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Whut

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Everything posted by Whut

  1. It can. At the start of the push (Think T=0 or the first "frame") it touches the marker and therefore is a marker it came into contact with
  2. It does, but the enemy model will be placed before the attack action takes place. This would allow the Daeva to attack a different model if you can place it in B2B (or within melee range if mimicked) with two models, or if the enemy model is still within melee range after it is placed
  3. My whole point was in the direction of "this is a keyword which synergies surprisingly less with Cadmus models themselves" Archivist is obviously worth taking. Nightsilk, not at all. Meredith is totally worth taking, but she'll want companions - forgoing a lot of value if you don't also hire 1-2 E&E as free Husks turn 1-2, which you'll be using alongside Nexus to parasite bomb from up to 12" away And on OOK builds - definitely great with OOK, but still wants a solid base of Cadmus. This is a keyword with which I'll often take 2 Hopeful Prospects and establish a significant ranged danger zone. They can now be effectively Stat 6 and get their kills to become Spelleaters (and simultaneously summon an E&E). I also always take Intrepid, it's just too easy of a choice. Nexus2 (at least in my book) ends up hiring a bunch of small models and can benefit a lot from the 4" pulse of 2" moves (easy to do 4+ times T1 for the Cadmus portion of the crew). Blasts and Shockwaves deter this tactic a LOT
  4. To note, Nexus2 comes with a few weaknesses compared to their original incarnation. Not saying they're weak by any means, but the original fear of "omg 21 Health & 9 master AP" isn't telling a full picture 1 - You can no longer ping damage onto enemies with Parasite tokens, meaning the crew officially doesn't have a main damage reduction ability, just one that spreads damage around - they probably need that many extra wounds 2 - They don't have nearly as much web creation, 6" placement effects, nor card draw through 3x Exoskeletal Connection with a Siphon. Will you risk naming Webs for a scheme when Archivist is your only source? Will you be taking Nightsilk? Will you take Cavatica for the card draw despite him not actually doing much that the crew needs? 3 - They no longer easily summon 3x Eyes & Ears on T1, followed by 3-6 more over the course of the game (and 3-4 of which will turn into Husks) 4 - Berserker Husks are just worse, especially in mobility. No exoskeletal connection, it's annoying at best to efficiently spread Parasites to friendlies for Husks' bonus action (you need to fail a df-targeting attack against a Nexus), and it's much harder for Meredith to replace one every turn since Webs, Corpses, and E&E are rarer. Also see #1, they no longer ping damage back for free as suicide chargers Misc - No easy webs = no easy botanists, and botanists are insane. Meredith can no longer Rancid Transplant conditions from enemy models. The Cadmus obey enables scheming best, concentrating second, but not so much always charging - Cadmus models Mv values and melee attacking is actually quite poor. The crew has to watch out for blasts and shockwaves just as much as Nexus1, so regardless of which Nexus your opponent brings, that's an easy tech choice. The crew arguably relies much much more on Archivist as their main damage source than before, so just target and kill him if you get a chance, or force your opponent to overly protect him with Emissary - although Emissary doesn't get to benefit from Nexus' support actions. --- Nexus1 was all about combat, attrition, and control. I believe Nexus2 is ideally played as a scheme runner on multiple fronts, at first moving entire crews 2" per action and by turn 2 splitting off into smaller bubbles or pairs. These smaller pockets of Cadmus models cannot participate in direct fights with dedicated run-down combat beasts (think VonSchill, Marcus Alpha, etc) nor can they usually participate in firefights - with the exception of Archivist. Just my thoughts
  5. Predictions of mechanics: Nexus will stack Parasite tokens on friendly models in addition to enemy for some kind of bonus/requirement, but only Nexus2 (and maybe Cavatica) have abilities that can get Parasites onto Friendly models. Possibly instead, "Friendly Cadmus with parasite tokens can treat other Friendly Cadmus as Enemy models" - the reverse of WillOfCadmus1. Each Nexus will be a bit squishy, but can be brought back by replacing an Eyes and Ears. Df5/Wp6 with Disguised Eyes and Ears will be summoned when a model with a parasite token dies (within a range of a Nexus?) New "Will of Cadmus" upgrade, but this time it can only be attached to Friendly Nexus models. It specifies that your leader is only considered removed from play if this upgrade is no longer on a model in play (i.e. you have to kill all of them). Will of Cadmus can be bounced back and forth between Nexuses (Her only bonus action?) Nexus has an ability "If this model activates without a Will of Cadmus Upgrade, it gains Slow/Stunned" so that you have to plan bouncing WillOfCadmus between Nexus models to get full effect. I have not the slightest clue what Nexus' actions will be, but I'm guessing less damage/mobility and more control of enemies. Nexus will no longer attack through Friendly Cadmus (Edit: OR she will, but only having a 4" range to match Legion) and will have only melee or short range (6" or less) attacks. Or at least, that's how I would do it 🙂
  6. God !@#$ing damn it. Wyrd, why'd you have to go and do this? It was enough of a draw to go back to Ressers when you made my precious Kirai great and interesting, but now you take McM, the master I've always loved in theory but never in practice, and made him into this fun amalgamation of combining actions and upgrades? Why, Wyrd? Why couldn't you leave me to enjoy Explorers in peace for at least a year? Anyways... this might be the excitement talking, but I think this may easily become another "S+ tier" Master. I try to hold off on strong balance opinions early, so take it with a grain of salt. I just know I don't think I'll ever stop playing this. I love abilities in games that let you combine triggers, actions, etc and staple them (ha) onto pieces they didn't come from. McM already had a strong set of keyword models but suffered from some awkwardness when trying to do things like get enough corpses near him to summon, get use out of models like Autopsies, and playing the marker game. _____ To add to the cool list of not-at-all overpowered combos people are making, I thought of these: 1 - Staple Dredge Up onto a Nurse with Skin. She now only needs a 2 for Meds, and a 4 for Dredge Up. Preferably get Masks from Tools. Activate, bonus action to heal, remove a condition, and move 3" if you need range. Free Assist Action to remove Distracted. Preferably Dredge Up a Sludge Marker within 8", but also any terrain marker will do if the enemy is engaged with a model who has Skin. Push the marker 4", poisoning every enemy it passes through. Attack with built in Daze Trigger to deal 2, give Stunned, and Push 3" (granted Stat 5, but target correctly or just take your chances with a good hand). Since you push through the Slime during a different action, that's another Poison. If you got a Mask on Dredge, that's another 3" Push. And then you can do it a second time using a different marker. 1.5 - You can also give Dredge Up to a Rogue Necromancy to make it a ranged attacker. Then in addition to its Activation, 'Obey' with a Nurse to let it Dredge Up and attack at range twice more. It loses Focused and gains Distracted+1, but the built-in plus to duel counteracts this. Does this allow the attack to declare triggers? I think yes, because Nurse Trigger generates Dredge, and Dredge generates the attack, so the attack isn't generated by a trigger. 2 - Just take Emissary. The Coffin action requires an 8 and leaves you with a Zombie, a Coffin, and removes a Coffin - giving you a card or a Coffin near McM for Skin. Zombies can have huge attacks stapled to them, so just one which concentrates every turn cannot be ignored. Emissary also grants +1 Move, so a lot of things become Mv 8 with Legs. This includes the new guy, who can walk 16" (24" with Fast from Sloth) and carry a Scheme Marker with him into the enemy deployment zone. (Is there a concensus on whether you can staple an action if only one of its triggers names a model? I assume you can't, which is probably for the best because stapling Rot & Rend would be blatantly too much) 3 - Autopsies are effectively SSMiners/Prospectors without needing to gain Stunned, but needing to somewhat stick near McM. So, effectively 5 Cost minus 1 for each turn they live. Staple any of the upgrades onto them to make them usually survive 2 attacks (Arms or Legs to make them into threatening pieces - their melee isn't bad at all. They also make good Chatty platforms) Have them concentrate every turn, and constantly threaten having a big attack stapled onto them with Focused+2 and possibly Legs for more threat range+damage, especially because it's easy for him to exit engagement. Worst case, he fires a couple Focused shots, dies to become a corpse, and helps control the area near McM early game. With his 2nd AP he can also alternate Interacting to drop and remove a scheme marker for a card. I'm even considering giving him GST for a properly strong Bonus Action, Terrifying 11, and Regen+2. But then he eats 1 corpse (but gains a card) and he'll still fall easily to a dedicated assassination run without 2 Appendages - worth it for the opponent if he's 7 Cost and chatty, not so much at 5 Cost. But I feel like NOT having GST somewhere is a waste with Experimental's excellent selection of minions and Corpse recycling. 4 - Dogs OP. Dogs OP? Yes, dogs big OP. Sebastian is an auto-take, hands down. Their bonus action effectively makes 1 Corpse into 2, they can hide behind Ht1 terrain, and they can scheme - perhaps at Mv7/8/9. They can sit 8" back from McM and Interact Drop, Interact Remove, Bonus action to supply him with a Corpse and a Card. They can move, bonus, move to fetch one Corpse and magically bring McM two. Sure, they die easy, but who cares? They drop either 2 Corpses or a corpse and a Scheme if they have Poison +3, and they can even drop 2 schemes if given an extra Head. Or - my personal favorite - have one sit in the back and concentrate while generating corpses. Wait to activate or summon 1-2 other dogs late in the turn, along with McM. You are likely giving your opponent pass tokens so its possible they don't have many threats left. Double walk a dog or two near an activated enemy. Activate McM, push the Focused +2 dog 4" through his personal play-corpse and give him Legs. Push him again if need be and preferably give the dog Arms. Plastic Surgery to staple Sebastian's or Rogue's or someone else's powerful Stat 6/7 attack onto the dog. Now activate the dog, charge the enemy and attack 2-3 times at effective Stat 7/8/9 thanks to Pack Mentality, plus Focused+2, plus Charge Through, plus possibly Flurry, and probably Poison so H2K doesn't work. Dead master? Just in general, Charge Through + Focused means you need 2 negatives (H2W and SS) to reliably prevent a straight flip or better on damage. Good luck against Stat 8 though. Wow, got carried away, but hope you all enjoy. Edit: Also, if you recycle an enemy Scheme Marker, does it remain an enemy scheme marker? Or become friendly? It seems to say the marker itself gets placed, meaning enemy terrain and scheme markers remain enemy.
  7. I might give them another shot, yea! And as a heads up, I believe I'll be releasing Syndicate in July when the Outcast model cards are finalized
  8. Hey extremor! Thanks for watching! Here are some additional thoughts: On Moorwraiths, they just compete way too much with other options. Moorwraiths are slow to move unless you manage to chain heals, they rely on Jedza to not get killed easily (being Df/Wp4 and only requiring 5-6 damage to one-shot), they don't have a good bonus action which accounts for 1/3 of the actions they will be taking during the game, and they're only Ht2 with a 30mm base, making them among the easiest Seeker to block LoS from Jedza (alongside Mikhail, but he has Hard2Kill, stones, and can teleport out of activation). I see them as not providing enough vs the support they require, and too easily killed. Furthermore, each additional model in the Crew which requires Jedza's support (as opposed to being mostly self-sufficient with the _option_ of returning to Jedza's bubble when needed) severely restricts Jedza's mobility and flexibility. With a pair of Moorwraiths who can easily be picked off if ever caught away from Jedza, this causes a lot of trouble when it comes to activation order and moving pieces where they want to go - something Seeker already struggles with when trying to maximize their Chronicle bubble overlap. What they do provide is being a terrain piece for Jedza, throwing out attacks that Slow with a small Heal, potentially being cheap Life Tokens for Jedza later, and activating Chronicles - which is potentially decent, but terrible compared to Seeker's other options. GraveGoo can do a similar "charge up Shielded and fling into the enemy" thing and has more directly useful effects than 2 Moors (borderline DontMindMe, enemy model removal (think denying scoring end of turn), Regeneration to trigger Chronicles, making terrain pieces Hazardous). Surveyors, which are my preferred LifeOfTheEarth terrain creators, are infinitely more flexible than Moors - with two absurdly strong bonus actions, many different push effects, a 2" melee, OnYourHeels to quickly position, the flexibility of creating impassible terrain on the fly, and being non-oneshot-able alongside Hazardous to survive without Jedza (or at least punish the enemy for attacking). Surveyors are also resilient enough in the bubble to be perfect carriers of FlushWithCash, which then gives them an emergency option to stay alive if caught outside of it - they're also valuable enough to be worth using that Bribery (hopefully to buy enough time to get back into Jedza's bubble) - Moors are probably not. Finally, Geodes can be used for Schemes like research mission, or be used to bluff those schemes at very little cost to the Seeker crew. Lastly, Moorwraiths compete with Hopeful Prospects for the role of "cheap future Life Token which activates chronicles along the way". Hopeful Prospects have 4 Health and H2K, meaning (if played correctly) they can sit at 2-3 health safely and heal to trigger chronicles just by activating in the Bubble. From most sources they'll require 2 attacks to kill too, meaning if they are attacked and survive they can activate and heal back above H2K. Their 14" gun for 1/3/5 is nothing to scoff at with Focused and will place pressure on the opponent to come to Jedza, rather than Moorwraiths trudging out there slowly. If they do manage to score a kill, they can replace into a Surveyor with Focused+1 and heal to full, which is a powerful effect - it won't happen often but the threat of it is something the opponent must watch out for. And finally, they can heal 2 if given Rams and remove conditions, which cuts down on Jedza needing to do that. Granted, the Hopefuls are fairly static, insignificant, and overlap Sophie in the "card cycling" department - so this will only work in pools where Jedza can play defensively and your other models can handle the interacting. On Lamplighters, I felt they have potential but just... didn't do much for a 7 cost model. Seeker (and Explorers in general) already have incredible 6-8 cost options (GGoo, Austera, Damned, Surveyor, Botanist, V&W, Eva, etc) AND good movement effects (Intrepid, Tidecaller, Mr Ngaatoro) - the Lamplighter doesn't excite due to a few problems. Firstly he's slow (Move 5 and the potential for his Bonus Action to trigger, that's it) which decreases the effectiveness of Don'tMindMe (alongside GraveGoo already being effectively DMM). Secondly his 1/2/3 heal will usually heal 1 because it doesn't ignore Accuracy Fate Modifiers. He also depends on too many suits to be fully effective, both to create new Lamps (5Tome) as well as light them while moving (5Mask) though this may be personal playstyle preference. His saving grace are of course the Lamp Markers - which grant concealment and potentially infinite positive flips, but only one positive per activation and only in a small bubble. Problem is the Lamplighter needs to move to the Lamp before making it Lit and Seeker isn't the best keyword for turtling near a 30mm marker - sure, they will absolutely hold that one area, but most of the crew is melee and have a maximum of 6-8" on their ranged effects - even if the Lamp's position is central to the objective pool, Seeker will still need to move away to fight battles elsewhere on the board. Shimmering Lights is an extremely strong effect with the new Focus/Distracted changes though, so maybe the Lamplighter may see some play - I could see it being effective in some pools to move a Lamplighter into the center of the board and have him be a "coordinator" of sorts, pushing friendly models within the area 6" from the center, helping the others reach targets and be in range of each others' Chronicle effects. If ever engaged, Shimmering Lights can completely neuter enemy threats after a couple pushes (or heals which then cause a couple pushes). I could see this being a decent tactic in Turf War, where the Lamplighter can keep hold of the center marker. ---- Granted I don't feel like I've unlocked the potential of Seeker for myself, so take this advice with a grain of salt. I find that keeping Chronicles & Healers within range of the right targets AND activating them in the correct order is hard to balance among other priorities, and fighting spread-out battles feels incredibly difficult and clunky due to the nature of Seeker's mobility options (requiring other models like Chain Gang or Mikhail's Chronicle, and/or being short like Jedza's Bonus Action) (aside from Damned, who I still consider my first auto-take). I hope this helps anyways! I forget what my exact ratings were at the time of writing, but either way with the new player pack and FAQ/Eratta changes I would consider Lamplighters to easily be 2 Stars In-Keyword due to the Focused/Distracted changes. I think I would keep Moorwraiths at 1 Star - just too many good options.
  9. Something I've realized as I've played with Eva more and more: 1) She's probably my favorite model to play with, and 2) she's not a scheme runner, she's a problem solver, including being an anti-scheme-runner. She can move faster than most models in the game to aid where aid is needed, and she can almost paralyze any enemy model with a passage-schemeDrop-lock. She can even jump in to a cluster of enemies and lock them all if given the chance (although this is usually a sacrificial move, it's often worth it to begin winning on tempo) My Ivan lists always start with Ivan, Mordrake, Gibson, Eva, Intrepid Effigy (if not Emissary) and I rarely hire anything else in keyword. Also more and more I've been finding it hard not to take Archivist, he's just so good and he helps Ivan's card hunger problem.
  10. I'll be sitting this one out to take a break for my birthday month, but good luck to everyone! Looks like a very exciting player pack for sure!
  11. Two questions for you all today: 1) Anya makes friendly Scheme Markers count as Hazardous to the enemy. For the opposing crew, would that make these scheme markers now "Terrain Markers" for the purpose of effects that specify targeting or removing Terrain Markers? For example LifeOfTheEarth, the DrawnToTheUnknown trigger, or Cooper's Machete? 2) How does Luck Thief interact with Ungentlemanly Affairs? Does the Distracted condition become a plus flip and then back to a negative flip? The ruling on two Hanged attacking each other seems to imply this - the defender's ability "triggers" second.
  12. For Round 1, could you please clarify the Terrain traits of the center area. (Adding my interpretation in parentheses) Do the Wall-looking things on either side of each staircase have a Height, can they be moved through to get on/off the stairs, or are they just part of the stairs? (It feels to me like the intent is for the "stairs" themselves to only have the +Ht1/2/3 trait, while the walls on either side of the stairs should be a Ht2 or 3 Blocking/Climbable wall - that way you can only walk up/down the stairs but it will block line of sight if LoS is drawn over it) What is the central square considered? This isn't mentioned at all. (It seems to me like a Ht3 flat platform which is Blocking/Climbable so that models can climb up the corners) What is the "border" and/or quarter-circle "pillars" in the corners of the central square counted as? Are they walls/pillars with Blocking/Climbable? Or can models be pushed off the middle platform in any direction? (I can't imagine they would be walls even if they really look like it, since that would make the center marker unreachable - but are the corner bits pillars or just flat ground?)
  13. Hey everybody! I just released my Apex Review - If you're interested, here you are! (Just know it was recorded pre-GG2)
  14. Eva is a model who is very effective but cannot really do more than 1 thing. She's better defensively than offensively unless given Fast, and generally either threatens Passage-Scheme-LockAway to hold up enemy models or Passage-Walk-RemoveMarker with Treasure Map (and then Treasure Map pushes her back towards blocking Terrain, ready to Passage again)
  15. @NickDub Could you update the OP with the new GG2 Round 4 please? Edit: Also on the Round 4 map, how is Terrain on top of the hill handled? Is the Forest effectively Ht5 and the Rocks effectively Ht3? Is the Shadow cast by the Rocks 3" long? Should the Hill have the Dense trait so that a Ht 2 model doesn't see a Ht2 model on the other side of the inner rim? Will the +Ht apply to any Terrain markers placed on top of that hill as well?
  16. Unless I'm mistaken, I believe Station and Cost are solidified very early in the design process and Station especially is non-negotiable, with Minions being the only Station for "unnamed crewmembers and creatures which come in multiples" With the exception of Victorias, there is no non-minion (2) or (3) or greater model in the game, only Minions can be hired more than once at a time
  17. I don't think this is a great idea. It could work to balance Cadmus in Win/Loss ratio, but also makes the crew one-dimensional (not in what it can do, since Cadmus can do many things, but in variety). When the opponent declares Cadmus you'll always know exactly what will be in the list, and it shuts down the fun in decision-making and predicting your opponent's moves during crew creation. --- At this stage we're unlikely to see nerfs since the crew came out just 4 months ago, but if we are to nerf them it would have to be small changes with little-to-no impact on theme, but moderate impact on power. We definitely don't want to change the core mechanics of Malifaux (as above), we don't want to change the themes of Cadmus, and we don't want to over-nerf Cadmus just because we're scared of them ruling everything. Personally I think this is appropriate for initial nerfs: 1) Make Omnipresent Influence a 12" Aura 2) Make We Are Legion a 4" Aura 3) Remove the built-in Ram from Shambling Nest attacks 4) Reduce Shambling Nest Defense to 4 (-OR-) Health to 6 (-OR-) Melee to 1" 5) (Optional) Change Parasite Token damage to 1/2/3 Irreducible which cannot be cheated, (-OR-) make it "Discard a Soulstone or suffer 2 Irreducible Damage" and from there we wait 6-12 months to judge what else may need to be changed. - This introduces the following changes: 1+2) Using LineOfSight as counterplay to Cadmus. Nexus shouldn't be able to stand behind a dense forest and control everything while being nearly untouchable. If Seeker's LifeTokens can be LoS blocked, then Legion should too. Cadmus' many 30mm Sz2 models will have to position much more carefully and enemy models with Parasite Tokens will have at least some level of counterplay to incoming ping damage. 3+4) The two Shambling Nests are too tanky for the amount of threat and board control they put out, and WAY too good at utilizing general upgrades. Making them into Enforcers to break the upgrade abuse is off the table, and I'd imagine removing FromTheShadows would also go against Wyrd's intended mechanics (although that change is actually my favorite - it makes Cadmus have to push them up and adds to the theme of "approaching growing force which will soon be overwhelming" rather than making them immediately impactful all over the board from Turn 1). Therefore they'll just have to be made less tanky, or less impactful. There's no need to heal on every attack in addition to the huge impact of handing out a Parasite Token, and I think they should fit the "Hard2Wound but low stats" archetype like Flesh Constructs or Berserker Husks. If the design intent was to make them decent at defense but low willpower, then instead lets just reduce their health by 2. Alternatively, keep them difficult to remove but remove their ability to engage-but-not-be-engaged 5) Parasite Tokens are currently brutal against Armor and Soulstones, and good enough against everything else. On average 1/2/3 reduces the damage by a very tiny amount (there are more Weak cards than Severe) but makes Hard2Wound a viable counter, reducing the damage to 1 much more often. Alternatively, keep 2 Irreducible the same but allow Soulstone use in a roundabout way to give a little bit of control back to Cadmus' opponent. What do you guys think? Did I hit the correct problem areas?
  18. I'm not arguing that it works that way "because" it's intuitive, just trying to describe what I mean. The argument for it to work that way is that it's the only ability in the game with the text "unblocked sight lines drawn from this model to the dropped marker" as opposed to - for example - Francois' Showdown which specifies "it can draw LoS to the Attacking model and no sight lines are blocked" To me "unblocked sight lines drawn from this model" means any LoS line drawn from the Crypsis towards the marker *up to the point which it's blocked* is still active, so to speak. If it doesn't work that way, then what happens if the model which is blocking the marker is moved away? Does that generate an attack or are unblocked sight lines only measured at the start of movement, and because that model didn't enter any new unblocked sight lines no attack is generated?
  19. Runaways' OnTheRun ability Can Lord Cooper be considered engaging a Runaway for the purposes of giving an enemy FriendlyFire penalties? I think possibly. It's not fully clear if the rules governing "Engaging" label "enemy" from the attacking model's perspective or from an omnipotent perspective. Crypsis & Hazardous Terrain If a Crypsis Corps is within (A)3 of a Pit Trap, is the Hazardous from BeneathTheLeaves also (Damage 1 & Injured+1)? If a Crypsis Corps is within (A)3 of a Pit Trap AND a different source of Hazardous(Damage 1), is the terrain from BeneathTheLeaves now both (Damage 1 & Injured+1) and (Damage 1) and both will trigger for a total of 2 Damage? See "Hazardous Markers" on Page 36. If a Crypsis Corps is within (A)3 of a Pit Trap AND a different non-PitTrap source of Hazardous(Damage 1 & Injured+1), is the terrain from BeneathTheLeaves now in effect "Hazardous (Damage 2 & Injured+2)" (except each 1 damage and 1 injured is applied separately, could matter for timing/oncePer with some abilities)? This is relevant for boards with Barbed Wire which are often (Damage 1 & Injured+1) but NOT literally pit traps Crypsis & Unblocked Sight Lines to Strike Markers How is "moved through any unblocked sight lines drawn from this model to the Dropped Marker" measured? Does it mean if LoS is blocked to the Strike Marker, the Crypsis doesn't get to attack, even if an enemy moves in front of what is blocking the marker? Or does it work in the intuitive way - enemies can block the shots for models behind them but not in front?
  20. Can you post the Strat/Schemes please? I'm wondering why there are 2 Treasure Maps
  21. Hey all, Posted my Wastrel Review - It's a mini this time since Wastrel has already been out. Check it out if you're interested. https://www.youtube.com/watch?v=qCQosixrCBI
  22. By the topic title mentioning "Explorers" I thought this thread was a hint about the new Syndicate Outcasts being revealed in March, am I wrong on that? I wanted to find when to expect the reveal to plan my Syndicate review, so asking here before I start a new thread
  23. Hey all, My Seeker Review is up! Check it out if you'd like and leave me some feedback https://www.youtube.com/watch?v=owPiby6CqDs
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