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#feedback

Edited by AttilaTheNvn: 2/12/2016 8:13:39 AM
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Give me a single good reason why we can't Infuse Year 1, Bungie.

-Don't compare it to other "MMOs." -Don't compare it to other Shooters. -Simply approach the issue within the confines of [i]this[/i] game, and this game [i]alone[/i], and try to find a good argument. It doesn't matter what OTHER games do, because this isn't OTHER games; this is [b]Destiny[/b]. ____________________________________ The #1 reason I hear as to why Year 1 should be left behind seems to be this: [b]"Year 1 is too powerful to compete with Year 2."[/b] Now, I see this posted [i]endlessly[/i] on the forums, despite these two problems with it: [b]1. It's a glaring, unfounded overgeneralization. 2. It implies that (assuming Year 1 gear [i]is[/i] overpowered) capping Light Levels will actually [i]fix that[/i].[/b] With these two points, I'm going to show exactly why cries of "overpowered gear" have no facts to support them, and how leaving Year 1 behind does nothing to address the issue [i]either way[/i] [b](TL;DR at the end)[/b] ____________________________________ [u][b]Point #1- Is Year 1 [i]actually[/i] overpowered?[/b][/u] -The Devil You Know -Murmur -The Scholar -Low-Grade Humility -Praetorian Foil -Fang of Ir Yut -Vanquisher VIII -Atheon's Epilogue -Against All Odds -Gheleon's Demise -The Infinite Theorem Read through that list. Have you ever heard the term "overpowered" associated with any of them? Because, in full confidence, I'm willing to bet that you haven't, nor have you heard it associated with any of the [i]other 95% of the weapons in Year 1.[/i] Sure, many people swear by some of those weapons, and would even call them "great," but never [i]overpowered[/i]. In addition, if you still think Year 1 [i]perks[/i] are still to powerful to be brought forward, you should read the [url=https://www.bungie.net/7_Destiny-Update---09082015/en/News/News?aid=13474]extensive nerfing Bungie did to them in 2.0[/url] When people refer to "Year 1" as overpowered, I imagine these are usually the weapons they have in mind: -Fatebringer -The Last Word -Thorn -Felwinter's Lie/Matador 64/Etc. -The Messenger/Hopscotch Pilgrim/Etc. -Gjallarhorn Now, lets look at the state of these weapons as they exist after the 2.0 patch: [quote][b]Fatebringer:[/b] |NERFED| While still one of the best [i]handcannons[/i] for PvE, the overall HC nerf has brought it down to be more in line with other primaries [i]in general[/i]. And, let's be honest; it was [i]never[/i] viewed as being OP in PvP, and that hasn't changed. [b]TLW:[/b] |NERFED| Specifically addressed with a SEVERE nerf to stability, range, and accuracy in 2.0, it's still a capable weapon in skilled hands, but not at all on the level it was before. [b]Thorn:[/b] |NERFED| Also addressed with substantial nerf, leaving its DOT ability substantially re-tooled, which makes it a more standard 3-shot-kill, and prevents players from relying solely on poison damage. Still great, but no longer the ubiquitous choice for PvP that it was before. [b]Felwinter:[/b] |NERFED| As with all high-impact shotguns, the general consensus has been that the gun itself wasn't the underlying issue; the [i]perks[/i] were. With 2.0, Rangefinder's effectiveness was substantially reduced, and 2.0.1 straight-up removed Shotpackage [i]entirely[/i]. Because of that, the high-impact archetype is much more balanced across the board, with the low ROF becoming a more noticeable drawback in exchange for stopping power. [b]The Messenger:[/b] |NERFED| While not as glaringly "OP" as the other entries on this list, high-impact PRs were generally viewed as being slightly too capable in the HoW Meta. In 2.0, they received a slight, universal decrease in stability to help keep them from dominating PvP going forward, and have since been nerfed [u]even harder[/u]. [b]Gjallarhorn:[/b] |NERFED| Arguably the most notoriously "overpowered" weapon in any game [i]ever[/i], Ghorn's signature "Wolfpack Rounds" perk was given a noticeable damage decrease in 2.0, bringing it [i]somewhat[/i] in line with other Rocket Launchers. It's still arguably the hardest hitting launcher in the game, but it's no longer the boss-melter that it once was. [/quote] There are other examples, but, [i]again[/i], these are generally the most widely-accepted "overpowered" weapons in the game; however, as you can see, they've [i]already been balanced in 2.0.[/i] Not only has the [i]majority[/i] of Year 1 gear been perfectly balanced [i]to begin with[/i], but the small subset that [i]was[/i] overpower has, in large part, [i]already been dealt with.[/i] [b]Saying that "Year 1 is too powerful to compete with Year 2" is not only a glaring, unfounded overgeneralization, but is [i]demonstrably untrue [u]altogether[/u][/i] in the post-2.0 Meta.[/b] [i]Also, there are still SOME Year 1 weapons and armor that continue to drop at TTK levels, both as Crucible and Story drops, and in these cases, it [u]literally[/u] only serves as a way to artificially inflate playtimes, with no actual effect on the Meta.[/i] ____________________________________ [u][b]Point #2- Does capping Light Levels actually solve anything?[/b][/u] First off- It should be pointed out that overpowered gear has zero [i]negative effects[/i] on players in [i]Cooperative, PvE environments[/i]. As such, no weapon (such as Fatebringer or Ghorn) should ever be held back purely on the basis of being too good against [b]A.I. COMBATANTS[/b]. If Bungie wants to nerf overpowered PvE weapons, that's fine, but no one is being negatively impacted by them in the [i]mean time[/i]. Second- Given that Light Levels don't affect [i]90% of Crucible[/i], capping Year 1 gear almost [i]exclusively[/i] affects PvE players, which (as stated above) does nothing to [i]improve[/i] PvE players' experiences. Instead, it shits on every [u]minute[/u] of effort players have put into Year 1 by needlessly invalidating every [i]single[/i] piece of gear that they've earned; not just weapons and armor, but freaking ghosts and [i]COSMETIC ITEMS[/i] (seriously, WHY?). The only [i]true[/i] way to balance weapons (across both PvP [u]and[/u] PvE) is via [b]patches[/b], which, as I pointed out in Point #1, Bungie has [i]already done.[/i] As such, why the hell is Year 1 gear (that has already been balanced in 2.0) [i]still being held back?![/i] In the case of guns like Fatebringer and Ghorn (which were only ever OP in [i]PvE[/i], to begin with), capping them at 170 only serves to cripple them in the portion of the game they were [i]meant to shine in[/i]. Even if they WEREN'T nerfed in 2.0, these weapons never harmed anyone's experience [u]in the first place[/u], so what's the point? And, in the case of PvP; in addition to the fact that the MAJORITY of PvP has Light Levels disabled, all the most egregiously overpower PvP weapons have been [i]already been nerfed in 2.0[/i]. Seriously, though; standard PvP is clearly more balanced than it was before, which has EVERYTHING to do with the 2.0 patch, and NOTHING to do with capping Light Levels. So, again, if Year 1 weapons are balanced in regular Crucible [i]at the stat level[/i], there is no discernible reason to keep them out of Endgame PvP, and even LESS reason to keep them out of PvE where they never had any negative effect on players [i]IN THE FIRST PLACE![/i] ____________________________________ [b][u]So, Bungie; what gives?[/u][/b] If the groundwork has already been laid, and it isn't going to harm anyone's experience, [i]why isn't Year 1 Infusable?[/i] Seriously, even a simple confirmation that it's being [i]discussed[/i] would be a start. -[u][b]TL;DR[/b][/u]- [u][b]Point #1- Is Year 1 [i]actually[/i] overpowered?[/b][/u] [quote]1. No matter how many times people claim that Year 1 is "overpowered," that statement is demonstrably, [i]provably[/i] false. Since the 2.0 patch, Year 1 weapons have been thoroughly balanced alongside their Year 2 counterparts (both on the individual level, and by way of nerfs to the [i]entire[/i] Year 1 perk set). One look at the current state of the Crucible (which includes Year 1 [i]and[/i] Year 2, mind you), and it's easily apparent that the PvP meta has [i]never[/i] been more balanced- [i]ever[/i]. And, if it's balanced in PvP, then it's [i]definitely[/i] balanced for [i]co-operative[/i] environments.[/quote] [u][b]Point #2- Does capping Light Levels actually solve anything?[/b][/u] [quote]2. Leaving Year 1 behind by capping Light Levels does [i]nothing[/i] to improve player experience [i]in any way[/i]. And, it almost exclusively harm's [i]PvE[/i] players, because Year 1 gear is still perfectly competitive in 95% of PvP arenas, whereas Year 1 is now entirely [i]non-competitive[/i] for serious PvE environments (which, coincidentally, is the one environment where overpowered gear [i][b]doesn't[/b][/i] harm players... Go figure!). And, again, in that same mindset, regardless of how prevalently Elemental Primaries are used (which seems to be a big part of Bungle's reasoning), did that negatively affect [i]anyone?[/i] [b][u]No, it didn't[/u][/b]. As Endgame rewards, Elemental Primaries were prestigious, and accordingly difficult to obtain. As such, it would be weird if they [b]didn't[/b] offer something special to differentiate them from everything else! If the rewards weren't superior, how as many of us even ran HM Raids, at all? Or Skolas? Or Trials? Seriously, it's not rocket science; it's great game design, and I have no clue why Bungie decided to remove that system. [/quote]

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  • All of my frustrations... Thank you. I had no idea how to explain this but you sir have done it better than I ever could.

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    • Actually, Fang of Ir Yut was an awsome scout. Kinda miss that, almost as much as I do the VoC

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      • I agree

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      • BC Bungie

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      • [quote]-Don't compare it to other "MMOs." -Don't compare it to other Shooters. -Simply approach the issue within the confines of [i]this[/i] game, and this game [i]alone[/i], and try to find a good argument. It doesn't matter what OTHER games do, because this isn't OTHER games; this is [b]Destiny[/b]. ____________________________________ The #1 reason I hear as to why Year 1 should be left behind seems to be this: [b]"Year 1 is too powerful to compete with Year 2."[/b] Now, I see this posted [i]endlessly[/i] on the forums, despite these two problems with it: [b]1. It's a glaring, unfounded overgeneralization. 2. It implies that (assuming Year 1 gear [i]is[/i] overpowered) capping Light Levels will actually [i]solve anything[/i].[/b] With these two points, I'm going to show exactly why cries of "overpowered gear" have no facts to support them, and how leaving Year 1 behind does nothing to address the issue [i]either way[/i] ____________ [u][b]Point #1- Is Year 1 [i]actually[/i] overpowered?[/b][/u] -The Devil You Know -Murmur -The Scholar -Low-Grade Humility -Praetorian Foil -Fang of Ir Yut -Vanquisher VIII -Atheon's Epilogue -Against All Odds -Gheleon's Demise -The Infinite Theorem Read through that list. Have you ever heard the term "overpowered" associated with any of them? Because, in full confidence, I'm willing to bet that you haven't, nor have you heard it associated with any of the [i]other 95% of the weapons in Year 1.[/i] Sure, many people swear by some of those weapons, and would even call them "great," but never [i]overpowered[/i]. In addition, if you still think Year 1 [i]perks[/i] are still to powerful to be brought forward, you should read the [url=https://www.bungie.net/7_Destiny-Update---09082015/en/News/News?aid=13474]extensive nerfing Bungie did to them in 2.0[/url] When people refer to "Year 1" as overpowered, I imagine these are usually the weapons they have in mind: -Fatebringer -The Last Word -Thorn -Felwinter's Lie/Matador 64/Etc. -The Messenger/Hopscotch Pilgrim/Etc. -Gjallarhorn Now, lets look at the state of these weapons as they exist after the 2.0 patch: [quote][b]Fatebringer:[/b] |NERFED| While still one of the best [i]handcannons[/i] for PvE, the overall HC nerf has brought it down to be more in line with other primaries [i]in general[/i]. And, let's be honest; it was [i]never[/i] viewed as being OP in PvP, and that hasn't changed. [b]TLW:[/b] |NERFED| Specifically addressed with a SEVERE nerf to stability, range, and accuracy in 2.0, it's still a capable weapon in skilled hands, but not at all on the level it was before. [b]Thorn:[/b] |NERFED| Also addressed with substantial nerf, leaving its DOT ability substantially re-tooled, which makes it a more standard 3-shot-kill, and prevents players from relying solely on poison damage. Still great, but no longer the ubiquitous choice for PvP that it was before. [b]Felwinter:[/b] |NERFED| As with all high-impact shotguns, the general consensus has been that the gun itself wasn't the underlying issue; the [i]perks[/i] were. With 2.0, Rangefinder's effectiveness was substantially reduced, and 2.0.1 straight-up removed Shotpackage [i]entirely[/i]. Because of that, the high-impact archetype is much more balanced across the board, with the low ROF becoming a more noticeable drawback in exchange for stopping power. [b]The Messenger:[/b] |NERFED| While not as glaringly "OP" as the other entries on this list, high-impact PRs were generally viewed as being slightly too capable in the HoW Meta. In 2.0, they received a slight, universal decrease in stability to help keep them from dominating PvP going forward. [b]Gjallarhorn:[/b] |NERFED| Arguably the most notoriously "overpowered" weapon in any game [i]ever[/i], Ghorn's signature "Wolfpack Rounds" perk was given a noticeable damage decrease in 2.0, bringing it [i]somewhat[/i] in line with other Rocket Launchers. It's still arguably the hardest hitting launcher in the game, but it's no longer the boss-melter that it once was. [/quote] There are other examples, but, [i]again[/i], these are generally the most widely-accepted "overpowered" weapons in the game; however, as you can see, they've [i]already been balanced in 2.0.[/i] Not only has the [i]majority[/i] of Year 1 gear been perfectly balanced [i]to begin with[/i], but the small subset that [i]was[/i] overpower has, in large part, [i]already been dealt with.[/i] [b]Saying that "Year 1 is too powerful to compete with Year 2" is not only a glaring, unfounded overgeneralization, but is [i]demonstrably untrue [u]altogether[/u][/i] in the 2.0 Meta.[/b] [i]Also, there are still SOME Year 1 weapons and armor that continue to drop at TTK levels, both as Crucible and Story drops. For example; all the new Trials of Osiris gear seems to be statistically [u]identical[/u] to the originals, so there are NO reasons (from a balance standpoint) not to allow my original Trials gear to be infused, period. It's the same for most Year 1 gear, and in these cases, it [u]literally[/u] only serves as a way to artificially inflate playtimes, with no actual effect on the current Meta.[/i] ____________ [u][b]Point #2- Does capping Light Levels actually solve anything?[/b][/u] First off- It should be pointed out that overpowered gear has zero [i]negative effects[/i] on players in [i]Cooperative, PvE environments[/i]. As such, no weapon (such as Fatebringer or Ghorn) should ever be held back purely on the basis of being too good against [b]A.I. COMBATANTS[/b]. If Bungie wants to nerf overpowered PvE weapons, that's fine, but no one is being negatively impacted by them in the [i]mean time[/i]. Second- Given that Light Levels don't affect [i]90% of Crucible[/i], capping Year 1 gear almost [i]exclusively[/i] affects PvE players, which (as stated above) does nothing to [i]improve[/i] PvE players' experiences. Instead, it shits on every [u]minute[/u] of effort players have put into Year 1 by needlessly invalidating every [i]single[/i] piece of gear that they've earned; not just weapons and armor, but freaking ghosts and [i]COSMETIC ITEMS[/i] (seriously, WHY?). The only [i]true[/i] way to balance weapons (across both PvP [u]and[/u] PvE) is via [b]patches[/b], which, as I pointed out in Point #1, Bungie has [i]already done.[/i] As such, why the hell is Year 1 gear (that has already been balanced in 2.0) [i]still being held back?![/i] In the case of guns like Fatebringer and Ghorn (which were only ever OP in [i]PvE[/i], to begin with), capping them at 170 only serves to cripple them in the portion of the game they were [i]meant to shine in[/i]. Even if they WEREN'T nerfed in 2.0, these weapons never harmed anyone's experience [u]in the first place[/u], so what's the point? And, in the case of PvP; in addition to the fact that the MAJORITY of PvP has Light Levels disabled, all the most egregiously overpower PvP weapons have been [i]already been nerfed in 2.0[/i]. Seriously, though; standard PvP is clearly more balanced than it was before, which has EVERYTHING to do with the 2.0 patch, and NOTHING to do with capping Light Levels. So, again, if Year 1 weapons are balanced in regular Crucible [i]at the stat level[/i], there is no discernible reason to keep them out of Endgame PvP, and even LESS reason to keep them out of PvE where they never had any negative effect on players [i]IN THE FIRST PLACE![/i] ____ [b][u]So, Bungie;[/u][/b] Can you prove to me, and the rest of the community, that leaving Year 1 behind was anything more than a cash-grab? Because, even if it [i]IS[/i] a cash-grab, it doesn't make any goddamned sense, because players would still have to [b]buy[/b] and [b]play[/b] TTK in order to Infuse their gear to max levels [i]in the first place![/i] Now, to be clear, I think this game has incredible potential, and the experiences I've had in Year 1 were- hands-down- some of the best memories I've had in a videogame, EVER. My first Exotic drop, my first time through the Vault of Glass, my first time dropping into the Hellmouth, my first time going flawless in Trials with a couple of mates from across the Atlantic Ocean that I had met [i]that night[/i]; these are the kinds of awe-inspiring and unique moments that most games can only DREAM of providing, and all the gear I've acquired from them over the past year [i]MEANS SOMETHING[/i] because of that. I'm [i]invested[/i] in [b][i]my[/i][/b] guardian, and the gear I've used is just as much a part of my "Legend" as any of the enemies I've killed, or the challenges I've accomplished. And, correct me if I'm wrong, but I thought that's what developers [i]wanted[/i] from their players; commitment. But now, that's all gone; none of MY experiences matter in this game, anymore. If the groundwork has already been laid, and it isn't going to harm anyone's experience, [i]why isn't Year 1 Infusable?[/i] Seriously, even a simple confirmation that it's being [i]discussed[/i] would be a start.[/quote]

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      • Year 2 weapons wouldn't compete with year 1

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      • man, I'm with ya on the Yr 1's being included. It would actually provide us with a true sense of weapon diversity. Cuz right now, that diversity is just as lacking in Destiny as Obama's transparency is lacking in the White House! But, I believe the Yr 1's were left behind simply because Bungie did not want new players feeling left out, and in turn whining about it. I also believe that a lot of Yr 1 players who bully anyone suggesting the return of Yr 1 gear dismantled their stuff and in turn would whine about it!!!

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      • Something called a fresh start with people not constantly keeping behind their favorited weapons. Bungie wants people to branch out and try new things, and with HoW they saw that didn't happen because everyone was too busy comparing the new weapons to the old, so much so that the strengths of the new weapons weren't given the proper use. Plus it made gameplay bland, joining either strikes or crucible everyone constantly used the same thing. It's nice to have diversity every once in a while.

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        • Like the song if you love her, let her go. (Her=year1)

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        • GUYS!! GUYS!!! I KNOW WHY WE CAN'T INFUSEEEE!!!!! [spoiler]It's so they can spoon feed us reskins of our favorites. *coTRIALSugh*[/spoiler]

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        • If they did decide to allow year one stuff to be ascended. I'd be pissed. Everything I had is now dismantled. Just, move on.

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        • Bump

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        • Bump

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        • Because using the same guns year after year is boring.

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          • TL:DR "Muh Fatebringer and Gally"

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            • ...bunch of broken guns...

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            • Edited by ZSmiff: 10/30/2015 2:45:44 AM
              It is because they're -blam!-ing idiots and assholes.

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            • It's year 2 move on and quit complaining.

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            • Because you'd shit all over the Year 2 players who just got the game. Jesus, get over it. It's a video-game. People don't ask Bethesda to make Deathclaws hit you at Fallout 1 damage.

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              • Edited by DJ Prof K: 10/29/2015 9:09:38 PM
                Because with all of the year 1 weapons, THERE WAS ONLY A COUPLE CHOICES EVERYONE USED FOR THINGS. There was no variety in year 1. There were just top tier weapons everyone used and if you didn't use them you were a scrub. With year 2, there's a -blam!-ton of variety and I don't see the same gun nearly as often as I did in year 1. I don't see Thorn plague the crucible, I don't see Fatebringer or yolohorn plague pve. They need to be left behind, because they were simply too good and people used them as a crutch. Now people can legitimately choose a weapon. (maybe if you actually got TTK you would understand how important this is...)

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                • one good reason you say? okay. here it is. the real reason is they want to extend the grind and hope most of us delete last year's stash before they upgrade it to year 2's level. when enough of us have deleted our arsenal....then they will make us all grind for them again. then an ONLY then will year one be levelled up to current standards. true story.

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                  • Yeah I men pay money for house of wolves and now poe is shit dark below gear is shit, I mean they rake so much money and Just make what u pay for crap

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                  • Because all year one weapons have been used into the ground, everyone has had them! Right now most of the guns are still floating around, nothing is over used yet! Let's bring back something we've all used to death so we can do it all over again!

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                    • Because there's elemental primaries.

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                    • BUUUUUUMP!!!!!!

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                    • I've been wondering about this too as my vault is still littered with year one guns/armor. I don't want to break it all down and don't tell me to use it for crucible because I'm not much of a pvp'er as a pve'er.

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