I agree on that part empowering sweep would be better if it grants major protection. Currently its 15% base reduction +4% more for each target, yields 40% dmg reduction if it hits 6 targets.(cap) But considering its melee range and the fact that if you have 6 target focusing on you in pvp, you'll be pretty much dead in a second anyway. So most of the time you dont get any benefit from it in pvp.First of all regarding Wrobel answer:
1. Quote about Rune Focus - i would be positive about it, but after everything we got i have feeling that this quote mean: "we will nerf Channeled Focus to proc mana return only inside rune and 8 sec after leaving rune". So i afraid it won't be buff of Restoring Focus, but nerf of Channeled Focus.
2. Quote about Empowering Sweep - i glad to hear that my idea of increasing duration of damage reduction is achieved Wrobel ears, however after more tests of pts with new sets i changed my mind - it don't need longer duration, but default 15% mitigation buff must be changed to Major Protection buff. Right now many non-vampire templars forced to use this ultimate for tanking and this is pure tanking ultimate, so increasing damage no needed for it, such templars don't have escape option so in many cases they using this ultimate to run away even when no enemies near. In the end it result in having only 15% mitigation buff; with some changes on pts, it will be easier to use ultimates, so in many cases we still will have just 15% mitigation that in pvp means nothing. So, again - change default 15% mitigation to 30% Major Protection, without increasing duration.
Crescent Sweep - this ult cost only 26 more than Dawnbreaker but deal much less damage, so either initail hit should be buffed hard, or ult in addition should get some small changes like increase radius on 1m or short CC.
3. BoL nerf - most frustration from PvP templars regarding this nerf coming not coz nerf by itself but from fact that most effective healing build lost its effective but in return didn't get anything else to fill other roles. And since in qoute we heared nothing about AoE CC/roots/damage mitigation skills/increasing damage, i afraid we still won't get anything noticeble except small buffs. And thats is very bad since 100% healing buff of Inhale and Burnong Embers transformed outnumbered DK into Dk 1.0; and templars must get something as noticeble as this. And i afraid our pain point right now - is playing this class itself.
Breath of Life - I see a lot of Templars complaining about the change that was made with this ability. It heals 1 less player than it did before. From a PvP standpoint, this change was necessary. Breath of life was far too powerful, especially since heals go through LoS. The amount that it heals was unchanged.
Not saying this is necessarily relevant to explaining the recent changes, but, in beta you still had the old skill Blinding Light that gave a 50% miss chance to enemies within 5 meters. Eclipse blocked all single-target magicka spells and could be spammed onto multiple targets. The Restoring Spirit passive from the Dawn's Wrath skill line returned 4% of the character's magicka for each ability cast (they used to all be magicka-based) but was changed to 4% reduction in ability and ultimate cost for launch. You can read about the Restoring Spirit change in this old Tamriel Foundry post or this discussion on Reddit.PhantomSpaceCop wrote: »That noted, the Templar class has the potential to be one of the most powerful classes in the game, and for whatever reason, the GMs are definitely holding out. Maybe there's some kind of stigma on the class based in ancient MMO dev lore that I have no idea about because this is only the second MMO I've ever gotten involved in? Who Knows™.
Guys come on.. You are over reacting on the breath of life nerfs. It's still quite possible to heal people with the new breath of life, even if they are not that good. I use honor the dead currently on live and it's quite enough to carry any PUGs I have the misfortune to pick up in Deshaan. I'm sorry to say this, but if you cannot heal a group effectively without breath of life, it is a L2P issue. How do you think the non-templar healers manage to heal baddies?
Guys come on.. You are over reacting on the breath of life nerfs. It's still quite possible to heal people with the new breath of life, even if they are not that good. I use honor the dead currently on live and it's quite enough to carry any PUGs I have the misfortune to pick up in Deshaan. I'm sorry to say this, but if you cannot heal a group effectively without breath of life, it is a L2P issue. How do you think the non-templar healers manage to heal baddies?
ZOS_GinaBruno wrote:Breath of Life: We understand that many of you are frustrated with this change, but we found the ability was a little too powerful as a single ability (both as a single target and AoE healing ability). We’ve been watching a lot of livestreams, and Templars appear to still be very useful using this ability in conjunction with others. This includes using Focused Healing which now grants you the Major Mending buff, or Healing Ritual which has a decreased cast time. We don’t currently have any plans to change Breath of Life beyond what’s already been done.
Reorx_Holybeard wrote: »ZOS_GinaBruno wrote:Breath of Life: We understand that many of you are frustrated with this change, but we found the ability was a little too powerful as a single ability (both as a single target and AoE healing ability). We’ve been watching a lot of livestreams, and Templars appear to still be very useful using this ability in conjunction with others. This includes using Focused Healing which now grants you the Major Mending buff, or Healing Ritual which has a decreased cast time. We don’t currently have any plans to change Breath of Life beyond what’s already been done.
I was thinking about this last night and I don't really understand how reducing the number of targets from 3 to 2 does in the supposed problem of being too powerful in PVP. It makes it a little less powerful in a large group-vs-group situation as there is one less target but the main heal and the secondary target are still there. I can still sit somewhere safe and cast it all day long and have the main heal keep someone alive which seemed to be the problem certain streamers had with it in the first place.
It gets worse when you consider the addition of Major Mending which means I can safely sit in my Purifying Light somewhere safe and all my BoLs are now 25% greater than they were before. Doesn't this make BoL more powerful in keeping my allies alive?
Personally I'd much rather go with a LoS fix for BoL which would make the biggest difference in PVP and little to no difference in PVE. Make Templars have to be visible when healing allies which will let enemies attack them to stop the healing....attack the healer first is PVP/PVE 101 isn't it?
Do you even play a Templar posting such things? In probably all LOS situations, Blessing of Restauration (BoR) is not only cheaper but also more effective than BOL, because it also gives Minor Resolves and Minor Ward to healed members, and with some smart positioning (instead of standing dumb & still in a rune focus) you can heal ALL group members, not only 2 as with the crippled BOL. BoL is so expensive that it only makes sense in emergency situations and without a LOS. If LOS would be a requirement for BoL, it would probably be dead, because BoR would nearly always be better.Reorx_Holybeard wrote: »Personally I'd much rather go with a LoS fix for BoL which would make the biggest difference in PVP and little to no difference in PVE.
Before this thread popped up I spent considerable time writing up my thoughts on the Templar changes for a post on another thread. But since this is the "official feedback" thread I am just gonna repost the whole thing here since this issues is really important to me, and I am teetering on abandoning the whole game if this goes south. So if I do not make my stand here and now, and these changes go through... Well Let's just hope they wont.
My thoughts on the Templar changes:
Utterly predictable failure from ZOS - instead of fixing the Templar, they made, as people predicted, few token concessions, meaningless changes and nerfed BoL to appease the ganking QQ crowd.
Here's what I gotta say about these changes
Aedric Spear:
- Blazing Spear (Spear Shards morph): This morph now displays a hostile red telegraph if it is cast from enemy Templars.
Oh brilliant, it's already slow as hell and people have been dodging it all the time, supposing that you actually manage to predict where they will run so as to even have a chanve of hitting someone with it. Obviously it needed (along with the slew of past nerfs on damage) to be made more obvious so that poor sneaking NB's can avoid it more easily.
Focused Charge: This ability and its morphs are now more responsive, and will no longer cause you to become stuck in the charge animation.
Yeah, I kinda want to see that in practice before believing this one. Since after all it is exactly the same thing ZOS has said several times before. And note that the way it's worded "more responsive" as compared to what? How it was before, but still less so than other gap closers?
Piercing Javelin: Increased the range of this ability and its morphs to 28 meters from 20 meters.
Well at least it might reach an enemy every now and then. Was funny since wrecking blow, a melee hit seemed to have 15 meter range, that a ranged one would have 20 meter. 28 meters is much better, but it's still a pointless skill since it costs a ton and is fairly weak
Puncturing Strikes: This ability and its morphs no longer knockback and apply crowd control immunity to the nearest enemy on the final hit; instead, they now snare that enemy by 70% for two seconds.
I'd be happy about this if this was not something we have been telling ZOS for over a year now! And after all this time of them claiming it was fine, they finally realized just how stupid it was. Still... no changes about it's aiming, which sucks, the fact that it's a channel which sucks, and the fact that Both Piercing Spears and Burning Light passives are useless against shields... Yeah... not gonna be celebrating about this one either.
Radial Sweep: Increased the radius of this ability and its morphs to 6 meters from 5 meters.
WOW! What an utterly meaningless change. This has gotta be the most pointless change in all of the Patch notes. (Or so I thought, not yet having read the other Templar changes...)It makes a completely useless Ultimate to be still completely useless ability! WOW! The ineptitude just keeps growing.
Radiant Ward (Sun Shield morph): Increased the shield strength bonus from this morph’s shield to 6% per enemy hit from 5%.
And it keeps getting better! WOW - a whole 1 percent more! For the morph most people won't use anyway. No change in it's duration, no change in it's strength, great job of fixing nothing!
And no changes on any of the passives... yeah. A string of expletives on that.
At the very least you should've given Balanced warrior a Spell damage buff - hell the Sorc got Weapon damage buff to go with their spell damage passive many moons ago. At the very least you should've done the same to Templar. Ditch the spell resistance bonus if you have to, it is weak and meaningless anyway. The meta of this game is focused around damage and Spell and weapon Damage are kings in all all considerations. And Templars need a Spell damage buff passive to be on any kind of equal footing with Sorcs as a caster class.
Okay on to Dawns Wrath...
Backlash: Increased the maximum damage limit for this ability and its morphs by 25%, but decreased their damage stored amount by 66%. In addition, this ability and its morphs can no longer be reflected.
I suppose this has some meaning in PVE, but is meaningless thing in PVP. But not all skills need to be useful in PVP, as long as some are and vice versa. And also LOL wut? Increased it's damage by 25% but decreased it's damage by66%? What?
Eclipse: bunch of stuff
Still mostly useless in PVP and vastly less useful than Wings. Besides anyone who is even remotely familiar with it just purges or breaks it, so it's not really useful as such. Except against some PVE targets...
Even so, I would be happy to leave these things for their niche uses, even though they are some of the most over engineered skills in the game only situationally useful, if the rest of dawns wrath was rock solid. Unfortunately it's not. There is only one skill of any meaningful value in the whole tree and it's jeezusbeam, and it too has been nerfed almost to the ground. All the other dawns wrath skills, including the Ultimate, are tricksy, slow, weak and way too costly to actually use.
Enduring Rays:
This passive ability now only increases the duration of the Sun Fire, Eclipse, and Nova abilities.
Increased this passive ability’s bonus to 15/30% more duration at Ranks I/II from 10/20%.
Cool! Another Templar passive that I have no reason what so ever to invest skill points in. There is close to zero point in using any of those skills, so why then use the passive either? You could have put some sort of resource management boost here, like having a Dawns wrath ability slotted gives you resource management buff. The kinda passive all the other classes seem to have...
Nova:
Reduced the effects and visual light intensity for this ability and its morphs.
Increased the damage from the Supernova and Gravity Crush synergies by 16%.
Increased the activation range for the Supernova and Gravity Crush synergies to 3.5 meters from 2.5 meters.
The reduced glare is welcome - too bad it's the only meaningful hanges. Increasing synergy damage? Really? The number one point of most Templars is that how much they suck as anything else but pocket healers, and what you decide to do in your game where every class was supposed to be able to fill every role? You increase Templars stamp of indentured servitude by boosting their group support skills.
Even, with the boost, it's still far too costly for what it brings to the table, and in PVP, only situationally useful in covering breaches. Meteor still serves the same purpose for less cost and with better passives to boot.
Radiant Destruction: Fixed an issue where the execute bonus damage from this ability would not apply if multiple Templars were channeling these abilities on the same target.
The only meaningful change for the whole tree, and it's not even a buff or a tweak but a fix. And it's something that should've been patched up a long time ago. But since Templars aren't Sorcs - who cares about it when our skills are bugged.
Solar Flare: Increased the damage for this ability and the Dark Flare morph by 12%. The damage of the Solar Barrage morph remains unchanged.
So.. let me get this right... after months of us arguing this one needed a buff, and having heard for months how it's damage was in line with other skills and didn't need any change. You suddenly decide it needs a damage buff? Well, thanks for that I suppose. Not that it makes a licking difference, since there is still no reason to slot it. It is too slow to cast, too slow to reach the target and tends just to be reflected back to you if it hits anyone with a shield or who happens to be a DK. (And with your planned changes to nerf reflects, you no longer can re-reflet the reflected attack... whoopdie doo.)
Also, Sorcs just refresh Harness Magicka and thank you for the magicka, while Night Blades dodge it or vanish. So yeah... What this skill would have needed was less obvious animation, and faster flight time, or some sort of proc to compete with crystal frags. I mean a sorc can be on defensive and spam shields and then suddenly retaliate with an instant frag to the face that stuns. and then either bolt away or execute your ass. That is a versatile and powerful ability. The damage increase is nice, and welcome indeed, but the skill is still just too weak, and fails miserably to the versatility provided by it's Sorc counterpart.
Vampire’s Bane (Sun Fire morph): Increased the damage over time duration for this morph to 9 seconds from 7 seconds.
AT this point the seizures of laughter are starting to get really painful... The useless morph of a useless skill gets a useless tweak. WOW. That one sure required an all new low of missing the point!
9 second DoT in this game is meaningless. With animation cancelling and the kind of spamming the good skills enable, you can finish a rotation of 4 skills twice during that time and still have time to spare. You can execute some of the attack, skill, bash combos over three times while that thing is burning. If there were 12 slotted abilities on each bar, then yeah maybe, but we only have 5 + 1 Ultimate. And there is no way in hell I am going to waste a slot on a skill that has a DoT time of 9 seconds while doing measly damage I can out DPS with a simple Crushing Shock light attack spam. And once again with much better passives to boot.
And that is in PVE. In PVP it is even less useful. No one is going to let it burn for 9 seconds. That thing is gonna get purged immediately. And it's till slow and the initial hit is about as impactful as a throwing shredded tissue paper at someone with your off hand.
And I have tried to use it - a lot. In many different combinations. But the bottom line is always the same - It's not as useful as basic spammable than just about any other option. Even when not going with a Destro staff, the undaunted skill Trapping Web is more useful ability to slot than this. The only use for the skill is in it's Reflective light form and that in grinding mobs while doing PVE leveling.
And this coming from a guy who really wanted to like this skill. *** used ti long into the Veteran levels because it fit my character so well. And als olooked cool. The Major prophecy it grants seemed like a no-brainer. A basic spammable, thematic to my Templar with a nice snare and a powerful buff? What's not to like. Well, it's weak as a skill can be, useless in PVP, the ancillary effects of other skills are much better than the snare it provides, and since Cyrodiil is such a ganker haven swarming with stealthed Night Blades, I consider it suicidal to venture beyond walls of a keep without having Mage light on. And with that, goes the last reason to use Sun Fire or any of it's morphs.
And let me just end this section by noting that Restoring Spirit needs a buff. It is in no way comparable to the resource management passives other classes have. And since most Templar skills are hideously expensive as is, it only manages to get our casting cost a tad closer to the base line. It was a high time for you guys to address this issue and buff Restoring Spirit, but... you blew it. Again. As usual.
And the tragedy continues with Restoring light...
Breath of Life (Rushed Ceremony morph): This morph now only fires one additional secondary heal, previously two heals.
Are you out of your frigging minds!?!? So the only thing that we templars had, you decided to nerf? Well, I suppose it could have been worse you could have reduced it's power, which you no doubt will eventually do since NB gankers will keep QQ about it until you cave in.
If you are going to cut 25% of it's healing power then at least cut it's price down by 20%. It's expensive as hell already, and nothing annoys quite like when NB players QQ about your OP self heal and the you go to Cyrodiil and die because the Smart Targetting of the skill decided to heal other players and not you...
This nerf is a deal breaker for me. BoL is the bread and butter of the class, and beyond stooping down to mutagen spam, the most consistent way to get AP in Cyrodiil, since we sure as hell can't kill anything. At least we were able to keep others propped up and thus get them to kill our enemies for us. But no... You really are doing everything you can to drive out Templar players from the game.
Cleansing Ritual:
Increased the healing from the Purify synergy from this ability and its morphs by 12%.
Fixed an issue where this ability and its morphs could be used to cleanse projectiles that were mid-flight. It now matches the behavior of the Purge ability.
Why? I get the last one, since that is a bug. Put what on earth for are you buffing this one of all skills? I suppose it makes for longer sieges, and easier breach defenses but, I fail to see how this skill really needed anything done to it. It's jsut the kind of random meaningless change that you are notorious for. You snuffle the deck for no real reason, changing things in arbitrary fashion and end up with just a new set of issues.
Focused Healing: This passive ability now grants you the Major Mending buff while standing in your own Cleansing Ritual, Rune Focus, or Rite of Passage area effects and for up to 2/4 seconds after leaving them at Ranks I/II, instead of granting you 15/30% more healing to allies standing in your own Cleansing Ritual, Rune Focus, or Rite of Passage.
Another example of these arbitrary changes the results of which are hard to predict. On one hand it's cool we finally get Major Mending, after all it was tad daft that the "best healers" in the game didn't have access to this buff. But then you take away the non typed healing bonus for healing people standing in your Cleansing Ritual, which has been a key part of good Templar healing play from the launch of the game. We also lose potential synergy since this is now replaced with a typed bonus, so wont' stack with other sources of said bonus.
You also make us even more sitting ducks by forcing as to sit in our circles of power or lose the buff in a flash. And this change, when a key thing we as a class wanted was more mobility, you make us ever more rooted in place. I guess the poor NB's QQ too much about having to chase us down. So thanks ZOS ,such a good idea to make us even more static. I'm sure they are happy about this change.
Healing Ritual: Reduced the cast time for this ability and its morphs by 25%, and reduced the healing done by 25%.
Yet another meaningless change. A crappy skill with a way too long cast time is still a crappy skill even if you marginally lower it's cast time while also lowering it's power. No one will still use it.
Radiant Aura (Restoring Aura morph): This morph now grants you and your allies the Major Intellect buff upon activation, as well as having an increased radius as a morph effect.
Another change that completely misses it's mark. A pointless buff is pointless if no one ever uses the skill. Compared to Repentance this one is so weak. And gaining major Intellect is meaningless since Templar resource management sucks anyway, and we are constantly drinking potions and have the buff up pretty much constantly as is. But I suppose the classes that are not dependent on potions for resource management are happy to get all the major buffs for free... From their Templar Servants. And besides, other classes get comparable boosts to their resource management via passives, and Templars need to slot an active ability just to compete? Oh yeah, that is so balanced design that it dazzles with brilliance.
Restoring Focus (Rune Focus morph): This morph now grants you the Minor Protection buff, in addition to granting the Minor Vitality buff as a morph effect.
And the trend of meaningless changes continues it's triumphant procession! Minor Protection is such an insignificant buff to a skill no-one in their right mind is going to use anyway, that it borders on insanity. Stamplars have no need for the skil on their limited bars, and no Magplar can take a pass on Rune Focus since our resource management sucks so much. So buffing an already a weak morph with a really weak effect and thinking it matters is just ludicrous.
Rune Focus: Revised the tooltips for this ability and its morphs to indicate that the Major Ward and Major Resolve buffs will stick to you for 8 seconds after leaving the rune, while the morph effects of Channeled Focus and Restoring Focus require you to remain in the rune at all times.
Speaking of which... There was no reason to limit the morph effect to be only applicable when standing still and asking for enemies to come perforate our lateral orifices. This ability was just fine the way it was way back when it still used to be cool. With this update you should've finally made the thing move with the caster. The fact that the effects wore off after 8 seconds of leaving the rune was a big enough a drawback. Other classes get self buffs that last 20 seconds, and they can zap and zip about the battlefield as they want. The fact that rune focus gave you meaningful magicking regen on the run was one of the few saving graces of the class. But no... that would have meant we were not the red headed step childs of ESO that the other classes can use as a punching back. So that had to go.
All in all... So an utter failure. Not only did you not listen to the the people who play Templars, you appeased those who do not by nerfing us, and failed to make any meaningful change. And you did not deliver on teh two biggest key issues - movement and meaningful synergy. The Templar class has no synergy at all. And crappy resource management. So after months and months of constructive suggestions, hundreds of posts offering feedback on dozens of threads, you manage to come up with nothing. At all.
So, thinking about all those hugely touted big improvements you had planned for the Templar, and the promises of delivering class balance, all I can think of is hearing Gordon Ramsay say:
Joy_Division wrote: »Some feedback on Healing Ritual.
In one sentence: it's a great skill when it works (30K heals!), but it cannot be counted on to work.
When I first started playing my Templar at launch, I did use the skill and was relatively satisfied with how it worked. Part of this was because I didn't really understand the game's mechanics, one of the more prominent templar streamers (yes, there used to be one) used it a lot and I just trusted his judgement, and - importantly - at launch from levels 14-40 or so, the skill actually was reliable. It worked because during those levels the damage players took tended to be moderate and constant, which is exactly the type of damage this skill is best suited to heal.
The main problem with this spell is the type of damage players take in veteran content is completely unsuited for this skill: unpredictable spike damage. This is one of the few skills in the game that a legitimate argument can be made that players are actually hurting their group by using. I was messing around with in Wrothgar and was reminded of why I used it so long ago: the healing it does is actually *very* good (I was getting 30K critical heals without any buffs whatsoever). OK, so for fun I tried to use it on a world boss Daily, the tree guy from Nature's Bounty.
There were 9 people in the group. I was casting this spell a lot and the thought that kept coming to my mind was that 1.5 seconds is a short time, but seemed like an absolute eternity when people started taking damage. As the boss got to lower health, the damage was so fast and high there was no way I could anticipate when it was coming so I just spammed this skill. Yet, 7 people just insta-died, leaving just me and one other person alive. They died waiting for that 30K heal. I immediately reverted back to standard templar operating procedure, breath of life to make sure the other guy lived long enough for all the people to rez so a group of 9 didn't wipe to a World Boss. One second (without even considering reaction time and latency) is too long to wait for a heal. It's that simple.
Something else to consider: I was running some numbers and with the upcoming mending changes, and I think a templar spamming Healing Springs will provide more raw healing over time than Healing Ritual (and far more if the templars uses the Illustrious Healing morph instead). And the healing that comes from Springs is far more versatile because:
- It can be cast while blocking
- It cannot be interrupted
- The healing is constant
- No overhealing wastage that comes with Healing Ritual's 30K bursts
- The templar can move while casting this
- The templar can cast this where she is not standing
- It's healing radius is larger
About the only advantage Healing Ritual has over Healing Springs is a big burst 1.5 seconds after the cast is finished (Healing Springs eventually overtakes multiple Healing Rituals because of the multiple cast times). If there was a less risky way to get that efficient burst, then spell's efficiency becomes very attractive and I think would merit serious consideration. One way to do this would be to make it such that the channel distributed the healing over the entire duration of the cast time. Such a mechanic would do much to mitigate the whole "waiting for a heal" problem. I would try it. Ironically,I think I'd actually want Live's longer cast in such an scenario as the 1 second global colldown in-between skills becomes the main limiting factor. (i.e. longer cast times means more time healing and less time waiting for global cooldowns).
BalticBlues wrote: »Do you even play a Templar posting such things? In probably all LOS situations, Blessing of Restauration (BoR) is not only cheaper but also more effective than BOL, because it also gives Minor Resolves and Minor Ward to healed members, and with some smart positioning (instead of standing dumb & still in a rune focus) you can heal ALL group members, not only 2 as with the crippled BOL. BoL is so expensive that it only makes sense in emergency situations and without a LOS. If LOS would be a requirement for BoL, it would probably be dead, because BoR would nearly always be better.Reorx_Holybeard wrote: »Personally I'd much rather go with a LoS fix for BoL which would make the biggest difference in PVP and little to no difference in PVE.
I have the feeling that in these BOL nerf discussions many people who are posting have no idea how healing and tactical gameplay work in this game, especially certain DD streamers who refuse to have a smart game that requires tactical thinking instead of WB spamming.
A true PvP "solution" for BOL could be if each heal would cause visible waves going from the caster to the healed, as in BoR. This way probably even the clueless WB spammers in their streams would notice where the heals are coming from so that they could more easily kill the smart hiding (because usually chanceless in 1v1 fights) Templar healers. Some streamer cats probably need a navigation system to find the mice.
BoL nerf - most frustration from PvP templars regarding this nerf coming not coz nerf by itself but from fact that most effective healing build lost its effective but in return didn't get anything else to fill other roles.
The biggest issue I see is that ZOS is getting it's feedback from the wrong people. If you read the Wrobel thread, they mentioned they were not changing BOL because of the feedback they were getting from watching the streams from the new trial, Maw Of Lorkhaj. And guess who was doing those trials? Groups such as Hodor and Alcast, some of the top PVE groups in the game. Not the casual Templar healer who is struggling to keep a low DPS or inexperienced pug group alive in a Vet dungeon. And that's been the problem with Wrobel all along, he gets his feedback from the wrong people, just his elite buddies.
Joy_Division wrote: »