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World of Warcraft - It's Been a Big Week Since the Launch of 7.3.5 - Let's Catch Up - MMORPG.com

SBFordSBFord Former Associate EditorMember LegendaryPosts: 33,129
edited January 2018 in News & Features Discussion

imageWorld of Warcraft - It's Been a Big Week Since the Launch of 7.3.5 - Let's Catch Up - MMORPG.com

Last week, Blizzard launched the World of Warcraft 7.3.5 update for the game. That in and of itself is huge news. However, in the days between then and now, a lot of smaller, but very noteworthy, things have happened that you may have missed. We aim to remedy that today.

Read the full story here



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Comments

  • R3d.GallowsR3d.Gallows Member UncommonPosts: 155
    I wish theyd introduce the allied races early. Otherwise Im not really keen on going back to the game before BoA.
  • MadFrenchieMadFrenchie Member LegendaryPosts: 8,505
    Aori said:
    What was the nerf to heirlooms? I only know that they don't work with RAF now.

    I hope they continue to refine the leveling experience though, I don't think its at a good spot but just in the right direction. HP sponges for the sake of prolonging the experience annoys me, there is still no risk involved like the older days.

    Another issue with the leveling experience unlike days past was you no longer have a character to tailor to yourself. The next level isn't as enticing to get for talent points or new skill ranks to level up, etc. The whole planning progression process is gone which added a lot imo to the experience.
    Heirlooms now seem to be slightly weaker than blues of the same level.  Of course, once you are higher level than the blue gear, the scaling puts the heirlooms back on top of that gear.
    MrMelGibson

    image
  • samooryesordsamooryesord Member UncommonPosts: 105
    They made leveling even more of a chore. All the old content is boring as hell. Now we have to crawl our way out of hell to get to Legion. Thanks Blizzard. Really a great leveling experience! Or lack of...
    josko9Talonsindeniter[Deleted User]dragonlee66jimmywolf
  • CorantheCoranthe Member UncommonPosts: 10
    The problem with the new leveling path has a lot to do with the shit Talent Trees in this game. I've come back after a LOOONG hiatus and it was ok until this patch. I've found that some of the talent trees just don't work well with the new level scaling. Literally only one tree out of three is viable it seems. That's a pain and doesn't make for very good gameplay.
  • MadFrenchieMadFrenchie Member LegendaryPosts: 8,505


    They made leveling even more of a chore. All the old content is boring as hell. Now we have to crawl our way out of hell to get to Legion. Thanks Blizzard. Really a great leveling experience! Or lack of...



    Disagree. Pre-patch is when leveling was a chore. Being able to insta-kill every monster and outleveling every zone before you complete half the quests is ridiculous, but that is what leveling in WoW has been for years. The only benefit of having it that way was that it was fast. It was the quintessential leveling treadmill; a boring, mindless grind, where every monster falls over before you can hit your third ability. But it was faster. Still, I'd rather have it like it is now. Slower, but mildly interesting at least. It would be more interesting if the monsters posed more of a threat, but at least the design is headed in the right direction for the first time in years.
    Speed dungeon running is still much faster than world questing/grinding, unfortunately.

    My 17 Priest did one run through Wailing Caverns, got like 1.7 levels just from the one run.  Took like 15 minutes.

    The changes to heirlooms are cool, at least it's worth it to check new blue drops to see if it's temporarily going to be more powerful than the heirlooms.

    I do like that I can follow a single quest line to its conclusion and enjoy the story without worrying about wasting time on greens/greys.
    Valdheim

    image
  • MadFrenchieMadFrenchie Member LegendaryPosts: 8,505
    Agreed, prior to changes more time was spent running to find the next yellow/orange con mobs than was actually spent battling said mobs.  
    [Deleted User]MrMelGibson[Deleted User]

    image
  • DvoraDvora Member UncommonPosts: 499
    edited January 2018


    They made leveling even more of a chore. All the old content is boring as hell. Now we have to crawl our way out of hell to get to Legion. Thanks Blizzard. Really a great leveling experience! Or lack of...



    Disagree. Pre-patch is when leveling was a chore. Being able to insta-kill every monster and outleveling every zone before you complete half the quests is ridiculous, but that is what leveling in WoW has been for years. The only benefit of having it that way was that it was fast. It was the quintessential leveling treadmill; a boring, mindless grind, where every monster falls over before you can hit your third ability. But it was faster. Still, I'd rather have it like it is now. Slower, but mildly interesting at least. It would be more interesting if the monsters posed more of a threat, but at least the design is headed in the right direction for the first time in years.
    That was entirely your own fault.  You could have gone to a higher level zone if it is too easy.  Now players have no choice, can't really make what is still too easy harder if they want to.  You don't have to do every zone with every character, or if you must, turn exp off every now and then to slow it down.

    Of course leveling had to be sped up with all the expansions of ages past.  That adds more content, you have more choice which is a good thing, you shouldn't expect to be able to do them all on one toon without purposefully slowing down.  If they forced everyone to go through every zone there is on the way to max level, only the most dedicated new players would ever reach max level and have a chance at competing before the next expansion comes out.

    WoW is a game of alts.  On your next toon, do the zones you skipped on the last, and skip the ones you did.  Even now you won't be able to do every zone, probably no more than before because you were probably doing green quests (when you could have been doing yellow/orange) now you do the same zones for full exp.  

    You imagine a problem you create yourself and then approve of a solution that ruins the game for others.  Now everyone is locked into a monotonous grind where every mob is the same middle of the road to low difficulty.  Better to have green through red and let players choose.  Good luck finding a challenge now outside of a dungeon, especially if you ever play with a friend. 

    Odds are if you try and step up to the next item level cap region it will be too high 50% or better of the time.
    jimmywolfSoulsemmer
  • CryolitycalCryolitycal Member UncommonPosts: 205
    I can almost see the crying on Blizz forums, about the heirloom nerf. I would advocate for one back when I was playing, even as it would affect me dramatically as a raider that maintained 3-4 raid-ready characters and would have nothing to do with leveling - but I knew it's best for the game, as it would create a more positive image to new players... potentially. "Just unequip them then", "don't buy", "some of us hate raids and are altoholics, it's the only reason I play WoW, I hate elitists in raids/PvP".
    Yet Blizzard did it. Almost incredible. They must have faith in their game being able to survive, I'm not sure how, but they do, as this move requires balls.

    Sadly unless they improve the engine to run properly on modern PCs and tame down the loot RNG back to Burning Crusade levels I'm never going to go back. I might play if I get invited into the Beta, but not subbing again, hell, I have enough gold to sub probably forever, but the game is just too far from the MMO I loved.

    Have yet to see a single game being able to score a real comeback, especially after it killed all their "stars", like Gul'dan, Archi/KJ, Kael, Illidan, Magtheridon and the list is now too long to be worth it. The lore is now stretched too thin, and without that, what's left? Farming dailies? Farming the same boss on 3 difficulties for 4-5 months? Spamming arenas with rotating FOTM classes?

    Nah, WoW has to cut even deeper if it's to make a real comeback. I would say however, the time is right. The MMORPG market is empty. People crave a quality, persistent world with a story that's engrossing and matters.

    We shall see.
  • YaevinduskYaevindusk Member RarePosts: 2,094
    edited January 2018


    I can almost see the crying on Blizz forums, about the heirloom nerf. I would advocate for one back when I was playing, even as it would affect me dramatically as a raider that maintained 3-4 raid-ready characters and would have nothing to do with leveling - but I knew it's best for the game, as it would create a more positive image to new players... potentially. "Just unequip them then", "don't buy", "some of us hate raids and are altoholics, it's the only reason I play WoW, I hate elitists in raids/PvP".

    Yet Blizzard did it. Almost incredible. They must have faith in their game being able to survive, I'm not sure how, but they do, as this move requires balls.



    Sadly unless they improve the engine to run properly on modern PCs and tame down the loot RNG back to Burning Crusade levels I'm never going to go back. I might play if I get invited into the Beta, but not subbing again, hell, I have enough gold to sub probably forever, but the game is just too far from the MMO I loved.



    Have yet to see a single game being able to score a real comeback, especially after it killed all their "stars", like Gul'dan, Archi/KJ, Kael, Illidan, Magtheridon and the list is now too long to be worth it. The lore is now stretched too thin, and without that, what's left? Farming dailies? Farming the same boss on 3 difficulties for 4-5 months? Spamming arenas with rotating FOTM classes?



    Nah, WoW has to cut even deeper if it's to make a real comeback. I would say however, the time is right. The MMORPG market is empty. People crave a quality, persistent world with a story that's engrossing and matters.



    We shall see.




    I'm not really sure I understand what you wrote. "Have yet to see a single game being able to score a real comeback." In what way? Numbers? Your personal wants? The perception of the vocal minority? Because nearly every expansion their subscription numbers from Wrath onward shot up to at least 10,000,000 at start, even though they reached the lowest of 5 million during the drought and massive failings of WoD. Yet again, though, the numbers shot upwards. The game significantly improved over the trash of WoD (which had only one real patch, and that patch contained what was promised for 6.0 along with a raid). Again, a major improvement overall.

    Now, I'm not the type to defend WoW all that much, but I just can't understand what you're trying to say; the how or the why of it. Legion in itself was horrid. RNG everywhere. Broken Lore. Legendary disasters. Artifact failings. Alt treatment. Pretty much how they handled a lot of the new systems were horrendous. But people still come back like its no one's business. Even when it comes to money, they just keep on making more and more with stuff they put in that people eat up.

    If you're just talking about a massive failure that comes back to be a massive success, then we still have something that is undeniably suitable -- even if one doesn't care for it personally. FFXIV 1.0 was an abyssmal failure with number ratings so low they had to bring in NASA scientists to quantify their value. Though they completely remade nearly every aspect of the game (including the engine) and from there have been enjoying spectacular success. Increasing servers, trippling their budget with Heavensward and then against with Stormblood. Acquiring new real estate for improved facilities, etc. They went from a game that struggled to hold only 1,000 subs to something that exploded in popularity with them still adding more servers to this day, even five years after -- unheard of for a subscription game in general, much less one five years old. A second phenom after WoW to have done this and not go F2P after a year like many others. It even provides a quality story with 8 year old lore, lorebooks, etc.

    As for WoW, they were never strong at story telling. It was usually all delegated to books or WCIII or card games or board games, until they were officially made not canon. In fact, Vanilla and TBC had the worst storytelling of WoW's history, and they pretty much make fun of it nowadays in Legion. Not to mention TBC being the butt end of lore breaking jokes all around. Wrath was okay as a whole and did some good things in the end with the three dungeons. Cataclysm was (comparatively) great for story with all the zone revamps and making each zone have a storyline of its own. Mists also had a good story, even if many couldn't get past pandas. WoD is were they fell to definitively better than Vanilla and TBC in terms of base story (those zone storylines were amazing), but lacking in support. Where they shoved mounts in our faces without a damn patch worth a damn for over two years. They flat out gave up and just took out $410 for the two years and the expansion and gave us the middle finger. Honestly, a pile of shit would have been an improvement. Legion was prompt up to succeed no matter what.



    Due to frequent travel in my youth, English isn't something I consider my primary language (and thus I obtained quirky ways of writing).  German and French were always easier for me despite my family being U.S. citizens for over a century.  Spanish I learned as a requirement in school, Japanese and Korean I acquired for my youthful desire of anime and gaming (and also work now).  I only debate in English to help me work with it (and limit things).  In addition, I'm not smart enough to remain fluent in everything and typically need exposure to get in the groove of things again if I haven't heard it in a while.  If you understand Mandarin, I know a little, but it has actually been a challenge and could use some help.

    Also, I thoroughly enjoy debates and have accounts on over a dozen sites for this.  If you wish to engage in such, please put effort in a post and provide sources -- I will then do the same with what I already wrote (if I didn't) as well as with my responses to your own.  Expanding my information on a subject makes my stance either change or strengthen the next time I speak of it or write a thesis.  Allow me to thank you sincerely for your time.
  • LilithMLilithM Member UncommonPosts: 82






    They made leveling even more of a chore. All the old content is boring as hell. Now we have to crawl our way out of hell to get to Legion. Thanks Blizzard. Really a great leveling experience! Or lack of...






    Disagree. Pre-patch is when leveling was a chore. Being able to insta-kill every monster and outleveling every zone before you complete half the quests is ridiculous, but that is what leveling in WoW has been for years. The only benefit of having it that way was that it was fast. It was the quintessential leveling treadmill; a boring, mindless grind, where every monster falls over before you can hit your third ability. But it was faster. Still, I'd rather have it like it is now. Slower, but mildly interesting at least. It would be more interesting if the monsters posed more of a threat, but at least the design is headed in the right direction for the first time in years.



    A chore implies it being slower. And slower it was not. The longer it takes to level the more of a chore it becomes, like now. The story does not become more engaging because I kill enemies at a slower pace. As a veteran player that remembers how how extremely boring classic WoW was when it came to leveling this change (I remember I hated going to Arathi Highlands and Azshara to level) will not bring me back. Raids and PvP was fun, most of the time, leveling never was. But suddenly we now have lots of players on the forums that try to tell everyone that the end game is no longer about raids and PvP - it all about the road to highest level.

    I left old WoW because slow leveling and never feeling like I was much stronger at higher levels than I was at level 1, like a peasant with a shovel. The changes that made mobs easy enough that I could 1-2 shot them and handle 5-6 of them at a time was great, I loved that. Now I hear they took that away. At least they could have kept the choice, made heirlooms much stronger to compensate but no, Blizz hates when we have too many choices.
    [Deleted User]Ghavrigg
  • deniterdeniter Member RarePosts: 1,438
    LilithM said:






    They made leveling even more of a chore. All the old content is boring as hell. Now we have to crawl our way out of hell to get to Legion. Thanks Blizzard. Really a great leveling experience! Or lack of...






    Disagree. Pre-patch is when leveling was a chore. Being able to insta-kill every monster and outleveling every zone before you complete half the quests is ridiculous, but that is what leveling in WoW has been for years. The only benefit of having it that way was that it was fast. It was the quintessential leveling treadmill; a boring, mindless grind, where every monster falls over before you can hit your third ability. But it was faster. Still, I'd rather have it like it is now. Slower, but mildly interesting at least. It would be more interesting if the monsters posed more of a threat, but at least the design is headed in the right direction for the first time in years.



    A chore implies it being slower. And slower it was not. The longer it takes to level the more of a chore it becomes, like now. The story does not become more engaging because I kill enemies at a slower pace. As a veteran player that remembers how how extremely boring classic WoW was when it came to leveling this change (I remember I hated going to Arathi Highlands and Azshara to level) will not bring me back. Raids and PvP was fun, most of the time, leveling never was. But suddenly we now have lots of players on the forums that try to tell everyone that the end game is no longer about raids and PvP - it all about the road to highest level.

    I left old WoW because slow leveling and never feeling like I was much stronger at higher levels than I was at level 1, like a peasant with a shovel. The changes that made mobs easy enough that I could 1-2 shot them and handle 5-6 of them at a time was great, I loved that. Now I hear they took that away. At least they could have kept the choice, made heirlooms much stronger to compensate but no, Blizz hates when we have too many choices.
    No, pacing has nothing to do with leveling being a chore, the only thing that matters is if leveling is meaningful or not. You can argue it has always been meaningless more or less but more so in post-Cata and especially in current WoW. If a game is designed well you want to play it as long as possible before it comes to an end. You really can't say that about current WoW, can you?

    I wish MMORPGs would once again adopt the design philosophy where progressing through levels was the main game that lasted months if not years, and had raiding as a bonus or filler content for hardcore individuals who reach the max level before an expansion is released. This may sound like a nightmare to a new generation gamer who think a game has to start at level cap, but if designed right it would offer a more complete gaming experience than the current design where you practically skip 90% of the game and end up running the same instanced content week after week.
    [Deleted User]
  • laseritlaserit Member LegendaryPosts: 7,591
    Blizzard should just make the Level Boost included with your sub, then this debate could be obsolete.
    [Deleted User]

    "Be water my friend" - Bruce Lee

  • KeushpuppyKeushpuppy Member UncommonPosts: 171
    Aori said:
    What was the nerf to heirlooms? I only know that they don't work with RAF now.

    I hope they continue to refine the leveling experience though, I don't think its at a good spot but just in the right direction. HP sponges for the sake of prolonging the experience annoys me, there is still no risk involved like the older days.

    Another issue with the leveling experience unlike days past was you no longer have a character to tailor to yourself. The next level isn't as enticing to get for talent points or new skill ranks to level up, etc. The whole planning progression process is gone which added a lot imo to the experience.
    Heirlooms now seem to be slightly weaker than blues of the same level.  Of course, once you are higher level than the blue gear, the scaling puts the heirlooms back on top of that gear.

    But the experiance boost more then makes up for it.
  • GhavriggGhavrigg Member RarePosts: 1,308
    Loving the changes. Really enjoying leveling at the moment, and I'm not constantly thinking about just getting to the endgame since I'm doing entire zones I've not yet finished since the Cata revamp.
    [Deleted User]
  • laseritlaserit Member LegendaryPosts: 7,591
    Torval said:
    laserit said:
    Blizzard should just make the Level Boost included with your sub, then this debate could be obsolete.
    I wholeheartedly agree.
    I'm going to get smacked for this, but I think they should sell xp boosts in their store. They're a sub game at heart, even though they sell tokens and stuff in the shop so allowing players to skip 2 - 4 months of pay time over hundreds of thousands or even millions of players could really hurt their bottom line.

    I know some people might threaten to quit and a rare few might follow through, but my guess is that it will be a lot less revenue loss than if they started giving that away. Not only that but there is a reputation aspect and I think it would get criticized for offering free instaboosts.

    Another way to do it would be to offer GW2 style insta boosts. For every birthday you get level up pills free that you can skip levels with. I almost always use them because there's no reason not to as it doesn't adversely affect playing.
    I don't know...

    I wonder how much sub time Blizzard lost because the leveling game sucked.

    Personally:

    My hardcore raiding days were back in Vanilla. The first time I re-rolled after Vanilla was towards the end of Wrath. I rolled a blood elf pally made it to level 21 when I did a run in Razor Fen Kraul. After that run I promptly cancelled my account in disgust.

    They destroyed all that content so that people could level to max faster. People who didn't want to do that content at all. Why not just give those people a fast forward/skip button, instead of destroying the whole leveling game?

    Revenue earned from level boost -vs- Revenue lost from cancelled subs because of the nerfed leveling game.

    Which one was bigger?

    How many licks does it take to get to the center of a Tootsie Pop?

    The world may never know :)
    [Deleted User]

    "Be water my friend" - Bruce Lee

  • MadFrenchieMadFrenchie Member LegendaryPosts: 8,505
    Torval said:
    laserit said:
    Blizzard should just make the Level Boost included with your sub, then this debate could be obsolete.
    I wholeheartedly agree.
    I'm going to get smacked for this, but I think they should sell xp boosts in their store. They're a sub game at heart, even though they sell tokens and stuff in the shop so allowing players to skip 2 - 4 months of pay time over hundreds of thousands or even millions of players could really hurt their bottom line.

    I know some people might threaten to quit and a rare few might follow through, but my guess is that it will be a lot less revenue loss than if they started giving that away. Not only that but there is a reputation aspect and I think it would get criticized for offering free instaboosts.

    Another way to do it would be to offer GW2 style insta boosts. For every birthday you get level up pills free that you can skip levels with. I almost always use them because there's no reason not to as it doesn't adversely affect playing.
    /smack ;)
    [Deleted User][Deleted User]

    image
  • GeezerGamerGeezerGamer Member EpicPosts: 8,857
    Torval said:
    laserit said:
    Blizzard should just make the Level Boost included with your sub, then this debate could be obsolete.
    I wholeheartedly agree.
    I'm going to get smacked for this, but I think they should sell xp boosts in their store. They're a sub game at heart, even though they sell tokens and stuff in the shop so allowing players to skip 2 - 4 months of pay time over hundreds of thousands or even millions of players could really hurt their bottom line.

    I know some people might threaten to quit and a rare few might follow through, but my guess is that it will be a lot less revenue loss than if they started giving that away. Not only that but there is a reputation aspect and I think it would get criticized for offering free instaboosts.

    Another way to do it would be to offer GW2 style insta boosts. For every birthday you get level up pills free that you can skip levels with. I almost always use them because there's no reason not to as it doesn't adversely affect playing.
    I used to be so adamant about cash shops. But over the years, I've seen things that don't bother me so much. Now, anyone who has been around the block more than twice knows there are 2 games in many MMOROGs.  The game you want to play, and the game you have to play to get to the game you want to play. 


    [Deleted User]
  • Jamar870Jamar870 Member UncommonPosts: 573
    Well I'm so-so about this patch. Made a 90 and as I was leveling ran into a few quest that has me wondering in this the "we want to see grouping" in the zone even though there is no indication from the quest text that you may need some friends to help. Also feels like I'm being rushed to Legion or even the end game. I can understand some of it since there are now 110 levels so some people may want to catch up to friends that have been playing for quite awhile. Will see if I stay beyond my current sub.
  • MadFrenchieMadFrenchie Member LegendaryPosts: 8,505
    edited January 2018
    Torval said:
    laserit said:
    Blizzard should just make the Level Boost included with your sub, then this debate could be obsolete.
    I wholeheartedly agree.
    I'm going to get smacked for this, but I think they should sell xp boosts in their store. They're a sub game at heart, even though they sell tokens and stuff in the shop so allowing players to skip 2 - 4 months of pay time over hundreds of thousands or even millions of players could really hurt their bottom line.

    I know some people might threaten to quit and a rare few might follow through, but my guess is that it will be a lot less revenue loss than if they started giving that away. Not only that but there is a reputation aspect and I think it would get criticized for offering free instaboosts.

    Another way to do it would be to offer GW2 style insta boosts. For every birthday you get level up pills free that you can skip levels with. I almost always use them because there's no reason not to as it doesn't adversely affect playing.
    I used to be so adamant about cash shops. But over the years, I've seen things that don't bother me so much. Now, anyone who has been around the block more than twice knows there are 2 games in many MMOROGs.  The game you want to play, and the game you have to play to get to the game you want to play. 


    That's a damn shame, but I agree.

    I've always really hated the idea of "endgame is the real game."

    Hate to be cliche, but my experience with DAoC wasn't like that.  Despite the frontier RvR, they had persistent level tier keep siege battlegrounds that were active.  The ultimate dungeon of the game, Darkness Falls, had tiers of mobs that started much lower than max level, and you could get items worth your time at those tiers.  All of those types of things seem to be gone today, and I've not seen a good reason why.
    [Deleted User]

    image
  • GeezerGamerGeezerGamer Member EpicPosts: 8,857
    Torval said:
    laserit said:
    Blizzard should just make the Level Boost included with your sub, then this debate could be obsolete.
    I wholeheartedly agree.
    I'm going to get smacked for this, but I think they should sell xp boosts in their store. They're a sub game at heart, even though they sell tokens and stuff in the shop so allowing players to skip 2 - 4 months of pay time over hundreds of thousands or even millions of players could really hurt their bottom line.

    I know some people might threaten to quit and a rare few might follow through, but my guess is that it will be a lot less revenue loss than if they started giving that away. Not only that but there is a reputation aspect and I think it would get criticized for offering free instaboosts.

    Another way to do it would be to offer GW2 style insta boosts. For every birthday you get level up pills free that you can skip levels with. I almost always use them because there's no reason not to as it doesn't adversely affect playing.
    I used to be so adamant about cash shops. But over the years, I've seen things that don't bother me so much. Now, anyone who has been around the block more than twice knows there are 2 games in many MMOROGs.  The game you want to play, and the game you have to play to get to the game you want to play. 


    That's a damn shame, but I agree.

    I've always really hated the idea of "endgame is the real game."

    Hate to be cliche, but my experience with DAoC wasn't like that.  Despite the frontier RvR, they had persistent level tier keep siege battlegrounds that were active.  The ultimate dungeon of the game, Darkness Falls, had tiers of mobs that started much lower than max level, and you could get items worth your time at those tiers.  All of those types of things seem to be gone today, and I've not seen a good reason why.
    Anarchy Online wasn't like that eaither.
    Your abilities were more based on the implants you could equip and less on your level. Equiping items was based on achieveing a pre-requisite stat. So you might need a sertain STAMINA level to equip a better implant, which gave you better stats. SO it beacme an art of using a series of implants and gear to boost ONE stat. But that one stat was the pre-req for a gear upgrade, then you'd swap out for others. "Twinking" into implants and gear that should normally be able to equip became and art and "laddering" up skills to use those upgrades was fun as hell. Players had lower level characters that could compete with much higher level characters. Obvious, there would be a limit since a 200 level character can always Twink into better gear than a 150 level. But certain zones were also level based.


    In its day, before it became all about the cash shop and multiple accounts. It was the best MMORPG ever. (IMO)
    MadFrenchie
  • kitaradkitarad Member LegendaryPosts: 8,178
    I kinda loved Anarchy Online and their implant system. I played a trader with the ability to siphon and I would go out and siphon a leet and then equip my new shotgun but then they changed it a few patches and it no longer worked.

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