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GoddessSand

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Everything posted by GoddessSand

  1. Going around full stealth as in with passive concealment or just maxing out fade and ghost walk skills?
  2. It's hard to tell what is going on in Sicat's case with fade failing. In AK there's the DoT and the fact that often there are area attacks at random locations in the map that hit people, not hard, but enough to knock out their fade. In NB, I would need to know if they were using it at the spawn or after a ME revives them, because DoTs maintain their effect after a re-spawn. In the event DG there's several questions I have about when it happens. For instance are you using ghost walk trying to escape mobs that are tagged the same as a boss that won't just disperse because you used it? Did you try fading while near a mob that saw you before you faded and attacked you after you faded? For the GS's are there mobs that have perimeter sensitivity regardless of fade like the guards in Amara near spawns can sense a faded Arkana? I also wonder about the use of shadow strike while faded as it seems to kick us out of fade when I thought it wouldn't do that since void slash isn't supposed to kick us out of fade. I would like to see DoTs clear out once dead and not linger on after when re-spawning as I used to die several times at spawn because of stuck DoTs. I haven't had that issue as of late, but in the past there used to be people who got stuck in an infinite DoT loop of constantly dying from DoTs that didn't clear out. This happened a lot back with battles with Ankelos.
  3. Try this method if you use Windows 10 to flush the DNS like LunaNyx suggested To flush the DNS cache in Windows 10 please follow these steps: in the search type command prompt. Click on Command Prompt. The Windows Command Prompt Window will appear. Type in: ipconfig /flushdns. and press ENTER. You should receive the following message: Windows IP Configuration. Successfully flushed the DNS Resolver Cache.
  4. So, since the event patch I've gotten that game guard error several times. I was usually able to finally get into the game without needing to do anything but repeat till it finally works. Last patch the loading of the game either wouldn't happen or that game guard screen would show up. How I think I fixed it since it has worked and not seen that issue yet. Windows 10 is my OS, so I can't comment if it will work for any other Windows OS but you could pretty much follow the same steps or similar steps. 1) on the bottom right of the screen by the time clock there's a shield icon with a green check mark, if you can't see it click the ^ icon. Left click the shield. 2) left side you will see Firewall & network Protection, click on that. 3) down below Public Networks in the middle you will see Allow an App through firewall, left click on that. 4) Click on Change settings, it's above the box that has all the allowed apps that are checked. 5) toward the bottom there's Allow another App... icon to left click on. 6) under the white box click on browse icon. 7) Follow the following path line or folders, pathline C:\Vendetta Gaming Network\Scarlet Blade Vendetta\xigncode folders - local disk(usually the C drive or the drive you installed SB to), - Vendetta Gaming Network - Scarlet Blade Vendetta - xigncode 8 ) click on the xm app and then click on open 9) down on the bottom click on add 10) scroll down the allowed apps and features and make sure next to the name of the xm app is checked and the right under private and public that both are checked. Then click on OK. you are done and can close those windows and then try to run Scarlet Blade Vendetta to see if it works like it should.
  5. Just to be clear Void slash and Shadow strike debuff the same things, just half the amount of what shadow strike used to give.
  6. I wasn't thinking of adding them at the rate of what the unique earrings are. But they should completely remove unique earrings from 55+ dg as a drop regardless of replacing it or not. The other option though could be adding them unsealed so people can't sell them but when you get the item you want you could then graft the rare item onto it that you want. Last Christmas they did introduce some unique costumes into the event DG that people might want to try out on their build with the new skills? I personally care about eva and ch-eva stats, though once my buffs are gone having a bit more protection with ch-resist and void is nice. But Not put them in with the rate we currently get unique earrings or just increase the drop rate of them in DTO and DS for people who run out of Passcards and have Legendary Passcards to blow through. Maybe that would help keep some of the player base high once event is over they see that there's still stuff to obtain.
  7. Importance in bold, all others just explaining. @iProtectTo answer your question about being a bit greedy. I was hoping to have the unique earrings removed, there's way too many, not being greedy there just the unique earrings for me isn't needed and I don't care to collect 15 of each with the lack of storage space. To replace unique earrings with unique costumes wasn't to give them the drop rate of the unique earrings, but that unique costumes would be good for the server and good for the players. So, hear me out as to why. First I have a unique costume, I don't need another for the stats. But making them sealed I could use them as a means for trading for unique grafting tools that one has to spend AP to get. When people buy and spend AP that money goes to support the vendetta services and keep the game and sever alive. With all the rare costumes people can obtain without the unique costumes to graft them onto there's no point in people buying unique grafting tools with AP to turn that rare costume into a unique for them to wear and keep the stats of their previous unique costume. There's also no point in having a rare costume if you can't show it off since you want to use the unique costumes for the stats, if there's a point to having a rare costume more people would want to obtain more rare costumes from mystery box. Do, I want to make money off these costumes? I don't really care all that much, I got gold enough to spare. But increasing the game with unique costumes would decrease their values and new players can also obtain them. I've asked for unique costumes to drop more in DTO and DS, but after 100's of runs I barely got 1 unique costume. Adding them to Seona DG with a smaller drop rate than unique earrings and removing unique earrings would improve the dungeon better in my opinion. Not going to touch on the other stuff you mentioned because that's off topic. They should slightly increase the unique drops for lower level dungeons to make them more viable to farm. Though the lower level DGs require less passcards they shouldn't be a 1 in a 100 to get a unique earring. I know you play lower tiers, that's your choice, but higher tiers do have a need for higher level items. Those who play 60+ can't get ancient jewels or spanners as easy as a lvl 59 tier and one would be stuck staying at lvl 59 for months and months without leveling if they wanted to get those ancient items instead of leveling up to pvp with the rest of the players. Putting them so lvl 60+ players can get them was a great move as nobody has been getting ancient jewels and ancient spanners were drops for only a select few people when they dropped.
  8. I think the server is really full of unique earrings by now. What about replacing them with unique costumes instead and making them sealed so we can trade them. Now that we have a lot of rare costumes floating around I would sure love to have more than my 1 unique costume to graft them onto. I think the unique costumes would be better for the community for that purpose so we can rotate what we wear without sacrificing our old costumes that often are paid with money for a new one while still having the stats of the unique costumes.
  9. To level up a pet at 39 you need 12 hour pet hacks, where the pet doesn't lose HP for 12 hours. Then you need to go on a 12 hour afk spree in Suer with that, the pet exp data chip, and as many as allowed pet exp stuff(start with the highest values you have and work your way down just in case the higher and lower value uses don't work with each other). For a pet to go from lvl 1~10 is pretty simple and quick without boosters, but make sure you upgrade every 5 levels. For level 11~20 it simple a bit slower not much, but can be done without boosters but upgrade at lvl 15. 20~30 That's where you can start using boosters, and 30~40 will take I think a week of leveling it up with dedication. But AFK with a pet hack while you sleep and work is the best option if you are in suer or in the VIP of the DL(lower level is slower). Just know that if you afk too long in Suer or any part of the DL you will get kicked after 8 hours.
  10. Now, before somebody calls me stupid, this is more just ignorance as I am still trying to figure out what way to build my own character and not sure about the SE, but here's my thoughts. If the idea is to keep them from using all 3 at once and causing it them to become too OP all together, then maybe keeping them separate is better and the players need to figure out who to use what debuff on. I mean you wouldn't need to debuff a player's resistance and void if they are ch-eva and eva built, but it would be viable to debuff their eva and ch-eva as well as their acc to that they can't hit you while you are attacking them. While players who do rely on their resistance and using that skill on them specifically is better and you don't need to worry about their eva and ch-eva because they don't have any. Then keep them separate and it will actually be to the benefit of the SE, in away, that will have the free debuff for another character rather than using all of them on 1 person. They could potentially use them on 3 separate players too. I think if combining the 3 into 2 skills, I would think that you would take the skill points required for the 3rd skill and add them to the other 2 debuffs so that maxing them out takes more work while not allowing them to have skill points freed up for other uses. I would just be scaling the min and max levels so that each level is gives off less of a debuff per level. So, like if each skill took 6 points you make the 2 skills take 9 points to max. Then take the max effect and put it at level 9 which would be the max of the level 6, then for level 8 it would be as though it was an amount between 6 and 5 previous, lvl 7 would be at the previous level 5, lvl 6 would be between 4 and 5 previous, lvl 5 would be the previous level 4, lvl 4 would be between 3 and 2, level 3 would be previous level 2, lvl 2 would be between previous lvl 1 and 2, and lvl 1 would well stay the same. Just make sure that certain level caps are also accounted for.
  11. First there are 2 characters that can fade and be concealed, the SW and PU. The SW when in fade is free to move around. The PU is pretty much stuck right where they used it, they move they break their concealment. SWs are normally alone class that breaks away from the PT to attack behind the front line to kill the ME. The ME has a Detect buff because it needs it to help people help her from those sneak attacks. The SE has a detect buff because that's what it does, seeks out and attacks players who conceal themselves. I don't know why the WH was given a detect skill but it does and with the ME, it should enhance their ability to detect. The other thing the PU can do along with conceal is detect faded SWs that come within range. It's pretty OP for a PU to conceal themselves and use a detect skill to attack SWs while in fade while the SW is left to their concealment. And if the SW isn't buffed the PU will be free to target and kill them before the SW knows what happened. Now if you started giving other classes a concealment you are looking at making that class too OP. Now let's talk just about the SW, while the SW could have higher concealment on their own to avoid just about any detect skill given to players it doesn't turn out for the best for the SW. Here's why, normally players they attack will have high defenses and the SW will need to break through those defenses to actually kill them. Problem is, if a SW maxes out their concealment they lose their attack power and in most cases that will mean the SW can't kill anybody that they might target and especially so if that target had their defenses buffs up. Normally a SW could identify those buffs are up, but the problem is that many players can just rotate their defense buffs. Take the WH, CB, and DE all have a defense buffs that as soon as one wears off they move to the other, not really fair given that the SW and SE are limited time for how long their defense will last and leaving them vulnerable to attacks after that. Then you have players like the PU(not too sure about this one) and ME that their defense buffs tend to last longer than their CD for them. That means that they can remain buffed pretty much indefinite and to have an indefinite defense buff the SW needs to break through that. If they max conceal they are weaker, so how do you help the SW if it doesn't stay within the group once they go off to attack somebody they can't kill even though they can be hidden well enough to do so? Well, that's where the ME comes in, as the ME could buff the SW with the needed attack buffs to compensate for the their lack in attacks since they used their skill points to max their conceal. That will work but it takes a SW that has their skill tree build right and the right ME buffs to pull it off. However, often times the SW is playing without a ME and that means that even though they can't be detected by others, they also don't have to attack power to pull off a kill attack and are better off being a support attack player. So, that leaves the SW on it's own to figure out what to do with their own concealment. On a side note, the SW use to have a skill called smoke screen that would do 2 things. One it would increase the concealment for them for anybody who went inside it. The other is that it reduced the players acc and ch-acc so that hitting the SW became harder to do. Problem with that skill was that SWs found it unreliable and thus a waste of skill points because it required people to stay within the area and it required the SW to get too close to the target area to use it against their enemy which by that time they were caught before they could use it. Putting it down first and stepping inside was another option, problem is that people knew you were more likely in their and the reduction of Acc/ch-acc didn't work if they weren't in there too. So, players usually just used their range attack skills to attack inside the area without stepping inside. Which again defeated the purpose of trying to reduce their acc/ch-acc for the survival of the SW. Every SW that tried it abandoned it's use and went with just increasing their attacks. With it being abandoned, it has now been changed to cause a DoT attack that players are testing on long term viable uses but seems promising.
  12. That's sort of what I was thinking but with more of a visual look what you would see in game. Then I got thinking about being able to have two builds next to each other side by side and then pick an opponent character to build them and match your character next to their character by way of your skill tree to their skill tree and and their gear to your gear. Which would be an outright insane task, though one could do it in game and move everything themselves into a spreed sheet on their own since formulas and stats are given.
  13. Wish I knew how to program more than just the basics in Java, C++, and Fortran F95. I'd like to create a skill simulator where you can place gears in and it shows you your stats and then as you add skill points to skills it shows what the stats of the skills and the stats you gain with your gears. That goes from Gamma gears up to the eta, theta, lota, and Eplison, which also includes accessories. That way new and old players could see what happens to their character with certain gears and what happens to their output in def and damage. Even get jewels and randoms with your final stats. I could imagine it being a lot of work though to do it.
  14. Anybody rage quitting is them wanting to quit the game in the first place and making these skill changes an excuse. Most people want the easy path to win against everybody and it isn't fair to everybody else. The DE reflect buff going for 30 seconds is pretty long and then being able to go right into iron skin and other buffs after it is like the SW having two skills it can use one after the other for infinite survival. I would say that the reflect buff should only last maybe 10 to 15 seconds.
  15. I'm going to state this here. You cannot be the hero class and be the class that can easily take every class. If this happens it's basically making your class running around in God mode and breaks the game. Also, you need to consider not just the skills of the opponents you face but also the skills of the players you work with. Sure it would be great to have your opponent at a disadvantage over your skills, but then you have your own team at a disadvantage over the other side. Take for instance the ME, if your ME was built specifically to aid you in pvpl, nerfing that class for the goal of nerfing your opponents ME will just result in a nerf to a player in your own team that could help you. Same with the SW, nerfing that class with the goal of nerfing the opponent SW will result in nerfing your own team. If the SW is needed to kill the ME, if the SW is built so that they can't take out your ME then chances are that your own teams SW isn't going to be built to take out the opposing side's ME. The Changes made and your considering of skills your opponent has also need to be considered the skills of your own team. If you have a player that cannot perform due to breaking their skill tree just so you can kill them easier will result in your own team having a broken skill tree and players could kill them just as easy. So, if you are only looking at the opponent and not realizing that your own team is having the same struggles, then you understand what that class faces. you should understand that many of the skills you have to risk dps for a hit. Take for example players who want to hit a buffed SW, you can't expect to hit a SW using crit atk, crit rate, ch-atk, or ch-atk% jewels since those increase your attacks. You have to remove those jewels to use Acc or ch-acc. The reason why WH's got a nerf to their acc/ch-acc added to their skills so that they are more forced to do that. The Acc/ch-acc in those skills allowed them to pull and stun everybody without missing and not risk damage output. So, when it comes to debuffs, stuns, attacks, and passives you have to risk one over the other. Looking at the SW class, I have to choose between higher attacks or higher conceal. Sure higher conceal will keep me from being detected, but I lose my chance at having sufficient damage to kill them. If it was easier to have higher conceal and keep damage high, people would complain about being too OP because nobody can see us and we easily kill them. The SE class being the SW counter shouldn't be easier to have a detect without risk of damage. Those 3 debuffs kinda like how the SW got the shadow strike split into 2, was for people to make a choice on which to use and when. Having 3 debuffs if you can get away with using only 1 or 2 on one player and have a successful kill, that leaves the 3rd for you to use on the next person since in pvp there will always be another person to attack. Using that 3rd debuff in that way would be helpful because you are probably out of stuns and disables by that time and you need something to help take that opponent down. That is because the person attacking that opponent will be either running out of stuns or disables and the opponent will either still have high protection or the protection will be coming off, but you want to kill them faster before they start attacking you or finish off the player they are attacking. Back to the detect, if you want to have greater chance of detecting the SW, you should risk losing your DPS. Playing the SW class myself lowering the SE detect skill point use is a bit OP because the people we need to kill need higher damage output so increasing conceal even if it takes less skill points would be a waste and those players become unchecked. Likewise the result would also prevent your own SWs from getting passed the opposing SEs and their ME becomes uncheck and players on that team don't die. So, considering the WH class with the removal of the acc/ch-acc and a buff to their attacks was so that they could build an either full acc or ch-acc set or blend the two and have the damage to do so. Putting the acc/ch-acc back into skills will cause those skills to have greater damage and not require the WH consider sacrificing damage. The WH shouldn't be allowed to easily pull or stun every class and putting those back into their skill it would need to be recommended to increase the eva and ch-eva of other players thus making those other players too OP against others. While the WH would benefit from the added acc/ch-acc it is too great to allow them to pull everybody too easily. Players should be allowed to escape just like some players are allowed to take on hits without losing too much HP. The one skill that seems really off is the DE's reflect skill. You have a DE buff on that for 30 seconds and those who dare touch him will kill themselves and that DE will be free to attack any player without risk of being attacked unless everybody dots them to death. Which would make DoTs the go to attack and the dot reduction the go to ancient jewel. So, while I don't know every skill that was changed for every character. Understand that the changes made wasn't for your benefit, the opponent's benefit, your own teams benefit, or the benefit of your opponent, it was made to balance out some of the skills that were too OP and skills that were too weak. You nerf one character for your benefit and you weaken the characters that play along side you and to buff a character that plays along side you will result in a buff to a character that is your opponent and you can't be a god player in all fairness.
  16. When you attack the DE with their reflect buff.
  17. Maybe Daddy is writing up the patch notes for Vivi to post while Vivi works on making the patch happen. The complaining thing was basically a general statement not meant to be pointed at you, which is why I made a gap between them.
  18. The patch maybe? Complaints will be posted in the order that they are received, please wait your turn.
  19. @ ΣvilTεrεsα I stand corrected on the Mech order. I was going off memory of players using rare mechs over lower level unique, though it was probably due to the cost. However, I still stand by my word that you don't need a unique mech to PvE if that is all the player is going to do. If there isn't anybody for BGs how are they going to use the unique mech in pvp? Putting them in BGs is to get people to register for the BG, you have to put something there to entice players to register and show am I right? Otherwise they will just farm BGs all day and have no reason to show for a BG. That was my point though I was off on explaining the order of value.
  20. I'd like to see a list of gamma gear stat grouping for each character and then see how the community takes to saying what ones they want. That is for instance bangle carries atk amount from here to here, with def stat, ch-atk stat, etc and the following of those stats will increase at each enhancement. That way people know what to look for to actually sell other than just salvaging them away. Though if one is trying to get the salvage achievement at 29 tier, being able to quickly pick out what not to salvage would be a good thing. Otherwise if people just want rare gears to salvage, farming IV (team mode I think is better than solo) for delta rares is the best location for obtaining the most rare gears because I could get at least 5 per run and 1 run per 5 to 10 min with the right character. Mind you that you have to be what? level 44 or 49, been awhile since I've been in it, and have +12 gears for that level to farm it the fastest.
  21. I'm not going to touch on your comment on uni crystals and uni mech drops because I already talked about them in a previous comment that included major mechs and though the rare mechs were called "shitty" having a unique for the only purposes of farming DGs isn't that necessary because rare mechs are better than the unique mechs of a lower level and easy to get. When it comes to ancient jewels, that's cool you are around to see 7 of them in 3 days. I've yet to see one drop from asmo ever since they put them there. Yes, ancient jewels, though really good to have, are the worst item to obtain in the game since they don't drop from any boss or any DG in the game and pretty much ellis hourly quest are the only true place to have any luck at getting them. Though true Amara tank killing will give you a chance to get an ancient jewel or spanner, when I opened 200(yes that many) at once I didn't even get anything of use that I couldn't have gotten from somewhere else in less time. So, while you get to see ancient spanners from Asmo, some people can't play 24/7 let alone put in more than 3 hours at a time to get them. Though these people who only get to play 3 hours at a time do need away that they could get them other than playing the roulette wheel of Asmo once a day. Which if you think about it, if people take asmo right as soon as it spawns and somebody logs in any time after that and has to get off before the next spawn, they never get a chance to loot one. Some of these players seem to show only for AK or NB and go again because well nothing else to do worth doing at any other time. Increase giving them something worth doing and they may want to play more instead of going and moving on to another game. As far are unique rank 2 jewels are concerned, though they are only 5% better than rank 2 rares at most, they really also shouldn't be that out of reach for players who spend a few hours a day in the game. Having obtained enough rank2 unique ch-eva and crit-atk jewels to make 1 set a couple of years ago, I am currently having a harder time than I did before to get them for my RG toon and it is running around with just rare rank 2. In current end game status the following jewel replicubes seem to be the hardest to obtain, ch-eva, crit-atk, and eva because they really don't drop anywhere common farmers farm including DTO and DS. Because those are the most difficult to find it also means that they are the most difficult to get a unique jewel from. And because they are the most difficult to find and even higher difficulty to obtain a unique jewel, makes them the way too out of reach to make a rank 2 unique jewel given the chance of failure when making them without a SG. So, while you might think that they should be for the top of the top, they shouldn't be that out of reach. if you are a new player and running around with rank 1 jewels getting smacked around by players with rank 2 jewels, would you want to keep playing long if you have a hard time getting rank 2 jewels? Then if you put a rank 1 jewel against a rank 2 unique player then the chances of successfully being able to fight back drops so low that you might as well quit and find another game. Making it easier to obtain the same stuff to compete on the same level will actually help people stay in the game.
  22. Let me first state that from my understanding (unless they changed it) major mechs like major cyberskin you have to have so much RP to use it, you can't just walk into the game as a novice and no ranking to use it. Next you have to use 500,000RP to make a major mech. So, even if you have enough to use it, you have to have 500,000RP more than that to make it. Be warned that taking a lvl 30 mech and converting it to level 35 without sufficient RP will cost you the use of using your new mech and it would have been better to have left the level 30 unique mech alone. A major mech is basically an inbetween mech for level 35. It is better than level 30 not as good as level 40 as far as unique mechs go. level and type lvl 17 magic mech< Level 20 rare < Level 30 rare< lvl 30 unique < major unique mech lvl 35 < level 40 unique< level 50 unique I did leave out the level 40 and 50 rare mechs. Though level 40 rare belongs somewhere between lvl 35 unique and 40 unique and level 50 rare is between 40 unique and 50 unique. The reason I left them out was because they may be slightly more powerful than the under level unique, they are 1 skill shy of what the unique mechs have. So, while the level 40 rare mech is more powerful than the level 35 major mech, it lacks 1 skill that could off set of keeping to the major mech over using the level 40 rare. Same with using a level 50 rare is slightly more powerful than the unique lvl 40, it just lacks that 1 skill in my opinion to justify using the level 50 rare over the level 40 unique. I am fully aware of what they are talking about. Having a Rare mech for purposes of farming is just fine and you can have them in DGs. If you farm enough you could buy a 10% kilo and make it unique or loot a 10% kilo if they put them in bosses at lower levels. Though again I was referring to unique mechs really are only best if they are going to pvp and thus would be a reward for pvping. But if you don't care about having PvP specific loot then why not make ancient jewels and spanners all PvE loot too? I would love to have more ancient jewels and ancient spanners in DGs again, but putting them in BGs as well would be fine by me too. Just not having them Amara bosses with extremely crappy drop rates for anything is stupid. Now if there aren't enough people for bosses or BGs to loot a unique mech through pvp, then they don't really need to be concerned about getting one till level 60 and by that time they should have farmed enough of the DGs for gold or keep farming DGs for gold and buy one in AH or reach level 59 and enter AK.
  23. uni mechs I believe are in BGs and if people joined without regard to winning and just playing to learn how others plays by way of what they will face later on, they could get use to using their skills in pvp rather than button mashing pve farming.
  24. GoddessSand

    Eureka!

    @Beau " were talking about an event to help things even out while waiting for the upcoming patch this is not a suggestion about permanent changes or something like that, " Did I read that right? I think so, GSs are busy with patch to improve things. Right now asking for them to make an event when the next patch will most likely include an event. I said it before and I keep saying it, how thick are you? Vivi said this - I'd rather not buff the early games quest exp, since one of the problems is early levels leveling too quickly and outleveling needed dungeon runs for gear and such (thus being stuck at 40+ with no gear aside from the base items). So exp for them was tuned down slightly to make a better curve without effecting end game. End game has gotten a decent boost as well in terms of exp and such though. Meaning that your exp event will do the opposite of what Vivi said and my suggestion of improving dungeons will help players better than an experience event. You said "I'm thinking that this is a perfect timing to conduct an EXP event, not a one time EXP event but a scheduled EXP event maybe weekly for a set amount of time frame. when you think about it, returning players that are exceptional wont have to waste time finding a party and doing exp grind for weeks." Which you can refer to my earlier quote of what Vivi said and then look at my suggestions for improving dungeons for helping returning players gain exp. If returning players have a hard time finding a party for exp, improving the dungeons for solo runs with increased exp would serve them well. If you think about this MMORPGs and others, this MMORPG is probably the easiest RPG to level up a player that is also fun to play. As I agree that grinding mobs in DV is mindless and boring work a weekly event isn't really necessary as a player could in a week reach level 65 if they put in the work to do it. What you are suggesting in away is that all players who worked their butts off and spend AP to get to level 65 are now going to watch people spend less AP and do less work to reach the same level. Yeah, if they didn't leave the game in the first place, they wouldn't be having this problem now just because many threw a fit over the new level cap, changes in skills at that time, and work they would have to do. So, these people want to come back and be handed a character that is level 65 and fully geared. Ask Gunner how he feels about watching these people have it easier than he did including the costs he made over the past few weeks leveling up why don't you?
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