Putting my thoughts for the game out there (You can as well!)

Instead of just keeping my thoughts to myself, I want to just put them out there; so I can feel bad when told “nuh uh”

Please Read (Before anything else, by least)
Any complaints or ideas here are purely just that, I don’t expect much nor do I care to argue; so I likely won’t try. I love this game and will continue to play; even despite my issues voiced.

As for my ideas, they stem more from the TTRPG side of 40k, as I am a fairly experienced Dark Heresy 1st edition player. I love that system; in a running game and running one personally for friends.

And additionally, as of currently; I’ve played every class but Hive Scum and I’m currently playing Skitariius.

My ideas:

I have a few ideas which I think would be good for the future of the game, or they are just the subject of an unsound mind.

1. Maps

Currently we’ve been starving for new maps, in the base mode as some really don’t like Expeditions or Mortis Trials. Personally I don’t mind either but the base mode at the mission terminal is my preference.

What I am suggesting: To the base modes you could include as a blitz or a unique ‘Defense’ mode.

Basically, take any of the existing locations we can reach and often do objectives around and rework them in locations under attack by Admonition & The Mobian 6th, the job of the rejects would be reclaim and hold it for reinforcements. I’d suggest a rough timer of 15 minutes for which hordes relentlessly spawn.

Not very unique yet. What I’d suggest be added is similar to Expedition in the ability to use deployables or effects that are environment specific:

Deployables:

Basically what is already in expeditions and perhaps with the addition of barrier creating items; a deployable Rockcrete canister could block a path at specific points forcing enemies around.

Environment Specific:

More interaction with the environment to shape how you play, turning valves by a pneumatic system to send them to the next sector (In pieces), pressing a button to progress a production line killing or blocking enemies from reaching you.

I think it’d make for a unique mode as a part of the mission selection and allow players to tailor themselves to point defense and if perhaps the center of these maps are made around parts of maps that are often passed through without issue, or the opposite; the objective rooms are a good candidate for this mode.

Lastly on this point, it’d be easier to achieve that creating an entirely new story mission as what I’m suggesting reuses assets and locations, Clandestine Gloriana is a good example as it’s place in the Void would make it easier to logically have assaulted and add to the list of Void mission maps.

2. Weapons

Old classes haven’t had much new to play with, on this I have ideas and a few complains / adjustments.

Adjustments:

I think the following list of weapons could do with adjustments to how they function:
Brute-Brainer (MK V & XIX), Sapper Shovel (MK VII & III), Vigilant Autoguns (VII but also others), Force Staffs (Purg, Surg & Trauma)

Brute-Brainer & Sapper Shovels

I don’t think these weapons are bad, but if their special was made to be much more like the Hive Scum’s Enginseer’s Crowbar with a toggle mode on the special; it’d be an appreciated QoL, or if another mark was added that specifically did this. C’mon Red / Yellow additional variants.

Vigilant Autoguns (VII and maybe IX, III)

I rarely see anyone use these weapons and the few times I used them; I often regretted it.
This may be due to a skill issue; however the Stub Revolver (should be called Hand Cannon IMO for what it does) outclasses it in it’s role.
The iron sights are terrible as well, the Penance mastery skin can amend this but still.

I believe either the recoil should be reduced or the damage increased. It’s a marksman rifle, it should fit into that role better and additionally it’s base weakspot multiplier be increased.

Lastly, some increased penetration base, so that it could punch through armour would really help the weapon.

Force Staffs (Purgatus, Surge & Trauma)

Psyker force staffs often see no love; I would love all of them to be equally useable… And not hated.

Purgatus staff, currently people absolutely hate how it trivializes the game in horde clear for effectively free. My one only desire would be for this weapon to have an increased peril cost; for which I will get into after other changes.

Surge Staff, I believe should have a reduced Peril cost and increased channel duration and perhaps a preference for elite / specialist enemies in a lightning chain.

Trauma staff, could have a small reduction to peril cost and an increased base AoE which channeling will still increase damage at the normal rate to the largest size (Still the same base largest size).

Now, the biggest limiting factor in all staffs is peril cost, I think simply adjusting it to bring two rather cool but unused staves forward and increase the cost required to run a Purgatus staff.
With Trauma and Surge I often find I have to take the reduced peril gain node to make it anywhere near useable beyond a small time. However I will admit, Psyker is my least played class and I am likely wrong.

New Weapons:

First I will not be suggesting anything found here, whilst I look forward to all that has been datamined, I also understand it wouldn’t be productive.

Additionally, I’ll only speak the vague idea of what they could be; to demand something exact (E.g. I want a Strike down, Vanguard, Strike down weapon) would really just put the ideas into corners.

Stub Pistol (Single)
For: Veteran, Scum & Arbities
As the Stub Revolver is a powerhouse, a weapon between the Revolver and the Vigilant Autogun in purpose would be liked.

The model for the dual wielded Stub Pistols exists already and the animations for pistols has at least two iterations, making for something I believe would be fairly easy to produce…
Plus Veteran has a Stub Pistol on their chest in the Mobian 6th & 53rd armours, but we can’t use them :frowning:.

It should have a focus on being more precise with shots than the revolver whilst carrying the same Critical modifier with lower base damage and a magazine reload. Also Arbities not having las pistols hurts.

Hunting Rifle / Long Las
For: Veteran
With Skitarii coming in with Plasma Guns; Veteran no longer has the weapon niche; pushing toward precision weaponry would benefit the class identity in my opinion.

Hunting rifle being a high powered single shot, bolt action rifle with high damage.
However. most iterations of this would be similar to the Vigilant Autogun & Revolver; hence why I also suggest the Long Las.

A Long Las would have a similar feel to how snipers in game play, where it’s main purpose is single target but it also has the benefit of having high cleave; making it adept at destroying long columns of enemies. Making it unique and allow the Vet to be useful beyond killing every Elite in sight before getting swamped with a horde.


Drive Nailer
For: Scum, Zealot
Essentially a nailgun. High falloff but massive armour penetration with the downside of doing less against unarmoured targets. However still likely staggering unarmoured targets.

Variants of the weapon could have special effects that require groups of enemies to be tagged with nails that could cause enemies to detonate if enough nails are put into them, or nailed enemies arc to other marked enemies; catching crowds between them.

Playing as an operative on a Hive World, for no industrial tools to be used as weapons doesn’t make me slap my belly with joy. We should, which is why I also suggest -

Impaler
For: Ogryn
Less so industrial tech, but rather a Harpoon gun; similar thoughts to above but with a bigger focus on staggering on single guy and everyone around him with one single shot, intended to kill. However I do see the overlap with the Rumbler there. But, similar thoughts to above.

Las Cannon
For: Ogyrn
Again, a single target weapon; similar to the Long-Las in function; at most 5 shots which function as heavy deleters. A long (And clumsy) reload. Again, high horde cleave or single target removal.

Steam Drill / Breacher
For: Ogryn
I want a drill. A heat based weapon much like the Power Falchion or Relic Blade that changes from an unpowered club to a single target stagger and damage. When powered it’s attacks are like a chain weapon clinging to enemies until pulled out by force.

Breachers are typically augmetics (However they can wielded separately) however steam drills are just primitive weapons a logically between could easily be worked. My fantasy of being a Big Daddy from Bioshock 2 needs to be reality here. I swear.

Grenade Launcher
For: Veteran
Similar to reason as the Long Las, but something as cool as a grenade launcher already has precedent as the Ogyrn has the Rumbler & Grenade gauntlet. The shots do not need to be Frag or Krak, but rather impact (ala Arbities).

Eitherway; the grenades fired having small AoE’s (Smaller than their counterpart grenades) would be neat. I understand we just got a plasma bomb version of the plasma gun but this could play differently, arcing grenades up to airburst or make them hit larger areas of crowds would be an interesting way for the weapon to play and be mastered.

Electro-Flail
For: Arbities, Psyker, Zealot
Typically a whip, but also potentially a flail like VT2 (Loved me helicopter), that functions like a normal weapon but can be charged to electrocute a single or cleave and electrocute multiple enemies.

Manipulator Mechadendrite
For: Skitarii
A big moving arm; I imagine this being used in play with the Skitarii making motions alongside it as though they were doing some Avatar bending type shi.
It’d be heavy, blunt with a special that crushes a single target, incapacitating it and locking to it like the chain weapons do.

Medicae Mechadendrite
For: Skitarii
Whilst technically equipment, these mechadendrites are equipped with a chain scalpel; a smaller more agile knife that’s a little weaker in contrast to the other weapons on offer… However it’s use builds up a charge that can replenish lost health (NOT CORRUPTION)

Utility Mechadendrite
For: Skitarii
Whilst technically a tool, they are equipped with a Mono knife, similar to above however the special here charges quicker and instead empowers the holy censer that can produce a puff of smoke to disengage or distract from ranged fire.

Ballistic Mechadendrite & Dual Wielded Las pistols
For: Skitarii
How many Las pistols do you need? Three. Frankly besides it being funny, it’d give Skitarii a neat twist on the use of generic weapons. And also since Skitarii came in with dual wielded weapons (Transonic Blades) there isn’t a reason to break the precedent of Hive Scum having the only dual wielded weapons.

Even if this isn’t taken with the Mechadendrite, having two Las pistols on any class would be interesting to me; little recoil and easier to use would justify it in my mind, especially if they were compact versions.

Polearms
For: Zealot, Hive Scum, Psyker, Veteran.
A new basic weapon being long stick, would be neat; or even dipping into Glaive / Halberd would be really cool in my opinion. Stick is easy to use, I could easily see more rejects using one. Keeping it a basic weapon like the Devil’s Claw sword would help differentiate it, my first thoughts were to give it arc but in the same vein that would be boring.

Rather than reward parries, you could reward blocks / interrupts with a weaker, staggering attack that channels into a chargeable heavy dealing bonus damage. Just my thoughts.

Axe-Rake
For: All (Except Ogyrn)
Similar to all the Axes available to every class (Cept Ogyrn) an two-handed tool that is extremely common on hive worlds, described as:

“A heavy multi-purpose tool, common to hive smelteries, foundries and work crews. The axe-rake is taken almost universally to symbolize labour and the manual workforce of the hive in the Calixis Sector. The axe-rake is frequently rendered as an icon both in industrial architecture and guild livery on most hive worlds. The genuine article can also make for a handy weapon in skilled hands”

  • Dark Heresy - Inquisitors Handbook - Page 126

Perhaps rather than a polearm, this could take it’s place, as Ogyrn’s Pickaxe is already very similar and i’d advocate for it to be similar to it but with the stagger break mechanic described on polearms… However if we get a Xeno class, then I know Polearms are going somewhere around it.

Arc Rifle Variant
For: Skitarii

Take the Arc Rifle, half it’s ammo. Sound cool so far? No? Then it’s aim charges like the Helbore and upon a hit it’s chain arc is improved heavily. Turning it from a slow MG to a slower AoE sniper.

Frankly the lack of variants upon release for Skitarii is already a point of contention so I won’t get into it, but instead making it fire faster with less damage, I’d rather see interesting reworks of the weapon.

3. Cosmetics

Frankly what drives me to complete penances and continue to play the game is cosmetic rewards; I love the gameplay but getting drip absolutely gets me giddy, so a few suggestions and the start of complaining.

All classes
Let us take off our shirts. I DEMAND IT. Please :backhand_index_pointing_right: :backhand_index_pointing_left:
But seriously, if it was just limited to head & shirts that can be removed; it’d love that and I don’t think there’d any issues. Trousers being free to remove I can understand; it’d cause letmesoloher to go after Rinda Karnak.

Comodore’s Vestures
Due to how it’s currently formatted (And leans into the FOMO style of marketing) I look at it then go “What I want here isn’t here.”, having mild Autism apparently makes me resistant to ads and this style of marketing.
So I’d suggest simply opening the store up fully, offer everything that has been made, that’d allow for more flexibility with the recolours as we could actually compare what would work together in a set.

If there’s concerns that people will only buy what they like and nothing more… Then, yeah; that should be obvious currently I don’t like anything because it’s not MACABIAN JANISSARIES RAHHHHH!!!

Second on this, enforce all outfits to stick to a colour sets; I hate buying a cosmetic and it being a slightly different colour; I bought the Enlightener’s Shroud (Ice Mourn) and it’s a different white to the white of the highest tier cosmetics of the Commissary (Mask of Sanctity, Pious Lazer’s Vestments):

Or, instead there are 3 variants on offer that have no semblance to any other cosmetic in colour hue & design:


Of all the blue stuff Zealot can wear ^ That is the closest blue outside not currently available premium cosmetics…


^ Also who would want to wear that, fr. However it’s an example, the yellow is close in colour to the Expedition Penance cosmetics… But it’s off, it’s too yellow and again my autism is procing.


On the Jotun’s Eye helmet for Ogyrn, the helmet is a different blue to the penance cosmetics.
As far as I’m aware only the magistratum carapace has a similar blue… It wasn’t available at the time nor should it be a different blue in my opinion.

To summarize this point, I imagine there are premium cosmetics that work together. But without being able to see the full list, I can only compare to the items I will always have and a lot do not match up. Either make the colours consistent (The same black is used for ‘Mortis’ Cosmetics at the back of the store page and it works with the Havoc Cosmetics) or just open the up the store fully… Doing so may even let the above ugly goggled helmet have use as someone tries to make the frog fit we all need.

Expeditions
Expedition cosmetics suck. Frankly if there were lower tier versions of them that had less crap plastered all over the body, I’d like them more. I see effort went into them, and whilst they are just another version of the base class cosmetics.

Specifically take away the auspexes and scrolls; I really want to appreciate them. Currently I only like the trousers given to each class (And the Psyker headgear) as they are the least cluttered, like:

Before:

After:


See much happier, not carrying a huge amount of stuff… To be fair the chest is a bit baren, you could keep the bandoleer, I just got lazy… Though scrolls in a bandoleer is a bit eh.

Zealot
…I will selfishly repost - this post here about the Fortus Armour.

But instead of leaving it to the fates, I will instead post fixes/variants that I beg and plead to be made the original… You can’t even use the pair helmet/respirator without it clipping.

Before:

Alt 1:


Make the Neckguard bigger and keep it in place, hiding the clipping on the other side, reduce the belly peak of the armour, bringing it closer to the body but retaining the design.

Alt 2:


Simply move the guard down and widen the neck hole. Changing few dimensions… And getting rid of that stupid point again… Or rather dampening it. However that’s optional and just a personal preference of mine.

Ogyrn
Whilst I’ve spoken of shirtless cosmetics (Of which the Twitch one is very close to being), I would want to see helmets that are afixed to the body; like diving helmets… Like Bioshock 2. (God I love that game), you could literally hide the head beneath it and it’d not have clipping issues to deal with.

Kinda bad image, but I’d pay for it and it’s just a static object linked to the body motion rather than the head’s. I get the Jotun eye is very similar… However I don’t care; this is about what I want.
Throws a chair at you.

Arbities cosmetics
Out of all the DLC classes at the moment, Arbities has the most limited selection in my honest opinion. There being effectively two sets which are just Red & Black of eachother is sad.

Whilst I understand FS is likely limited by what is on the minis, however what would be cool is leaning into the different kinds of police gear some would wear.

  1. Tactical Gear, lean into the more tactical versions of enforcers, a tactical vest hanging over the chestplate and covering the abdomen; armour on one arm that is put forward with the pauldron. A helmet with an integrated respirator like the Veterans Militarum helmet. (Would also work since Arbities does have the talent for just that.)

  2. Patrol gear; less armour, rolled up sleeves; boots more akin to a Biker that go right up to the knee and a Helmet with a Wider visor or even a visor which is just the red material ala Robocop (2014).

  3. Riot/Swat armour, more heavily armoured; plates across the abdomen and a much larger neck ring think more Xenonauts 2 Goliath armour.

Just suggestions, I typically play more with Lone Wolf than I do the dog; hence the lack of dog suggestions. I am a detriment to the community in some peoples eyes.

Skitarii Cosmetics
They just came out, no expectations of getting more… However.

If we could get a robeless version of the body and the ability to not have a helmet, i’d like it more. I do remember Quickpaw said we could and we currently can’t… However I can’t find that, might just be a schizophrenic delusion of mine. Still I’d like it.

However, I’ll touch on Skitarii again later.

All DLC classes
A small thing but absolutely not needed; if we could get the Penance (Mobian 6th & 53rd) for all classes, it’d be neat a way of showing they’ve become a part of the warband. Ditching their own colours for the sake of the war.

A focus on the armour being angular but keeping their general outline would be the focus.

4. Complaints

I front loaded this post with my passion for the game, however as a lot of other people, I got my own issues and I impose them here. I don’t want to argue or accuse here, simply point out what disappoints me.

I’ll try to ignore balancing (of enemies, Vangards) as they are more volatile.

Expeditions

Here again! I touch on the cosmetics, that is still the case. However:
Expeditions solely encourage charging through at mach 10, to which I had alot of success with making my Zealot into a F1 car… But that’s just it, besides my Scrier Psyker I haven’t had fun with this mode.

Whilst I know 3 more maps are planned and more interactable POIs are planned, it’s current form is eh? And with Skittari (A very slow class) being added it’s made people play once then leave.

What I could suggest is adding a way to speed the mode up; Ogryn and Skitarii when carrying Data Reliquaries should not be slowed / can’t get staggered out of carrying by small attacks.

And if new POI’s are being added, add transportation. Far Far West has on it’s Desert map holes that allow you to cross the map quickly… Whilst I don’t suggest random holes to jump into, having Pneumatic tubes or industrial conveyers / carts that could raise the octane of the mode up would be ideal. Allowing slower classes to pay or spend time repairing these things to then utilize them.

Skitarii

Linking back to the start of this (A long way, I know); I mentioned my experience in the TTRPG system Dark Heresy (Which I know is also an Owlcat game but I haven’t played it), Skitarii is an alright choice… But.

Concept
I would have preferred Tech Priest, specifically a Mechanicus Secutor the independent Tech Priests who are Savants at war.

“Although all initiates of the Machine God are versed to
some extent in conflict and the skills of warfare, certain
Mechanicus sects and military formations exist to study the
art of destruction with the ardent fervour that their fellows
might apply to the creation of machinery or the recovering
of lost technoarcana.
Chief among these in the Calixis Sector
are the forces of the Auxilia Myrmidon, also known by some
as the siege engineers or war-savants. Legend has it they
came to the sector during the earliest days of the Angevin
Crusade for reasons of their own, and have since remained to
defend the Cult Mechanicus’s possessions here.
Myrmidons
are expert killers, weapon masters and destroyers. At the
behest of the ruling Archmagos of the Forge Worlds, they
are sent to accompany explorators in investigating finds in
the most dangerous sectors of space and retrieve the most
hazardous xenos-specimens, while others are tasked to hunt
down renegades accused of the foulest techno-heresies and
terminate them with extreme prejudice.”

  • Dark Heresy - Inquisitors Handbook - Page 68

The description does overtune them in the scope of things… However a similar idea to how the Skitarii are being thrown into what is essentially an experimental process to make them independent could have also justified it.

However. We have Skitarii, I’m not really upset about what they are but rather-

Execution
The execution of Skitarii makes it feel like a Vet with some Arc abilities.
Having capacitance and charges is neat but it needs to be more dependent on it; just like the Mechancius powersword.

I brought up Secutors and Tech Priests as I believe drawing on them for ideas would have been better, I will give some examples.

Luminen Blast - Hurl a ball of Lighting at your enemy; honestly this could replace the Arc Grenade
Luminen Shock - You are the tazer, grab them, channel a high amount of energy through your augmetics and directly into the balls of admonition.; could have replaced the Chord Claw.
Maglev Grace / Transcendence - Hover off the ground. I love this, it could have, again, replaced the Refraction Emitter; coating yourself in energy allowing you to ignore ground hazards and take reduced damage.
Ferric lure - In play it allows you to pull objects or even enemy weapon to you; this could in game rather have the effect of making enemy weapons malfunction and staggering / pulling over enemies. (Mainly pull over Carapace / Flak enemies and staggering Maniac / Unarmoured enemies)
Feedback Screech - Using your Vox unit overload it into a stunning screech. Fully REEEE on the enemies. However a bit like VoC so I’d overlook this one.

^ All of the above (Barring Transcendence) are rather basic Tech-Priest abilities (For an Inquisitorial Acolyte)

And that’s not even mentioning no mechadendrites, of which I hope i remember to put as weapons in the above ‘New Weapons’ section (Since they can still do it)

If the Capacitance was also able to be made to have more passive effects that force you to make the choice on using your abilities or keeping your buffs, it’d be more impactful… However we don’t.

I would have also liked to have seen the Admech class have a focus on group buffs, such as being able to improve medkits/ammo packs or even generate weaker versions of them after certain requirements are met, a support focus on the class would have meaningfully differentiated it.

My most vapid complaint. The personalities. There is two, just a male and female version of each. Reverent and Pathfinder don’t feel much different, neither does Hunter and Exeterminator. Overall the small parts of detail haven’t leaned into the Mechancius ‘soullessness’ enough to me; however that’s opinion.

If ^ was built upon, I’d likely ask for a divergent personality; a genuine human mind trapped within the confines of a servitor-esc directions. Like EMET from Evolve, but more horrified at what they have become, lost and are doing… Much like the Medicae terminals we find in every game.

When mind wiped (As all Skitarii are - https://wh40k.lexicanum.com/wiki/Skitarii)


(If you’re wondering why ^, some Skitarii posers didn’t know they were.)

If it was imperfectly done or later altered by experimental processes like the Skitarii Alpha Primus conversion, fragments of prior consciousness or memories could ‘bubble up’ causing lapses in lucidity. I have been told i’m wrong, I don’t think so. Vine boom

It’s lead to my initial feelings of Skitarii being just meh. They aren’t bad, they aren’t exciting; it really feels like it was likely a rush after Hive Scum to get an admech class… Since most people wanted one. (I didn’t get Hive Scum because I just hate the personalities, the quirky British ‘gangsterness’ is lost on you when you have to deal with it irl.)

(Also how does the class with inbuilt helmet/respirators not innately take reduced gas damage?)

Hive Scum

This is minor to be fair, however, in my opinion the Boom Bringer being as powerful as the watermelon sized bomb the Ogyrn doesn’t fit. Rather it should be a Krak/Frag Missile, with options to specialize it into Krak, Frag or Incendiary/Chem Toxin on hit.

However that’s my opinion and incredibly fallible as I haven’t play this class. Lmao.

Ogyrn

Love my big lad, just don’t think a dog should pin him down. Mortis trials has the Behemoth Archetype, that can gain the ability to repel a dog or net attack. Make the ability to repel a dog (not a net) once every 50 seconds base or as part of a talent / Keystone and I will be pleased.

Veteran

Veteran Keystones suck. I play melee vet, I have skipped the Keystones and I am able to do more than some other vets; my solution?

  1. Focus Target! - If you accidentally remark the same target, the stacks of Focus Target applied should remain the same / get added ontop to the max you can personally have.

  2. Weapons Specialist - If you swap weapons the charges shouldn’t immediately tick down, the first attack you make should cause the stacks to be consumed.

Marksmans Focus is fine in my mind as if you’re aiming, it’s powerful but when I see Vet’s doing this (And I’ve done it too) they often get killed by groaners… Lmao.

I don’t use the Keystones as they’re hard to reach for what I intend in my builds and they feel gimmicky rather than a nice buff to the kit, like Zealot has. (Can you tell what classes I play?)

All Magazine based weapons

I have noticed if you reload whilst ammo is still in the chamber, your character still pulls the charging handle, Autoguns this is especially noticeable on since it’d be inaccurate for your operative to waste ammo doing this each time (I know it’s conserved).

If this was changed to instead have a base increased reload speed due to, ya know, not pulling the charging handle when there is ammo in the chamber, would be neat; it’d just be ending the animation early, currently this exists on:

Braced Autogun (MK VIII, II, IV)
Shredder Autopistol (MK IV)
Spearhead Boltgun (MK IIb, III)
Vigilant Autogun - (MK VII, III, IX)
^ You pull the charging handle regardless of if something is already in the chamber.

Infrantry Autogun (MK I, VIII, V)
^ You open the chamber when reloading, should only be needed when loading from empty to push a new round into the chamber when closed.

I did look at Ogyrn weapons as well, however given their size and the fact Ogyrns are wielding them, so the lack of charging handles or charging their weapons when unnecessary makes sense for them.

I can’t look at Hive Scum, nor will I subject my friend to it, so forgive their exclusion.

The game can detect the difference between a empty magazine and an half full one as Veteran has it as a talent to reload faster when ammo is still in the clip.

Conclusion

I have spent a week getting this together, I will be free of the worms that have plagued me on this game and the 5 extra tabs I kept open to ensure I was referencing things right.

That being said, all of the above is just suggestions and my opinion whether any of them are bad or good is honestly up to interpretation, I’m open to other opinions but I will not argue, instead i’ll post that screaming picture of freddy faz bear, however still put your thoughts here too; I encourage it.

If you read this or just scrolled to the bottom, let me know what you think:

  • :+1:
  • I hate you personally
0 voters

To anyone having read everything, thank you; I do appreciate it and on the off chance a FS employee looked at my schizo-effective ramblings; I love the work you are all doing for this game.
Have a good day :waving_hand:

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