits around you telekinetically, spinning if you parry.
Level 22 5%
Level 36 7%
Level 48 12%

Instant PBAE DD/Snare – 20s cooldown
Level 16 Lesser Mind Blast 100 Radius, 55 DD, 20% Snare, 3s Duration
Level 28 Mind Blast 125 Radius, 108 DD, 30% Snare, 5s Duration
Level 38 Greater Mind Blast 150 Radius, 122 DD, 40% Snare, 8s Duration
Level 48 Psychic Scream 200 Radius, 160 DD, 50% Snare, 12s Duration

Combat/Dual Castable DD, 3s cast time
Level 5 Lesser Psychic Dagger 300 Range, 14 DD
Level 9 Psychic Dagger 400 Range, 26 DD
Level 21 Greater Psychic Dagger 500 Range, 54 DD
Level 34 Lesser Mind Blade 750 Range, 88 DD
Level 42 Mind Blade 850 Range, 108 DD
Level 50 Greater Mind Blade 1000 Range, 127 DD

Old Telekinesis was full of redundant and weak spells and made no sense on the Sorc. New TK would have “flavor”, allow Sorcerers a spec for self-preservation vs melee with close quarters CC/deterrents, but it would come at a major cost to utility and CC. Would work well for tank heavy groups where the Sorc is the only caster and wants to trade for survivability.

Theurgist
Ice Pets – damage scales more with higher levels.
Higher level ice pets are more or less worthless.

Necromancer
Abominations now spawn with your cloak, if you have /cloak on
PBAE DoT – cast time reduced to 2.5s in line with other PBAE

Champion
Insta DD – damage increased by 25%; it has a rather long RUT, in a somewhat thin line.

Druid
Baseline Heat DoT in Nature
New Blue Pet at 45 Nature

Warden
Self Regen increased by 300%, to about 80 at the final level.
Shortbow spec, for a fun damage option. Factor 19.
Speed Chant is now instant cast, fitting for a chants class
Warden is a great class, but a few touch-ups wouldn’t hurt for build diversity and fun factor.

Ranger
Pathfinding
Buffs equalized with spec buffs
New Spell line, Cure Wounds – melee range moderate heal, 3.2s cast
This will make Pathfinding a more worthwhile spec. A little something was needed to distinguish PF from BC.

Valewalker
Self Haste timer reduced to 60s

Eldritch
Void – baseline DD changed to Energy. Energy debuff lowered to 8s.
Void Elds will be able to self-debuff their 171 point base DD, making them a unique and viable debuff nuker. The line is not great at burst damage, like the Wizard, nor are their debuffs “on-train” for the realm, like RC. This will make Void a spec worth considering for some playstyles.

Enchanter
Mana – revert spell swap on resist debuff. This is from an era where resist debuffs could take you deep into negatives. The double nerf was not really necessary.
Enchantments – new group-cast melee buffer. 2000 Range, 3s Cast, 15s Duration
Level 21 Fervor 10% DPS increase
Level 30 Heightened Fervor 15% DPS increase
Level 39 Ensorcelled Fervor 18% DPS increase
Level 48 Enchanted Fervor 24% DPS increase
This will give Hib an answer to Celerity/AF debuff and broaden group comps, but its on a niche spec on a caster. This is similar to what BS did on Live, but not overpowered.

Mentalist
Light - power cost on charm removed. It is a good spell, but the power cost is too prohibitive.
Mentalism – Defense Bonus self-buff (increases miss rate). From 5%-15% at top level.
This spell line needs a little something even if it is a pretty good subspec.

Animist
Stat gain changed from INT/CON/DEX to INT/DEX/CON
Spec Pet cast time replaced. Now instantly drops a seed at groundtarget, and the pet fully grows into place over 3 seconds.
FnF Turrets – cast time decreased to 3.5s and power cost decreased 25%, but all pets die 15s after the Animist dies or moves 3000 units away, and are no longer directly stackable on top of one another. Total pet area limit removed. Spore cannon line pet spell range reduced to 1000.
Health Regen Bomber – realm targetable, value doubled
Verdant Ablative Pet – buffer increased by 50%
Animist is an interesting concept. FnF turrets are staples of many RPGs. However, casting pets doesn't "feel good" for the Animist, and can be toxic for enemy players. With these changes, Animists will be more mobile/RvR group friendly but there will also be more counters readily available for their pets. Removing direct pet stacking will eliminate most cheese applications where single targets are spammed down instantly after triggering LOS conditions they have little control over.

Thane
Group POM chant.

Skald
Medium shield, minor change to make more “tank-like”

Shaman
Cave
Bolt cooldown reduced to 15s, new tier added at 50
DD cooldown reduced to 8s, cast time reduced to 2.5s, new tier added at 48

Mending Spec. Buffed and Revamped.
Group Friggs cast time reduced
New Spell, healing totem. Drops a healing totem at the feet of a target. Pulses healing on groupmates within 400 radius every 2 seconds.
Level 20 Ancestor’s Aid 30 Heal
Level 30 Ancestor’s Favor 55 Heal
Level 40 Ancestor’s Boon 80 Heal
Level 50 Ancestor’s Blessing 110 Heal

New Spell, FnF healer pet. When summoned on an ally, it slowly follows and heals that ally and then nearby allies within 1000 range. 3.5s cast time, 2000 range, lasts 20 seconds. Low HP and interruptible.
Level 1 Summon Lesser Healing Spirit 40 Healed every 2.5s
Level 7 Summon Minor Healing Spirit 75 Healed every 2.5s
Level 12 Summon Healing Spirit 90 Healed every 2.5s
Level 20 Summon Greater Healing Spirit 115 Healed every 2.5s
Level 32 Summon Ancient Healing Spirit 150 Healed every 2.5s

New Spell, Instant True-HoT. Duration 15s, ticks every 3s, 30s cooldown.
Level 11 Healing Salve 50 healed, 24 power
Level 21 Restorative Salve 90 healed, 40 power
Level 32 Mending Salve 135 healed, 62 power
Level 42 Reviving Salve 182 healed, 91 power

50/25% rez added at 24 spec

Although Mid already has a primary healer, Shamans are still a 1.0 spec class. Mending should be worth speccing in. High Mend Shamans should be viable main healers in certain situations. Cave is strong, but the DD and Bolt could be fixed up some.

Hunter
Beastcraft
Reptiles added to charm list
Self-buffs scaling equal to Shaman
New charms added at 41 and 50, 90% and 100% of level respectively
New insta wolf at 45, 88% of level, 220 move speed.
Would reward people for speccing higher Beastcraft.

Runemaster
Runecarving – revert spell swap on resist debuff. This is from an era where resist debuffs could take you deep into negatives. The double nerf was not really necessary.

Spiritmaster
Summoning
Expanded Rez line
Level 36 15%, 150 radius AOE Rez, max 4 Shortens rez sick 25%.
Level 48, 25%, 250 radius AOE Rez, max 8. Shortens rez sick 50%.
Would grant Spirit SMs a niche use in line with the class and line's theme

Bonedancer
Swap D/Q and S/C pet buffs between Darkness and Bone Army
Dark Body Resist Debuff – remove interrupt, add two lower tiers
Reduce cast time on summoning sub-pets to 4.5s
Reduce mana cost of summoning sub-pets by half
Suppression Pet Ablative – set to AOE, and increase values by 50%
Bone Healers – make regen instant cast to stop lagging and dragging
Bone Army Base DoT – raise damage to match other baseline DoT
Bone Army AOE DoT – raise to match other AoE DoTs
Bone Archers – increase bow firing speed
These changes will help normalize the BD class. They will rely more on sub-pets for interrupts rather than the instant debuff to interrupt.


RAs. Remove some awkwardness that Mythic added to cater to "solos" but implemented poorly.
Cast times removed from TWF, VP, Ichor NM, etc.
VR affects the caster
AM affects the caster. Cooldown reduced to 10m, delves reduced by 30%, and tick frequency changed to 2s but healed per second remains stable.
VP cooldown reduced to 10 minutes. Add a delay before activating, illustrated by a red glow under target's feet, rather than a cast time.
Juggernaut cooldown reduced to 10 minutes
Ichor is instant, but range and radius are lowered at lower levels
Wrath of Champions, radius increased to 150/175/200/225/250
New RA. Corporeal Disintegration, spreading DoT (like epic encounters) that avoids CCed targets. 50/85/125/150/250 damage every 4 seconds, lasts 32 seconds. Sets 1m immunity to itself. Added to Sorc, Mentalist and Shaman. Zerg-buster.
New RA. Hallowed Defense, instant group damage ablative. 10m cooldown, 1500 radius. Lasts 1m or until expiration. 200/300/500/650/900. Added to Friar, Valewalker, Thane. Anti-burst RA.
Fri 12 Apr 2019 7:23 AM by worldknown
Wow what a great thread and suggestions. You clearly put some serious time and thought into
It. I hope they consider even some if not all of these.
Fri 12 Apr 2019 8:31 AM by Sector7G
Lots of stuff here, most of it good, but just to comment on a few,

A frontal snare on friar (basically anytime?) I don't think so.

I like the thrown weapon/xbow stuff. No need to keep infs out of the fun. I see you mentioned Short bow spec for warden, but this won't really help, not enough spec points on the class as is. Infact, just give 1.8 points with no added line.

Ideally you should be able to get 40 weapon, 42 regrow, 45 nurt. 40 weapon spec on a 1handed class is just enough to add more than paper cut.

As for the short bow, just add some skill gained by level, not spec points. Also for hero too.

Haste shout on VW and friar changed to group insta celerity, short 15 sec duration 1 minute recast.

Warden haste given group option.

Please add castable self buffs on the move
/Bank
Style rework (from live mainly)
Fri 12 Apr 2019 1:42 PM by teiloh
Sector7G wrote:
Fri 12 Apr 2019 8:31 AM
Lots of stuff here, most of it good, but just to comment on a few,

A frontal snare on friar (basically anytime?) I don't think so.

I like the thrown weapon/xbow stuff. No need to keep infs out of the fun. I see you mentioned Short bow spec for warden, but this won't really help, not enough spec points on the class as is. Infact, just give 1.8 points with no added line.

Ideally you should be able to get 40 weapon, 42 regrow, 45 nurt. 40 weapon spec on a 1handed class is just enough to add more than paper cut.

As for the short bow, just add some skill gained by level, not spec points. Also for hero too.

Haste shout on VW and friar changed to group insta celerity, short 15 sec duration 1 minute recast.

Warden haste given group option.

Please add castable self buffs on the move
/Bank
Style rework (from live mainly)

Figure Eight and it's two child styles don't snare. Imo Celerity is too much and it's homogenization on Live led to major power creep. Warden w/ Shortbow spec would mostly be for fun and niche specs, but it would do decent damage. Limited spec points are available, but this encourages players to make sacrifices for the playstyle they want.
Fri 12 Apr 2019 4:04 PM by Amp_Phetamine
Some interesting suggestions there. The telekinesis concept was pretty interesting and unique. As far as a thread for suggestions goes, that was really well put together and had good suggestions incorporated within, I enjoyed it.
Fri 12 Apr 2019 4:16 PM by teiloh
Amp_Phetamine wrote:
Fri 12 Apr 2019 4:04 PM
Some interesting suggestions there. The telekinesis concept was pretty interesting and unique. As far as a thread for suggestions goes, that was really well put together and had good suggestions incorporated within, I enjoyed it.

Thanks It was the most adventurous one. So far I think balance changes on Phoenix have been on the conservative side (in terms of engineering) so that's as far as I wanted to go. A functioning TK would otherwise be really difficult to fit into Alb imo.
Fri 12 Apr 2019 4:22 PM by chryso
Interesting ideas. Reading through reminded me that the shaman DD has a cool down. I never understood why a single target DD spell with a normal cast time on a class with no weapon spec had a cool down.
Fri 12 Apr 2019 6:42 PM by The Skies Asunder
While I don't agree with all of these suggestions, it was well thought out, and put together nicely. I like a lot of the stuff you put in here, and it was refreshing to see some thought put into suggestions like these, rather than the usual posts of people just crying about their class. Well done.
Sat 13 Apr 2019 7:28 PM by Quathan
Didnt read all of them but much fun and great ideas... worth looking into for tweaking up gameplay
Mon 15 Apr 2019 10:17 PM by teiloh
Thanks for feedback. A lot of those would make the most sense after several bug fixes (like animist pets not being interruptable, etc.)
Wed 17 Apr 2019 12:27 PM by k3mra
I realy like some of your ideas

Especialy for Arms and warri

Here is my wishlist ^^ :

Generel:
Heavy tanks-
make the ranged skilllines viable with for example the pre load bold and throw while moving. To add some difference between the realms the dmg shouldnt be the same for the 3. Maybe crossbows lowest speed but highest dmg, hib (read below) medium speed medium dmg and mid fast speed lowest dmg.
Add a aoe taunt style to the shield line to make them better group tanks.

Light tanks- merc, bm
Bring down the slam duration a bit or give it a positional component. They are doing very well and i am currently maining a Merc. But i can also See why those two shouldnt be able to stun as long as they are atm. They would still be very good offensive melees and Hybrid and heavy tanks would still be the better peelers.

Off CC-
Up the druration on eld (light) , Theurg (wind) and sm (darkness (ranged not pbaoe)) mezz to bring them in line with the main cc classes.
That could bring these classes into groups (especialy sm) and give much more setup viablility.... currently alb can easily run with 2 Sorc to have a backup cc but thats not so easy for mid and hib. And the Problem here is that a socond Sorc is much more picked insted of a Theurg for example

More Disease-
To get some more build viablility There should be 1 more class for every realm that can cast Disease (read below).

Pet buff lines-
I know not all skilllines have to be viable but it still would be nice.
I thought about something like a pet Explosion skill. If you trigger the spell the pet runs to the casters target and explodes with his next melee attack or after 5 seconds if he doesnt reach it. Dmg scales with pet hp modified by aktive Buffs amount... the Explosion should be indicated with a good visible effect on the pet.
After the pet explodes the caster get a 10 sec duration buff that makes his next summon pet spell 50% faster.

Archers-
I dont play archer and i dont know whats best for him. But i think the later added to daoc spec lines would be nice. They looked more engaging as the ones we have here atm.



Classes-:

Alb:
Alb casters-
Add a Matter dmg base nuke to the Matter line of Sorc and cabby.
With that a Sorc can debuff its own dmg and be brought in line with other Casters (read below). Also a group Setup of sorc+ wizzi would be more viable.

Add a energy dmg base dd to the earth line of wizzi and Theurg. That would make a Team of Theurg + cabby more viable. Especialy with the off cc Changes (read above). For wizzi read below.

Wizzi-
Earth
Change the Earth AoE dd+snare to be energy dmg and add a energy dmg base nuke. I would also like to see a base Matter dmg bolt added to bring him in line with eld and RM (read below). That way earth has his own dd that he cant debuff for by himself and 2 bolts that he can debuff for like the other realms. Delete the dot and aoe dot from the earth line.
Ice
To dont have base nukes in every line i would delete the ice base nuke. With that ice wizzis would be forced to go for the highest single spec dd+ snare wich also fits more the fantasy of a ice Wizard.
It would be nice if the pbaoe had a snare component but in exchange for that maybe the dmg could be brought down a bit. That way he has 1 more cc like ench (stun/pet snare) and sm (mezz/ root)
Fire
Delete the base and spec Bolt from the fire line.
Add a fire dmg base and spec dot and spec aoe dot.
I also think it fits here better but to dont overload the line with to much dmg the bolts are deleted.

Necro-
Bring in the necro pet special abilitys (dw hits, stun immun, mezz immun, evade chance) and add a disease spell to the pain line. I think it would also be nice to change abs buff and the dex/quick buff. I know that is how mythisch implemented it but i never got why the range caster line didnt get the caster buff and the melee line didnt get the melee absorb.

Pala-
a small castable heal in Chants line would be great to give him something to do while rootet or keep fights are going on.

Cleric-
The smite range should be at 1500 and casttime should be the same as other dd spells.
To add some more utility to him a Instant pbaoe stun or Snare would be nice. But give it a RUT of 5 Minutes or even more like the Pbaoe mezz.


........................
Hib:

Hib casters-
Add a energy dmg base dd to the mana line. That way eld could debuff for himself if he choose to go for the currently shity void line and if you dont have a ench you can still run eld + menta

Eld-:
Change the void bolts to be spirit dmg. That way eld could debuff like wizis can. 1 debuff for his bolts (void) and 1 for his Base nuke (mana) (read above)

Champ-:
a castable disease would be nice to give him something to do while rootet and i think it would fit well to the debuff Hybrid tank.

VW-:
Since VW competes with Champ for the same group slot he should also get a Disease spell.

Hero-:
To bring him in line with the other heavy tanks a ranged weapon skillline would be nice .. shortbow for example and to give him the same utility as the other two he can maybe Short faster as long as he is in moose form.
Speaking of wich the moose can get a little buff and to bring it in line with bersi (read below) .. as long as he is transformt casted cc spells fall of 50% faster.

Warden-:
I personaly think they are fine but i also think since they are the combination of the most classes the tank component isnt realy there. A shield skillline would change that. It could have the same slam restrictions as for light tanks. (Lower duration or positional)


...........................
Mid-:

Mid casters-
Switch the energy base nuke in runecarving to suppression. That way SM can also debuff for his own base nuke. And RM would still have a nuke in this line after the RM Changes (read below)

RM-:
Change the runecarving bolts dmg to be Matter. That way he can debuff like wizzi and eld . 1 debuff for his bolts(runecarving) and 1 for his base nuke (darkness).
Switch the spec dd and aoe of suppression and runecarving.
With the mid change of the base nuke RC RMs would lack a spec or base nuke like earth wizzis do atm. And with the change of the gtaoe from RC to supp the already mana intensive supp skillline would have a not to costy aoe for sige fights.

SM-:
Instead of the singletarget mezz in the suppression line he should get a Disease spell to be more viable in groups and add a bit more utility to the specline.

BD-:
With the recent Changes to the pet dmg i expect to much more suppression BDs coming and with the change of the Base nuke( see above) he would have a viable base nuke to add to the debuff nuking train. If you run with a darkness SM.

Bersi-:
Since he doesnt have a shield specline and its compared dmg to other light tanks falls off at higher realm ranks his special ability the vendo transformation could get a bit more love. Like hero as long as he is transformed casted cc spells fall of 50% faster.
I dont have a bersi but i cant see in the planer if he has charge. If not he realy should get it. (Btw i dont think charge needs to be changed but if it should stack with sprint but as long as charge is active sprint costs 100% more endrurance)



That is my wishlist
We can go crazy wild with ideas but i think that additions would give some more utility to some classes and open new setups for rvr

Thx for reading <3
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