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Idea Necro Rework

Discussion in 'Capture the Flag' started by Proterozoic, Jul 13, 2018.

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  1. StormNox

    StormNox Active Member

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    I was just trying to make the class a bit less like heavy because it is still a melee class with no special abilities [in its various forms it has special abilities but they are not as big as assassin's insta kill]. As mentioned earlier, necro players would use blaze mode more often due to the fact that it has no actual debuffs [if for the water element regeneration 2= poison 2 then water element will do 4 hearts which is not a lot and most maps do not have much water in it]. This is why i proposed a change to make the class a bit less like heavy.

    Since skeletons have a bow, skeleton form should also get a bow with a certain amount of arrows. Also blazes can shoot fireballs, blaze form should also be able to shoot fireballs.

    These ideas perhaps would give necro a ranged ability, which therefore makes it less like heavy. However with these buffs must come with debuffs and you can decide that if my idea is implemented in your post [little chance my idea is suitable though].
     
    #21 StormNox, Jul 17, 2018
    Last edited: Jul 18, 2018
  2. Proterozoic

    Proterozoic Wiki Team is a Semi-Staff Rank

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    You don't need what you would consider "special" abilities to make a class playable or fun to use. Yes, there are a LOT of things I could also add to the different mob forms, but that doesn't necessarily fit in with the role I'm trying to promote (what use would a bow and arrow or fireball be to a player trying to steal in the flagroom). What would you even consider to be like heavy? Isn't soldier just a weaker heavy with the ability to climb walls? Isn't Medic just a weaker heavy with the ability to heal players? Isn't archer just a weaker heavy with a bow and arrow? The point here is that just because it plays like heavy doesn't make it boring or doesn't fill a niche. In this case, necro would play like heavy (as you would put it) but has the ability to change form, giving it immunity to headshots, making it faster and making it immune to pyro fire and frenzy. Those are significant in their own right.
     
  3. EmperorTrump45

    EmperorTrump45 Dank Memer

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    yo waddup inactive forum troll here here to give you some of that daaaaaaaaaank feedback (in 5,000 words or less!)

    jokes aside I like the idea behind this rework but the rework itself seems kinda weak. It's also boring. Necro gains or loses some stats with each form but the only interesting thing (imo) is headshot immunity in zombie form. To "break it down" as you say, I've listed each form here with my opinion of them

    Zombie form:

    the only scenario where I could see anyone actually using this would be if they're tanking damage in a fight and need some buffs to avoid dying. But since Necro armor is significantly worse than Heavy armor - and on par with soldier, medic, and archer - resistance 1 is not going to make you tanky enough for you to survive for very long. You also don't get a damage steroid so it feels like a weaker heavy/ripoff dwarf. It seems like you want to make Necro tanky with this

    but it doesn't work when you impair its mobility while it has comparable/weaker resistances to solider & heavy. It also doesn't work when the slowness just makes Necro even more susceptible to Assassins and Ninjas (it is not a 'tank' when it can be 1 hit at all times). Clarity on this would be appreciated

    Skeleton form/Blaze Form:

    I didn't know weakness 3 was a thing. I also don't know what it's doing in this rework. It's like you came up with a new, creative way to make Necro do absolutely no damage. The speed 1 buff also doesn't turn Necro into a recovery or capture class either since Assassin, Ninja, and Chemist are all faster or have more mobility (Ninja enderpearls). Theoretically this could work well with the Blaze form to steal the flag from Pyro but the cooldown between form shifts ruins this. And, once again, the class can be easily killed by Assassins. This isn't Mage where you can actually reliably deny Assassins if you're good enough - via your cc chain (ice spell, knockback, and flame spell). Necro has no effective engage or disengage from a class that can quickly gapclose and one hit. Medic and Chemist also easily outclass Necro for this reason, and they also have comparable/much higher dps (especially Chemist).

    Ofc if your answer to that is 'teamwork' then sure, teamwork. It's a team game and that's a fair answer. But classes should excel at something and this Necro is bad as far as capturing is concerned (which is an issue since you say it's one of the primary functions of the class). Even current Necro might be better because, on certain maps, you can effectively distract with your mobs and steal the flag in the meantime. This rework is also somewhat situational with capturing. Sure it could be useful on maps like Opposites Collide where there's actually lava but a lot of maps don't have lava. And other maps, like Beaver Creek or Orchid Cascades, it's comparatively weak (due to you know, more water).

    I combined the two forms into one section because it seems like they were meant to be used together more than the Zombie form.

    As for the fire aspect shovel, that's a knockoff version of 2012 Necro with its sharpness IV, fire aspect wooden sword. I don't see how it's OP. It could even make for some interesting teamplay. It also boosts Necro's damage - the only ability in any form that does. And coincidentally, it's about the only thing I like in this rework.

    Other criticisms/observations:

    It's obvious that this Necro is designed around the team scene. I think that's the wrong way to go for two reasons: 1) huge playstyle/skill level difference between most people on teams and casual players, and 2) the team scene originated from the casual scene

    [​IMG]

    I understand you have deep thoughts but we do not need a 500 word segment about how "reworks of a class should address issues with that class" and so on. You made a rework? Great. Let's see the rework. Everyone already knows that Necro is trash. There's been 50 previous threads about how Necro is trash, just because you said it with more words doesn't make it more trash.

    Okay

    Yes you have said that already.

    How many more ways can you think of to say 'useless'?

    So... useless?

    Man it's almost like Necro is useless or something

    There is no need to repeat yourself this much. Everyone knows you have a big vocabulary and like to write large paragraphs. That is not why they (or I) read this thread. I even reread this post to make sure I didn't repeat myself. You should give everyone else the same consideration.

    You point out that Necro does little damage, and I agree. That is a legitimate problem with Necro. Yet in your rework you introduce nothing to actually fix this problem - the fire shovel aside. If I'm wrong about that correct me, by all means. But I'm not seeing the fix here.

    You talk about creating something that players would enjoy playing. Since when did anyone enjoy playing balanced classes? I mean, isn't the reason why you play so much Archer because the class is inherently imbalanced - towards you? That's why I enjoy Engineer and hate Elf.

    No I don't think you are. You literally wrote a 608 word dissertation against adding mobs to Necro (for distraction purposes or something else - which you agree would be useful for capturing) and when @StormNox suggested adding some special abilities (something which I'd also like to see) you said

    How so? Abilities, outside of what you've listed, could be useful. They could - for example - make this capture Necro actually good at capturing. For instance, the idea about health siphoning from enemies doesn't really fit with Necro (like you said) but it could be tweaked to fit in better. It could be an ability unique to the zombie form, after all zombies eat humans. So it would make sense that damaging someone in the zombie form would regen some life. That could add sustain that would make Necro's zombie form more tanky, which you say it's supposed to be.

    -> adds form with slowness and headshot immunity & 5-10 second cooldown between form shifts

    Or you could just code mobs to follow you around like they used to?

    When you put this much effort into discrediting suggestions it doesn't make me think that you actually want suggestions. That said, here's what I would change about your rework:

    -remove cooldown between form shifts
    -remove weakness 3 from Skeleton form
    -add unique abilities to all 3 forms, some of which can revolve around capturing
    -increase zombie resistance to resistance 4, decaying over 3 seconds to resistance 2
    -add stone/iron sword
    -add bow to skeleton form
    -add 1-3 baby mobs that follow you around. different mobs for different forms

    That's just some stuff I thought of off the top of my head. I think it would make your rework better, but that's just me
     
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  4. Proterozoic

    Proterozoic Wiki Team is a Semi-Staff Rank

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    I'll deal with the points that are totally irrelevant to the rework first and then get onto that.

    Firstly, thanks for the meme.
    ... because not everyone is like you and has not read those threads. This thread sums up the problem and suggests a rework accessible to those who do not have a deep knowledge of the gamemode

    You seem to have said that you're getting tired of me repeating myself multiple times in multiple different ways. Are you sure you reread your own post?

    Elf has been fixed, I invite you to play it. Introducing an overpowered class into the system when everything is "balanced" would be ridiculous. I'm all for making things more powerful but there's a time and a place. This is suggesting a rework. We can work on the buffing another day. I can't speak for others, but given a good number of people have responded positively to this rework, I imagine that they may enjoy playing something like this even if you don't.

    Just because I'm open to ideas doesn't mean I have to agree with them. I wrote a detailed response to him because he deserved a proper response as to why I didn't want to take that idea on board. I'd give you the same courtesy (although your phrasing could use some work, or I may decide otherwise).
    Sure, I could thematically change things up to fix things. I might take that on board when I come to adding/fixing things (so long as it's not overpowered). I dismissed it initially as I didn't feel it felt thematic, I may change that.

    onto the actual rework:

    Zombies tend to shamble, which is why it was designed to have a slowness debuff. It isn't significant, and chemist buffs can neutralise. I can change that debuff if necessary

    No idea is perfect. Do you have a debuff idea that doesn't involve slowness? Forgive me for repeating myself, but you did bring the issue up in separate spots.

    weakness 1 = -0.5 damage. weakness III = -1.5 damage. You'd be doing as much as an archer sword per hit. It is not "nothing". Speed can be buffed. Again, apologies for the repetition but assassin is the counter to this class and if multiple people dislike it, I can change it. All classes are situational to some extent (archer isn't particularly good at OC V, nor is heavy particularly useful on skyworlds).

    Mobs offer little real damage output as their poor AI means they cannot get that damage off on the player before they are killed. This changes the focus of damage output to the necro, meaning they can more efficiently get damage off (albeit they have to be skilled in combat to get the best out of it).


    I disliked the old necro anyway, mainly because it was a stationary class in what is a mobile gamemode. Sure, you could code the mobs better. I wouldn't personally fix the class like that (we can agree to disagree on how that should be done).

    - Cooldown form shifts was suggested to me several times. What I'm thinking of doing is removing the combat lock and changing the cooldown so it's more versatile
    - weakness III only reduces damage by 1.5 hearts, so it's not as significant as you'd think. Things can change with buffs and nerfs (still alpha stages, of course)
    - resistance IV is too much to begin with, an 80% damage reduction, even resistance II at 40% reduction is very high. Heavy is meant to be the classic balanced class in terms of damage and armour without additional abilities. If your class has 40% reduction (so more armour than a heavy), does nearly as much damage and has additional effects, you've gone too far.
    - Immunity to headshots is a unique effect for capturing as you can avoid being recovered on by archers. If you have other ideas for the other classes that thematically make sense, I'm all ears (I wanted to keep things simple but as I have stated already, open to ideas)
    - Assassin is supposed to be the counter to this rework, hence the shovel. I can change that if people believe it is too weak to assassin (the buff is in relation to the recent nerf)
    - bow was a consideration. Felt like it would become a random extra given it's focused on capturing, but I'm happy to reconsider
    - mobs as I've already said in a response to @StormNox


    because we're not in 2012 anymore?
    Care to explain this a little? I'd like to see how I can fit this into a more casual gamestyle. I want the classes to actually take skill to use. I thought I had made it simple to use for even a new player, but perhaps you have a better idea?
     
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    #24 Proterozoic, Jul 18, 2018
    Last edited: Jul 18, 2018
  5. StormNox

    StormNox Active Member

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    I would personally agree that i do dislike mobs as i have had numerous complaints from teammates saying 'Differentiating, please kill your mobs, they are getting in the way of my pyro arrows'. I only suggested bringing mobs back in to keep a bit of the old necro and to make it different to heavy.

    However since it is focused on capping, zombie form is pretty useless given that it has slowness and the only significant good thing about it is that it is immune to headshots.

    I also have a question. If you happen to get knocked off a cliff and about to fall into water and you are currently in blaze form, you could just switch to another form to avoid taking damage. And if you are in zombie or skeleton form and someone knocks you into lava, then you could just change to blaze form. Can that happen?

    I would suggest giving a delay between switching hotbar slots and actually changing class to prevent that from happening. The delay would only be 2-3 seconds.

    Also if you do switch to zombie form while having the flag, since you have slowness an assassin can easily assassinate you even though you have immunity to archer headshots.

    I would suggest that headshots deal half a heart of damage [amount can be changed] to the necro. On the archer maps [beaver creek] the necro can pretty much easily go across the battlefield to the flag.

    Please look at my suggestions though you do not have to include any of them.
     
  6. Proterozoic

    Proterozoic Wiki Team is a Semi-Staff Rank

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    Thinking about it, slowness is going to be removed. Another buff may also be added (unsure as of yet)

    Currently, it would be difficult due to the combat lock. I am going to change it to no combat lock in favour of a cooldown after considering my options which would make this possible. Debuffs may have to be changed to suit this change.

    Definitely don't want this as it would cripple necro as a capturing class. You'd have to predict when to steak, which would be very difficult to do. That would take things closer to the team scene as only very skilled players would be able to do that, counteracting what @Admiral_Angst was arguing above.

    See above, it will be changed. With that said, the only way for an assassin not to be able to do that is to give zombie speed IV, which would be silly. Assassin is meant to counter this class (buff from the respawn nerf).

    That's the point with zombie form, so intended. I don't really see the point of making headshots deal half a heart of damage from a gameplay point of view (it's not like it's going to make much of a difference in combat, the main benefit would still be the knockback).


    Changes I'm making:
    - Remove zombie slowness debuff. This is being changed to a different system where the zombie can't sprint (2.5 hunger bar). Zombies don't tend to run, but can walk and jump.
    - zombie form gains the strength I buff (zombies are unnaturally strong). NB: This may be changed. 20% damage reduction essentially gives zombies only 1 armour bar less than heavy, yet with strength is doing more damage. I feel it could be balanced as zombies cannot run and have a little less armour, but am currently unsure
    - Skeleton increased to speed II. Debuff remains (for now)
    - Combat lock has been removed, in favour of a 10 second cooldown penalty (this may be increased, unsure as of yet).

    Another possible addition to zombie is instead of gaining health on a hit, it gains hunger on a hit (it's feasting on brains). This would be used faster than ordinary hunger (maybe 2 points every 2 seconds? Run speed w/ jumping is around 6 blocks or 5 blocks without, you would be able to cover 10-12 blocks per bar. You'd easily gain your entire hunger bar back from 1 fight, allowing for a good 14 seconds of running, or 70-84 blocks per full charge). If this was implemented, I'd remove strength 1. Let me know what you think about that
     
    #26 Proterozoic, Jul 19, 2018
    Last edited: Jul 19, 2018
  7. StormNox

    StormNox Active Member

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    I particularly enjoy this rework though it may lead to problems afterwards, the detail in this is more sophisticated then our current useless necro, but your rework actually gives necro mains like StormNox, Impeaceful and myself a chance to necro cap. I do have a few dislikes about this rework but i don't really care as long as it is better then our current necro. Just try not to make it too complex for people who started necro to understand.
     
    #27 StormNox, Jul 19, 2018
    Last edited: Jul 19, 2018
  8. Proterozoic

    Proterozoic Wiki Team is a Semi-Staff Rank

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    That's fine, what are the bits you don't like about it?
     
  9. StormNox

    StormNox Active Member

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    I cannot really make a judgement on the dislikes on the class since i have not yet seen the class in action. However a main concern might be [as mentioned earlier] pyro frenzy. Medics are still affected by frenzy and so blaze form necro will be affected as well. That is a significant problem that necro may encounter later on.

    Another concern is zombie form's dwarfness. If the necro happens to encounter a mage, elf, archer and etc, it has to switch from zombie form to another form to avoid dying because it cannot sprint. Therefore the necro will probably use skeleton and blaze form more since half of the ctf classes have a ranged attack.

    Have to go watch anime, bye
     
  10. Proterozoic

    Proterozoic Wiki Team is a Semi-Staff Rank

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    Unfortunately, there's not really much I can do other than say "necro cannot be set on fire in this form". You're not supposed to be able to frenzy a medic, it is an issue. The same thing applies to necro in this form, it shouldn't be possible for blaze form to be frenzied like that.

    I did suggest the possibility of healing hunger so it could sprint, but the bulky "dwarfness" you're talking about is more a design choice than a gameplay problem. Of the 14 classes archer, elf, mage, pyro and engineer can do ranged damage, so it is less than half (you could count necro as ranged damage I guess, but this would change things up). The point of this rework is to make use of that versatility so I'm kinda happy you're forced to change in some circumstances!
     
  11. BrandinoB

    BrandinoB Well-Known Member

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    So I definitely love the idea. I'm not gonna say too much bc most people have said it already, but skeleton and blaze could use some more stuff.

    I know someone said it already, but adding a bow with power 1-3 (depending on the numbers) wouldn't be a terrible idea, it could be considered another counter to archer. I am also not against the idea of BOTH zombie and skeleton form being immune or taking less damage from an archer headshot.

    Blaze is a bit more difficult to make balanced. The concept of "being a blaze" is cool, but so far any ability ideas that have been thrown around seem really underpowered or insignificant. It might actually do better to change it to a different mob i.e. cave spider or ghast or some ****. Cave spiders can deal poison, climb walls, etc, and would be a pretty good final ability. Ghasts have explosives and fire damage, float around, whatever. I just don't think Blaze is a good fit for something that will take lots and lots of damage in a game like CTF, especially if it's only doing fire related damage.

    I mean hell, you could even make it pigman, where you get a sword and click and egg or some **** where a mob of pigmen spawns in and starts attacking whoever you are attacking/being attacked by. Retains some nostalgia :stuck_out_tongue:

    But ya, what I'm saying is necro has a lot of potential for some really cool stuff, so don't just hold it back by trying to stick with the 3 "main" ones.
     
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  12. Proterozoic

    Proterozoic Wiki Team is a Semi-Staff Rank

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    Agreed, I'll definitely look into that

    Just given the direction of this rework, I'm unsure about having a bow added to a form. It feels a bit like an added extra because it doesn't really tie in with the class role. With elf taking it's place in the meta and this zombie form, I'm not sure we need to go too overboard with extra archer counters but I'll keep it in mind. I may well use the "less damage from headshots" idea. I have my own fix to that in the works too, but am getting some opinions together first.

    I originally wanted to keep it simple and tied to the necro I was reworking in some way, but you make a really good point that a spider form could be useful. Not to mention spiders were originally included in Necro. To that end I may well add something to that. I'm not a fan of ghasts specifically, but I love the idea about spiders.

    [By VERY popular demand I'll be changing blaze to spider with its own effects]
     
    #32 Proterozoic, Jul 19, 2018
    Last edited: Jul 19, 2018
  13. Northernlreland

    Northernlreland Well-Known Member

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    To be honest the idea that necro can change abilities, buffs etc is amazing, as the current necro is useless and not used in matches or in general at all (really), this would be way how to change necro.

    I also agree with brandino that a spider idea sounds great. Personally I think that blaze doesn't suit zombie and skeleton abilities, and a spider would suit this rework better. Fast mobility/poison damage perhaps?

    I really do hope the idea that you can change mob gets applied to CTF. I *might* even change off my dominant elf main, to use it/perhaps main in it. :wink:
     
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  14. Proterozoic

    Proterozoic Wiki Team is a Semi-Staff Rank

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    Take a look, I just edited in spider and added something to skeleton
     
  15. Northernlreland

    Northernlreland Well-Known Member

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    Love it.. being able to see invis ninjas will help with offending and defending ninja caps.
    Spider looks great, personally I would like the spider to deal poison I for 5 seconds (for annoyance) and more of a spider feel, but thats just me I guess. If this gets added it will deffo be my new main, being able to switch between the different mobs I think will be great.
     
  16. StormNox

    StormNox Active Member

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    Question:

    Since skeletons can see ninjas, does that mean the skeleton can attack it?
    Is spider an undead mob?
    For dwarf, you cannot 'eat steak', does that already apply to zombie form as well? [it would be implemented, i am just reminding you to include it].

    Also, since zombies cannot sprint, people would switch to skeleton form first and then zombie form to cover more distance on the maps that have an underground base since they cannot get headshotted.




    I said ranged attack, does not only include attacks that deal damage [eggspam, webspam, potspam].
     
  17. Proterozoic

    Proterozoic Wiki Team is a Semi-Staff Rank

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    In order:
    1). No. They can see them but cannot attack them until they're visible
    2). A spider is not an undead mob. Coding undead inversion may be difficult though so might have to apply it to necro rather than just specific forms
    3).Um, you can eat steak as a dwarf so I don't really know what you're referring to
    4). That's the point of the class - to make use of the benefits of each individual form so you're harder to kill and capture/support more easily.
     
  18. StormNox

    StormNox Active Member

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    3- You can't 'eat' steak as dwarf [i meant restoring the hunger bar instead of healing health].

    Also, problem with keen eye for skeleton form. You can see invisible ninjas but they are still quite hard to see. I feel as if this ability might be misused however what i like about this ability is that it stops annoying ninja caps 90% of the time.

    I feel like climbing an infinite amount of blocks is too much for spider form. I would suggest limiting the maximum climbing distance to like 20 blocks or when the necro reaches to. However jump boost 3 may be misused as well, maybe jump boost 2 instead of 3??

    Since spider form has no actually buffs to pvp [and has a debuff], i would suggest giving slowness 1 to any player the necro attacks [reason- spiders poison the enemy and give it slowness]. If you want to change it, feel free to do so. I understand that spider form is not meant for pvp but any necro must encounter at least an enemy on its way to the flag [unless the necro is the only player on]. The necro cannot just jump over the player attacking him/her, he/her has to retaliate. This is why i proposed giving slowness.
     
  19. Proterozoic

    Proterozoic Wiki Team is a Semi-Staff Rank

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    Yes, steak heals health not hunger. Same thing applies to this rework.

    Yes but you also need a differentiation between invisible and visible players. I'm not sure how it could be significantly misused - it was literally intended to warn people about ninjas.

    The style of climbing spider form uses has 2 very specific limitations through the way it is designed:
    1. It is slower than soldiers zooming up the wall. It also can't move up and down in as complex a pattern as a soldier can. This makes it more vulnerable as an archer and means the necro spends more time climbing, allowing classes to catch up
    2. Because you're walking up a wall, overhangs mean the spider cannot climb up and around, a significant limitation on maps like blackout where there is an overhang on parts of the map.

    If it were anything, I'd probably give it a weak poison effect on the weapon (maybe like poison 1 for 3 seconds) so you do 3 points of damage extra.
     
  20. StormNox

    StormNox Active Member

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    I meant misused as in 'change classes to kill it' type, not the 'warn teammates about it' type, its quite hard to explain unfortunately.

    Can you please clarify the speed of climbing for spider form and what happens if you switch classes [accidently] while climbing.

    I proposed slowness for spider form and not poison because giving poison for every hit would be very annoying to the receiving player. While slowness is not that much of a deal, the recieving player cannot hit as far, therefore spider gains a little advantage in pvp. Whereas poison would be quite fatal towards the players with 10 fps that cannot handle the poison particles, for example.
     
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