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Homecoming Statistics: March 2020


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Thanks for all the data.  I did notice a drop in the number of people since the summer.  I am surprised but the server counts.  I have found it hard to find teams on indomitable and excelsior, yet those servers have high population numbers.  Maybe it is a difference of when people are online. 

 

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41 minutes ago, rebel_1812 said:

I have found it hard to find teams on indomitable and excelsior, yet those servers have high population numbers.  Maybe it is a difference of when people are online. 

I'd say it's a combination of factors.  For instance, I've noticed a lot of people looking for a team, but uninterested in starting their own.  If I start a team, and especially once I get 2-3 other people to join, I have no issues filling it up.  A lot also depends upon the level range you're looking for;  Sub-22 is tough, since a good number of folks run DFB or AE tunnel farms until that point, and some mid-level folks find it a bit daunting to join a 40+ team running radio missions in PI, since those are often +3 or more, and you'd be whiffing a lot without better slotting...

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No Claws/Fire Stalkers yet... 

 

(grins)

 

Time to make another Unicorn, I'm thinking. 

FOUR of us managed to get Kin/Fire Stalkers to 50 since the first set of numbers came out. Let's see if we can do it with Claws./Fire, too. XD

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Taker of screenshots. Player of creepy Oranbegans and Rularuu bird-things.

Kai's Diary: The Scrapbook of a Sorcerer's Apprentice

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Some more stats; these are the 50s combinations that the community has managed to cross off since September. That is to say: What were there no 50s last time, but there are now?

 

AT Primary Secondary # new
Tanker Electric Armor Savage Melee 9
Corruptor Dual Pistols Trick Arrow 8
Stalker Broad Sword Dark Armor 7
Tanker Dark Armor Street Justice 6
Scrapper Ice Melee Invulnerability 6
Stalker Martial Arts Radiation Armor 6
Blaster Assault Rifle Darkness Manipulation 5
Tanker Dark Armor Martial Arts 5
Corruptor Electrical Blast Traps 5
Tanker Fiery Aura Street Justice 5
Tanker Ice Armor Battle Axe 5
Stalker Ice Melee Ninjitsu 5
Brute Ice Melee Regeneration 5
Brute Savage Melee Ice Armor 5
Brute Spines Energy Aura 5
Tanker Super Reflexes Battle Axe 5
Scrapper War Mace Ice Armor 5
Controller Ice Control Sonic Debuff 4
Scrapper Ice Melee Radiation Armor 4
Stalker Kinetic Attack Fiery Aura 4
Defender Time Manipulation Assault Rifle 4
Corruptor Water Blast Trick Arrow 4
Tanker Dark Armor Kinetic Attack 3
Scrapper Dual Blades Ice Armor 3
Corruptor Energy Blast Nature Affinity 3
Corruptor Radiation Blast Traps 3
Tanker Super Reflexes Spines 3
Sentinel Archery Electric Armor 2
Sentinel Archery Invulnerability 2
Mastermind Beast Mastery Traps 2
Tanker Bio Organic Armor Ice Melee 2
Stalker Broad Sword Fiery Aura 2
Stalker Claws Ice Armor 2
Corruptor Dark Blast Traps 2
Stalker Dark Melee Fiery Aura 2
Tanker Fiery Aura Kinetic Attack 2
Controller Ice Control Traps 2
Stalker Martial Arts Dark Armor 2
Stalker Ninja Sword Fiery Aura 2
Brute Street Justice Stone Armor 2
Tanker Super Reflexes Ice Melee 2
Defender Traps Energy Blast 2
Corruptor Assault Rifle Force Field 1
Sentinel Assault Rifle Ice Armor 1
Corruptor Assault Rifle Thermal Radiation 1
Defender Cold Domination Archery 1
Stalker Dark Melee Ice Armor 1
Stalker Fiery Melee Electric Armor 1
Scrapper Ice Melee Super Reflexes 1
Stalker Kinetic Attack Ice Armor 1
Stalker Martial Arts Fiery Aura 1
Stalker Martial Arts Ice Armor 1
Mastermind Necromancy Trick Arrow 1
Corruptor Psychic Blast Trick Arrow 1
Brute Stone Melee Super Reflexes 1
Defender Storm Summoning Assault Rifle 1
Defender Storm Summoning Beam Rifle 1
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Change in 50s; currently sorted by % change

 

AT March September % change Absolute change
Dominator 5070 2408 110.55% 2662
Sentinel 5437 2620 107.52% 2817
Blaster 12926 6350 103.56% 6576
Stalker 4822 2389 101.84% 2433
Tanker 9613 4767 101.66% 4846
Mastermind 6472 3284 97.08% 3188
Scrapper 9795 5012 95.43% 4783
Corruptor 7674 3930 95.27% 3744
Defender 7636 4164 83.38% 3472
Controller 12379 6768 82.90% 5611
Brute 27463 16168 69.86% 11295

 

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Changes in 50s, currently sorted by % change, under the following conditions:

They must have had at least 10 representatives in September (so, no 1 -> 15 which is a 1400% increase!)

I'm showing only those that have a +200% or more change

 

 

AT Primary Secondary March September % change Absolute change
Blaster Fire Blast Plant Manipulation 169 33 412.12% 136
Tanker Fiery Aura Radiation Melee 165 34 385.29% 131
Corruptor Beam Rifle Nature Affinity 60 14 328.57% 46
Corruptor Fire Blast Nature Affinity 58 14 314.29% 44
Corruptor Fire Blast Poison 40 11 263.64% 29
Blaster Fire Blast Tactical Arrow 111 31 258.06% 80
Stalker Savage Melee Super Reflexes 42 12 250.00% 30
Mastermind Thugs Storm Summoning 69 20 245.00% 49
Stalker Ice Melee Ice Armor 48 14 242.86% 34
Dominator Gravity Control Earth Assault 33 10 230.00% 23
Tanker Dark Armor Radiation Melee 56 17 229.41% 39
Dominator Earth Control Martial Assault 42 13 223.08% 29
Tanker Fiery Aura Titan Weapons 32 10 220.00% 22
Mastermind Robotics Sonic Resonance 32 10 220.00% 22
Stalker Ice Melee Shield Defense 35 11 218.18% 24
Tanker Invulnerability War Mace 35 11 218.18% 24
Tanker Super Reflexes Martial Arts 41 13 215.38% 28
Sentinel Beam Rifle Energy Aura 44 14 214.29% 30
Controller Fire Control Thermal Radiation 65 21 209.52% 44
Blaster Dual Pistols Tactical Arrow 37 12 208.33% 25
Blaster Water Blast Fire Manipulation 129 42 207.14% 87
Scrapper Claws Bio Organic Armor 46 15 206.67% 31
Sentinel Energy Blast Regeneration 52 17 205.88% 35
Corruptor Beam Rifle Poison 58 19 205.26% 39
Brute Ice Melee Ice Armor 48 16 200.00% 32
Scrapper Staff Fighting Bio Organic Armor 54 18 200.00% 36

 

 

Are Fire/Plant Blasters some kind of PVP meta?

Edited by summers
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Most and least improved: BLASTERS. If people like this, I can provide the numbers on the rest of the ATs (or anything by request)

 

PRIMARY:

 

AT Primary March September % change Absolute change
Blaster Beam Rifle 986 430 129.30% 556
Blaster Radiation Blast 655 291 125.09% 364
Blaster Assault Rifle 610 272 124.26% 338
Blaster Energy Blast 1046 494 111.74% 552
Blaster Sonic Attack 221 106 108.49% 115
Blaster Fire Blast 2793 1354 106.28% 1439
Blaster Dual Pistols 1197 582 105.67% 615
Blaster Electrical Blast 795 387 105.43% 408
Blaster Water Blast 1034 509 103.14% 525
Blaster Archery 947 467 102.78% 480
Blaster Dark Blast 567 309 83.50% 258
Blaster Ice Blast 1255 693 81.10% 562
Blaster Psychic Blast 820 456 79.82% 364

 

 

SECONDARY:

 

AT Secondary March September % change Absolute change
Blaster Devices 1275 562 126.87% 713
Blaster Tactical Arrow 1270 575 120.87% 695
Blaster Martial Manipulation 1101 501 119.76% 600
Blaster Darkness Manipulation 333 152 119.08% 181
Blaster Ninja Training 304 139 118.71% 165
Blaster Fire Manipulation 1549 711 117.86% 838
Blaster Radiation Manipulation 1233 566 117.84% 667
Blaster Ice Manipulation 665 324 105.25% 341
Blaster Electricity Manipulation 538 278 93.53% 260
Blaster Plant Manipulation 892 463 92.66% 429
Blaster Time Manipulation 1409 739 90.66% 670
Blaster Mental Manipulation 698 380 83.68% 318
Blaster Energy Manipulation 1659 960 72.81% 699
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On 3/3/2020 at 10:48 AM, MunkiLord said:

War Mace is really underrepresented on Scrappers. It's awesome. 

It is, however, the most improved as a % change. It grew +159% which is more than any other Scrapper primary - the secret is getting out!

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Seeing Assault Rifle as bottom of the barrel on Sentinels just kind of proves what everybody has been saying. The set is complete Garbage on Sentinels. I know that Sentinels are currently in 'the pipeline' for a rework but oof. Shorter cones, lower target caps and lower damage turn a set that is, in my opinion, fairly mediocre on Blasters into just terrible on Sentinels.

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...and that's that

These 10 I think were the last "No 50s"   ... that is till Shock Therapy.  :)

 

LvL50  Kin/Dark Scrapper

sass.PNG.fc7feecd9457108b59d4ec6a7c2ac206.PNG

 

Lvl50 Ice/SR Brute

bozu.PNG.fe5965525f113121b55ebef9b459635a.PNG

 

Lvl50 energy/ice Sentinel

zoa.PNG.1866e7de52f29d8116749cf90d470b67.PNG

 

Lvl50 claws/fire Stalker

vicseralcereal.PNG.0cd01a1be90ba8d355af89e585049f64.PNG

 

Lvl50 Katana/Stone Brute

claygolem.PNG.d0770f5e203e5ddb49685d557286e5b8.PNG

 

Lvl50 TrickArrow/RadiationBlast Defender

image.png.c99389673bfdc73b55b2ba6145ee6a9d.png

 

Lvl50 Archery/IceArmor Sentinel

image.png.52dd11ec754aafbd6e37e2b2c7fbf82e.png

 

Lvl50 Sonic/AR Defender
image.png.b64da380eb575e045851fb0776f011fd.png

 

Lvl50  Traps/PsychicBlast Defender

image.png.d1db462cf134a3121a606dbe4c019518.png

 

Lvl50 ColdDom/AR Defender

image.png.9e503bb5c7c73348553999a2df599827.png

 

 

 

Edited by artphobia
replaced with timestamp pics ... :)
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Has a toon of EVERY prim/sec combination(2062)

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Looking at level 50s isn't a good measure of what people stick to considering how easy it is to farm up a toon to 50 and then put them on a shelf, never to be played. 

 

I'd like to see the data sliced to eliminate those chars.   Maybe look at chars with over 25 hours of playtime?  25 hours may be the wrong number, but if you look at a graph of count vs hours played, you could probably identify a drop-off point between the "real" chars and the "abandoned" chars.

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Active on Excelsior:

Prismatic Monkey - Seismic / Martial Blaster, Shadow Dragon Monkey - Staff / Dark Brute, Murder Robot Monkey - Arachnos Night Widow

 

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Some interesting data here. Mostly about how skewed the results are do to a certain activity. For instance:

 

27,473 level 50 Brutes

11,362 of them not Fiery Aura leaving 16,111 that are.

 

Brutes have logged a collective 19,259,936 hours

Non Fiery Aura Brutes have logged 5,252,297 hours leaving 14,007,639 hours played solely by Fire Brutes.

With a combined total play time of all characters across all levels you have 47,370,758 hours played. Fiery Aura Brutes represent 29.5% of all hours played.

 

 

 

Torchbearer

Discount Heroes SG:

Frostbiter - Ice/Ice Blaster

Throneblade - Broadsword/Dark Armor Brute

Silver Mantra - Martial Arts/Electric Armor Scrapper

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2 hours ago, Frostbiter said:

Some interesting data here. Mostly about how skewed the results are do to a certain activity. For instance:

 

27,473 level 50 Brutes

11,362 of them not Fiery Aura leaving 16,111 that are.

 

Brutes have logged a collective 19,259,936 hours

Non Fiery Aura Brutes have logged 5,252,297 hours leaving 14,007,639 hours played solely by Fire Brutes.

With a combined total play time of all characters across all levels you have 47,370,758 hours played. Fiery Aura Brutes represent 29.5% of all hours played.

 

 

 

I had ten weeks off this summer, so, 1600 of those hours might have been me.

He doesn't HAVE an ass.  That's one of the things we're transplanting!

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6 minutes ago, roleki said:

I had ten weeks off this summer, so, 1600 of those hours might have been me.

Your Brute  accounts for .0034% of all hours played.

Edited by Frostbiter

Torchbearer

Discount Heroes SG:

Frostbiter - Ice/Ice Blaster

Throneblade - Broadsword/Dark Armor Brute

Silver Mantra - Martial Arts/Electric Armor Scrapper

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Empathy defenders are super useful on mixed level teams. I'm always happy to have one if doing PUGs in PI or GV. Also, they are great to have when exemped on TFs. 

 

Also, I'm one of just 58 lvl 50 Ill/Traps! Feeling special. : D

 

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This is good data. At least we can see where the devs need to focus on. I think its odd how people are playing what most of us on the forums would consider bad powersets because of the nerfs the old devs did. I am really shocked at the amount of */Regen scrappers. I guess the biggest take away from this data is nerf Fire anything, nerf spines and nerf H34l0rz!

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22 minutes ago, Mansome said:

This is good data. At least we can see where the devs need to focus on. I think its odd how people are playing what most of us on the forums would consider bad powersets because of the nerfs the old devs did. I am really shocked at the amount of */Regen scrappers. I guess the biggest take away from this data is nerf Fire anything, nerf spines and nerf H34l0rz!

Eeehhh... Not really. What we learned last time from the sheer amount of SS/Invuln is that theme or concept actually is a huge factor in deciding what people roll and actually play. This is the problem with nerfing based on popularity, though anyone with a basic understanding of what constitutes fallacious reasoning could have told you that. Argumentum ad populum is basically a noob logic trap.

 

Believe it or not, this all fits neatly together with Spines/Fire. The abundance of Spines/Fire and strangely high numbers of power sets you wouldn't expect anyone to actually play points to the classic Path of Exile meta taking place in City of Heroes. I think Diablo II had a similar meta, too.

 

If you don't know what that is, basically it works like this: At the start of a new season, people roll up MF characters. MF is "magic find," these builds are designed specifically for the purpose of rapid farming. The point of them is to fund EVERYTHING ELSE people play during that season. Here's a quote from a page on PoEvault that sums it up nicely:

 

Quote

Magic Find (or IIQ, short of Increased Item Quantity) builds have insanely high clear speeds and often use items that increase the quantity of items dropped by monsters. These builds are meant to farm currency as quickly as possible, and are often otherwise incapable of completing end-game content or even the bosses of some maps.

This is because many builds in PoE that don't look that hot on the surface are actually insanely good with the right items, but how well they level, how expensive they are to gear for endgame, etc, varies greatly. It's similar to how, for instance, Invuln is kind of a mediocre set with gaping holes until you start applying the right IOs.

 

In PoE, these builds also have the desirable side effect of driving supply up and in the process bringing prices low enough that you don't have to dedicate your whole life to playing the game to get gear for your characters... The same thing seems to be happening on the AH in CoH. Especially because CoH seems to have a demographic of people who enjoy playing the game as a farming simulator the most for some reason lol. I can see the appeal, too, but I prefer radios to the AE when I just want to veg out and beat stuff up.

 

EDIT: Wait, crap, I posted this on the wrong account. Eh, no matter.

Edited by UltimateXao
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39 minutes ago, UltimateXao said:

Eeehhh... Not really. What we learned last time from the sheer amount of SS/Invuln is that theme or concept actually is a huge factor in deciding what people roll and actually play. This is the problem with nerfing based on popularity, though anyone with a basic understanding of what constitutes fallacious reasoning could have told you that. Argumentum ad populum is basically a noob logic trap.

 

Believe it or not, this all fits neatly together with Spines/Fire. The abundance of Spines/Fire and strangely high numbers of power sets you wouldn't expect anyone to actually play points to the classic Path of Exile meta taking place in City of Heroes. I think Diablo II had a similar meta, too.

 

If you don't know what that is, basically it works like this: At the start of a new season, people roll up MF characters. MF is "magic find," these builds are designed specifically for the purpose of rapid farming. The point of them is to fund EVERYTHING ELSE people play during that season. Here's a quote from a page on PoEvault that sums it up nicely:

 

This is because many builds in PoE that don't look that hot on the surface are actually insanely good with the right items, but how well they level, how expensive they are to gear for endgame, etc, varies greatly. It's similar to how, for instance, Invuln is kind of a mediocre set with gaping holes until you start applying the right IOs.

 

In PoE, these builds also have the desirable side effect of driving supply up and in the process bringing prices low enough that you don't have to dedicate your whole life to playing the game to get gear for your characters... The same thing seems to be happening on the AH in CoH. Especially because CoH seems to have a demographic of people who enjoy playing the game as a farming simulator the most for some reason lol. I can see the appeal, too, but I prefer radios to the AE when I just want to veg out and beat stuff up.

 

EDIT: Wait, crap, I posted this on the wrong account. Eh, no matter.

I get that concept has a huge impact on it, like superman and other characters like him. But lets be real 99% of the folks playing spines/fire and any combination thereof are just farming inf. Spines is ugly even after the updated costume options for it. I can't think of a single concept reason for that combination other than to farm. They do need to look at why the other sets are not being played as much. I remember back on live servers people avoided dark armor due to not being able to see the character and the insane endurance management you have to do with it. The minimal fx option helped with the first problem but the powerset still plays like you are having an asthma attack the entire time you are playing it even with IOs and Alpha slot.

 

The high number of empaths we see are just those who don't know any better, that defense and resists go a longer way than heals as does control effects. The one odd outlier I see with this is Stalkers with shield defense. Stalkers are not a farming AT as they have no way to hold aggro but yet you see them with shield defense for the AoE. I just wonder what is going on with the players who are selecting that secondary. If they exclusively team then I can see the reason. The other thing I can't understand is why so many controllers and masterminds picking kinetics. A huge part of the reason to play the set was speed boost. When they took away pet recharge buffs I just don't see a point even with fulcrum shift unless you exclusively team. My hope is that they eventually take away the pet recharge nerf or offer an alternate power choose for all ally +recharge powers for masterminds and controllers so they get the full benefit of the powerset. Kind of like how pain domination got Pain Bringer instead of Adrenal boost.

Edited by Mansome
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1 hour ago, Mansome said:

I get that concept has a huge impact on it, like superman and other characters like him. But lets be real 99% of the folks playing spines/fire and any combination thereof are just farming inf.

That massive overestimated asspull of a number aside, what I stated does nothing to contradict this idea. It was an explanation as to how efficient farming directly leads to less played sets getting more attention. Please respond with all context considered and included. Thank you.

 

1 hour ago, Mansome said:

Spines is ugly even after the updated costume options for it.

Disagree. Some of the options look quite nice. Thorns always looked cool.

 

1 hour ago, Mansome said:

I can't think of a single concept reason for that combination other than to farm.

I like how you pivot back and forth between complaining about the effectiveness of that specific combination, to the look of Spines, by itself, to devalue it conceptually. As if that's somehow a cohesive point. Just so people wouldn't start naming off other Spines builds that have solid concepts behind them and look the part. Or so you didn't have to throw Firey Aura's FX under the bus with it.

 

I'm not sure if you did this on purpose, but it seems kinda slimy.

 

I'd pull out a screenshot of my Ice/Spines tanker Sno Globe, but I'm not currently on Windows unfortunately.

 

1 hour ago, Mansome said:

They do need to look at why the other sets are not being played as much. I remember back on live servers people avoided dark armor due to not being able to see the character and the insane endurance management you have to do with it.

These statistics actually show that a lot of things we thought weren't worth playing, people are playing. You said that yourself. ...Then there's others of course, that it shows are as unused as we thought. My point was popularity statistics don't actually tell you what is or isn't strong.

 

I don't really want to go into DA, because it's a strong but hard set and I don't have recent experience with it (I used it on a few characters on live). It's not as gloomy (hah) as you think. You can manage its end adequately. But you need to... HINT HINT ...Farm up a good and moderately expensive build for it, and you're probably going to want to speed level it out of at least the first couple dozen levels.

 

1 hour ago, Mansome said:

The high number of empaths we see are just those who don't know any better, that defense and resists go a longer way than heals as does control effects.

You'd be surprised how long heals hold out. There's more and more exotic damage, massive damage spikes, debuffs, etc, in high level content. ...And Empathy does more than just heal. Even if it is the main thing the set does, Empathy has strong single target buffs, including one that increases defense, and several options can help with endurance management against enemies that... Y'know... Aren't pushovers and have things like nasty endurance drains. Wont save you from a Sapper, but it'll help you recover from it after it's died. Same goes for Carnies.

 

Also, as a general rule of thumb: Almost any set that has both mitigation and healing is going to be good. When you combine those two things, you're able to push whoever you're buffing over the immortality line. I actually really hate defending Empathy because of how overrated it is, as well as the stupid "HURR DURR EMPS AREN'T H34L0RZ" meme... But... It's not a bad set. At all.

 

I really just wish CM was AoE.

 

1 hour ago, Mansome said:

The one odd outlier I see with this is Stalkers with shield defense. Stalkers are not a farming AT as they have no way to hold aggro but yet you see them with shield defense for the AoE. I just wonder what is going on with the players who are selecting that secondary. If they exclusively team then I can see the reason.

CoH is an MMO. People team. Frequently. Especially when leveling. You can also turn up the enemy count when you're solo.

 

Also, there are other reasons use to Shield Defense on a Stalker.

 

1 hour ago, Mansome said:

The other thing I can't understand is why so many controllers and masterminds picking kinetics. A huge part of the reason to play the set was speed boost. When they took away pet recharge buffs I just don't see a point even with fulcrum shift unless you exclusively team.

Lots and lots and lots of people team.

 

And yes, Fulcrum Shift really is just THAT GOOD. Fulcrum shift is so good that I've often wondered if it might be better to just up the damage multiplier for all the ATs, nerf Fulcrum Shift by something crazy like half, and then do some work on the rest of the set. Because when you start getting up in the levels, it really does feel like Fulcrum Shift becomes completely make or break. Yes, this is from a teaming perspective, but if you're not... Well... I'd say farming, but even when farming it's actually more profitable to team up with a kin and duo farm.

 

I will admit I never understood why we don't see more Fire/Kin Corruptors.

 

1 hour ago, Mansome said:

My hope is that they eventually take away the pet recharge nerf or offer an alternate power choose for all ally +recharge powers for masterminds and controllers so they get the full benefit of the powerset. Kind of like how pain domination got Pain Bringer instead of Adrenal boost.

It wasn't actually meant as a nerf. I disliked this solution too, but it was actually a lazy way of fixing +recharge completely breaking pet AI. Maybe the AI really is that hard to work on. Maybe it's not, and we'll see pets get recharge again.

Edited by UltimateXao
Typo.
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Yay, I have one of only two level 50 Fire/Regen Stalkers.  I have to say it's really a good combination when you soft cap it to S/L.  It was the second character I got to 50 here on HC... I had no idea it was such a rare beast.  I must play her more often since she's such a unicorn.

 

My level 50's here are:

Fire/Energy Blaster - One of 642

Archery/TA Blaster - One of 569

BS/Shield Scrapper - One of 155

Elec/Shield Stalker - Gaaa, I swear I wasn't following the trend, most common at one of 307

Inv/Stone Tanker - One of 25

And the aforementioned Fire/Regen Stalker of which there are only 2 for some odd reason.

 

 

Edited by Call Me Awesome
Expanding on the answer
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Guardian Survivor, occasional tanker and player of most AT's.

Guides: Invulnerability Tankers, The first 20 levels.  Invulnerability Tankers Soft Cap defense

Spoiler

 

 

 

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