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The Ambulas bossfight is worse than any invulnerability frame


KaeseSchnitte
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Invulnerability frames on bosses are generally disliked, because they prolong the fight in what feels like a cheap manner. When the Ambulas boss fight rework came around, DE stressed that this boss fight would not rely on invulnerability frames, just as the community at large demanded prior to the update.

However, what we got in the end is even worse than invulnerability frames. There is now a 3 to 4 minute downtime between the actual fight, the rest is just a gimped mobile defense with little to no challenge. Given that the Ambuli themselves didn't turn out to be much of a challenge, in my opinion anyways, this makes the fight even more boring than the boss fights that started the rage about invulnerability in boss designs DE sought to avoid. Against Sargas Ruk or Vay Hek you atleast get pressured while you wait to be able to fight the boss again. Against Ambulas you only have to kill the same boring and weak enemies you always kill.

This actually makes this boss fight the least interesting to me, lesser even than the Sergeant or Phorid. Those bosses atleast die fast.

Edited by KaeseSchnitte
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Keep in mind the level of the boss fight as you critique it. If your complaint is that "it's just too easy", it may be that your loadout is just too powerful to make the fight have any kind of risk or stakes.

Edited by SenorClipClop
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5 minutes ago, KaeseSchnitte said:

Invulnerability frames on bosses are generally disliked, because they prolong the fight in what feels like a cheap manner. When the Ambulas boss fight rework came around, DE stressed that this boss fight would not rely on invulnerability frames, just as the community at large demanded prior to the update.

However, what we got in the end is even worse than invulnerability frames. There is now a 3 to 4 minute downtime between the actual fight, the rest is just a gimped mobile defense with little to no challenge. Given that the Ambuli themselves didn't turn out to be much of a challenge, in my opinion anyways, this makes the fight even more boring than the boss fights that started the rage about invulnerability in boss designs DE sought to avoid. Against Sargas Ruk or Vay Hek you atleast get pressured while you wait to be able to fight the boss again. Against Ambulas you only have to kill the same boring and weak enemies you always kill.

This actually makes this boss fight the least interesting to me, lesser even than the Sergeant or Phorid. Those bosses atleast die fast.

if it was a fight that only had to be done once like in a linear single player I would say I like the fight purely because of how big and cinematic if feels, seeing how this is grind frame where we have to run the same things over and over its flaws and how dull it is really starts to stand out

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7 minutes ago, Melos-mevim said:

if it was a fight that only had to be done once like in a linear single player I would say I like the fight purely because of how big and cinematic if feels, seeing how this is grind frame where we have to run the same things over and over its flaws and how dull it is really starts to stand out

During the devstream and even during the introduction event I had the hope that maybe we'd have to fight many waves of Ambuli, with each wave spawning more Ambuli at once. That'd still not fix the downtime or the boring first waves, but atleast it would get more challenging.

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25 minutes ago, KaeseSchnitte said:

I based my opinion on the Sortie boss fight today, as well as the Kela de Thaym fight, which is my favorite boss fight in the game right now.

Fighting off the security unit, keeping track of Nul combats and shooting down Ambulas without cheese while keeping away from the covering fires of both the escort ship and the space ship makes for an action filled boss-fight.

Kela de Thaym is simply frustrating to me, not in a "Hard" way, but rather simply because she's too easy to kill and the Spawning method is awful.

Entering the room with oblivious teammates takes hours unless you 360 your ignis around.

I spend more time shooting green dots with a weapon that could potentially be of nuclear level than using it on the boss and enemies around ( Which are non-existant ).

In Kela's fight, your teammate will always be your downfall. I don't think Kela's ever actually hit me, but god forbids my teammates from evading an airstrike AoE as they'll end up putting 2 or more marks 5 meters away from you which will potentially kill them on the landing and you if you don't move fast enough.

16 minutes ago, KaeseSchnitte said:

During the devstream and even during the introduction event I had the hope that maybe we'd have to fight many waves of Ambuli, with each wave spawning more Ambuli at once. That'd still not fix the downtime or the boring first waves, but atleast it would get more challenging.

That's just encouraging more cheese though... If you found this fight to be "Boring" then surely a few hundred Ambulas isn't gonna add more challenge to it since you already destroyed the entire meaning of the fight without a care in the world.

You literally had everything in this sortie boss-fight to make your life as hard as it can possibly get without making it impossible for your average players to win.
Nullies, melee units, waves of level 100 enemies while fighting multiple Damage resistant boss, prevented from camping in a high spot by bomb turrets, airstrike and laser cannon.

At this point all I can say is : Tone down your loadout a bit. Make it more challenging for yourself instead.

Edited by (PS4)XxDarkyanxX
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1 hour ago, SenorClipClop said:

Keep in mind the level of the boss fight as you critique it. If your complaint is that "it's just too easy", it may be that your loadout is just too powerful to make the fight have any kind of risk or stakes.

Sortie boss fights should not be having us stand around for minutes at a time.

55 minutes ago, (PS4)XxDarkyanxX said:

Fighting off the security unit, keeping track of Nul combats and shooting down Ambulas without cheese while keeping away from the covering fires of both the escort ship and the space ship makes for an action filled boss-fight.

The mobs chokepoint themselves for you and there are plenty of cover areas to avoid the ship fire while still being able to easily fight off the enemies. Don't overplay what's there. To make matters worse, the paper-mache mooks they throw at you aren't even at appropriate level and the only combas that show up are all in a group at the same time with nothing else.

It's a boring boss fight. Even the ship explosion at the end isn't worth the price of admission.

EDIT: And before you try and tell me, as well, that I should tone down my own loadout, I'm running around with an Oberon, bow, throwing knives, and a Silva and Aegis. The fight is easy, boring, and makes me wish I was doing almost anything else in the game.

Edited by Chipputer
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40 minutes ago, Chipputer said:

Sortie boss fights should not be having us stand around for minutes at a time.

The mobs chokepoint themselves for you and there are plenty of cover areas to avoid the ship fire while still being able to easily fight off the enemies. Don't overplay what's there. To make matters worse, the paper-mache mooks they throw at you aren't even at appropriate level and the only combas that show up are all in a group at the same time with nothing else.

It's a boring boss fight. Even the ship explosion at the end isn't worth the price of admission.

EDIT: And before you try and tell me, as well, that I should tone down my own loadout, I'm running around with an Oberon, bow, throwing knives, and a Silva and Aegis. The fight is easy, boring, and makes me wish I was doing almost anything else in the game.

Sortie are just a slightly higher level of the current content we have, they aren't a completely different mission.
In this regard, a level 40-50 ambulas alone is plenty hard for the average player, add to that the two ambulas multiplier that appear in different areas, the rest of the units and interaction to get an action packed fight.

In the event of you not taking down Ambulas on the first 5 seconds of its apparition, you'll find yourself swarmed by nullies, enemies and turret while taking damage from two other sources.
You're not supposed to sit around for a complete minute doing nothing, but you still manage to cheese your way through because you're not the average player.

I could say just about the same for Kela de Thaym, Doing nothing for the next 2 minutes with an ignis in hand.
Jump left and right to avoid airstrike, cover the green dot with a continuous AoE weapon, oneshoot Kela's phase, rinse and repeat.
Worth being forced into the Arena? I think not.
Fun and entertaining? Not in my opinion and Kela's sobbing at the end isn't worth the price of admission either, Op still enjoys it though, just like I enjoy Ambulas for what he is.

That aside, you don't like this fight so do tell me, what would you rather have?
No side-mission on any boss?
Invincible phases on Ambulas?
Enemies that oneshoot you if you don't cheese the game?
10 Ambulas at the same time?

None of these will add a challenge.

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Kela de Thaym is better in that the length of her "invulnerability phases" are up to the player and the orbital bombardment really forces you to move and to keep an eye on your teammates.

The Ambulas figth only requires you to defend the Ambuli from just usual enemies. Anything that is capable of completing a mobile defense mission will have absolutely no problem completing that phase.

I'd like there to be an artillery fire that covers the whole arena that kills any corpus as friendly fire.

I'd like there to be a hack that we have to shut down, rather than preventing enemies to hack for a set amount of time.

I'd like there to be something that has to be destroyed that can only be destroyed with the laser.

Edited by KaeseSchnitte
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2 hours ago, KaeseSchnitte said:

Of course that would add a challenge. You'd have to make sure not to fight more than one at the same time.

???

Take valkyr. Mod your melee with crit, the stuff reducing armor, and rad. Activate hysteria. 10 ambulas are dead. An orbital strike starts ! 10 more ambulas are dead. You can continue to add as many ambulas as you want, there is still no challenge.

i don't think this is the most efficient way to kill ambulas - this is just the build i used, and i was quickly dispatching (and hacking) any ambula. And then I was scr*wed, because Valkyr is sh*t in mobile defense - this is why i have teammates. And this is why the boss is interesting: you need people to dispatch ambulas, people to hack - and not die while while hacking -, and people to defend. i don't think any frame is good at those three aspects.

 

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1 hour ago, mplokijuhygtfrdeszqa said:

???

Take valkyr. Mod your melee with crit, the stuff reducing armor, and rad. Activate hysteria. 10 ambulas are dead. An orbital strike starts ! 10 more ambulas are dead. You can continue to add as many ambulas as you want, there is still no challenge.

The "stuff that reduces armor", you mean Corrosive? If so, you cant put Corrosive and Radiation on the same weapon. Both element types use Electric damage as a base. If you want a quick armor strip bring a Kavat. 120% armor reduction in one attack. Done.

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2 hours ago, (PS4)FunyFlyBoy said:

The "stuff that reduces armor", you mean Corrosive? If so, you cant put Corrosive and Radiation on the same weapon. Both element types use Electric damage as a base. If you want a quick armor strip bring a Kavat. 120% armor reduction in one attack. Done.

It's possible on weapons that deal innate corrosive or innate radiation damage.

Or just use a high status% secondary weapon with corrosive, remove the armor (health bar turns from orange to red) and then switch to your primary radiation modded weapon.

 

Several ways to remove enemy armor:

http://warframe.wikia.com/wiki/Armor#Removing_Enemy_Armor

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2 hours ago, (PS4)FunyFlyBoy said:

The "stuff that reduces armor", you mean Corrosive? If so, you cant put Corrosive and Radiation on the same weapon. Both element types use Electric damage as a base. If you want a quick armor strip bring a Kavat. 120% armor reduction in one attack. Done.

I mean "the melee mod that reduce armor with each hit". There is a melee mod doing that, i don't remember its name.

 

3 hours ago, KaeseSchnitte said:

As Valkyr nothing is ever challenging. But I don't get why you'd have problems defending the Ambulas. Enemies need aroud 10s to hack it, plenty of time to kill that enemy.

Flying drone are hard to see, and hard to kill in melee. Also, it's hard to maintain your hysteria during the whole defense.

Anyway, you don't have one ambula to defend. You have 2 or 3. Valkyr can't possibly defend 2 ambulas; Vauban can.

 

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6 hours ago, KaeseSchnitte said:

Kela de Thaym is better in that the length of her "invulnerability phases" are up to the player and the orbital bombardment really forces you to move and to keep an eye on your teammates.

The Ambulas figth only requires you to defend the Ambuli from just usual enemies. Anything that is capable of completing a mobile defense mission will have absolutely no problem completing that phase.

1-I'd like there to be an artillery fire that covers the whole arena that kills any corpus as friendly fire.

2-I'd like there to be a hack that we have to shut down, rather than preventing enemies to hack for a set amount of time.

3-I'd like there to be something that has to be destroyed that can only be destroyed with the laser.

The bombardment is activated when nobody else is fighting you, no Kela, no enemies. The only thing you have to do is run in circle below the platform. Your teammates are literally the only thing that will kill you.
The invulnerability phases are restricted behind a clunky "aiming" test that can be cheesed with AoE beams.
Kela's whole fight is literally spent running in circle 3 time to evade the airstrike. There's nothing to use your weapon on beside Kela, which will most likely have 0 armor, frozen to death and Molecular primed into oblivion.

Ambulas requires you Fight waves of enemies, while taking down Ambulas ( Again, granted he'll probably get cheesed somehow, but at least there's nul combats, enemies AND airstrikes WHILE you fight the boss that can and will possibly kill you.
Granted they're the "Usual" enemies, however Corpus all have unique abilities. That's three steps above Kela.

1- So the enemies kill their allies and let you complete the boss fight more easily?
2- Shutdown what, Ambulas? You'll find yourself cheesing him, hacking him once in 5 seconds and then what, end of the mission?

3- Yeah sure, shield generator or Airstrike beacon, requiring the chosen teammate to make a decision by keeping up the fight or help make the fight easier by taking a deadly risk, I can live with that.
 

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33 minutes ago, Chipputer said:

I'm surprise you think you know what will add a challenge considering you think a valid response is to tell someone to mod their weapons less.

I'm surprised that you skipped over a line and used my sarcastic options taken from Op's statement against me instead of providing ideas that could potentially be balanced and "Challenging"

Fighting 10 or even 20 Ambulas at the same time isn't going to be any harder, we play everyday with maximised weapon that could potentially OneShoot level 750 enemies with the right opportunities.

You know damn well that if there isn't invincibilty and side-mission, the boss will end up being a second Sergeant. A oneshot jokes with a high level.
Would you fight 10 Sergeant and call it a more challenge worthy boss?

Would being one-shooted by every moving thing in the boss fight be fair to you? You'd be forced into being either a heavy duty tank, or simply being invisible for the whole fight.

The game threw everything it currently has at you and you still found it boring, what more do you want?
Now, I'm certain there are good ideas out there that will potentially be good and get rid of your boredom, however Op's current idea certainly doesn't make it more worthwhile.
 

Edited by (PS4)XxDarkyanxX
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17 hours ago, (PS4)XxDarkyanxX said:

The bombardment is activated when nobody else is fighting you, no Kela, no enemies. The only thing you have to do is run in circle below the platform. Your teammates are literally the only thing that will kill you.

With the tiniest bit of coordination noone will die during that stage. Paying no attention will get you killed however. A good mechanic overall.

Quote

The invulnerability phases are restricted behind a clunky "aiming" test that can be cheesed with AoE beams.

What is clunky about it? And what can't be cheesed?

Quote

Kela's whole fight is literally spent running in circle 3 time to evade the airstrike. There's nothing to use your weapon on beside Kela, which will most likely have 0 armor, frozen to death and Molecular primed into oblivion.

She is way more deadly if left unchecked than any Ambulas could be.

Quote

Ambulas requires you Fight waves of enemies, while taking down Ambulas ( Again, granted he'll probably get cheesed somehow, but at least there's nul combats, enemies AND airstrikes WHILE you fight the boss that can and will possibly kill you.
Granted they're the "Usual" enemies, however Corpus all have unique abilities. That's three steps above Kela.

The enemies are standard grunts, they pose no threat, let alone a challenge. Nullies only spawn at the 3rd wave, getting dropped from the ship. The airstrikes are heavily delayed, have small AoE's and don't even deal much damage if they hit you. Any movement whatsoever will be enough to evade the airstrike, which is easy enough, given how much space there is in the tile.

That are three inconsequencial steps that make hardly a difference.

Quote

1- So the enemies kill their allies and let you complete the boss fight more easily?
2- Shutdown what, Ambulas? You'll find yourself cheesing him, hacking him once in 5 seconds and then what, end of the mission?

3- Yeah sure, shield generator or Airstrike beacon, requiring the chosen teammate to make a decision by keeping up the fight or help make the fight easier by taking a deadly risk, I can live with that.

What kills the enmies would also kill you. Get to cover or be obliterated.

You kill Ambulas, enemies start a remote hacking sequence to get it back online, you have to stop them. Sopping the hack will force the enemies to recall Ambulas immediately, ending the intermission period. That'd allow you to control the length if that stage by ending the hack quickly.

What decision? First of all, that laser isn't oneshotting you, so you could just run through it, secondly, getting the laser to destroy something would be as easy standing on the object to be destroyed and wait for the laser to reach it. It'd give you some sense of different roles during that fight.

16 hours ago, (PS4)XxDarkyanxX said:

I'm surprised that you skipped over a line and used my sarcastic options taken from Op's statement against me instead of providing ideas that could potentially be balanced and "Challenging"

Fighting 10 or even 20 Ambulas at the same time isn't going to be any harder, we play everyday with maximised weapon that could potentially OneShoot level 750 enemies with the right opportunities.

If you are looking for "hard" content, you're playing the wrong game. I'm asking for something to do while waiting for those 4 minutes. 8 more Ambuli per wave would certainly make the wait more interesting.

Quote

The game threw everything it currently has at you and you still found it boring, what more do you want?
Now, I'm certain there are good ideas out there that will potentially be good and get rid of your boredom, however Op's current idea certainly doesn't make it more worthwhile.

The game did certainly not throw everything it had at me. Even Kela was more challenging and engaging.

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6 hours ago, KaeseSchnitte said:

With the tiniest bit of coordination noone will die during that stage. Paying no attention will get you killed however. A good mechanic overall.

What is clunky about it? And what can't be cheesed?

Before hand, I feel the need to warn you, I'm absolutely sick right now so the arguments below might be phrased weirdly, sorry about that.

[...]
Fair enough, but I feel like she's still missing something. shooting targets with little health that don't move in order to activate her phases just doesn't make it for me.

The "Little health" and "Don't move" is mostly what's annoying about it. The airstrike is dangerous in such a small map, but it also becomes so easy to evade when all you have to do is circle around and lookout for giant orange circle on the ground. There's too much focus on the airstrike not to evade it.
The reason I prefer Ambulas's airstrike is because you'll find yourself zooming in towards the enemies that approach while the circles drops down under your line of sight.
If you're careless, you'll get some damage.

Agree, there is a lot that can be cheesed, but the aiming test simply makes it too easy. The circles are so close to each other that a few simple swipe in a circle with a beam weapon/machine gun could possibly activate them all at the same time.
At the same time, charge weapons and slower fire-rate weapons are stuck with massive damage load that will most likely be completely useless against this test.

You usually want to consider chance to hit the target when using automatic weapons and damage on hit when using slower fire-rate weapons when taking an aiming test.

Here's an short example of what I would rather have as one of her invincibility phase :
A fast moving target with moderate health that isn't affected by powers ( Just like the green dots ) that moves around the small arena, it allows you to keep shooting the target as Airstrikes falls down every 10 seconds or so. Your attention is divided between finishing faster and surviving. ( That doesn't fix the fight against Kela, but does make the invincibility phase a little more enjoyable for ( Almost ) any type of weapon.

Using automatic weapons gives you more chances of hitting the moving targets
Using heavy and slow weapons gives you a chance to rely on your aiming skills so that you may deactivate the target quickly.

You're probably wondering, well how would that change anything for cheese weapons?
Well the target is ever moving, behind walls, under the ring, left and right, down and up. Using beam weapon in a circle for 2 seconds isn't going to do anything to it if you don't actually aim at it and Ignis simply covers your entire point of view with a bright and massive light/flame which mean that even if you waste a thousand bullet in thin air you won't damage it by accident.

6 hours ago, KaeseSchnitte said:

The enemies are standard grunts, they pose no threat, let alone a challenge. Nullies only spawn at the 3rd wave, getting dropped from the ship. The airstrikes are heavily delayed, have small AoE's and don't even deal much damage if they hit you. Any movement whatsoever will be enough to evade the airstrike, which is easy enough, given how much space there is in the tile.

That are three inconsequencial steps that make hardly a difference.

They may be standard grunt for us, but the unique abilities makes it a hassle for the average player.
It also takes your mind somewhere else when fighting since those guys are an extra source of damage taken, grunts or not.

And as I mentioned above, if you attempt to play with guns against those enemies, it'll hide the Airstrike circle right below your line of sight and the same way around, the airstrike might take your attention away from an obvious death-lasers coming straight from Ambulas. ( It's just slightly too under powered to be a real threat )

I have to agree that the damage output of those isn't the best when you compare it to Kela's airstrike, but there's also so much more to lookout for.
Imagine the same fight with bombardments that kills you in one hit.
You, as a veteran, will most likely out-smart it.
The average player, however,  will find himself aiming to get Ambulas weak points, defeating enemies with abilities while he's being bombarded from two different sides.
( I suppose that augmenting the laser output depending on mission level just might fix that though... )

Don't forget that this boss has a mission failure feature, if you manage to lose even one Ambulas, you'll probably lose the other one that spawned at the same time for the same reason. 3 "Failure to hack" is very easy to achieve when two Ambulas comes at the same time.
The difficulty for this boss is gradually increasing over waves which also allows your mistakes margin to increase.

6 hours ago, KaeseSchnitte said:

She is way more deadly if left unchecked than any Ambulas could be.

She could very well be, however she's also the only thing you need to pay attention to when fighting her.
She'll find herself being obliterated by 4 different type of powers and weaponry before she can even enter her deadly phase
Sorry I really don't know what to expect, she's always been killed in less than a minute on any of her boss fight I've participated into. I'm actually really curious about her powers, but she never pushed that far due to how her fight is made.

6 hours ago, KaeseSchnitte said:

1-What kills the enemies would also kill you. Get to cover or be obliterated.

2-You kill Ambulas, enemies start a remote hacking sequence to get it back online, you have to stop them. Stopping the hack will force the enemies to recall Ambulas immediately, ending the intermission period. That'd allow you to control the length if that stage by ending the hack quickly.

What decision? First of all, that laser isn't oneshotting you, so you could just run through it, secondly, getting the laser to destroy something would be as easy standing on the object to be destroyed and wait for the laser to reach it. It'd give you some sense of different roles during that fight.

1-The idea is understandable. Does damage resistance affect our survivabilty or is it more of a "You didn't move, now you're dead" situation?
I also have to ask, what would the cover be?
Is it an "active" cover as in, have one of your teammate hack a console to lift up some sort of Magnetic shield
Or is it more of a material cover like those giant orange box beside the Ambulas spawn point?

2-That feels a bit ambiguous though. A boss fight that relies on hacking every 30 seconds.
If I may, how would you feel about this rather :
Once one of the Ambulas has been defeated, the guy ( Whatever his name is ) begins to panic and send in the Airship to provide fire-support as fast as possible.
You may either
-Hack a corpus Ground-Weapon to damage the ship, meaning that the pilot will choose to pick up Ambulas ( If hacked ) or retreat to the spaceship ( If alive )

or you may
-Shoot down the airdrop ship weaponry and render it unable to provide aerial support, the same style applies, pick up Ambu if hacked or retreat if alive.
This gives a reasonable amount of time to the mission while making it possible manage the length and lets you choose between taking a risk being outside to protect Ambulas or being inside at the safety of a building while having less access to Ambulas.

Basically the fight against Ambulas alone has somewhat of a breather for the average players, but once the "Mobile defence" begins it'll become harder to protect the boss unless you quickly do something about it, but it'll also be manageable to finish the mission quicker.

3- I was emphasizing on the "Different roles" as well, leaving the range of your teammates to go alone in a zone with enemies is what I'd call a "Risk" for both side of the team.

6 hours ago, KaeseSchnitte said:

If you are looking for "hard" content, you're playing the wrong game. I'm asking for something to do while waiting for those 4 minutes. 8 more Ambuli per wave would certainly make the wait more interesting.

I may have misunderstood your intention as I saw "Little to no challenge" and "I expected fighting hordes of Ambulas" as I read your post.

However, I do still believe that fighting 10 of the same boss at the same time isn't going to make it more fun to play.
Rather it pushes the player to think of the best way to kill every Ambulas targets in less than a second so that the fight may be done and over with.
Hacking 10 Ambulas without failure also seems like a strong bad point to it.

I'd prefer to focus on secondary objectives that make you take off your eyes of Ambulas in-fight and after-fight.
As seen one paragraph above, needing to take cover or shoot down an enemy that's harmful to your survivability seems to be a better choice than fighting 10 time the same boss. ( Consider that you also have to beat that boss multiple time in a game like warframe for pieces/mods and items at the end of the mission)

6 hours ago, KaeseSchnitte said:

The game did certainly not throw everything it had at me. Even Kela was more challenging and engaging.

As said above, she just doesn't have what it takes in my opinion.
I'm sure she's a great boss to fight when time runs longer, however she's too vulnerable to anything and everything to even make it that far.

She's the only target for 4 different warframes
Nothing prevents power usage at anytime ( At least I don't believe it does )
The arena is so small it's hard to actually miss when you use a power.
Her invincibility phases are hardly interactive other than the Orange Circle of Doom and those are starting to feel a bit repetitive.

I could go for a random event from time to time when she goes into her bunker room.

That was a long answer, I'm not even sure it's coherent enough to be read properly, do need to apologies again if anything sounds unreadable.
Edit: I accidentally tabbed out of the page when I meant to press "Answer" nearly had a heart attack here. Thanks DE for saving the wall of text ;_;

Edited by (PS4)XxDarkyanxX
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