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Make Cleavers Great Again (in HT)

Discussion in 'Suggestions' started by Gurk, Jun 20, 2022.

  1. Gurk
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    Gurk Nightshadow

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    Preface

    HT is one of the very few "cleave"-friendly bosses in the game and the only one that is late game, and the fact that it remains a space that is generally not very welcoming to cleavers acts as a sort of litmus test for the determination of whether playing a cleave class into the end game is a worthwhile endeavor. Now don't get me wrong; cleave classes have their upsides and incentives and don't perform as badly as many might think in non-cleave situations. But at least as it pertains to the end game player, there is no compelling reason to invest in them over any other class.

    One could try to justify this situation by simply classifying them as an entry-level class given their ease of washing, but it does not seem to me to be conducive to healthy class balance for such a disproportionate amount of weight to be put on this one factor alone. Washing being the primary reason cleavers have any relevance is an unsavory dynamic because of the fact that it implicitly classifies cleave classes as simply stopgaps and second-class characters that any long term player should eventually reroll from once they've built up enough of an nx bank to play a "proper" class.

    Yes, factoring in washing into class balance is a bit of a necessary evil as the amount of single target content in ML will always far outweigh the cleave-friendly content, i.e. washing is the valve that moderates the degree to which players look exclusively to playing ranged characters. But a washing advantage by itself shouldn't be the raison d'etre for cleavers. They should be able to hold onto this advantage while also actually kicking ass in whatever limited selection of cleave content that exists relative to their range counterparts. Currently, it is only CWK cleave where this is true (even at zak, ranged chars are still arguably superior), and while cleavers can perform well in HT they are by no means a powerhouse or even anywhere near a staple as a one-of, and I believe this is an issue that needs to be corrected. If there were even a single late game boss that was relevant where cleavers were highly desirable, I think that the perception of the hero and DK class would change over night (see MMs before and after PB release).

    Horntail

    Now if we look more specifically towards cleave viability in HT, it seems to me that there are three primary issues that hold cleavers (and by cleavers I primarily mean heroes and DKs) back from being fully desirable and feeling right at home: the right arm being active on runs they're on, their effective damage contribution still being lower than range, and the purported risk of mass sed that they carry with them.

    For the first, the right arm is not active with an all range comp so it doesn't constantly debuff the party, which would otherwise lower squad dpm by up to ~5%, whereas it will with a cleaver (unless they perform suboptimally, which defeats the purpose of bringing them). So right off the bat the cards are already stacked against them by default.

    The second issue partly has to do with their actual cleave uptime as well as how a decent portion of the damage that cleavers dish out is largely moot and doesn't speed up the run, e.g. wing damage. Basically, a significant portion of the damage to wings overlaps with that of the bishop, i.e. taking down the wings early only reduces squad dpm and has little net benefit, especially with a stronger bishop. The only damage to wings by a cleaver that is actually relevant is the amount by which the bishop would be short for clearing wings solo (in addition to the help of other attackers whenever there are bad head cancels) by the time all heads are downed. This effectively means that the damage a hero/DK cleaver deals to wings outside of the first 5 or so minutes of cleaving them is "fake" damage and only serves to inflate dpm. Furthermore, even arm damage can be moot at times in the event of bad cancels, i.e. scenarios where a significant amount of damage has been put on arms due to frequent double head cancels and the group is wary to add any further damage to it upon further head cancels.

    And even if we were to just focus on head cleaving, which might initially seem like it'd be enough by itself to far outclass the contribution of range classes, we would see that it actually only puts them somewhat on par with ranged attackers, assuming that heads are cancelled about a third of the time, i.e. they get to cleave two heads less than half the time that they are up. While cleaving MH and RH on right side, damage efficiency for a warrior is only around 75% due to falls about every 30 seconds. Assuming this cleaver has a high 9m single target dummy dpm, we would have the following theoretical numbers for right side:

    13.5m [2-target dpm] * (4/9) [% of the time both heads are up] + 6.75m [1-target dpm] * (2/9) [% of the time MH is up and head on respective side is cancelled] + 6.75m [1-target dpm] * (2/9) [% of the time MH is cancelled and head on respective side is up] = 9m, which is still less than strong sairs and NLs.

    Now let's say that damage efficiency on heads on the left side is around 90%. Using the same math from above we get 10.8m, which puts them on par with or slightly better than top tier sairs and NLs. If we average the performance on heads from both sides, we get 9.9m, which while very solid isn't really quite blowing out the ranged competition. Couple that with the fact that preheads are a thing and that cleaving opportunities decrease as the body progresses, it's no wonder that cleavers are not particularly desired at one of the only "cleave" bosses given that they can still be readily replaced with a ranged attacker.

    And thirdly is of course the risk of mass sed. Even if that perceived risk is overblown and can be avoided with smarts, it is still a significant demotivator for bringing cleavers when one can just choose to not chance it at all with no downside and likely even an upside. Even for groups that are competent, mass sed can still catch a squad off guard once in a while when cancels are particularly bad and they have a cleaver(s). And even if it doesn't, the very fact that they have to play around it at times already means that some of the damage dealt to arms by the cleaver wasn't meaningful.

    Suggestion

    To even the playing field and do away with the first issue, perhaps it would be best, at the risk of triggering BMs and afk NLs, to simply make each arm auto aggro to their respective halves of the map. This way the right arm will always be debuffing whenever there is anyone on the right half of the map, and not just because a cleaver was brought along.

    As for the latter two issues, a potential fix might be to simply increase the HP (and exp, perhaps) of the wings and arms. As we saw earlier, simply cleaving two parts on heads isn't enough to put cleavers ahead of ranged attackers so the logical next move is to pave the way towards a 3-target cleaving meta, and the only way to accomplish this is by buffing the HP of wings and arms such that running without a cleaver will significantly increase runtime. This way all cleave damage to wings/arms is "real" and complications arising from dealing with the issue of mass sed are also lessened, helping to accomplish the desired effect of making bringing a cleaver desirable as they will meaningfully speed up a run with minimal risk. Now, a con for this change might be that it further lessens any sense of danger and reduces complexity in the fight, but I would say that that's a rather moot point given that this danger is already non-existent for most one party runs with no cleavers in the current uninspired "preheads-to-three-heads" meta. If one really wishes to reintroduce a sense of danger, as Kimmy's development roadmap touches on, there are other ways to go about doing so than tying most of the risk to the already marginalized cleaver class (semi-random sed when?).

    Now, to look into more specific numbers as to how wing and arm HP can be increased in a reasonable fashion so as to carve out a role for cleavers, let's first take a look at how much room there is for cleavers to cleave currently. Wings have 270m HP and each arm has 230m HP (really 160m for our purposes as you don't want to push it into mass early). If we have a bish that does 2m dpm to both wings and arms and we say that it takes 50 minutes to down all three heads, then we can subtract another 100m from both, bringing the running total down to 170m and 60m, respectively (a bish that jump ults will do about another 10m to wings and left arm with bahamut). And then if we have an actual shad (if those still exist) as sed target cleaving as well and doing 3m dpm to both wings and arms (and spending an even amount of time on left and right side), this total would be further lowered to 20m and -15m, respectively. However, since I don't believe in shads we're going to redact that last part and just act under the assumption that this hypothetical squad is using a sed mule, as it should.

    Now if we ignore for the moment the fact that NLs and sairs can easily swap sides, let us say that all attackers drop down to slap wings whenever all heads on that respective side are cancelled. If a given head is cancelled about a third of the time, then we can say that both heads on the respective side will be cancelled at the same time for a total of about 5 minutes on average. Assuming that this is a 6-man squad with a single cleaver, let's say that the total single target dpm between the five attackers is 32.5m, averaging 6.5m each. During those 5 minutes, an additional 162.5m damage will be done to wings, which leaves us with a paltry 7.5m HP left on wings, meaning only about a minute of the damage a hero or DK does to wings while cleaving is actually useful.

    If two of these five attackers are NLs or sairs that change sides when both heads on their side are cancelled and thus only ever hit wings when all heads available are cancelled, then the additional damage done to wings is reduced to roughly 145m, leaving wings with about 25m HP, meaning only about 3 minutes of wing cleave damage by a cleaver is real and even this is a bit of an overestimate given that attackers will hit wings with increased frequency when only one head remains. This figure may still yet be further tempered by the presence of an MM or bucc who may also deal cleave damage to wings and arms some times when right head is cancelled, or god forbid, a real shad, further cutting into whatever little remains of the cleaver pie.

    All of this is just a long-winded way to show that the damage done by a cleaver to wings at the start of body when legs are still up is already more than they will ever need to do to them. And if we go back and look at the situation with the arms, we will remember that the running total for each arm was 60m HP, meaning there is only room for each of them to be cleaved for about 9 minutes. So if we take a step back and look at the high-level overview, the picture that we see is that even when a cleaver is cleaving three parts (head/wing/arm), they are effectively still barely hitting more than one. So where do we go from here? Well, let's first imagine what would happen if all the damage to wings and arm that a cleaver does while on right side was meaningful.

    If the cleaver we described earlier spends 25 minutes camping the cleaving spot for RH/RA/wings, they will do roughly 170m damage to both wings and RH and 112.5m damage to RA (assuming arm is only hit 66% of the time), which translates to a dpm of ~15.75m. Assuming left side dpm of cleaving heads is unchanged (10.8m), that averages to a whopping ~13.3m, which indisputably puts them ahead of ranged. As we had previously established that only about 25m of the damage to wings that a cleaver does is currently relevant, wing HP would have to be increased by about 185m (taking into account the ~40m damage that a cleaver would do to wings during the first 5 minutes of body), a 68.5% increase, to make all of this wing damage meaningful. Arm HP would also have to be increased by about 112.5m. This way, bringing a cleaver will keep current run times relatively the same, while not bringing one will slow down runs by about 10-15 minutes with the amount of additional HP they would have to burst down.

    It should be noted though that the left arm would be a good bit bulkier still even with a cleaver (effective net increase in HP by about 72.5m) as there isn't too much cleave damage done to it, though that may lend relevance to some jump cleaving on the left side or bolster the relevance of shad cleave, which would be about 3m dpm to arm as sed target, which happens to just be enough to deal with the remaining HP (75m damage over 25 minutes). All in all, a lot of these numbers are derived from back of the napkin math and there's certainly a lot of room to play around with the figures so these HP increases are by no means set and final for this proposal; I leave the exact numbers to staff's discretion. My main goal was to demonstrate how increasing the HP of wings and arms would make cleavers a staple in HT (and in turn, a real end game class) and I hope I have done that here.
     
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  2. JKNS
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    JKNS Selkie Jr.

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    Outright remove Cancels as a mechanic for being terrible or make them breakable if a certain amount of damage is dealt in X seconds. I get DR reducing to 1, but cancels just make people sit around and are a really silly thing to deal with. HT offers multiple targets to hit but being locked out of the majority of those targets for 45 seconds per Weapon Cancel is a complete joke: with no cancels or breakable cancels, at least a Cleave can just stay up top (until Stance inevitably fails for being 9% in HT). Many groups are reluctant to bring too much cleave for fear of mass sed or just waiting around, and 6-man groups will basically merge the role of sed and cleave in one person, if not outright mule it because it just makes sense to bring some sort of Range or 1v1 attacker instead. HT is cleave-limited even in early runs and outright unfriendly to cleave late unless you’re willing to be sed.

    I will acknowledge that lack of cancels might make HT too easy (not that HT is difficult in its current state) but I imagine that can be made up in a different sort of rebalance.
     
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  3. akashsky
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    akashsky Horntail

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    Cleave can also become relevant again by reverting the mass seduce mechanics change. When bursting an arm through mass sed becomes a viable option, all of the arm hp is up for grabs as "real" damage.
     
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  4. Selquin
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    Selquin Headless Horseman

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    Still waiting for the day when staff finally fold, realize they were wrong, and revert the arm sed mechanics.


    This would actually make cleave a lot better, but it would remove a lot of the skill associated with playing range classes. A big part of HT involves optimizing your movement to target switch when a cancel comes up, this is particularly true for NLs where pretty much all of the skill is in the movement.
     
  5. -ovv
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    -ovv Horntail

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    FWIW, the proper cleave play is to go from leg/tail directly to left side mh/lh cleave. There is no scenario in which taking the dpm loss from falling is worth the extra cleave part, and the main goal of the initial heads phase is to get one head down and then move over to the other side to finish the run. Cleaves shouldn't be playing at a disadvantage and should just ignore right side three-cleave on one head/wings/arms in favor for left side two-cleave on heads.

    The optimal situation for a cleaver is to have dual cleave on leg/tail then longer time on the left side while the rest of the party goes right. This keeps right arm locked and gives the cleaver the most time with two head targets. Once right head goes down, the ranged attackers should try to balance out damage on Left Head and Mid Head so that they go down around the same time, preferably with Mid Head going down first between the two (should be possible if you're running with a strong Bucc).

    The only time cleavers should be hitting wings/arms is during double head cancel on left side.

    DKs suffer much more dpm loss if their ranged party members need HB, and they rely on SE more than Heroes (but that shouldn't matter as much if they're crossing frequently to HB anyways).
     
  6. mard
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    mard Mixed Golem Retired Staff

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    Crossing over as a DK to HB the party members on the right doesn't seem worth it as the DPM loss for coming over and then walking back up to the left/mid head would be quite substantial in addition to potentially activating the right arm when climbing up to give HB.
     
  7. -ovv
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    -ovv Horntail

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    Yep that was my point. DKs get doubly screwed in HT. They’re probably better off starting right to try to down right head ASAP so they can have more time on left side, but they have to deal with the inefficiencies of attacking on right side altogether. Heroes can just stay left the whole time.
     
  8. OP
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    Gurk Nightshadow

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    If wing damage remains effectively moot, however, their effective dpm across the fight will still be lower than range.

    Issue with staying on left side is the moving back and forth to get buffs, which is a huge dpm loss. Right head taking longer to go down can also be a detriment depending on squad composition, i.e. if you have an MM, bucc or pally. Furthermore, the post already concedes that 3-part cleaving isn't worth it at the moment and is premised on the idea that the dpm from cleaving heads isn't enough to make them more valuable than ranged attackers, hence the attempt to make 3-part cleaving worth it.
     
  9. Selquin
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    Selquin Headless Horseman

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  10. FCOArlo
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    FCOArlo Master Chronos

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    inb4 wing hp gets buffed and all the range just become perma wing hitters.
     
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  11. -ovv
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    -ovv Horntail

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    If you change the perspective away from DPM as the main objective and instead focus on effective DPM/run time, situations like crossing during a simultaneous double cancel shouldn't be too detrimental to the run. If we are to assume truth in the narrative that wing damage is useless, then crossing over during a simultaneous double cancel should be considered optimal instead of everyone jumping down and hitting wing. You could justify staying on that side until another opportunity to cross back presents itself, or you could time your return back to the original side right as cancels come off.

    Personally, I think that MMs should just start and stay left the entire run as well, especially if it's just NLs left on the right side that can cross over to get their buffs once every 5 minutes or for free during double cancels. While I know paladins get their highest dpm by cleaving right side first (which triggers right arm anyways), if we're looking at effective dpm only, I feel like they're better off just bursting down RH with blast to shorten the right side phase, especially if there is another cleaver attacking on the other side. If we already have a primary cleaver in the left side slot, a secondary paladin should start right to help single-targets burst RH. If the paladin is the only cleaver, then they're better off starting left and doing their optimal damage with blast anyways. The biggest issue with these types of split strategies is that it relies on the bishop being able to 1hit dark wyverns.
     
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  12. OP
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    Gurk Nightshadow

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    Any left man hitters in the chat?
     
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  13. jc123
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    jc123 Brown Teddy

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    Is this 5% even true? I'm led to believe this is completely a player skill issue. Horntail arms have the same amount of delay as each other(see -- bishops perfect frame dispelling W-UP/D-UP). I've even had some bishops perfect dispel statuses over my character intentionally while they're near me(s/o ChrisssChrisss ). It holds true even more considering you can cast acps without any delay. If you ask me if I'd rather use a few hundred acps over an absurdly low amount of acps I would probably go for the strat that doesn't trigger arm just for QoL reasons, though.

    What about buffing the range of HB to SI/SE range so you don't have to cross over anymore? I've always wondered why HB/HS is so small range compared to other party buffs and what caused the justification to SI being buffed in range. (Can anyone confirm this for me? I'm looking around for the post that describes this)

    Alternatively, teleporters!

    One of the biggest learning lessons from ToT is that the teleporters make the maps super accessible. People are sweeping through these maps without touching a single rope or ladder. Maybe the same can be done within Horntail.

    Another idea that hasn't been discussed is changing hitbox sizes or platform sizes. If cleavers didn't completely fall to the ground on right side cleave platforms it would be a significant boost to dpm. The pixel perfectness of the mid-head/right head hitbox is a cruel addition for newer horntail runners. Surely it should be a bit easier to access.
     
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  14. yurain
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    Can a cleave hit both leg and tail at the same time?
    Why not make the cleave solo the leg and tail while the range begin on the LH immediately.
     
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  15. mard
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    mard Mixed Golem Retired Staff

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    A DK cannot cleave solo the leg and tail, and usually the tail is killed quickly for the safety of the sed / so the ranged can cross over to the right.
     
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  16. -ovv
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    -ovv Horntail

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    People have theorized strats like this before with mages soloing leg and tail but it ends up being an inconvenience and a hazard.

    I played around with the idea of having additional platforms for cleavers to use. It would be placed in places that would take on touch damage which most warriors could survive and react to with i frames from the previous damage. It wouldn’t be used for permanent positioning but only as a way to get back up faster. The thing is I’m not much of a fan of something like lengthening the platform because then you approach a situation where muleable heroes becomes much more feasible l, just like how repositioning HH mules was super easy on left side bc you had two or three kbs before falling.
    Another issue is right arm still being active. To answer your question, yes right arm being active adds not only acps from debuffs but also mana drain that kbs you. These add up to lower your dpm efficiency overall, which is why current strats kind of hinge around the idea that minimizing things that attack you is the best way to optimize your dpm (hence the single head burst down meta).
    BMs cannot acp during Hurricane and can’t activate acp until their hurricane animation drops. They also have to restart hurricane animation to begin attacking again. These all play into lowering dpm efficiency when compared to dummy dpm that doesn’t account for repositioning and animation times.

    I think the best change we can ask for has already been said by Akash and Skar - the old HT was the best HT. It was inclusive of every class and rewarded good bishop and team oriented play. It didn’t separate the boss fight into such distinct phases that cemented one singular meta. It didn’t single out sed target so much that teams had to rely on a mule. Old HT was actually fun.
     
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  17. LeonardoJF
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    LeonardoJF Zakum

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  18. Alyosha
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    Alyosha Skelegon Retired Staff

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    Add 2 ropes here, maybe have the top one slightly further left. Being able to grab hold on stance failure would get rid of 33-66% of DPM lost to reclimbing every single fall. The time spent climbing is the greatest loss cleave currently have, even taking 6-8 seconds of position recovery when in Wings/Arm/RH position, and 12-14 seconds to recover to RH/MH position will run down DPM significantly if you assume stance has an uptime of roughly 30 seconds on average without fail. Dual head on right side is currently not optimal because close to a third of your DPS is lost to getting back up there, but that can be shrunk from adding a rope to save yourself, should you have the skill and attention to do so.

    One thing that hasn't been fully fledged in thought is a mobs ability to cast skills due to range constraints. If a target is not within range, a boss will not cast a certain skill. That principle could be further fleshed out to make boss fights more dynamic. If there are certain low damage dud skills added with limited ranges and some cloned animations, you could theoretically add tank qualities to melee classes, as bosses would be casting skills that only affect the melee users, thereby taking hits away from ranged classes. It's a roundabout way of buffing ranged DPS by decreasing the number of hits they receive, due to melees pulling damage away from them in a classic MMO way.

    upload_2022-6-22_22-17-8.png
    Let's say for example that we add an extra attack to all 3 heads that triggers as long as someone is within this range, and it hits anyone within it. Those outside of the range don't get hit. I'm not too sure about the accurate numbers here(Floor attacks are only for bishops in most of the fight, that's where things get iffy), but I believe LH has 1-2 attacks that hit everyone, MH has 1-2, and RH has 2. Adding an extra animation to the cycle would decrease the number of hits received drastically. With a single arm and wings, total tankable hits is somewhere between 6 and 8, but with 3 additional dud attacks you would reduce ranged damage received by somewhere between a quarter and a third, but with targeted agro I could still see cleave reducing the number of hits ranged characters receive by 10%.

    At that point I'd consider melee worth bringing, because as they currently stand I see them as a detriment to the run as they struggle to compensate for their flaws in the beginning and at the end. Utilizing new ropes and current agro mechanics to dial them towards tanks could help foster the classes all without changing any damage values.
     
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  19. -ovv
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    -ovv Horntail

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    I like where this is going, but the first thing I'd do is shove my sed mule in dark sight on the rope or bring a secondary shad mule to sit on the top left platforms and reposition every 30 seconds or so.
     
  20. Alyosha
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    Alyosha Skelegon Retired Staff

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    And what does that accomplish if it doesn't even have agro? :^) It's likely to be agro wars to function, between bishop, ranged on ducks, and cleave
     

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