Jump to content
Dante Unbound: Share Bug Reports and Feedback Here! ×

Rising Tide: Update 26.1


[DE]Megan

Recommended Posts

Problems I still have:

1: Liches will still hang around even when a player is still running and hiding from them to keep them from getting "too strong", so other players wanting to try their hand at taking their own Liches are SOL.
2: The 2 hour delay for removing dojo rooms is still there. Maybe remove it for warlords?
3: Dojo Orokin lab. STILL USELESS

Link to comment
Share on other sites

No improvements for Kuva Lichs (murmurs) grinds and their duplicate weapons? Yeah, abandon them slowly and later force players to trade them so you can get the right weapons that you wanted.
They're just 'accident' idea to make fillers before Empyrean, aren't they?

Link to comment
Share on other sites

The kuva lich system needs to be redesigned completely. You promised a king pin system... this isn't king pin... this is farming sanctuary. In short, you mean to tell me that I have to do the following:

-farm kuva

-to farm relics

-to farm a large variety of mods with low drop chance

-did I mention the relics from the kuva missions also have low drop chance?

-then you have to farm not one,two, or three, but all of the special mods

-which have 3 charges to them

-and then you have to guess which 3 of the mods (which again have only 3 charges to them) that are going to be used to kill the lich

-but here's the twist, not only do you have to guess which 3 but you also have to guess and figure out what ORDER!! they go in on your assassin's creed blade

-to even be able to challenge let alone kill your lich

-in short, you need atleast 3 mods to challenge. then you need to figure out what order they go in to kill your lich

-in order to have a chance at a special weapon, which I've heard (not sure,but it sounds like something a developer would do) also has a low drop chance.

This is too much farming. I've tried riding this train -- I came back to the game to try and ride this train. But as someone who is as old as I am in the game and even back then very rarely farmed kuva (I've never felt like rivens were necessary unless you wanted to do some crazy fun stuff with a weapon) -- listen.... or rather said -- read, this is too much. It's not a king pin system, it's stupidly farm heavy, it's boring and not much of a reason to play. The new weapons look nice and cool. But they're all archguns…. which have a long cool down..... which are still on the borderline of being what the developers want them to be -- that BFG you call down when you're surrounded. I've seen some of these new weapons in action, they new -- cool. I'm assuming they do a lot of damage, assuming because I havn't even killed my lich yet for obvious reasons. But are they really worthe it when you have an arsenal of a crap ton of fully forma'd weapons? Well to put it simple, I've barely been able to dedicate myself to do 2 kuva missions in a row -- and it's more laughable when we talk about the kuva survival in the kuva fortress (maybe 5 - 10 minutes.)

 

And to clarify exactly what position i'm in when as I'm typing all of this -- alllllll of this is comin from someone who use to ENJOY staying in 2 hour long survivals FARMING a certain mod with a 0.02% drop chance (condition overload *fake coughs) back in the day. So ain't nobody here can sit and tell me that I'm whining or that I'm lazy. I'm just stating facts -- this system needs to be redone. 

Another reason as to why I say that, look at the enemy levels in the lich missions. Kinda high for those boys who joined the game just yesterday, sayin the game is too tough for them -- tryin to fight the orb mother and what not dont'cha think? So, would I be wrong to assume this is veteran level content? Heck, most would say its mid-game I bet. With that being said, the system needs more of a reason to attempt any of this. Because right now, I'm kinda enjoying all of the funny quotes my lich says. In short, there's too many reasons to ignore this....whatever kind of content this is -- I just know it has nothing to do with the lore of the game and it's not king pin. And there's not enough reasons to really try to take a wack at your lich.

 

Now, another thing -- the assassin's creed blade. It's useless. I'm tryin real hard not to be negative in this entire post, but this brings me to the brink and back. Don't get me wrong, I like it. but. It's useless in normal missions. 10/10 the player wouldn't really need it to finish an enemy. Heck, I had someone go into shock just yesterday in Hydron when he saw me one shot a knox that had spawned at just wave 10. With a bow. And no buffs. I would highly suggest that you might as well replace, if not then add an option to use it, it with stealth kills...… or well... the other way around -- give us the option to use it to stealth kill an enemy. And that's really it...

One last thing I do want to state is -- for me, back in my day, king pin to us was...mmm... I guess the way I should explain this is by giving two examples. 

1.) 10 people in a ring, killing each other until the last man stands.

2.) 10 people fighting each other 1 on 1 until the last man stands -- essentially a tournament.

that's basically what it meant or rather what it was when I was growing up. But this lich thing? this is more like any other assassination mission. Just, a lot more farming. And I think what frustrates a lot of people is that, we were expecting something more along the lines of the first example I listed. But then when the dev stream came out where you guys told your viewers what you going to release.....yeah.... 

Link to comment
Share on other sites

I'm honestly not surprised by the Itzal changes, you just seem to want to convince us more and more you don't care much about feedback. The change is a net nerf to Itzal mobility even with the replacement, and you only get a speed buff for other Archwings, but as others have pointed out already: Even removing all of Itzal's powers, it still would be more used in open world. Why? Speed. Plain and simple.

Link to comment
Share on other sites

That Dry Dock is HUGE ! It was a mess to figure how to fit it in our Dojo.

Another thing : some missions are broken in Orb Vallis, the ones when you have to trap that rolling thingy. We have to catch, hack and the protect it, but it's blocked before going to the trap. Seems to drive like a boozer and becomes stuck on a road border. I suppose it is some pathfinding problem.

Link to comment
Share on other sites

The new Orbiter workplace room is too dark and the wall is very ugly. *cold and impersonal* I do not feel well in this important place when I am not in a mission. I do not really want to stay in this scratched room anymore. He seems so wrong in the Orbiter. Looks like a trash room. *Sorry*

Link to comment
Share on other sites

7 minutes ago, Lucidess said:

You should learn how to use combo efficiency before you say anything about combo count..

I think you were replying to me, and you need to read my whole answer, as efficiency has no implact on the attack speed of a heavy attack.

 

I explained my reason for that comment as the damage increase and attack time do not justify the reset of a combo count.

If you are going to make an argument, then say something substantive to back your claims, not just ... because i said so.

Link to comment
Share on other sites

When I heard that zaws were finally allowed skins, that's the first thing I tried, because I thought it might fix another problem I had, but nope. My problem is with the sepfahn zaw in it's nikana form. It's appearance is completely bugged, and always has been for as long as I've had them. Changing the skin did nothing except tell me that the problem is innately with the zaw nikana itself, and not the design of its appearance. I hardly know how to even describe the flaw, it's like there's two nikana sheathes. A sheath remains visible when I have "visible when holstered" checked off, and the sheath completely disappears after a few swings in mission. Attachments also show up in double, with one remaining after the sheath disappears, like one was connected to the sheath and the other to the actual weapon. This visual bug remains with all the skins I've tried. Off to see the rest of the update now, thanks DE.

Link to comment
Share on other sites

1 minute ago, Solostaran said:

That Dry Dock is HUGE ! It was a mess to figure how to fit it in our Dojo.

Another thing : some missions are broken in Orb Vallis, the ones when you have to trap that rolling thingy. We have to catch, hack and the protect it, but it's blocked before going to the trap. Seems to drive like a boozer and becomes stuck on a road border. I suppose it is some pathfinding problem.

I'm having a bit of trouble with it myself.... do i need to make space with the rooms included above it? I plan to have it on the bottom floor and have like 5 hallways extended out. It shouldn't be touching anything and yet is say insufficient space

 

Link to comment
Share on other sites

Eximus Units will Drop 2 of the new Resources:
Eximus units on Ceres *Shipyard = Cubic Diodes
Exmius units on Europa *Ice Planet = Carbides

*We've added clarification that the Shipyard tileset on Ceres and Europa Ice Planet tileset on Europa are the nodes that will yield these new Resources. 

Link to comment
Share on other sites

It occurs to me that they could have avoided the Controller binds issue with Blink entirely by just making it the 5th ability on Archwing, like Spoiler mode is for Frames.  I'm not 100% sure, but Y (and its equiv on other controllers) might be free on Xbox controller in Archwing, too.  Just not sure why it needed to be put on a bind that's already assigned on controller. What was even the plan for once it hit consoles?

Edit:  N/M, Y switches to Melee mode on Archwing missions.  Just frustrated with every other update breaking controllers (an accessibility feature for me, and necessary for consoles).  And frustrated with a change that seems like it was a solution in search of a problem in the first place.

Link to comment
Share on other sites

2 hours ago, [DE]Megan said:

Rising Tide: Update 26.1

c574b26b5ca178fd837d190ba486aae1.jpg

DRY DOCK
The Dry Dock has arrived - it’s time to prepare with a new QUEST: RISING TIDE. By the end of this quest you’ll have assembled a Railjack, but it is not ready for flight. The time will come, Tenno.

The balance of power is tipping.  An imminent threat grows stronger, surging across the Origin System. Will you stand against it? Keep pace in the arms race by starting construction on your Clan’s Dry Dock!

Build the Dry Dock, assemble your Railjack and prepare for the coming battle. What will begin as a hangar will evolve into your sanctuary, a space to hone and upgrade your ship with powerful technology to become the weapon you’ll need. Build the Dry Dock by rallying your clan and contributing Resources to its construction. After that, if you have completed the Second Dream Quest, start the Rising Tide Quest to begin forging your Railjack.


7f602ec305d5dcfa01bc89e882f2d310.jpg

 

BUILDING YOUR RAILJACK: RISING TIDE QUEST

The Grineer threat is mounting and you must rise to meet it. Track down the pieces of a long destroyed Railjack and breathe new life into it with the help of the newest Cephalon, Cy!

The Lost Cephalon
Building your Railjack begins with recruiting a Cephalon to pilot it. Begin by researching the Railjack Cephalon in at the Railjack Research Console in your Dry Dock. Once the research is complete, return to the Railjack Research Console to purchase a Railjack Cephalon blueprint and begin the process of crafting him in your Orbiter Foundry and installing him in the Dry Dock.

The Broken Vessel

Time has not been kind to the Railjacks. You’ll need to work with Cephalon Cy to find viable salvage from wreckage across the Origin System. After Cephalon Cy is installed in the Dry Dock, locate the six necessary Railjack components, retrieve them, then return back to the Dry Dock to restore them to glory. Once your Railjack is rebuilt, you’ll be able to board and explore your ship. Ignition and flight command requires additional components, which have yet to be located by Cephalon Cy.

NEW RESOURCES PREVIEW: 

This update previews new Resources for future update EMPYREAN! When Empyrean launches, a wide variety of Railjack Specific resources will launch in missions, but we are previewing 4 new Resources early to aid in the construction of your Railjack:

Eximus Units will Drop 2 of the new Resources:
Eximus units on Ceres = Cubic Diodes
Exmius units on Europa = Carbides

Mining will reward 2 of the new Resources:
Plains of Eidolon: Pustrels (ORE)
Orb Vallis: Copernics (ORE)

 

0de40393d2a58919aac91c3bf15dab26.jpg


ORBITER 2.0
Your Orbiter just got an upgrade, Tenno! See the stars through the new viewing ports and marvel at the improved lighting and materials coming with the Dry Dock update. Your decorations will mostly survive the transition, with a small chance for error near certain walls. Simply move pieces around, or start from scratch with the ‘RESET DECORATIONS’ option from Update 26!

 

76d19ce5032f6587f6d5eb8e6533e469.jpg

EQUINOX ANTONYM COLLECTION
Kill with contrast using this signature collection for Equinox. This collection includes the Antonym Equinox Skin, Astreos Sword and Shield Skin and Circadian Syandana.

EQUINOX ANTONYM SKIN
Few things are more destructive than a secret. Unleash your opposite with this skin for Equinox.

STRATUS PISTOL SKIN
A billowing new skin to provide a unique, ethereal look to your pistol.

ASTREOS SWORD AND SHIELD SKIN
Husband and wife, dawn and dusk. A signature Sword and Shield skin for Equinox.

CIRCADIAN SYANDANA
Rise and fall, ebb and flow, peace and war. A signature Syandana for Equinox.

 

d5a5bfa0722e904feabea8d175e8c884.jpg

CUMULUS COLLECTION
A cosmetic collection as ethereal as a misted mountain and as striking as a thunderclap. Contains the Stratus Pistol Skin, Cumulus Syandana and Cirrus Armor Set.

CUMULUS SYANDANA
Roiling and swirling with the promise and threat of a thunderhead, the Cumulus Syandana is for those Tenno who dwell among the clouds.

CIRRUS ARMOR BUNDLE
The preferred armor set of those who call both the mists of morning and the fog of war home. A perfect complement to the the Cumulus Syandana.

THE ORIGIN PACK
The Origin Pack is the best possible value for a Tenno looking to boost their Arsenal and get some spectacular new Cosmetics! The Origin Pack features the new Parotia Syandana and 200 Platinum.


General Additions:

  • Added 2 new in-game Challenges:
    • We're Gonna Need a Bigger Boat: Enter the Dry Dock.
    • Some Assembly Required: Assemble a Railjack.


Melee Changes & Fixes:
Critical Chance On Rivens
We recently increased the stats of the ‘Steel’ Category of Melee Mods (True Steel, Sacrificial Steel). We are now doing this for Rivens among other Mods to bring them up! 

  • Doubled the amount of Critical Chance on Melee Rivens and gave the Critical Chance 2x for Heavy Melee.
  • Amalgam Ripkas changed to 187% Critical Chance (x2 for Heavy Attacks).
  • True Punishment changed to 100% Additional Combo Count Chance, -50% Combo Duration.

General Melee Changes & Fixes:

  • Increased the Combo Counter cap of the Venka Prime from 220 to 240.
  • Defiled Snapdragon Stance has received some spice:
    • Added a Slash proc to the third and fourth attacks in the neutral combo.
    • Added a Slash proc to the second and third attacks in the block+forward combo.
    • Increased the damage and combo point value of the last hit in the third attack of the block+forward combo.
  • Fixed ‘Chance to not gain combo count’ Riven curse not applying at all. This Riven curse has been reworded to ‘% chance to gain Combo Count’ for further clarification.

Kuva Lich Changes & Fixes: 
We have 2 design changes to Liches to aid in the co-op nature of our missions, as well as the general mission flow. 

  1. Rank 1, 2, 3, and 4 Liches now drop Kuva for all squad members when a Parazon is used on them - whether that leads to defeat or ranking up, the Kuva is yours on Ranks 1 through 4! You will recall there was a brief window where Thralls could drop Kuva or a Requiem Relic. We removed the Kuva, and are now applying it to Liches. Kuva numbers are balanced against Siphons / Kuva Survival missions, and take into account the fact that multiple Liches spawn in missions. The aim is to not make this the best Kuva run, just an added value. Siphons and other missions are meant to be the optimal path. Rank 5 Liches do not have Kuva as a drop as they could intentionally be kept alive for a vector to acquire Kuva. The Drops are: Rank 1: 150, Rank 2:  200, Rank 3: 250, Rank 4: 300. This is lower than some other discussed numbers because we are now letting it share across Squadmates. 
  2. Liches now run away (but don’t rank up) if you’ve downed them 3 times, but don’t use your Parazon on them. This allows you to overpower your Lich and have it flee, instead of having the only way to remove it from a Mission be your failure to know a Requiem. 

 

  • Operators can no longer perform Mercy kills on Larvling or Kuva Lich. Your Warframe is armed with the Parazon for a reason!
  • More fixes towards Requiem Mod UI lingering on the screen perpetually after failing to Parazon stab the Kuva Lich.
  • Fixed issue with Requiem Mod UI lingering and not updating properly after performing a Mercy on Kuva Lich as Wisp.
  • Fixed Kuva Lich despawning after getting downed while temporarily friendly from Revenant's Enthrall.
  • Fixed issues with the Vanquish / Convert context action appearing on Kuva Liches for Clients.
  • Fixed Kuva Lich weapons showing as fully Mastered in player Profile before hitting rank 40. Affected accounts should now see the corrected Mastered status based on progress.
  • Fixed Kuva Lich weapons not being localized in the End Of Mission results screen if you abort or look at last mission results.
  • Fixed Kuva Lich screen overlapping with the Market UI if the Market is opened while viewing said Kuva Lich screen.

Archwing Flight & Itzal Changes:

Blink has become a universal ability for all Archwings! Your ‘Roll’ binding in Archwing triggers its new Blink mechanic that Blink mechanic that propels over 2x the distance of original Blink (but can't be increased by Mods), with a cooldown of 3 seconds to prevent spamming - but at no Energy cost to you! Adding to the mix, we’ve changed how Afterburner is triggered to allow for simultaneous upward movement during its burn. Previously, the default Afterburner was to hold Shift to Sprint and Space Bar to initiate Afterburner. Now, holding Shift to Sprint and W will trigger the Afterburner once you get some momentum going. This new method may feel weird at first, and we’ll be watching for feedback as we continue to polish for a fluid flight experience.

ARCH LINE has replaced Itzal’s Blink ability:
Launch a tethered hook that either pulls enemies close, or pulls the Warframe towards any stationary objects it hooks onto.


Optimizations:

  • Improved handling of alt-tab when fullscreen, particularly when using the experimental flip-mode optimizations. Please try it again if you had problems before! Please note that there are known issues with Experimental Optimized Flip-Mode when using on cloned displays.
  • Made the optimized flip-model work if you booted up in native fullscreen before switching to borderless or windowed.
  • Improved diagnostics for GPU-driver crashes (we now send you to the website for help).
  • Optimized batch removal of friends to reduce server load.
  • Made some micro-optimizations to screens with a button-bar.
  • Made some micro-optimizations to the categorized grid UI.
  • Made some micro-optimizations to the Mod and Upgrade screens.
  • Made some micro-optimizations to certain UI scripts.
  • Made some micro-optimizations to sorting Mods by "recent".

Garuda Changes & Fixes:

  • Added a projectile explosion range FX to Garuda’s Dread Mirror blood projectile for the local player (one doing the casting) so you can see your output.
  • Slight trim to the Bloodletting cast animation.
  • Bloodletting now gives 35% Energy instead of 25%.
  • Reduced Seeking Talons charge time by around 15%.
  • Increased Seeking Talons Status Chance from 50 to 75%.
  • Fixed motion blur on Garuda's Dread Mirror.


General Changes:

  • Increased maximum Dojo Room capacity from 100 to 128 to accommodate for the new Crimson Branch and Dry Dock additions!
  • Added a new Captura Orbiter Scene so you can finally take a family photo with you and your 99 Domestik Drones - now with a new skylight!
  • We now allow the use of Skins on Zaws - this 2 year old request is finally seeing the light of day after some under-the-hood restructuring. If you come across any issues with Exodia, or odd behaviours, please let us know! Skin compatibility is automatically determined by Strike! 
  • Restored Mirage’s Eclipse granting its ‘light’ buff when Mirage is on fire AND when under the effect of an Electricity Status Effect.
  • Capatilized Ember’s name in her Inferno ability description.

Fixes:

  • Fixed progression stopper in the Profit Taker fight due to inability to rehack the console.
  • Fixed enemies in the Mastery Rank 28 test not taking damage when ragdolled by certain CC Abilities. 
  • Fixed small invisible ledge sticking out along the Plains of Eidolon boundary wall closest to The Ribs.
  • Fixed a small corridor in the Grineer Shipyard tileset appearing darker than intended from the outside.
  • Fixed the Zealoid Prelate getting stuck underneath staircases in the Orokin Derelict Emissary Assassinate node.
  • Fixed Archwing Gox enemy ending up with Storm Trooper level aim when players are too close to it after its laser arm weapon is destroyed.
  • Fixed a [PH] tag appearing in the verification prompt when trading Requiem Mods.
  • Fixing enemies losing their weapons permanently if an Ivara casts a Sleep Arrow on them while using a Rampart.
  • Fixed Atlas, Frost, Valkyr, Nidus, and Oberon's left arm bending in an unsettling way when holding the Opticor with their Noble Animation Sets equipped.
  • Fixed Corinth being attached to your Warframe’s left hand in an awkward position if reload was interrupted.
  • Fixed K-Drives being able to capture Cases in Fortuna Bounties. As reported here: https://old.reddit.com/r/Warframe/comments/d9gspt/apparently_the_kdrive_can_capture_cases_tried_a/
  • Fixed rare case of loading screen hanging when loading into Caloris, Mercury and Relays.
  • Fixed certain enemies (mostly Hyekkas, Drahks, and Feral Kavats/Kubrows) having poor hit detection while held in Vauban's Bastille.
  • Fixed passive Focus buffs not being given or restored if the Arsenal is entered/exited in the Simulacrum.
  • Fixed enemies in Gas City Sabotage not rushing when a hacking console is failed.
  • Fixed Alad V firing his electric shield ability out of his rear during his boss fight.
  • Fixed Ballistica's alt fire ammo not being reloaded properly for Clients if equipped with Mods that reload while holstered (ie. Tactical Reload).
  • Fixed firing and reload animations for Titania’s Hawkmoth Skin for her Dex Pixia exalted weapon.
  • Fixed "No Mods Mode" UI prompt not appearing for Clients in Grendel's Locator missions.
  • Fixed hitting an Eidolon Lure with a Heavy Slam Attacks causing it to disappear after the lifted status ends and respawn far away.
  • Fixed level hole in Grineer Shipyard tileset. As reported here: https://old.reddit.com/r/Warframe/comments/duaye8/just_a_killerkarpfen_post/
  • Fixed level hole in Orokin Moon tileset. As reported here: https://old.reddit.com/r/Warframe/comments/dtwsp7/lua_map_hole_imgur_link_with_screenshots_for_the
  • Fixed counter for Razorflies missing for Client Titanias until one is either killed or spawned.
  • Fixed Captain Vor being affected by the melee "Lifted" status in the "Vor's Prize" Quest. He will now stay firmly grounded as he does in all other scenarios.
  • Fixed the Kohm and Kuva Kohm's Energy ring in the middle of the weapon not using the chosen Energy color.
  • Fixed Mirage's Hall of Mirrors Clones dealing Modded damage in Grendel's "No Mods Mode" missions.
  • Fixed being dragged under the floor after hacking a panel in the "Follow the Stalker" mission in The Second Dream quest.
  • Fixed being unable to cast Nova's abilities for a period of time after casting Null Star. As reported here:
  • Fixed Atlas being unaffected by Vauban's Vector Pads. Rocks gotta go fast too.
  • Fixed the Golden Maw in The War Within quest pursuing the player at a crawl after dropping into the pit.
  • Fixed Golden Maws in The War Within quest not attacking player-controlled (Transference) Maw.
  • Fixed being able to Synthesis Scan more than than the maximum number of Scans required per target. 
  • Fixed "new message" Inbox status being cleared immediately when viewing a new message -- now the message title will stay bold/white along with the green "unopened" envelope icon until you actually click off it (or exit the Inbox screen).
  • Fixed inability to switch to Primary from the Gear wheel if no Secondary is equipped.
  • Fixed Domestik Drones colliding with their own spawn points - was causing wobbly pathing as they ran over them.
  • Fixed Inaros no longer using his Sarcophagus if he dies at any point after using Archwing.
  • Fixed a small collection of enemies such as Sentients and Amalgams when not alert not turning around to look at you when they should, even if you were pumping their backs full of bullets.
  • Fixed an incorrect spawn location that was located inside an ice block in the Corpus Ice Planet tileset.
  • Fixed enemies being unable to get up if they got Rhino Stomped while they were under a Heavy Ground Slam ‘lifted’ effect.
  • Fixed the "Advance Time" tool in Captura causing your Warframe's upper body to swivel when aiming down sights/blocking with melee.
  • Fixed enemy AI having trouble turning around when very close to their target.
  • Fixed AOE Status Effects such as Electricity or Gas not occurring on killing blows.
  • Fixed jittering issues with the Jotunheim Syandana's cloth bits.
  • Fixed Naru Syandana violently clipping through Warframes.
  • Fixed Khora’s movement breaking when inside a Corpus Nullifier bubble with Strangledome active.
  • Fixed script errors in when Wisp casts her Reservoirs.
     

I hope you also fix like Trinity Prime's dress or her back, also put prime effect for ember prime and vauban prime

Link to comment
Share on other sites

8 minutes ago, TheEternalJester said:

I'm honestly not surprised by the Itzal changes, you just seem to want to convince us more and more you don't care much about feedback. The change is a net nerf to Itzal mobility even with the replacement, and you only get a speed buff for other Archwings, but as others have pointed out already: Even removing all of Itzal's powers, it still would be more used in open world. Why? Speed. Plain and simple.

I agree with you here, and I would still use Itzal on Eidolons anyway becuase of the ability to collect all the loot.

Link to comment
Share on other sites

1 hour ago, Haardrock64 said:

So i need a clan for drydock?. Ok thats it, i'm out of this game. Just left my 3 Members Clan with 2 members offline for more than 150 days. WF was a lot of fun for the last two years, but now it seems to be done for a solo player like me. Wish you all the best and a lot of fun with the game.

For what it's worth, they've been saying it's a clan thing since it was announced.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

Guest
This topic is now closed to further replies.
×
×
  • Create New...