Ciel
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Post by Ciel on Jul 19, 2019 13:59:15 GMT -6
So you're basically saying: let the hardest bosses/enemies shards be the useful ones and objectively superior, while the rest is useless and objectively inferior. The end result of your suggestion is: people are going to only use those shards and equipments you're labeling as "more difficult" to obtain and that's it. I think the system we have now is way more fun because the player can use whatever shard they want without feeling underpowered, even if it's an early game shard. As I said earlier, the game never forces you to change your play style, and that's awesome. Boy you sure pulled a lot of subtext out of your ass there. What I'm saying is: Keep extremely OP stuff out of the early/mid game. It's not hard to get OP in this game despite the nerfs. Yeah sure but why though? What is the problem with the player getting something early on the game that's useful enough to be used during the whole playthrough if he wants? Ultimately that is his choice, and there are more OP endgame shards anyway. For example, personally I never used Heretical Grinder nor Welcome Company because I didn't find them fun for my play style, as I decided to go with burst damage shards. So yes, I did spend a lot of time with True Arrow, until I got to the mid/end game when I found better options for the way I was playing the game. I have to ask then, what's the problem with that?
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Post by anonthemouse on Jul 19, 2019 14:00:26 GMT -6
So you're basically saying: let the hardest bosses/enemies shards be the useful ones and objectively superior, while the rest is useless and objectively inferior. The end result of your suggestion is: people are going to only use those shards and equipments you're labeling as "more difficult" to obtain and that's it. I think the system we have now is way more fun because the player can use whatever shard they want without feeling underpowered, even if it's an early game shard. As I said earlier, the game never forces you to change your play style, and that's awesome. Boy you sure pulled a lot of subtext out of your ass there. What I'm saying is: Keep extremely OP stuff out of the early/mid game. It's not hard to get OP in this game despite the nerfs. What exactly is the difference between, "Endgame shards should be the most powerful." and "Early and mid-game shards shouldn't be the most powerful.", pray tell?
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Post by third on Jul 19, 2019 14:23:55 GMT -6
Instead of just dismissing them as crazy for nerfing Craftwork, try to think about how this works from a game development standpoint. The devs, like everyone else here, probably didn't think that Craftwork mattered very much, and likely didn't think much about it, but once the players get the game in their hands and start experimenting with it they can often find some unexpected uses or combos. I don't know what that is in this case, but if Bloodstained is like every other game nowdays it's spying on us constantly, and the devs will be able to see what people are doing with it.
At a guess: Craftwork consumes so little MP that you could have it out almost all the time, and it doesn't interfere with anything else that you do. So it could work as a permanent damage booster if you're willing to hold down the button constantly. That's just annoying. It means that if you're not willing to hold down the button constantly then you're not playing at your full potential.
The rest of the stuff is similar, albeit less annoying: a large part of the game is about finding powerups and getting stronger. Some of those powerups are shards, some are equipment, but whatever they are they need to get more powerful as the game goes on. Otherwise it's meaningless. If the stuff you get early is so good that you never switch it out then you've lost a big part of the appeal, and if, when the devs spy on us, they see that people get Welcome Company early on and then never use anything else, they know that they made a mistake.
"But," you say, "you can always just refuse to use the good stuff. Why don't you limit yourself to only great swords and sliding attacks? Wouldn't that be fun and quirky?" Sure, that would be fun and quirky. That's a great way to get some replayability out of a game which you've otherwise played to death. That's an absolutely terrible thing to ask people to do on a first playthrough though.
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Post by mourningxsun on Jul 19, 2019 14:36:45 GMT -6
Boy you sure pulled a lot of subtext out of your ass there. What I'm saying is: Keep extremely OP stuff out of the early/mid game. It's not hard to get OP in this game despite the nerfs. Yeah sure but why though? What is the problem with the player getting something early on the game that's useful enough to be used during the whole playthrough if he wants? Ultimately that is his choice, and there are more OP endgame shards anyway. For example, personally I never used Heretical Grinder nor Welcome Company because I didn't find them fun for my play style, as I decided to go with burst damage shards. So yes, I did spend a lot of time with True Arrow, until I got to the mid/end game when I found better options for the way I was playing the game. I have to ask then, what's the problem with that? The issue is that it adds an "I win" button for most situations in the first half of the game. It's not balanced. It should not be on the player to decide not to use broken gear. It is on the developers to curate a balanced experience. It's the same reason there isn't an infinite rocket launcher in Halo 2 or a flying car in Need for Speed.
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Post by mourningxsun on Jul 19, 2019 14:39:51 GMT -6
Boy you sure pulled a lot of subtext out of your ass there. What I'm saying is: Keep extremely OP stuff out of the early/mid game. It's not hard to get OP in this game despite the nerfs. What exactly is the difference between, "Endgame shards should be the most powerful." and "Early and mid-game shards shouldn't be the most powerful.", pray tell? The difference is that's not what I said. Early game shards should not be broken out of the gate. If they can be upgraded later on to compete with late game shards then cool, but that is not the case with what just got nerfed. They start broken and just get more powerful.
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anonthemouse
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Post by anonthemouse on Jul 19, 2019 14:52:50 GMT -6
Instead of just dismissing them as crazy for nerfing Craftwork, try to think about how this works from a game development standpoint. The devs, like everyone else here, probably didn't think that Craftwork mattered very much, and likely didn't think much about it, but once the players get the game in their hands and start experimenting with it they can often find some unexpected uses or combos. I don't know what that is in this case, but if Bloodstained is like every other game nowdays it's spying on us constantly, and the devs will be able to see what people are doing with it. At a guess: Craftwork consumes so little MP that you could have it out almost all the time, and it doesn't interfere with anything else that you do. So it could work as a permanent damage booster if you're willing to hold down the button constantly. That's just annoying. It means that if you're not willing to hold down the button constantly then you're not playing at your full potential. The rest of the stuff is similar, albeit less annoying: a large part of the game is about finding powerups and getting stronger. Some of those powerups are shards, some are equipment, but whatever they are they need to get more powerful as the game goes on. Otherwise it's meaningless. If the stuff you get early is so good that you never switch it out then you've lost a big part of the appeal, and if, when the devs spy on us, they see that people get Welcome Company early on and then never use anything else, they know that they made a mistake. "But," you say, "you can always just refuse to use the good stuff. Why don't you limit yourself to only great swords and sliding attacks? Wouldn't that be fun and quirky?" Sure, that would be fun and quirky. That's a great way to get some replayability out of a game which you've otherwise played to death. That's an absolutely terrible thing to ask people to do on a first playthrough though. For the sake of fairness, I decided to test this. I got out my Rank 9 Craftwork (due to how NG+ works it can never have a higher grade than 1) and compared it to my other shards. It was easily one of, if not the weakest shard I had. Even ones available from the start of the game. Just as an example, it was doing half as much damage, if not less, than my Gale Crawler...which I only had up to Grade 6, since I hadn't really bothered to improve the grade. Surely, though, the fact that it's only 2mp/sec makes it viable, right? Well, again no. See, Craftwork only deals damage when it initially comes out. The clenched fist doesn't do contact damage, nor does an enemy that's hit get grabbed for continuous damage. Could you spam it, though? Again, no. Craftwork is slow. Slower than using a spear or greatsword, which will also out-damage it well before endgame. So, in short, what my test determined was that Craftwork needs to be buffed.
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Post by third on Jul 19, 2019 15:20:58 GMT -6
So, in short, what my test determined was that Craftwork needs to be buffed.
... What? What I said was that I didn't know why they felt they needed to buff Craftwork, but that they had a lot more information on it than we do.
Then I made a guess about how Craftwork might be used as a damage boost when used in addition to all of your other attacks. A guess. I labeled it clearly.
You did a test which showed that it doesn't do as much damage as other attacks... of course it doesn't do as much damage as other attacks, that doesn't mean anything. When you get hit it reapplies though, and hits your attacker (assuming the attacker hit you from the front). Not for a ton of damage, but it's not trivial either. Not that it matters because, again, that very likely isn't the reason why it's being nerfed: it was just a guess.
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Ciel
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Post by Ciel on Jul 19, 2019 15:22:48 GMT -6
The rest of the stuff is similar, albeit less annoying: a large part of the game is about finding powerups and getting stronger. Some of those powerups are shards, some are equipment, but whatever they are they need to get more powerful as the game goes on. Otherwise it's meaningless. If the stuff you get early is so good that you never switch it out then you've lost a big part of the appeal, and if, when the devs spy on us, they see that people get Welcome Company early on and then never use anything else, they know that they made a mistake. "But," you say, "you can always just refuse to use the good stuff. Why don't you limit yourself to only great swords and sliding attacks? Wouldn't that be fun and quirky?" Sure, that would be fun and quirky. That's a great way to get some replayability out of a game which you've otherwise played to death. That's an absolutely terrible thing to ask people to do on a first playthrough though. And I'm going to repeat what I said: the player will find something else they like and spend the rest of the game with that, just like some did with Welcome Company. That's just the nature of the system we have here, and it's fine, the player can use the shard he wants as everything is basically too powerful. If some of them are being used more often than the others, then buff them instead of nerfing things. Yeah sure but why though? What is the problem with the player getting something early on the game that's useful enough to be used during the whole playthrough if he wants? Ultimately that is his choice, and there are more OP endgame shards anyway. For example, personally I never used Heretical Grinder nor Welcome Company because I didn't find them fun for my play style, as I decided to go with burst damage shards. So yes, I did spend a lot of time with True Arrow, until I got to the mid/end game when I found better options for the way I was playing the game. I have to ask then, what's the problem with that? The issue is that it adds an "I win" button for most situations in the first half of the game. It's not balanced. It should not be on the player to decide not to use broken gear. It is on the developers to curate a balanced experience. It's the same reason there isn't an infinite rocket launcher in Halo 2 or a flying car in Need for Speed. You could say that about almost every shard in this game, because every single one of them is absurdly powerful. The system was made so that every shard is powerful enough to be viable, which basically means they are extremely powerful. The obvious advantage of this system is that the player never feels forced to change his play style because suddenly he found a shard that is so absurdly superior that's not even funny. We keep citing Welcome Company, Head Flail, Heretical Grinder, etc, but as I said in an earlier post, I never felt the need to use them on my NG Hard playthrough, not even once. Actually, Heretical Grinder sucks in my opinion.
So, what would you consider a balanced system?
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Post by exile on Jul 19, 2019 15:33:13 GMT -6
I have a pretty big problem with this, as someone who ADORES balance in most games. Here it is. I know this statement is a little well-worn, but this really isn't an MMO. It's barely an RPG. Players (myself included) specifically buy titles like this for funfactor and that INCLUDES finding and abusing the hell out of all the broken mechanics. It was fun in SoTN, it's fun in RotN. If we wanted balanced, we'd play through one of the numerous MMOs that rebalances every other month and destroys umpteen flavor-of-the-month builds in the process. NO THANKS. I like those games, but I play them to compete. I buy games like BS to have fun and take it easy. Look at the overwhelming number of positive reviews for this game, and you know what the common sentiment is, almost without exception? "Good job, Iga, this game is so much FUN." Not "this game is so incredibly well-balanced." Not "I really enjoyed having to spend hours obsessing over multiple builds to be viable in 10 different scenarios." FUN. As in "I loved jumping around as a bikini-bunny and ninja kicking the shit out of everything" or "I loved facetanking a boss while breaking picture frames over his stupid head."
The other problem here is that "balance" typically translates into everything being less fun. All the creative and quirky exploits players find are removed, and everything is streamlined, and the whole game becomes rather basic and bland. Think of how many MMOs go that route. "Now every build is an effective tank class, as well as an effective DPS class, but they all function about 2/3 as well as the optimal builds of each discipline pre-nerf." That's not what BS needs.
Then there's the fact that nobody really appreciates when companies prioritize nerfing down working (if overpowered) skills while there are so many legitimate performance issues in the game and undelivered features. I'd say that priority one should be making BS stable on all platforms, eliminating things like game crashes when you read the in-game texts, and probably delivering the IGA's backpack, which some consoles have yet to receive despite being a backer exclusive.
I mostly love this game, I admire Iga's vision and that he has standards, but if I'm honest, I'm also disappointed by what I see as a bit of a confusion of priorities, both pre-launch and post.
Unrelated: Also, I agree with Ciel above. I don't like heretical grinder at all. Doesn't suit my playstyle and I find it boring.
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Post by third on Jul 19, 2019 15:34:41 GMT -6
There is no functional difference between nerfing one thing and buffing everything else. You have to buff all of the monsters as well, of course, or all of these buffs just amount to making the game easier. It's pretty stupid to buff every damn thing in the game though, when you can accomplish the same thing by nerfing just a few.
If the player is finding one thing and spending the rest of the game with it then the devs have failed. It is not the nature of this game to stick with one thing forever, what would be the point of a loot collecting game if you never use most of your loot?
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Post by exile on Jul 19, 2019 15:43:06 GMT -6
There is no functional difference between nerfing one thing and buffing everything else. You have to buff all of the monsters as well, of course, or all of these buffs just amount to making the game easier. It's pretty stupid to buff every damn thing in the game though, when you can accomplish the same thing by nerfing just a few. If the player is finding one thing and spending the rest of the game with it then the devs have failed. It is not the nature of this game to stick with one thing forever, what would be the point of a loot collecting game if you never use most of your loot? Because a lot of old-school games (which BS imitates) were in this vein. You find maybe 2-3 great weapons out of a hundred in the game. Some are novel to use because they feature intriguing mechanics or are just cool as hell, but ultimately, only a few are optimal. It's been true in the Final Fantasies over the years, in Igavanias, in a plethora of others. It doesn't always equal bad game design. Conversely, one could also argue that if every weapon is more or less equivalently effective, then there's also no point to variation. Ideally, a game would offer distinct choices that are all, dependent on playstyle, reasonably viable. I don't think BS nails this, but it gets reasonably close for a game of this sort. Really, I'm not an especially talented gamer and I can dominate with pretty much any weapon in this game.
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Post by third on Jul 19, 2019 16:08:16 GMT -6
You have changed the topic, this is not the issue. The issue is progression. It doesn't matter if there's only one weapon worth using at the end of the game, as is the case in those FF games and such that you mention, it doesn't matter because the game is over at that point. But if there's only one weapon worth using and you get it at the beginning of the game, and this is a game that has a large component revolving around finding and using cool weapons, then that's a problem.
All right, I'm just going to add one thing and then I'm done. Most of the people in this thread who are complaining about nerfs seem to be doing so because they enjoy being overpowered. They like kicking bosses to death in seconds with the bunny, or watching the Dullhammer familiar kill everything. That's fine, everyone's got their own groove, but it isn't necessary for the bunny to be more powerful than other attacks, or the Dullhammer to be more powerful than other familiars, in order to do that. It's only necessary for the bunny and the dullhammer to be stronger than the enemies that you're facing. In other words, even if these things are nerfed then you can still play the same way simply by doing it on an easier difficulty. There is no difference between reducing the amount of damage that an attack does and increasing the amount of hit points that an enemy has.
So... then the question to you folks is: why aren't you doing that? Why are you complaining about nerfs instead of just playing on an easier difficulty? This is a rhetorical question, because I said I was done (I'm going to bed) but maybe some introspection is in order here.
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Post by EBBenjy on Jul 19, 2019 16:24:35 GMT -6
I'm also extremely upset with all the nerfs. This is a horrible idea. Why take away all the fun toys this game gives you? I'd personally like to see the justification behind every one of these nerfs. ....This game needs its strong options that reward skill and experimentation. If everything is just weak, then nothing is meaningful. If everything is strong, however, then everything can become someone's favourite. I'm quoting myself because I realise that this was a bit of a knee-jerk reaction on my part, and I want to speak my thoughts after a bit more reflection. I'm okay with nerfs of clearly overpowered abilities. If it was only Welcome Company and maybe Dullahead that got nerfed, it would make a lot more sense. The negative reaction I think comes from the sheer number of nerfs there are, the nerfs to abilities that were clearly not overpowered in any way (Craftwork), and the complete and utter lack of buffs aside from one item drop becoming more common. It gives the impression that the designers can, at a moment's notice, just nuke the parts of the game we like without warning. It turns the sense of discovery and exploration into a sense of unease, as now that the precedent of nerfing has been set, nothing is safe any more. It's an incredibly significant precedent to set, as we had no reason to believe any of the numbers would ever change before this. Now we have no clue, and with how temperamental the developers have been as of late (with the paid DLC survey coming out of nowhere when there's still a ton of performance/stability work to be done with the existing game), there's not much reason to trust that they'll do the right thing.
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Post by gradius on Jul 19, 2019 16:34:43 GMT -6
Well at least, lucky me, got the game in GOG store... GOG is unique, because unlike Steam, the client is optional (Galaxy) and you have total, absolute control, over all of its features. No game time tracking or cloud saves if you don't want them, you select the version of the game you want to play, updates are completely optional, plus they can be manually controlled by the player itself fully, etc. One possible solution, at least temporary, is to back up the DRM-Free installer that GOG offers, right now, in this version, before the nerfs... And keep playing it! Then update, only if and when a worthwhile load of fresh new content arrives.
But what other players will do? Not everybody can choose and manually set, the game version they want to play...
That being said, i really hate nerfs too. Especially in RPGs. Damn. Whose bloody idea was to drop the ball on bug fixing & delivering the promised staggered content of kickstarter goals and instead, dimension-shift into paid cosmetics DLC and "nerfing"/balance?
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Post by EbonAnimus on Jul 19, 2019 16:55:24 GMT -6
Nerfs are never needed, just make a higher difficulty!
I highly hoped nightmare difficulty was something like the i experienced in Hollow Knight, really really hard game and sadly to say a more perfect and rewarding Metroidvania than Bloodstained is going to be...
*:The game needs a lot of dlc and rank-ups inspired by the community, these people know best whats needed!
1.there are backers not having their games yet, fix need to come first!
2. fix switch issues, these poor people have the weakest nextgen console ever seen and need a downgraded version that runs good and no normal version that runs bad but thats not the prob, the prob is that Bloodstained has requirements like resident evil 2 remake but it should be more near ori and the blind forest, don´t know why?!
3. DLC needs to come fast, the game is dying as we speak here, i played through 10 time, killed 80k+ mobs had 999 bullets of every ammo, millions of gold and everything needful on 99, 10 days ago-.- for me, this is more done than a chewing gum after 10 hours of work..
4. Nerfs are not needed, waste of time, nobody wants it, just make a new difficulty that let the players sweat in fear on bigger mobs and panic in bossfights, this is needed!
just watch some Hollow Knight vids, try´d a boss yesterday for 4,5 hours, after beating it, i felt like the time i hitted 100 in path of exile standard... this is rewarding gameplay experience!
please IGA and company, work only on things needed instead of wasting time on nerfs nobody wants or needs..
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Post by EBBenjy on Jul 19, 2019 17:45:45 GMT -6
Well at least, lucky me, got the game in GOG store... GOG is unique, because unlike Steam, the client is optional (Galaxy) and you have total, absolute control, over all of its features. No game time tracking or cloud saves if you don't want them, you select the version of the game you want to play, updates are completely optional, plus they can be manually controlled by the player itself fully, etc. One possible solution, at least temporary, is to back up the DRM-Free installer that GOG offers, right now, in this version, before the nerfs... And keep playing it! Then update, only if and when a worthwhile load of fresh new content arrives. But what other players will do? Not everybody can choose and manually set, the game version they want to play... That being said, i really hate nerfs too. Especially in RPGs. Damn. Whose bloody idea was to drop the ball on bug fixing & delivering the promised staggered content of kickstarter goals and instead, dimension-shift into paid cosmetics DLC and "nerfing"/balance? I was just playing a new playthrough today, and the game crashed because I read a bookshelf. There will never exist a version of the game that has the pre-nerf abilities that won't randomly crash. I will gladly take the nerfs over the stupid crashes any day.
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Post by lunarbreeze on Jul 19, 2019 18:16:19 GMT -6
After my NIGHTMARE run where I nuked everything with chain lightning spam, True Arrow spam and Riga Dohin spam without even trying except on the bosses, all these nerfs make complete sense, especially with how little MP they cost. There should also be a small cooldown between casts of the same shard so the player is stimulated to synergize different types of shards as well as melee and guns instead of just entering a room, staying in a safe corner and spamming the best spell they found and watching everything melt like you have cheats.
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Post by DSLevantine on Jul 19, 2019 18:50:04 GMT -6
I'm also extremely upset with all the nerfs. This is a horrible idea. Why take away all the fun toys this game gives you? I'd personally like to see the justification behind every one of these nerfs. ....This game needs its strong options that reward skill and experimentation. If everything is just weak, then nothing is meaningful. If everything is strong, however, then everything can become someone's favourite. I'm quoting myself because I realise that this was a bit of a knee-jerk reaction on my part, and I want to speak my thoughts after a bit more reflection. I'm okay with nerfs of clearly overpowered abilities. If it was only Welcome Company and maybe Dullahead that got nerfed, it would make a lot more sense. The negative reaction I think comes from the sheer number of nerfs there are, the nerfs to abilities that were clearly not overpowered in any way (Craftwork), and the complete and utter lack of buffs aside from one item drop becoming more common. It gives the impression that the designers can, at a moment's notice, just nuke the parts of the game we like without warning. It turns the sense of discovery and exploration into a sense of unease, as now that the precedent of nerfing has been set, nothing is safe any more. It's an incredibly significant precedent to set, as we had no reason to believe any of the numbers would ever change before this. Now we have no clue, and with how temperamental the developers have been as of late (with the paid DLC survey coming out of nowhere when there's still a ton of performance/stability work to be done with the existing game), there's not much reason to trust that they'll do the right thing. Well, you need to take the nerf cycle into consideration. Once they start nerfing something, what makes you think they will stop there? Players will always find the next OP skill to use and they will keep nerfing the OP skill. So what will happen in the end?
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Post by EBBenjy on Jul 19, 2019 19:29:08 GMT -6
Well, you need to take the nerf cycle into consideration. Once they start nerfing something, what makes you think they will stop there? Players will always find the next OP skill to use and they will keep nerfing the OP skill. So what will happen in the end? Oh I agree with this. Nerfing anything the moment it looks to be decent is the one way to make your game full of nothing but extremely underwhelming abilities. Crissaegrim in SotN was ridiculously too good. It basically makes most enemies nonexistent. So it could definitely have done with further tweaking before release. However, every appearance of Valmanway in the following games was always extremely meh for me. Rhava Velar was the first time this kind of weapon was actually fun again, and since it wasn't as ridiculous as Crissaegrim, I felt it was finally balanced. But... welp, turns out it's just going to be a meh again. Though, that might not be the case... it all depends on HOW nerfed these abilities are. Once we have the ability to compare old with new, we'll be able to fully understand how big a deal this all is. This is another case of bad communication more anything else.
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lai
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Post by lai on Jul 19, 2019 19:39:35 GMT -6
It just occurred to me but do we even have numbers on the nerfs? The only one we know for certain is Welcome Company being reduced to 3 paintings at base.
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