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Path of Exile |OT| Loot 3.0

J. Bravo

Member
got to lvl 12 in the descent champions...died to desync on the brute or w/e. that shockwave attack of his hit like 10 feet behind me and i died :( oh well.

how do I move characters from void league to standard? how do you get points? I didn't get points for the last race i did.

edit: oh i guess last time I was just terribad and didn't get points. this time lvl 12 plus killing the pagan god gave me 4 points not bad. my goal is that diamond ring...
 

Perkel

Banned
maybe this weekend i will have a chance to play it again. Currently i am burned by X:Rebirth and i am playing X3 instead non stop.

I need finaly to beat dominus and get that scion class...............................
 

inky

Member
got to lvl 12 in the descent champions...died to desync on the brute or w/e. that shockwave attack of his hit like 10 feet behind me and i died :( oh well.

how do I move characters from void league to standard? how do you get points? I didn't get points for the last race i did.

You can't move characters from the void leagues, especially descent champions where they give you free exalts and mirrors :p Just erase those characters after you get your points.

Check the rules for each race, some award you points even if you die, but most won't unless you stay alive and hit certain milestones.
 

xclaw

Member
I hope there is some pure cheese xmas themed character items to get in the coming weeks.

I'd love to be smashing things to bits with the gore gloves while in a Santa hat or something. :)
 

RS4-

Member
Whoever that was that needed the waypoints on Cruel, sorry for taking so long. I was on the third level of Upper Scepter, when the damn waypoint was on the third level of the Scepter area; had to backtrack.
 

Sciz

Member
Patch notes are up, emphasis mine:

GGG said:
Version 1.0.2
Notes:

This patch contains substantial balance changes to Damage Over Time calculations. If problems are found, we'll follow up rapidly with hotfixes. Please be very careful when playing in the Hardcore or Nemesis leagues after patches of this size.


Major Content/Features:

Added a new intelligence skill - Storm Call: Sets a marker at a location. After a short duration, lightning strikes the marker, dealing damage around it. When this happens, it will also set off the lightning at any other markers you've cast.
Storm Call is available to the Shadow, Witch and Templar from the "Breaking some Eggs" quest in Normal Difficulty.
Added four new Unique items, three of which were designed by supporters.
Added six new cosmetic microtransactions: Seraph Spectral Throw Effect, Lightning Bat Pet, Orange Portal Effect, Exile's Essentials Back Attachment and two Thanksgiving limited-time items: Pilgrim Hat and Ornate Pilgrim Hat.
Added two new achievements: Elemental Aegis and Dream Within a Dream.
One new vendor recipe has been added.
End-game Maps have been increased in size. Map mods that affect size have been removed. More details are provided in the balance section below.​


Minor Content/Features:

You can now report whisper messages by right clicking on them.
Our system for rendering effects on game objects has been improved. Multiple effects on the same object can now co-exist without looking bad.
Several skills have had their effects updated to remove additional lights. This should result in fewer performance issues and frame rate drops when these skills are used.
A button to view the Path of Exile Credits has been added to the login screen. It doesn't play the awesome music, though.
Some skills now display average damage per skill use instead of DPS, as DPS would not make sense for them.
Hailrake now has a couple of new effects.
Added new visual effects to several unique items: Redbeak, Heartbreaker, Soul Taker, Nycta's Lantern, The Supreme Truth, alternate art Reaper's Pursuit and The Blood Reaper.
The Scion is now enabled on your account after killing Dominus, even if she has not been rescued from her cage.
Continued to incrementally improve the sound, art, effects and environments.​


End-game Map Balance:

All maps have been increased in size. All maps will be similar to or larger than they would be if they previously had the Larger or Branchy map mods.
Removed "Massive" and "Labyrinthine" mods from maps. Existing maps with these mods will grant 20% quantity, but will not change the size of the map. This quantity won't show on the map, but will appear on the world area once it is made.
The following mods have been added: "of Lightning" (causes shocked gorund), "Hexproof" (monsters are immune to curses), "Feral", "Demonic", "Bipedal" (these replace monsters with a specific type).
The "Villainous" mod has been removed.

The "Capricious" mod now grants more quantity and larger pack sizes.
The map mod "of Ice" now grants more quantity. "of Flames" grants less quantity.
Insect map packs have had their composition changed.
Added Vaal Fallen and Serpentine Constructs as the signature monsters for the Maze Map.
Removed Devourers as the signature monster in the Labyrinth Map.
Added additional large skeleton packs to the signature monsters for the Museum Map.
Added additional Vaal Construct packs to the signature monsters for the Vaal Pyramid Map.
The "of the Warlord" mod has been removed (Warlord's Mark Curse).
The additional quantity granted by the "of Hemomancy" mod has been increased to 25 from 15.
The "Fleet" mod has been increased from 20-25 attack speed, cast speed and movement speed to 25-35 attack speed, cast speed and movement speed.​


Damage Over Time Balance:

Previously, modifiers to damage dealt applied only to damage on hits unless they specifically said otherwise (for example, Increased Burning Damage).
Generic modifiers to damage dealt will now apply to damage over time that your character causes. Damage over time is not spell damage, nor attack damage, so modifiers specific to those types will not apply. Non-specific "increased damage" modifiers will apply to damage over time. Type-specific modifiers will apply as well. For example, "increased fire damage" modifiers will apply to fire damage over time.
Modifiers based on how the damage is dealt will apply as appropriate - for example, increased area damage and increased projectile damage will both apply to the poison clouds from Poison Arrow, as it fills an area and is an effect of a projectile.
Viper Strike can be supported by Melee Splash, now that the damage penalty also applies.
Damage conversion does not apply to damage over time.
The changes in this patch apply to most damage over time in the game (i.e. both players and monsters).
One exception is that damage increases will not apply to damage over time that you cause on yourself. For example, having 100% increased damage won't make the chaos damage over time from Blood Rage more powerful.
Note: This is a functional change to Righteous Fire. Previously this skill did increase the burning damage on you by your increased burning damage modifiers. Increased burning damage will still affect the burning on enemies.
Magic, Rare and Unique monsters have a damage bonus built into their rarity - this will now also apply to any damage over time they cause.
On hit effects do not apply to damage over time.
The Ignite status ailment now deals only 20% of the original hit per second for 4 seconds. This has been reduced as it can be increased in more ways with the damage over time changes.
Several skills have had their scaling adjusted. As these skills now have many more things that can scale them up, their built-in progression has been reduced. They are potentially more powerful if you specialise in them.​


General Balance:

Cast When Stunned now has a 250ms cooldown.
On the passive tree, the Deadly Draw and Heavy Draw bow group has been changed. It now only has one entry and has been made symmetric. The Heavy Draw arm offers life, while Deadly Draw offers more consistent critical bonuses.
General Gravicius' Molten Shell now has a 30 second cooldown in all difficulties.
The Devourer's Emerge skill has had its damage reduced.
The priorities of several vendor recipes have been reordered. Recipes with multiple components should now take priority over recipes with one component. Some higher value recipes have been moved up in priority relative to others.
The Endless Ledge now increments one monster level per area after monster level 30, until monster level 60. Areas repeat at level 60s. Only after 100 total Endless Ledge levels do you wrap back to the first area.​


Bug Fixes:

The hybrid flask recipe now correctly gives rarity and itemlevel based on the component flasks and no longer provides quality. This is now consistent with other recipes.
Fixed a bug where initiating a trade with your stash open would cause the trade to cancel.
Fixed a bug where right clicking could close the stash panel.
Fixed a bug in the character selection screen where pressing escape with the options panel open would log out instead of closing the options panel.
Fixed bugs related to Dominus' charge attack.
Fixing a bug where flask-use sounds wouldn't play if you had reduced flask charges used.
Fixed a bug where shield crabs did not drop items in certain situations.
Fixed a bug where monster outlines disappeared when monsters were on low life.
Fixed a bug involving spectres and trigger supports.
Fixed a bug where Lightning Warp cast at the caster's feet would always default to casting in the same direction.
Fixed a bug where some Nemesis mods with casted effects would not work if the monster was hidden.
Fixed Cast on Death preventing curse application on hit, which is not a triggered cast.​
 
Can't really tell from the patchnotes, do these map changes have any real effects? (other than some new variations and changed quantities)

Since I started to run piety all I can think is FUCK maps and what a waste of time they have been, a few hours of piety runs nets me 1-2ex worth guaranteed and tons of uniques, a few hours of maps usually netted me fuck all and a bunch of wasted currency.
 

Sarcasm

Member
Well they are having issues. They had to abort the patch and revert to 1.0.1c

And..I have to wait...shows I have 0 characters.
 

RS4-

Member
The Endless Ledge now increments one monster level per area after monster level 30, until monster level 60. Areas repeat at level 60s. Only after 100 total Endless Ledge levels do you wrap back to the first area.

what's this supposed to mean?
 

KKRT00

Member
If anyone want uber powerful build i recommend this one.

Low Life with high energy. Max fire max resist and at least 6-7% hp or es regen per second, its achievable in many ways.
Most Aura nodes, which allows for using at least 5 auras! 3 on mana and two on HP with blood magic
Few passives for burning and fire damage.
Chaos hp immunity chest [the most expensive piece].
Elemental Equlibrium and one ring/gloves/amulet with cold damage on it.
Ring for additional curse, high levels of Vulnerability and Elemental Weakness

Righteous Fire linked with increased burning damage and increased area of effect
Redbeak
Static blows
Viper strike + melee splash + life on hit + faster attacks
Storm Call + Iron Will + quality added Lighting Damage + Elemental Proliferation

with 4k shield it yields at least 60k constant dps with all debuffs on target and one shock stack.
60k of such DPS, melts everything, with maps bosses in probably less than 3-4 seconds.
With The Anvil and Tempest Shield, it has over 35% block chance without passives.

Its possible to make similar version based only on HP, but it will be much weaker in terms of dps :)

---
Ps. Why do I know that this build will work and its as powerful as i claim? Because i had RF life based build few months ago on standard and were able to make maps, even though it was like 5 times less powerful than this one.
And If You can use Safeel shield instead of Phoenix than You can ignore elemental damage all around and just focus on physical mitigation.
Reflect does not affect this character at all, ok almost at all except for Storm Call, but thats not a dps source, so its irrelevant :)
 

syko de4d

Member
super, they did exactly what i thought. They nerfed the Base Burn Damage and totally forget the Bow Based Burn Builds with EA and Burning Arrow, which dont have alot of increase fire damage from Nodes and Gear...
 

KKRT00

Member
super, they did exactly what i thought. They nerfed the Base Burn Damage and totally forget the Bow Based Burn Builds with EA and Burning Arrow, which dont have alot of increase fire damage from Nodes and Gear...

You can get it back to the same state with increased damage or fire damage nodes and affixes, which are quite plenty.

Its a big buff, not nerf in my eyes. But it also increases monster damage to some degree.
 
Glad I can respec my physical crit bow shadow build. I think I'm going to go Iron Reflexes this time because a pure life/evasion build doesn't seem viable to me. I have 50 percent chance to evade, 40 to dodge, 30 to dodge spells, but if I do get hit by a rare/boss in act 3 I die pretty fast(I have about 2300 life at level 62). Anybody able to get a pure evasion build to work without going iron reflexes? Also, any tips for stealing mana fast? I have enough mana leech, the problem is my attacks are so fast that the leech isn't able to keep up with it. Only thing I can think to do is have more total mana so the leech goes faster.
 

syko de4d

Member
You can get it back to the same state with increased damage or fire damage nodes and affixes, which are quite plenty.

Its a big buff, not nerf in my eyes. But it also increases monster damage to some degree.

nope, with a bow + quiver you cant get it back. Even with all increase fire/ele damage nodes from Templer and Witch area and some nice increase fire damage from ring+amu you would still end with less Burn Damage than before.
 

KKRT00

Member
nope, with a bow + quiver you cant get it back. Even with all increase fire/ele damage nodes from Templer and Witch area and some nice increase fire damage from ring+amu you would still end with less Burn Damage than before.

I dont know whats Your setup and if increased fire damage is calculated independently to increased burning damage, but should 50% increased fire damage cover the difference?
 

syko de4d

Member
I dont know whats Your setup and if increased fire damage is calculated independently differently than increased burning damage, but should 50% increased fire damage cover the difference?

you can get 107% if you really skill all ele/fire damage nodes from witch and templer area. And you can get around 25% from a nice ring + amu.

Before the patch you had 33% * 2.4 (80% inc. Burn from nodes and 60% from gem) = 79,2%
Now you have 20*(2,4+1.07+0.25) = 74,4

So even if you skill all the nodes from two classes you still end with less than before.

edit: what i dont know is if conc. effect now effects profilated Burn? Ele. Profilation creates AoE´s of Burns so if conc effect now effects that it would be HUGE buff but i dont believe it works that way xD
 

Kammie

Member
See this Kamster, now you can respec:p
I must be crazy, because this morning I loaded the patch, saw I could respec fully, considered Iron Reflexes for two minutes.... and then proceeded to respec my old build. lol

I want to get an evasion build to work, supposedly evasion was made viable with 1.0.0. Since I decided on this build myself I'm intent on seeing if it's viable. If I later find I can't run higher level maps no matter what, I don't care, I'm willing to put in the effort to respec or just level an alternate character (and have both evasion- and armor-based rangers).

I'm kind of mad about the changes to the nodes though. I didn't look too in detail since I was in a rush to get to work, but I think they took out crit multiplier and put crit chance in its place. There's more life in there, but I feel like I got a significant damage nerf from these changes. I'll have to compare before/after stats when I get home.
 
you can get 107% if you really skill all ele/fire damage nodes from witch and templer area. And you can get around 25% from a nice ring + amu.

Before the patch you had 33% * 2.4 (80% inc. Burn from nodes and 60% from gem) = 79,2%
Now you have 20*(2,4+1.07+0.25) = 74,4

So even if you skill all the nodes from two classes you still end with less than before.

edit: what i dont know is if conc. effect now effects profilated Burn? Ele. Profilation creates AoE´s of Burns so if conc effect now effects that it would be HUGE buff but i dont believe it works that way xD

Wouldn't Elemental Damage with Weapons & Projectile damage nodes also boost it?
 

syko de4d

Member
Wouldn't Elemental Damage with Weapons & Projectile damage nodes also boost it?

elemental damage with weapons has no effect on Explosive Arrow (the explosion is no attack and no spell) and Projectile Damage should only increase the explosion damage like it did before. Why should Proj. Damage increase the Burn Damage?
 

TheFatOne

Member
If anyone want uber powerful build i recommend this one.

Low Life with high energy. Max fire max resist and at least 6-7% hp or es regen per second, its achievable in many ways.
Most Aura nodes, which allows for using at least 5 auras! 3 on mana and two on HP with blood magic
Few passives for burning and fire damage.
Chaos hp immunity chest [the most expensive piece].
Elemental Equlibrium and one ring/gloves/amulet with cold damage on it.
Ring for additional curse, high levels of Vulnerability and Elemental Weakness

Righteous Fire linked with increased burning damage and increased area of effect
Redbeak
Static blows
Viper strike + melee splash + life on hit + faster attacks
Storm Call + Iron Will + quality added Lighting Damage + Elemental Proliferation

with 4k shield it yields at least 60k constant dps with all debuffs on target and one shock stack.
60k of such DPS, melts everything, with maps bosses in probably less than 3-4 seconds.
With The Anvil and Tempest Shield, it has over 35% block chance without passives.

Its possible to make similar version based only on HP, but it will be much weaker in terms of dps :)

---
Ps. Why do I know that this build will work and its as powerful as i claim? Because i had RF life based build few months ago on standard and were able to make maps, even though it was like 5 times less powerful than this one.
And If You can use Safeel shield instead of Phoenix than You can ignore elemental damage all around and just focus on physical mitigation.
Reflect does not affect this character at all, ok almost at all except for Storm Call, but thats not a dps source, so its irrelevant :)
It's been a long time since I last played I think I'm going to try this out. Can you post a skill tree the this build?
 

Kammie

Member
Glad I can respec my physical crit bow shadow build. I think I'm going to go Iron Reflexes this time because a pure life/evasion build doesn't seem viable to me. I have 50 percent chance to evade, 40 to dodge, 30 to dodge spells, but if I do get hit by a rare/boss in act 3 I die pretty fast(I have about 2300 life at level 62). Anybody able to get a pure evasion build to work without going iron reflexes? Also, any tips for stealing mana fast? I have enough mana leech, the problem is my attacks are so fast that the leech isn't able to keep up with it. Only thing I can think to do is have more total mana so the leech goes faster.
Use Blood Magic for your main attack.

I'm currently using Blood Magic on Lightning Arrow and Frenzy. For mana regen for my other skills, I'm currently playing around with Split Arrow/Chain, which gives me 100% mana with one hit on a group of mobs... but it's not viable for single targets due to the mana consumption. So I think I may get rid of Faster Attacks or Weapon Elemental Damage on my Frenzy, haven't decided.

With regards to evasion, I was also dying all the time at 2300 health. I'm up to 3200 and my survivability shot way up, but yeah, there's still constant risk of death. Though I can say most of the time I die due to carelessness and not proper handling of situations.

I don't know if it's viable to be full evasion, but people do it, so it has to be, and it's why I'm intent on trying.

Best advice I can give: get yourself a Decoy Totem. Take the focus of enemies off yourself, and you'll see how much easier things become. I normally throw Fire Trap/Multiple Traps on them while they're gathered around the totem, and everything dies almost instantly.

For bosses, I suck, and my main solution is hardcore kiting while they die to Poison Arrow. lol. Currently trying out using Granite/Crit flasks to facetank them, and it helps a bit.

Also, be sure to use Enfeeble to weaken mobs by like 30%. If there's any curse that blinds them I bet that helps too, but I haven't looked into it.
 

Tom Penny

Member
There is another respec? I didn't see it when I logged in this moring. Do you have to go to the skill tree and it gives you the option? Having lot's of fun with my Cyclone / Spectral throw cast on crit ethereal knives build. Wish I had a real 6 link chest. Tabula Rasa has no stats :( Need that extra slot for damage.
 

V_Arnold

Member
If anyone want uber powerful build i recommend this one.

Not to be a party pooper, man, but I suspect 99% of the PoE guild does not have the currencies to just obtain a Shavronne's Wrappings that easily. Even I could only get it if I did not sell my ~10ex worth Aegis Aurora for 2 ex :p
 

Kammie

Member
There is another respec? I didn't see it when I logged in this moring. Do you have to go to the skill tree and it gives you the option? Having lot's of fun with my Cyclone / Spectral throw cast on crit ethereal knives build. Wish I had a real 6 link chest. Tabula Rasa has no stats :(
Just if your character was affected by having taken the nodes they got rid of (the big southeast bow area).
 

KKRT00

Member
you can get 107% if you really skill all ele/fire damage nodes from witch and templer area. And you can get around 25% from a nice ring + amu.

Before the patch you had 33% * 2.4 (80% inc. Burn from nodes and 60% from gem) = 79,2%
Now you have 20*(2,4+1.07+0.25) = 74,4

So even if you skill all the nodes from two classes you still end with less than before.

edit: what i dont know is if conc. effect now effects profilated Burn? Ele. Profilation creates AoE´s of Burns so if conc effect now effects that it would be HUGE buff but i dont believe it works that way xD

Yeah, if its additive, Your build will get slightly nerfed, but generally its a big buff.

-------------

It's been a long time since I last played I think I'm going to try this out. Can you post a skill tree the this build?

Its quite expensive build in this configuration, because of chest. But You can make life base one that will be much, much cheaper and still quite good. Just not ultra overpowered :) I dont have passive tree build though.

---edit---
Ok, i made a build. Its for lvl 80, but You should be able to use it fine at lvl 73-74, You wont have such a damage or tank earlier. You need all aura nodes, almost all regen nodes and high level of Purity of Fire for combo.
It will have around 4k life with those nodes, but You can increase life substantially with all nodes nearby as You progresses.
http://www.pathofexile.com/passive-...x4Ygdqm-eykrDOpu1GYr7CfbaGo8dFMWKr2zwH0z_ogA=

I would not recommend it though for a first build! You need equipment to even get to this phase.
 

TheFatOne

Member
Yeah, if its additive, Your build will get slightly nerfed, but generally its a big buff.

-------------



Its quite expensive build in this configuration, because of chest. But You can make life base one that will be much, much cheaper and still quite good. Just not ultra overpowered :) I dont have passive tree build though.

---edit---
Ok, i made a build. Its for lvl 80, but You should be able to use it fine at lvl 73-74, You wont have such a damage or tank earlier. You need all aura nodes, almost all regen nodes and high level of Purity of Fire for combo.
It will have around 4k life with those nodes, but You can increase life substantially with all nodes nearby as You progresses.
http://www.pathofexile.com/passive-...x4Ygdqm-eykrDOpu1GYr7CfbaGo8dFMWKr2zwH0z_ogA=

I would not recommend it though for a first build! You need equipment to even get to this phase.
Thanks. It won't be my first. I'm building up a summoner right now in the Nemesis league. The plan is to get this build to do maps, and funnel items to other builds.
 
Use Blood Magic for your main attack.

I'm currently using Blood Magic on Lightning Arrow and Frenzy. For mana regen for my other skills, I'm currently playing around with Split Arrow/Chain, which gives me 100% mana with one hit on a group of mobs... but it's not viable for single targets due to the mana consumption. So I think I may get rid of Faster Attacks or Weapon Elemental Damage on my Frenzy, haven't decided.

With regards to evasion, I was also dying all the time at 2300 health. I'm up to 3200 and my survivability shot way up, but yeah, there's still constant risk of death. Though I can say most of the time I die due to carelessness and not proper handling of situations.

I don't know if it's viable to be full evasion, but people do it, so it has to be, and it's why I'm intent on trying.

Best advice I can give: get yourself a Decoy Totem. Take the focus of enemies off yourself, and you'll see how much easier things become. I normally throw Fire Trap/Multiple Traps on them while they're gathered around the totem, and everything dies almost instantly.

For bosses, I suck, and my main solution is hardcore kiting while they die to Poison Arrow. lol. Currently trying out using Granite/Crit flasks to facetank them, and it helps a bit.

Also, be sure to use Enfeeble to weaken mobs by like 30%. If there's any curse that blinds them I bet that helps too, but I haven't looked into it.

Good advice, thanks.
 
elemental damage with weapons has no effect on Explosive Arrow (the explosion is no attack and no spell) and Projectile Damage should only increase the explosion damage like it did before. Why should Proj. Damage increase the Burn Damage?

No, elemental damage with weapons wouldn't affect Explosive Arrow, but I was talking about Burning Arrow.

With the new DoT system, projectile damage increases the DoT damage on Poison Arrow (and in fact, they even use it as an example in the patch notes) so I don't see why Projectile Damage wouldn't affect the DoT damage on Burning Arrow as well.
 

V_Arnold

Member
Thanks, Maelstorm of Chaos boss, 300% rarity on map, 100% rarity on me, party bonus... -.-

28ysnhA.jpg


Well, I guess it was a lot of rares. I found a good staff though.
 

Kammie

Member
The DoT update is trash. They nerfed all DoT attacks by about 2/3 it looks like.

This is how my Poison Arrow looks now, for example:

NzwtoBC.png


It's basically unusable unless you dedicate 3 support gems to it, and even then I doubt you can raise it back up by that much. Just ridiculous, especially considering how the skill was underpowered to begin with. Very mad over this update.
 

Rufus

Member
Doesn't projectile damage now raise PA's DoT?

--

Anyway, looks like I won't be using Storm Call for my summoner. Shock Nova makes more sense for what I want to do with it. Storm Call might be good for single target...
 
I've been trying to jump into this game for a bit. Is it normal to get disconnected from servers randomly? I got past the first beach and then got DC'd at the town.
 

Kammie

Member
I've been trying to jump into this game for a bit. Is it normal to get disconnected from servers randomly? I got past the first beach and then got DC'd at the town.
It happened a lot when the game released on Steam, then they got it sorted out.

Last two days were terrible for me with this, though. I'd get disconnected every 5-10 minutes.
 

LAMBO

Member
Yeah i just got kicked to the log in screen and my character is on standard now. I've died in hardcore 6 times, 3 my fault, 3 crashes and disconnects. No more hardcore leagues for me.
 
Anyone on domination want to buy fusings (got 70) or some alchs ( got 20) ? Or sell me an ex for chaoses (or fusings)

I'm trying to buy a kaom's primacy but trading my currency to get the exalteds is proving a pain in the ass, people in trade don't seem to be looking for currency or items to use ,just to flip for a profit... and there is no poe xyz equivalent or forum section to trade currency
 
It happened a lot when the game released on Steam, then they got it sorted out.

Last two days were terrible for me with this, though. I'd get disconnected every 5-10 minutes.
I had it happen to me a few weeks ago when I tried to start a character, and then I couldn't even connect to the server afterward. Then this latest time. I've been playing for a bit since then though.
 
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