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numptyboy
Sep 6, 2004
somewhat pleasant

Smiling Knight posted:

Dwarves need that though. If they couldn't win every shooting battle, they'd get picked apart every time.

I'd expect the welf ability to move and shoot to be a great boon, if you can manoeuvre your archers around the side the dwarf response can only be turn xbow and expose the sides and back to fire. On paper as a line fight I'd expect them to suck.

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DeathSandwich
Apr 24, 2008

I fucking hate puzzles.

Gejnor posted:

I spent something like 150-200 hours before the first major DLC came out so.... yes? Infact, base game is even better now with all the FLC they've tacked on as well.

Its not minor things either, a subfaction, several new heroes and two legendary lords.

If the price of the race specific packs is turning you off, the Regiment of Renown packs are pure aces and quite a bit cheaper. If you buy anything first, get those two. Beastmen/Elves pack can be picked up if the game sticks to you and you want more options while looking past the price.

Skip Warriors of Chaos for now unless CA does some serious revamps to how their campaign plays. It's real bad.

terrorist ambulance
Nov 5, 2009
Can wood elf units only walk and shoot rather than March and shoot? I only double time them around and don't seem to see them shoot on the run

Carcer
Aug 7, 2010
They can run and shoot. I use them to pursue fleeing enemies after a battle, they're really good at wiping out enemy infantry running for the hills.

Kaza42
Oct 3, 2013

Blood and Souls and all that

terrorist ambulance posted:

Can wood elf units only walk and shoot rather than March and shoot? I only double time them around and don't seem to see them shoot on the run

They can definitely run and shoot, but remember that that basic archers (Glade Guard) don't have a 360 degree fire arc. So they can fire while moving forward or sideways, but not while running away

Affi
Dec 18, 2005

Break bread wit the enemy

X GON GIVE IT TO YA
This is a good game. I havnt won it yet but that is because the late game grind is boring.

Will prob win with welvs this time around! Then as very hard dwarves possibly.

Going to do a very hard ork game once they make grimgor actually fun to play as. (the new LLs are so much better!)

Pinely
Jul 23, 2013
College Slice
Wood Elf archers could use some multiplayer adjustments, but they definetly should not beat Quarrellers in a pure 1v1 given their mobility and armor piercing options.

And, thematically, this isn't standard fantasy. Wood Elves are master archers, but that doesn't mean as much in a world with cannon, guns, and steam powered tanks. They are the guerrilla faction and guerrillas shouldn't be getting into gun line battles with high tech armored mass crossbows.

Deified Data
Nov 3, 2015


Fun Shoe
Oh man. I thought I hated welfs this whole time but just realized I hated the mini-campaign and didn't give a poo poo about Orion. Playing the GC as Durthu now and it's finally clicking. I just can't get into a faction unless their LL is hype.

Plavski
Feb 1, 2006

I could be a revolutionary

Deified Data posted:

Oh man. I thought I hated welfs this whole time but just realized I hated the mini-campaign and didn't give a poo poo about Orion. Playing the GC as Durthu now and it's finally clicking. I just can't get into a faction unless their LL is hype.

That's why I'm loving Beastmen now: Morghur is amazing.

Damn Dirty Ape
Jan 23, 2015

I love you Dr. Zaius



Just downloaded a new patch.

quote:

Wood Elves Hotfix Now Live
The purpose of this hotfix is to address a small number of mostly technical bugs and minor balancing issues before the Holiday period. There are no significant gameplay additions or rebalancing, we’d like to gather more feedback from players and our metric system before we would judge that worthwhile.

We know that there’s some significant feedback across the scale on Wood Elves in particular at the moment, much as there usually is with any new release as people find their feet with them. And while we’d like that to settle down first, be sure that we are reading all of it.

However, while we are putting this hotfix into beta, we thought we would take the opportunity to clarify a couple of recurring points.

Playing as Wood Elves is too tough.
It’s intended to be a challenge to lead the Wood Elves, and that comes both from the degree of micro you need to exercise in battle and their general mechanics which demand that they play differently from other races. Looking at some of the feedback, some players are really connecting with that and enjoying it, however some aren’t and we will think on how we flag up different playstyles in future factions and make them easier to understand for people who would otherwise expect the norm.

Notwithstanding that there will be some people who just don’t get on with a particular playstyle, and that’s fine, hopefully with a diverse line up there will be something for everyone. Safe to say though that we don’t intend to homogenise the races, and we feel that making them more unique rather than less is the way to go.

Waywatcher is costed too high/underpowered.
We’d agree, and in the hotfix we have reduced the unit by 100 gold to a new price of: 1100. The unit has also been given: +20 missile range and +4 Armour Piercing Missile Damage.

Waywatchers are missing an ability, modders found it!
No, there’s a placeholder in the code, but it wasn’t used for anything in the end.

Wildwood Rangers don’t stack up against other units too well.
Again, we’d agree, and the unit has been rebalanced with the following stat changes: +2 Melee Attack, +7 Melee Defence, +5 Armour Piercing Damage. With these changes the unit is much more formidable in battle and can now defeat Empire Greatswords one-on-one.

Forest Dragons are too weak.
We’d disagree here; Forest Dragons are the hammer of the Wood Elf army, compared to the anvil that is the Treemen or Treekin. It’s best use is in more of an overwatch supporting role, where you can pick off enemy stragglers or crash into a combat where the Treemen/Treekin are acting as an anvil and holding down the fight.

They have not been designed to be thrown into mass combat, due to the other units in the diverse Wood Elves roster and will quickly succumb to spear and pike if used in this manner.

They have poison attacks in their arsenal which can be used to help slow and reduce the enemy damage output and are easily healed with Life casters in the Wood Elves ranks.

Buffs for standing in woods are great, but Welf units do shoot the trees…
All be it that Wood Elves use magical arrows, they do use the same physic based rules as our other missile units from the other races, so do need clear lines of sight. That being said they can very efficiently kite larger enemies into the forests and woods hampering the enemies movement by 20% whilst still being able to fire at them.

Wood Elf archers are the worst in the game, when they should be the best!
Quarrellers, for example, will outshoot them toe to toe, but if you are toe to toe with Quarrellers something has gone very wrong already. The strength in Wood Elf archery comes from precision, manoeuvrability and the wealth of additional abilities and ammo types which make them a much more flexible threat on the battlefield point for point. Other ranged units will do more technical damage in terms of a straight number value, but that is ignoring the full package.

Having said all that, we’ve made their edge more obvious in the hotfix, giving all infantry-based Wood Elf archers the greatest range in the game to help players get the most from their shoot and run strengths. Changes include:
+20m Range (All archer units and characters)
+4 Missile Damage (Glade Guard/Glade Guard [Hagbane Tips]/Deepwood Scouts)

It is hard to conquer the map and hold all the outposts.
Playing Wood Elves where you try and do that will likely end in defeat for all but the most canny player. Raiding and winning then giving up outposts as you move around the map to achieve your longer term objectives is an absolutely viable tactic and certainly one of the largest problems a player trying to play a traditional conquest-style game could struggle with the ideology of. It’s worth approaching differently and seeing how you get on.

Welf Lords get access to Lightning strike later than other Lords.
Woods Elves get the Lightning Strike ability later than other Lords, due to the abundance of new unique buffs that we have given them in their various skill chains. No other Lord can specialise in the same vein to improve their army to become as effective in either missile or melee combat.

HOTFIX PATCH NOTES
- Fixed a rare crash that could occur when continuing Campaign save games created on older patches.
- Increased the frequency of matched combat animations for Great Eagle units in Battle.
- Fixed an issue that could cause the Cloak of Isha Quest Battle to not have any trees in it.
- Sally out Battles for the Wood Elves will no longer load into Battle maps with mountainous/impassable terrain.
- Added missing Wood Elves playstyle icons for French and Spanish in the Front End for the Campaign.
- Updated the Italian and Korean localisation.

WOOD ELVES CAMPAIGN BALANCE PASS
- Reduced the colonisation cost for ruined settlements when playing as the Wood Elves in the Grand Campaign.
- Asrai Lookouts (Outposts) will now generate 50 income per turn.
- Adjusted the penalties when running at an Amber deficit:
> 0 to -10 Amber: Reduced rate of replenishment.
> -11 to -20 Amber: No replenishment, but do not suffer from attrition.
> -21 to -99 Amber: No replenishment and suffer attrition (no change from before).

WOOD ELVES BATTLE BALANCE PASS
Glade Lord (Includes mounted variants)
+ 20m Range

Glade Guard
+ 4 Missile Damage
+ 20m Range

Glade Guard (Hagbane tips)
+ 4 Missile Damage
+ 20m Range

Glade Guard (Starfire Shafts)
+ 20m Range

Glade Riders
+ 4 Missile Damage

Glade Riders (Hagbane Tips)
+ 4 Missile Damage

Deepwood Scouts
+ 4 Missile Damage
+ 20m Range

Deepwood Scouts (Swift Shiver Shards)
+ 20m Range

Waywatchers
+ 20m Range
+ 4 Armour-Piercing Missile Damage
-100 Cost Reduction [1100] (Custom battle & campaign)

Waystalker
+ 20m Range

Eternal Guard
- 50 Recruitment Cost (Custom battle & campaign)

Eternal Guard (Shields)
- 50 Recruitment Cost (Custom battle & campaign)

Wildwood Rangers
+ 2 Melee Attack
+ 7 Melee Defence
+ 5 Armour Piercing Weapon Damage

Wild Riders
+ 5 Charge Bonus

Arglebargle III
Feb 21, 2006

I'm disappointed they didn't add forest provinces in previously impassible terrain. :sad:

fnordcircle
Jul 7, 2004

PTUI
The computer is definitely better at running WEs than I am, holy poo poo they don't beat me but I don't come away from fighting them unscathed that's for loving sure.

These buffs are gonna blow to play against.

sassassin
Apr 3, 2010

by Azathoth
The range increase is silly and changes the playstyle dramatically.

Helion
Apr 28, 2008

fnordcircle posted:

The computer is definitely better at running WEs than I am, holy poo poo they don't beat me but I don't come away from fighting them unscathed that's for loving sure.

These buffs are gonna blow to play against.

For real, the battles end up being brutal on both sides.

Fresh Shesh Besh
May 15, 2013

I really think the shooting from forest thing is an issue and they basically just gave a big "gently caress you" to everyone who brought it up.

In my battles against Beastmen, even with their low armor, archers shooting undisturbed from the forest routinely get 30+ fewer kills than those out of the forest. It's not an even trade by any stretch of the imagination.

SickZip
Jul 29, 2008

by FactsAreUseless

numptyboy posted:

I'd expect the welf ability to move and shoot to be a great boon, if you can manoeuvre your archers around the side the dwarf response can only be turn xbow and expose the sides and back to fire. On paper as a line fight I'd expect them to suck.

Once they get one of the campaign speed boosts, their archers can literally circle strafe Quarrelers to death without losses.

Going crazy with micro in hopeless outpost garrison battles is fun and let's you appreciate how good some elf units are. I even like the Eagle now. It's an amazing disrupter and weird pseudo flying tank, just don't expect it to kill anything by itself

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!

Fresh Shesh Besh posted:

I really think the shooting from forest thing is an issue and they basically just gave a big "gently caress you" to everyone who brought it up.

In my battles against Beastmen, even with their low armor, archers shooting undisturbed from the forest routinely get 30+ fewer kills than those out of the forest. It's not an even trade by any stretch of the imagination.

You shouldn't really consider the idea of that bonus to be 'you use forests as damage amplifier pads'. They clearly wanted you to position archers outside of forests at least sometimes, and have the buffs be a situational benefit - e.g. if you want to take on opposing archers, or making use of trees' maluses against large units.

Fangz fucked around with this message at 19:05 on Dec 14, 2016

Raygereio
Nov 12, 2012

DeathSandwich posted:

Skip Warriors of Chaos for now unless CA does some serious revamps to how their campaign plays. It's real bad.
Why is it bad?

I was planning on picking up all the DLC if they go on sale, so are there any other ones that are bad?

sassassin
Apr 3, 2010

by Azathoth

Fresh Shesh Besh posted:

I really think the shooting from forest thing is an issue and they basically just gave a big "gently caress you" to everyone who brought it up.

In my battles against Beastmen, even with their low armor, archers shooting undisturbed from the forest routinely get 30+ fewer kills than those out of the forest. It's not an even trade by any stretch of the imagination.

But do they take equally fewer hits against them if targeted by opposing missile troops at the same time?

I don't really follow the logic that their archers should be just as deadly in cover as out. They get buffs that make using it more desirable, but of course a unit shooting in clear space is going to do more damage over the course of a battle.

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!

Raygereio posted:

Why is it bad?

I was planning on picking up all the DLC if they go on sale, so are there any other ones that are bad?

Chaos is okay but they play counter-intuitively. They work best as almost a sort of speedrun campaign, where you go hard and fast for the mission objectives, never minding how many enemies you leave behind yourself. People instead try to empire-build in the north, or try to slowly grind away at razing every city and keeping them razed, or interpret the attrition mechanic as 'never put your armies together', which makes the entire situation quite tedious.

All the DLC is pretty good. I mean still Chaos is probably the most unnecessary one, but I don't think it's bad.

sassassin
Apr 3, 2010

by Azathoth
I haven't used the Rangers yet but all the other changes feel like the kind of thing an army fanboy makes when they want to stop feeling threatened by the game.

Party In My Diapee
Jan 24, 2014

sassassin posted:

But do they take equally fewer hits against them if targeted by opposing missile troops at the same time?

Seems to me like a lot less arrows get blocked shooting into the forest, so you're at a disadvantage.

How do i know if the archers are getting the forest buff anyway? I put them on the forest edge so the trees don't block everything, but i'm not sure where on the edge the forest terrain stops.

Party In My Diapee fucked around with this message at 19:23 on Dec 14, 2016

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.

Raygereio posted:

Why is it bad?

I was planning on picking up all the DLC if they go on sale, so are there any other ones that are bad?

No ambush stance or assassin hero makes it hard to chase down fleeing armies. Campaign either devolves into bee lining objectives and running away from everything else, or spending your first 70 turns in an icy shithole chasing horse marauders forever. Faction unit compositions, horde building mechanics, and generally poor to midling performance of faction's monsters favor spamming warriors/chosen/forsaken over basically anything else. The general consensus is "Beastmen did the WoC campaign except better in every way".

Deified Data
Nov 3, 2015


Fun Shoe
Chaos works as a free pack in for those that bought early but I can't think of any reason to recommend buying them now that we have Beastmen unless you really like their fluff. They have 2 of the best LLs in the game I guess.

Jamwad Hilder
Apr 18, 2007

surfin usa

Raygereio posted:

Why is it bad?

I was planning on picking up all the DLC if they go on sale, so are there any other ones that are bad?

Chaos is fun, but their campaign isn't really like any of the other factions and it's easy to get distracted trying to pacify all the fantasy vikings (which you shouldn't do). Also, Beastmen are a similar play style and they're a bit more polished, probably more popular too. I still prefer Chaos to Beastmen, I've probably played Chaos campaigns the most, and it's the only one I've beaten on Legendary, but I'd suggest you pick up one or the other and see if you even like horde gameplay before buying both.

Jamwad Hilder fucked around with this message at 19:30 on Dec 14, 2016

Zephro
Nov 23, 2000

I suppose I could part with one and still be feared...
This game has the most pants-on-head retarded patching system I've ever seen. 28.9 GB free on the drive it's on is apparently "not enough disk space" for a 120MB patch. Christ.

Living Image
Apr 24, 2010

HORSE'S ASS

Raygereio posted:

Why is it bad?

I was planning on picking up all the DLC if they go on sale, so are there any other ones that are bad?

It's a boring loving slog to play as WoC where instead of being a cool unstoppable horde of metal Viking gods you play keepaway from all the scary enemies who might wipe out your lovely stack at any moment. It's worse because Beastmen exist, where CA clearly learned all the right lessons and made them awesome fun to play and then there's Chaos, looking worse and worse every time something new comes out.

The rest of the DLC are quality and I'd heartily recommend all of them.

Gonkish
May 19, 2004

Zephro posted:

This game has the most pants-on-head retarded patching system I've ever seen. 28.9 GB free on the drive it's on is apparently "not enough disk space" for a 120MB patch. Christ.

From what I understand it creates a copy of the install, then patches that copy. Something like that. I don't know. :doh:

Corrode posted:

It's a boring loving slog to play as WoC where instead of being a cool unstoppable horde of metal Viking gods you play keepaway from all the scary enemies who might wipe out your lovely stack at any moment. It's worse because Beastmen exist, where CA clearly learned all the right lessons and made them awesome fun to play and then there's Chaos, looking worse and worse every time something new comes out.

The rest of the DLC are quality and I'd heartily recommend all of them.

The worst part about the horde factions is that the AI doesn't have fog of war, and thus knows EXACTLY where you are at all times. Consequently, the second you're vulnerable you're going to have 27 doomstacks marched onto your face. I see this all the time, even as Beastmen where you're supposedly "hidden". Playing Morghur there's ALWAYS at least two Wood Elf stacks marching across the earth to stand within striking distance of me. All the time. Every turn. If one of my hordes leaves the safety of the clump for a split second, suddenly there's 5 stacks on top of it ready to pound it into the dirt.

Gonkish fucked around with this message at 19:36 on Dec 14, 2016

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.
Don't get me wrong, Beastmen have their own problems (Balance of Minotaur ancilliaries vs centaurs/boars/non-morghur chaos spawn, no real reason to use heroes outside of an army embed, bestigors are of questionable use as a 3 turn recruitment in an army that constantly needs to be moving and raiding and sacking, ect), but the campaign is still varied to play and fun. Your different LLs start on different corners of the map, you get to say 'gently caress the world' and burn it all down for sport, and full well more than half of your army starts with vanguard deploy so you can comically quickly tie down the enemy forces right at the start of a fight and start the countdown to the Minos hitting the front line for great bloody battle results.

Zephro
Nov 23, 2000

I suppose I could part with one and still be feared...

Gonkish posted:

From what I understand it creates a copy of the install, then patches that copy. Something like that. I don't know. :doh:
Yeah, this is exactly what it does. I have no clue why the gently caress it does it this way, it seems like you couldn't design a stupider patching process if you tried. I'm going to have to just remove it from my SSD, I think, but cloning 33 gigs of data, applying a tiny patch, then rewriting the patched clone on top of the original is going to take loving ages on a mechanical drive. It's so moronic.

Living Image
Apr 24, 2010

HORSE'S ASS

Sat at 116/121.6 downloaded for the last half hour, this is ridiculous.

John Charity Spring
Nov 4, 2009

SCREEEEE

Zephro posted:

Yeah, this is exactly what it does. I have no clue why the gently caress it does it this way, it seems like you couldn't design a stupider patching process if you tried. I'm going to have to just remove it from my SSD, I think, but cloning 33 gigs of data, applying a tiny patch, then rewriting the patched clone on top of the original is going to take loving ages on a mechanical drive. It's so moronic.

Yeah, this is really annoying, but it's not restricted to this game. I think it's how Steam does things when game files are in big blocks - even Valve's own darlings like Dota 2 do it.

GuardianOfAsgaard
Feb 1, 2012

Their steel shines red
With enemy blood
It sings of victory
Granted by the Gods

Zephro posted:

Yeah, this is exactly what it does. I have no clue why the gently caress it does it this way, it seems like you couldn't design a stupider patching process if you tried. I'm going to have to just remove it from my SSD, I think, but cloning 33 gigs of data, applying a tiny patch, then rewriting the patched clone on top of the original is going to take loving ages on a mechanical drive. It's so moronic.

Joke's on them, I uninstalled Atilla to make space to patch TW:W.

Panfilo
Aug 27, 2011

EXISTENCE IS PAIN😬
Oh man, I got attacked by Mousillion while world root pathing, and forced 3 of his armies (consisting of nothing but skeletons and zombies) into a chute of death as my Wardancers basically blendered hundreds of zombies. Against a combined force of about 4,000 enemies, to my 800, I only lost 65 guys :D

Jamwad Hilder
Apr 18, 2007

surfin usa

Corrode posted:

It's a boring loving slog to play as WoC where instead of being a cool unstoppable horde of metal Viking gods you play keepaway from all the scary enemies who might wipe out your lovely stack at any moment. It's worse because Beastmen exist, where CA clearly learned all the right lessons and made them awesome fun to play and then there's Chaos, looking worse and worse every time something new comes out.

The hardest part of the Chaos campaign is the first 20ish turns. You need a second horde right away, and you need it to survive while your LL kicks the poo poo out of the stuff in the starting area and the dwarves up there. But if they both make it, by turn 20 or so you should be able to turn south with two reasonably strong hordes and even with cheats the AI isn't going to have enough to threaten them when they can reinforce each other.

If you start with Sigvald you can start your move against Kislev/the Empire around turn 10-12 just because homeboy has a cannon

Gammymajams
Jan 30, 2016

Jamwad Hilder posted:

what difficulty are you playing on? because that hasn't been my experience at all with WE. I pretty consistently have different beastmen factions, brettonians, estalia/tilea, and sometimes crooked moon trying to gently caress around in the forest from the beginning and there are plenty of early fights. if you want, you can declare on the other elves and clan angrund too and have arguably the most variety of enemies to fight in the early game than any other faction.

I played on hard. I didn't declare war on the Welfs until I teched up, because creating a stack of the squidgy tier 0s wouldnt be able to beat the stack of (better) units the neighbouring Welfs had + their garrison. I pressed end turn until there was an opening to raze Karak Norn or Crooked Moon, took the money from that and built a stack of 50% treekin 50% archers and dryads, that was enough to stomp the Welfs and begin the snowball. Basically, there are plenty of enemies to fight, but your initial stack is too weak to take on their stack + a garrison behind walls, so either tank your economy with a second stack (of squidgy units that are poo poo at sieging) and one province, or just chill for a while until you tech up and own face.

Jamwad Hilder
Apr 18, 2007

surfin usa

Gammymajams posted:

I played on hard. I didn't declare war on the Welfs until I teched up, because creating a stack of the squidgy tier 0s wouldnt be able to beat the stack of (better) units the neighbouring Welfs had + their garrison. I pressed end turn until there was an opening to raze Karak Norn or Crooked Moon, took the money from that and built a stack of 50% treekin 50% archers and dryads, that was enough to stomp the Welfs and begin the snowball. Basically, there are plenty of enemies to fight, but your initial stack is too weak to take on their stack + a garrison behind walls, so either tank your economy with a second stack (of squidgy units that are poo poo at sieging) and one province, or just chill for a while until you tech up and own face.

you can ambush stance right outside the city and fight the invaders with your tiny stack + garrison troops

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.

Gammymajams posted:

I played on hard. I didn't declare war on the Welfs until I teched up, because creating a stack of the squidgy tier 0s wouldnt be able to beat the stack of (better) units the neighbouring Welfs had + their garrison. I pressed end turn until there was an opening to raze Karak Norn or Crooked Moon, took the money from that and built a stack of 50% treekin 50% archers and dryads, that was enough to stomp the Welfs and begin the snowball. Basically, there are plenty of enemies to fight, but your initial stack is too weak to take on their stack + a garrison behind walls, so either tank your economy with a second stack (of squidgy units that are poo poo at sieging) and one province, or just chill for a while until you tech up and own face.

When you declare war on wood elfs just hide your army in ambush stance. They'll come start poo poo with your city, where you spring out, slaughter them to a man, and pick a fight with their garrison the next turn.

Panfilo
Aug 27, 2011

EXISTENCE IS PAIN😬

Jamwad Hilder posted:

you can ambush stance right outside the city and fight the invaders with your tiny stack + garrison troops

This is what I do to catch medium sized enemy stacks. Wood elves also get several bonuses to campaign movement through research and a building and combined with the Lord skill can give you like +25% movement. Great for chasing down weedy beastmen peeing all over the Great Oak.

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Arc Hammer
Mar 4, 2013

Got any deathsticks?
Reminder that Chaos still sucks to play as and are just as unfun to fight as well.

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