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Upcoming Xaku Changes: Round 2!


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Upcoming Xaku Changes: Round 2! 

It's been a little bit over a week since the first round of changes to Xaku went live on PC in Heart of Deimos: Update 29.1.0 (soon to come to consoles). Since then we’ve been keeping tabs on the usual feedback channels to read and review your takes on Xaku in their updated form. We have been pleased to see that generally these changes have been enjoyed thus far, and that we’ve taken a step in the right direction. But as many have expressed, and to which we have found ourselves agreeing, our work is not done yet on this Community Warframe!

So here we are with a second round of changes based on the most standout and widely discussed points we saw strewn across the feedback hubs. Whether it's iterating on Round 1 or offering new insight on Xaku’s abilities, we thank you for sharing!

Note that adjustments may be made between the posting of this Workshop and the launch of the changes listed below. 

General Changes: 

  • Xaku's "The Lost" ability description will now include descriptions of "Accuse", "Deny", and "Gaze" within it. 
    the lost.PNG

Xata’s Whisper (Void Status Effect): 

  • Void damage’s Status Effect will now redirect projectiles to the body part it proc’d on. 
    • How it will work: If you shoot at an enemy’s head with Xata’s Whisper enabled and proc, the bubble will redirect all projectiles to the head. If you shoot at the feet, it’ll be redirected to the feet, etc.! It is however possible that even if you proc on the head but then shoot at the lower part of the bubble it might hit the body on the way up to being redirected to the head.
    • This is a game wide change to Void Status Effect! Now that we have a Warframe that can harness Void damage at the click of a button, it has brought much focus to and discussion around its Status Effect. For those of you who are unfamiliar, in its current state it creates a bullet attractor bubble that directs all projectiles to the center of the enemy’s torso regardless of where it procs. Since Xata’s Whisper applies Void damage to all of their weapons, it was increasingly noticeable to Xaku players that the bubble’s current redirecting position prevents any attempt at enemy headshots until its duration expires. This is one of the main reasons for this change. Headshot disruption ultimately limits your damage output by removing the opportunity for headshot multipliers while it is active. Now, you will be able to use your headshotting skills to greater benefit, while also having generally more options to focus projectiles where desired. Note that regardless of where the Status Effect occurs, it will continue to prevent enemies from being able to shoot at you without having their projectiles redirected back to the center of the bubble. 

Grasp of Lohk:

  • Re-casting will now steal weapons up to the max number of affected targets.
    • How it will work: You will be able to re-cast up to the max number of targets that you can steal from. In other words, you can add to the current batch of weapons. For example, if your max target is set to 6, and you have 3 weapons active, Grasp of Lohk can be re-cast to “top up” to the remaining 3 weapon allowance. Newly grabbed weapons from re-casts will have independent durations from the previous batch - similar to Protea’s Blaze Artillery. 
    • We made re-casting available in Round 1 and set it up to replace the entire current active batch of weapons. Our original reasoning was that this allowed for a ‘fresh’ cast to be made if an undesirable pull occurred. But what makes far more sense is to follow the precedent set by Nekros’ Shadows of the Dead. So now you can maintain your current floating auto-cannon sidekicks and re-cast to refill or top up to the max on command. This will give far more control in maintaining the max number of active weapons you can have at once.
       
  • Added HUD tracker for active weapons.
    • Following our re-cast change, we thought it would be quite helpful to know exactly how many weapons you have active so that you know how many more you can add on re-cast. Instead of counting them manually one by one as they float and shoot around, this is much easier on the eyes!
      Grasp.PNG
       
  • Stolen weapons will no longer target invulnerable enemies. 
    • Currently, Grasp of Lohk weapons will target enemies with grey health bars indicating that they are invulnerable. This clearly serves no purpose as their health cannot be damaged and ultimately takes focus away from more important targets. Not to mention that this is a poor use of the ability’s duration drain. As a result, we’ve removed invulnerable enemies as target candidates and stolen weapons will now redirect to vulnerable enemies within range. 
       
  • Note on Grasp of Lohk’s ‘Target Range’: 
    • In Round 1, we made the distinction between Grasp of Lohk’s ‘Grab Range’ and ‘Target Range’. We then increased its ‘Grab Range’ and left ‘Target Range’ untouched due to “firing range experiments being a bit too wild for Round 1”. As we’ve continued testing, this has held true. In any instance where we’ve increased it, even slightly, we neared a state that we had already established was undesirable due to its encouragement of an ‘inactive’ way of playing (Ember’s “World on Fire” comes to mind before it was changed to “Inferno”). As a result, ‘Target Range’ will continue to remain untouched for this round.

The Lost: Accuse

  • We are following through with our proposed idea from Round 1 and have made Accuse re-castable!
    • How it will work: The same way Grasp of Lohk will be set up in Round 2! You will be able to re-cast up to the max number of targets that can be affected/corrupted. For example, if your max target is set to 10, and you have 5 active, Accuse can be re-cast to “top up” to the remaining 5 corrupted crew allowance. Enemies corrupted from re-cast will have independent durations from the previous batch. 
    • Currently, Accuse cannot be re-cast until the duration expires or all affected enemies are killed. Which means that often you find yourself locked into a corrupted crew that is inefficient due to dwindling numbers, poor initial cast, etc. For those reasons and more, this was a highly requested change that we are happy to make happen! 
       
  • Added HUD tracker for active "Accused" enemies
    • This'll look familiar because we added this for Grasp of Lohk and explained above, but just so that we have intent clear here with Accuse as well! We thought it would be quite helpful to know exactly how many "Accused" enemies you have active so that you know how many more you can add on re-cast. Instead of counting them manually one by one as they run around, this is much easier on the eyes!
      Accuse.PNG

The Lost: Gaze

  • Increased base radius from 8m to 12m.
    • Increasing the base radius range on “Gazed” enemies was highly requested since its defense reduction applies to enemies while they are within the affected area. As we noted in Round 1, we evaluated Gaze and how it performs with established builds that maximized its effects. Increasing the base radius range hits the spot between improving the ability’s effectiveness and managing what is already established as powerful with focused builds. Essentially, more space for more enemies to have their defenses stripped without tipping the scales dramatically on is an already well performing ability when used strategically.  


The Lost: Deny

  • Increased Deny’s beam width and base range (25m to 40m). 
    • Straightforward change to help you target and damage more enemies. More bang for your beam!
       
  • Deny can now be cast while moving.
    • Currently, Deny’s casting animation locks Xaku in place. While we did increase the casting speed in Round 1, it just simply was not enough to fulfill the parkour freedom you’ve become well familiar with in Warframe. Removing the lock brings back the ninja fantasy while also making the most of the synergy between Deny and Grasp of Lohk that we added in Round 1. As we said in our first Xaku Dev Workshop, “more firepower… faster”, but this time we really mean it! 

The Vast Untime: 

The changes we made to The Vast Untime in Round 1 have been very well received and we echo your sentiment that it is in a good spot in its current state. With that said, no further changes are planned for this round. Go forth and Untime Vastly!

Known Xaku bugs planned for fixes: 

It is likely that the following fixes will be released across multiple hotfixes/updates as we make progress on them independently of one another. More fixes are sure to come as well!

  • Fixing enemies affected by Accuse not triggering “On hit”, “On Status Effect”, or “On Headshot” effects from weapons and mods. 
  • Fixing Xaku’s Grasp of Lohk ability targeting phantom enemies in the Ambulas boss fight. 
  • Fixing weapons that shoot bolts or projectiles (Boltor, Stahlta, Paris, Zhuge, etc.) not targeting/damaging enemies under the influence of The Lost: Accuse.
  • Fixing the HUD timer icon for Xata’s Whisper in the top right corner ticking down  regardless of The Vast Untime being active. This was only a visual bug, and did not actually affect the ‘time freezing’ synergy with The Vast Untime and Xaku’s other abilities.
  • Fixed certain Grasp of Lohk Primary weapons (bows for example) appearing as the Void entity orbs that you’d see when cast on Melee enemies, instead of a copy of the weapon. 

When? 

We plan on releasing all of these changes in a future update on PC. For our Console Tenno, you will be receiving Round 1 in the upcoming Cert build and Round 2 changes will come in the next that follows. 

Thanks! 

 

Edited by [DE]Danielle
Adding clarification notes to Void Damage + General changes + HUD tracker changes
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il y a 4 minutes, [DE]Danielle a dit :

Xata’s Whisper (Void Status Effect): 

  • Void damage’s Status Effect will now redirect projectiles to the body part it proc’d on. 
    • How it will work: If you shoot at an enemy’s head with Xata’s Whisper enabled and proc, the bubble will redirect all projectiles to the head. If you shoot at the feet, it’ll be redirected to the feet, etc.!
    • This is a game wide change to Void Status Effect! Now that we have a Warframe that can harness Void damage at the click of a button, it has brought much focus to and discussion around its Status Effect. For those of you who are unfamiliar, in its current state it creates a bullet attractor bubble that directs all projectiles to the center of the enemy’s torso regardless of where it procs. Since Xata’s Whisper applies Void damage to all of their weapons, it was increasingly noticeable to Xaku players that the bubble’s current redirecting position prevents any attempt at enemy headshots until its duration expires. This is one of the main reasons for this change. Headshot disruption ultimately limits your damage output by removing the opportunity for headshot multipliers while it is active. Now, you will be able to use your headshotting skills to greater benefit, while also having generally more options to focus projectiles where desired. Note that regardless of where the Status Effect occurs, it will continue to prevent enemies from being able to shoot at you without having their projectiles redirected back to the center of the bubble. 

 

How does it work when applied with AoE weapons ?
Also, it's still a problem because a teammate with Xata Whisper can prevent you from headshotting if he shoot and proc before you.

A fix for both would be for the Void status bubble to be considered as a body part that provide punchthrough. So, it mean you can still headshot by shooting through the bubble, and also shoot to enemies behinds.
This would be a buff to Void status, but it's not in a good place right now, so I don't think it's an issue.

Edited by lukinu_u
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Very happy with the Grasp of Lohk change, however I think it could at least target exposed boss bodyparts with reduced accuracy and effectiveness.  Right now all bosses with weakspot-exclusive vulnerabilities are immune to 95% of our damage abilities and weapon buffs are still the meta. Also, how about giving grasp of Lohk the ability to target all enemies that are affected by Xaku's abilities at an indefinite range to add further synergy and make Xaku work better in the open worlds?

I also think Gaze is awkward to use as it requires an enemy to be cast on. Could we please be able to cast it on the ground with 50% effectiveness when there's no enemy around? It's really hard to find an enemy that is not getting immediately vaporized when playing in a group, and nullifiers and especially arbitration drones make this ability completely useless as they immediately deactivate it.

The Deny change seems good, but I found the buffed casting time still way too slow to even remotely compete with weapons. I have found no situation where it would have been more valuable to cast deny than simply firing my gun. To clarify, you need CC when you are overwhelmed by enemies, not when you have them standing in a line before you.

Last but not least, the Vast Untime has an incredible ability synergy but evasion is far inferior to damage resistance. Xaku can still not hold their ground under heavy fire, in the range of level 80-100 even a tankier build will get easily annihilated. Evasion is completely anti-synergetic with some mods and arcanes. Chances are that you will simply get your shields stripped by one shot and die with the next. It does not reduce status damage, a burn or electric proc will obliterate Xaku. Any arcane or adaptation that triggers with being hit does. not. work. Xaku is locked out of a whole lot of build variations due to this and their tankiness is purely based on RNG in the case of direct fire. Two lucky shots will still kill you.

Edited by Genoscythe
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23 minutes ago, [DE]Danielle said:

This is a game wide change to Void Status Effect! Now that we have a Warframe that can harness Void damage at the click of a button, it has brought much focus to and discussion around its Status Effect. For those of you who are unfamiliar, in its current state it creates a bullet attractor bubble that directs all projectiles to the center of the enemy’s torso regardless of where it procs. Since Xata’s Whisper applies Void damage to all of their weapons, it was increasingly noticeable to Xaku players that the bubble’s current redirecting position prevents any attempt at enemy headshots until its duration expires. This is one of the main reasons for this change. Headshot disruption ultimately limits your damage output by removing the opportunity for headshot multipliers while it is active. Now, you will be able to use your headshotting skills to greater benefit, while also having generally more options to focus projectiles where desired. Note that regardless of where the Status Effect occurs, it will continue to prevent enemies from being able to shoot at you without having their projectiles redirected back to the center of the bubble. 

My hapless, vulnerable Operator thanks you for making their primary damage type potentially worth something.

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Interesting and welcomed changes. The topping-up recast mechanic on Grasp of Lohk and Accuse will be fun to use, especially since both abilities are affected by enemy count in Xaku's immediate vicinity/targeted area and teammate kills.

Huge yes to cast-on-the-move on Deny. Depending on the width of the Void beam, it might be worth the cost to outright disintegrate enemies in a hallway, or snipe and float heavy units out on the landscapes with the increased beam range.

Did not expect a nice jump in range for Gaze, this should ease the tight squeeze for range mods on my build.

I'm going to need to use a precision status weapon for my Void bubble procs. My Phage is still great at making enemies a wall of bubble barriers for me though.

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vor 21 Minuten schrieb [DE]Danielle:

Note on Grasp of Lohk’s ‘Target Range’: 

  • In Round 1, we made the distinction between Grasp of Lohk’s ‘Grab Range’ and ‘Target Range’. We then increased its ‘Grab Range’ and left ‘Target Range’ untouched due to “firing range experiments being a bit too wild for Round 1”. As we’ve continued testing, this has held true. In any instance where we’ve increased it, even slightly, we neared a state that we had already established was undesirable due to its encouragement of an ‘inactive’ way of playing (Ember’s “World on Fire” comes to mind before it was changed to “Inferno”). As a result, ‘Target Range’ will continue to remain untouched for this round.

 

I doubt the consistency of this decision in a game where wuclone exists. Why not give the guns increased range when you are engaging enemies directly with your weapons. That would make the ability better while also encouraging to be active.

vor 23 Minuten schrieb [DE]Danielle:

The Vast Untime: 

The changes we made to The Vast Untime in Round 1 have been very well received and we echo your sentiment that it is in a good spot in its current state. With that said, no further changes are planned for this round. Go forth and Untime Vastly!

Can we get a ghostly form of syandanas and attachments to show during vast untime? the ability removing almost all fashion is a real bummer.

vor 24 Minuten schrieb [DE]Danielle:

Xata’s Whisper (Void Status Effect): 

  • Void damage’s Status Effect will now redirect projectiles to the body part it proc’d on. 
    • How it will work: If you shoot at an enemy’s head with Xata’s Whisper enabled and proc, the bubble will redirect all projectiles to the head. If you shoot at the feet, it’ll be redirected to the feet, etc.!
    • This is a game wide change to Void Status Effect! Now that we have a Warframe that can harness Void damage at the click of a button, it has brought much focus to and discussion around its Status Effect. For those of you who are unfamiliar, in its current state it creates a bullet attractor bubble that directs all projectiles to the center of the enemy’s torso regardless of where it procs. Since Xata’s Whisper applies Void damage to all of their weapons, it was increasingly noticeable to Xaku players that the bubble’s current redirecting position prevents any attempt at enemy headshots until its duration expires. This is one of the main reasons for this change. Headshot disruption ultimately limits your damage output by removing the opportunity for headshot multipliers while it is active. Now, you will be able to use your headshotting skills to greater benefit, while also having generally more options to focus projectiles where desired. Note that regardless of where the Status Effect occurs, it will continue to prevent enemies from being able to shoot at you without having their projectiles redirected back to the center of the bubble. 

How will that work with AoE weapons? How will it affect allies trying to shoot the target? I suppose it's a step in the right direction but for a general void status change we should also look at what amps will do with this change in the context of eidolon hunts. Crit is still the king for amps not only because of a 2x damage multiplier on eidolons shields on top of everything else but also because the void proc doesnt do anything. Make it so shooting the void bubble increases that damage and suddenly void status proc will become desirable.

 

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Some indicator which shows how many weapons we have on our side (let's be honest its hard to count them) would be great
And im agreeing that increasing range of targeting of grasp would be bad i'd say make it static at max range (so the lower range builds for xaku would still be able to deal dmg) and make it activate/target faster since as of now we can fly through the room of enemies on full speed with 15 guns and noone of them will react under 1-2 secs which will leave us forced to slow down. So weapons activation/reaction time is crucial for some dynamic playstyle to him. Love all the fixes/changes, good to see that feedback accualy is listened to. 
(On the other side, void damage toward grineer units is still on the low side, void damage needs to penetrate/ignore part of armor for it to work)
Edit Using 3 skills which are kind of important at 3rd skill slot is hard to manage would be great if acuse could go with grasp as click/hold and deny/gaze would be click/hold aswell that way we can manage everything and to behonest accuse/grasp should be together since they are kind of in the same category.

Edited by Juliuszeks
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39 minutes ago, [DE]Danielle said:

Note on Grasp of Lohk’s ‘Target Range’: 

  • In Round 1, we made the distinction between Grasp of Lohk’s ‘Grab Range’ and ‘Target Range’. We then increased its ‘Grab Range’ and left ‘Target Range’ untouched due to “firing range experiments being a bit too wild for Round 1”. As we’ve continued testing, this has held true. In any instance where we’ve increased it, even slightly, we neared a state that we had already established was undesirable due to its encouragement of an ‘inactive’ way of playing (Ember’s “World on Fire” comes to mind before it was changed to “Inferno”). As a result, ‘Target Range’ will continue to remain untouched for this round.

 

octavia is and has been in the game unchanged for years but sure ok
DE's fear of turrets is the dumbest thing I swear to god

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I was worried you'd nerf him back 😄 Glad this isn't the case.

The first iteration of Xaku didn't impress me much, but after the first round of changes he's become one awesome frame and I've been enjoying him a lot.

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31 minutes ago, [DE]Danielle said:

In any instance where we’ve increased it, even slightly, we neared a state that we had already established was undesirable due to its encouragement of an ‘inactive’ way of playing (Ember’s “World on Fire” comes to mind before it was changed to “Inferno”).

Do tell me if im wrong but this and certain other mechanics DE doesn't like (turrets, AI help) feels like limiting game choices to normal players due to potential afk play.

I would love to have proper turret frame, or even use xiphos's turret if it had scalebility (which has 10 minute cooldown anyway, why take off power? You cant spam it at every MD terminal or fill defense map with them.) in defense type of missions. Or mind control by frames like Nyx, Revenant or guns by Xaku. But these are very limited due to concern of afkers.

Howerer, i feel like afk players will still do what they do, no matter what. If they dont feel like putting effort in playing, they wont. And normal player is limited so that we can't use fun gameplay options.

Maybe system that will flag you as afk if you idle too long and not let you gain progression (xp, loot) and cutting of energy regen would be better instead of making potentially fun mechanics deal so little damage or have so little range that no one will use it.

 

Would love to see what others think on this.

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52 minutes ago, [DE]Danielle said:

Note on Grasp of Lohk’s ‘Target Range’: 

  • In Round 1, we made the distinction between Grasp of Lohk’s ‘Grab Range’ and ‘Target Range’. We then increased its ‘Grab Range’ and left ‘Target Range’ untouched due to “firing range experiments being a bit too wild for Round 1”. As we’ve continued testing, this has held true. In any instance where we’ve increased it, even slightly, we neared a state that we had already established was undesirable due to its encouragement of an ‘inactive’ way of playing (Ember’s “World on Fire” comes to mind before it was changed to “Inferno”). As a result, ‘Target Range’ will continue to remain untouched for this round.

 

If AFKness is the issue then how about adding encouragements to not AFK with that ability.

Make its range directly dependant on movement or even actions or something like that.

For example: if you stand still and do nothing, minimal range (maybe even smaller than is now), but if you bullet jump, sprint, attack, roll and I dunno what else, then range can get even larger than is now.

 

Alternatively make it have a small range to target around you and a large cone to target in front of you, effectively working like mesa (but I prefer the movement-tied range one instead).

 

  

56 minutes ago, [DE]Danielle said:

How it will work: You will be able to re-cast up to the max number of targets that you can steal from. In other words, you can add to the current batch of weapons. For example, if your max target is set to 6, and you have 3 weapons active, Grasp of Lohk can be re-cast to “top up” to the remaining 3 weapon allowance. Newly grabbed weapons from re-casts will have independent durations from the previous batch - similar to Protea’s Blaze Artillery. 

It is kinda annoying to find groups of enemies for then to be given way fewer guns because they got instantly killed by someone else before my casting was done =)

The change while sounds nice, it doesn't seem to help this issue because of individual timers on the guns, which means I will have a lot of guns and shortly after they will all be gone because I didn't notice the casting didn't actually grab the guns from the enemies in my above scenario.

Edited by HunterDigi
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45 minutes ago, [DE]Danielle said:

-snip-

 

One thing I will say is that I think deny and grasp of lohk should swap place due to the fact that the laser as a hold while targeting a enemy is very clunky but gol having a hold is not an issue plus the amount of energy it takes just for a weak laser is not worth the energy coz of you have to spam it, a ability where you have to target an enemy by holding the button is very clunky, so now deny is the 2nd and gol is a part of the 3rd ability.

That being said here are some ideas (this is something I posted a month ago) that Xaku could have, maybe you can use some of them.

 

Xaku

Increase cast speed of all abilities

 

1st ability:

·       When activated, make the affect look like something related to the void instead of it looking infested like Nidus` 3rd ability on (it seems very lazy visual design to me)

·       Increase the casting speed.

Void improvements:

·       It will increase the crit damage on weapons by 0.1, at 10 procs it will increase up to 1.0.

·       It will increase the status duration on weapons by 1 sec, 10 procs will increase it to 10 secs.

 

2nd ability:

·       Give it the combo multi, the more you use it the more damage it does, the less energy it takes.

·       Range can increase the width of the beam.

·       Fix: there is an issue with it targeting enemies due to it not hitting the radical.

 

3rd ability:

·       Accuse

-        Enemies will explode dealing void damage when pressing the ability again or when the duration runs out.

 

·       Gaze

-        It has a range of 15m that will make enemies hermitized into walking closer to it.

-        Enemies affected have an indicator above their head if/when they leave the circle`s radius.

 

·       Gol

-        Make the guns visually be above its heads instead of to the left.

 

4th ability:

·       Increase the damage to 2,500.

·       (Synergy) if the 1st ability is active while cast, it will do more damage.

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Few things to add on:

  • Grasp of Lohk (2)

Make it so the ghosts do not target Conservation targets. Had several poor Veciopods got zapped due to this.

  • The Lost: Gaze & Accuse

Targets affected should not block a wave in Defense from progressing, similar to Nyx's Mind Control/Revenant's Enthrall/Titania's Lanter.

Edited by Duality52
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44 minutes ago, (XB1)AMONGTHEWEAK said:

It's not really void damage if it does not affect eidolons now is it? 

Any suggestions to make that work without utterly invalidating the existence of amps?

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52 minutes ago, [DE]Danielle said:

Note on Grasp of Lohk’s ‘Target Range’: 

  • In Round 1, we made the distinction between Grasp of Lohk’s ‘Grab Range’ and ‘Target Range’. We then increased its ‘Grab Range’ and left ‘Target Range’ untouched due to “firing range experiments being a bit too wild for Round 1”. As we’ve continued testing, this has held true. In any instance where we’ve increased it, even slightly, we neared a state that we had already established was undesirable due to its encouragement of an ‘inactive’ way of playing (Ember’s “World on Fire” comes to mind before it was changed to “Inferno”). As a result, ‘Target Range’ will continue to remain untouched for this round.

 

I absolutely do not agree with this, can someone explain the logic of how I can grab, as an example, guns from 30 meters but I can't target for the same range, that makes no sense to me. Plus it shouldn't be there call as to how a player plays the game, besides Xaku would NOT be inactive due to the fact that Xaku can be a squishy frame, so your not going to be standing still for very long. So in my opinion this is flawed thinking.

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Make Grasp stop shooting when they don't shoot/melee/cast if you don't want people to afk.... So many solutions and you guys went for the annoying one that cripples the ability.
This is literally the same excuse as the one we got for rev's 4, We don't want people to afk yet we made an ability that's perfect for it so let's bump the cost to insane levels instead of finding a way to make it interactive.

Edited by SSI_Seraph
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As usual, you complain about not wanting to let people AFK when there is not only frames you've made/reworked that let them AFK, but you continue to use the same thin justification despite the counter-examples of you walking back those words. Stop being so hypocritical when the majority of the complaints you'll get will be in regard to Grasp's weapon range.

Edited by TheEternalJester
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