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21 Mock Draft v.1

Draft order was from tankathon
1 - New York Jets - Trevor Lawrence, QB, Clemson - The Jets are terrible in every faucet, but Sam Darnold certainly hasnt inspired any confidence he can be the QBOTF this season even once Adam Gase is removed. Trevor Lawrence has been QB1 for this draft ever since his first game for Clemson and I dont see this changing any time soon.
2 - Atlanta Falcons (via New York Giants - Trades 1.06, 2.37, 2022 2nd for 1.02) - Justin Fields, QB, Ohio State - This move will likely be a bit of a shocker, but I truly believe the Falcons need a reset. Matt Ryan might be a great QB, but he’s 35 at this point, and there isnt much future left in Atlanta. Justin Fields has been electric at Ohio State, and plopping him down into a team with a decent OL and fantastic receivers will make the somewhat murky future of the Falcons that much brighter. Is this a steep price? Yes. Is it worth every penny? Also yes.
3 - Miami Dolphins (via Jacksonville Jaguars - Trades 1.04, 2.49, 4.113 for 1.03, 3.67) - Penei Sewell, OT, Oregon - Assuming Tua is the franchise QB for the Dolphins, the Phins NEED to protect him, especially considering his reputation for frailty. So they offer the Jaguars an offer they can refuse in order to grab Penei Sewell, who might be the best OT prospect since Joe Thomas came out of Wisconsin. Sewell should be an immediate rock at RT for Tua, and fill the hole that Tunsil left when he was traded.
4 - Jacksonville Jaguars (via Miami Dolphins via Houston Texans) - Patrick Surtain II, CB, Alabama - The Jaguars have needs everywhere. The WR corps is good but lacks a true star, the EDGE group has been toothless following Josh Allen’s injury, and Schobert has been atrocious after signing that big contract. But the CB most of all has needed help, considering the Jaguars defense has been torched through the air. Surtain is an elite cover corner in every way, and should provide a nice young CB tandem for the Jaguars to replace the one they lost.
5 - Dallas Cowboys - Gregory Rousseau, EDGE, Miami - Demarcus Lawrence is still pretty good, but Aldon Smith is not a long term solution at EDGE. Rousseau, however, can be. He’s a fantastic athlete with an array of moves, and with Surtain off the board here, Rousseau is my pick for the player who will help beef up the Cowboys defense the most.
6 - New York Giants (via Atlanta Falcons) - Jamarr Chase, WR, LSU - This was a close one here. The Giants really need an inside linebacker and Darius Slayton has been a great player for them. But Jamarr Chase is just that good. And the rest of the Giants receivers outside of Slayton dont exactly inspire any confidence. Daniel Jones might or might not still be the Giants QB of the future, but Jamarr Chase should absolutely be their WR1 going forward.
7 - Washington Football Team - Trey Lance, QB, NDSU - Haskins is probably done. I dont foresee any sort of happy conclusion to his time in Washington, and thus Ron Riveria is probably going to look to install his own guy at QB. Trey Lance might not be a near finished product the top 2 QBs are, but he has gobs of potential and has a ceiling that might even surpass Fields or Lawrence. Will Trey Lance end up being Mahomes/Josh Allen or just another big armed bust? That’ll be up to the Washington coaching staff, but he’s a fantastic prospect for Washington to figure out.
8 - Los Angeles Chargers - Alex Leatherwood, OG/T, Alabama - Herbert looks like a franchise QB so far, so the Chargers look to fix the most glaring issue on their team, their offensive line. Leatherwood has been a starter on the Alabama OL ever since he got on campus, and he’s got plenty of experience protecting Tua, Mac Jones, and all those Bama QBs. He should be a day 1 starter at RT, and if Bulaga and Turner both come back and play at high levels, he can still contribute by sliding inside to RG or LG.
9 - New England Patriots - DeVonta Smith, WR, Alabama - The Patriots desperately need a QB of the future, but even if they did draft one, who exactly would he be throwing to? The receiving corps is more barren than the Sahara, especially thanks to some brutal misses at WR. stares at N’keal Harry. Enter DeVonta Smith, who’s surpassed his teammate Waddle as the #2 WR on my big board. Any concerns he had last year are all gone now, especially with Waddle out. It’s been the DeVonta showdown at Alabama, punctuated with a 200+ yard 4 TD performance against Mississippi State. Smith has Charmin soft hands and fantastic route running, and most importantly, gets fantastic separation. He’s a bit thin at only 175, but his frame should fill out nicely once he gets to the NFL. He should easily be the best receiver on the Patriots, and could be their best WR since Randy Moss and Wes Welker still play for New England.
10 - Minnesota Vikings - Wyatt Davis, iOL, Ohio State - Kirk Cousins isnt the answer in Minnesota, but throwing a rookie QB behind that O-line might as well be throwing them to the wolves. So, the Vikings grab the best iOL prospect in the class and beef up their interior with Wyatt Davis. Davis is an absolute bulldozer up front, and will run over almost anyone in his way. There's very few flaws with his game, and he should be a plug and play guy from day 1. Count this pick as killing 3 birds with one stone. Helping Cousins, helping Dalvin Cook and the run game, and protecting whoever the Vikings pick as the QB of the future.
11 - Chicago Bears (Via Cincinnati Bengals - Sends 1.18, 3.82, 2022 CHI first for 1.11) - Zach Wilson, QB, BYU - Trubisky isn't it, and the Bears pretty much threw away a 4th and cap space trading for Foles. The Bears need an answer at QB, and with the Panthers looking to pounce on the very last of the top tier QB prospects in my eyes, the Bears bite the bullet. With an aging defense and their Super Bowl window closing fast, they jump just over Carolina to draft Zach Wilson. Wilson has been flying up the draft boards recently, torching defenses on his possible Heisman campaign. He’s got great mobility, especially when it comes to extending plays, and solid pocket presence. Most of all, there’s a bit of reckless brilliance that reminds me a little of guys like Stafford, Mahomes and Allen. Its a fine line to balance and Wilson does have his flaws - such as too much aggressiveness and concerns about his shoulder’s durability, but if the Bears can keep Allen Robinson, then I can foresee a very fruitful connection in the future between the two, as well as a chance for Wilson to be the best QB in Bears history (Yes, its that bad).
12 - Carolina Panthers - Micah Parsons, LB, Penn State - Every few years or so, there’s a blue chip prospect that drops too far. Guys like Ceedee Lamb, Derwin James, or Marshon Lattimore that fall out of the top 10 due to no fault of their own, but the needs of the teams before them. This year, that guy is Micah Parsons, who falls into the waiting laps of the ecstatic Panthers. Parsons is a special linebacker, athletic, versatile, rangy and smart. He’s disruptive everywhere, and his ability to slip blocks and penetrate the offensive line definitely shows his background as a defensive end. Outside of perhaps not being the most consistent run defender, something thats barely an issue, the only flaws are nitpicky. A year after losing Luke Kuechly, Carolina has their replacement.
13 - Detroit Lions - Dylan Moses, LB, Alabama - The Lions really need some interior help on the defensive line, but in all honesty, I dont really like much of this iDL class. The #1 guy on my board is only there because everyone above him dropped like a rock. So, I have the Lions addressing another need at Linebacker with Dylan Moses. While it is unfortunate that Parsons didnt drop one more pick, Moses is certainly no consolation prize. He’s a fantastic linebacker in his own right, He’s an elite athlete with plenty of range and can hit like a truck. He also knows when to wrap up and is generally a sure tackler, which is a rather underappreciated trait. He does need to improve his ability to diagnose plays and shed blocks, but overall, he’s a force at ILB, and would be a great replacement for both the uninspiring. Jarrad Davis or Jahlani Tavai.
14 - Denver Broncos - Shaun Wade, CB, Ohio State - From what Ive seen of the Broncos, Drew Lock has shown plenty of promise, and Garrett Bolles has actually been playing at a near elite level all season. That leaves one last problem for the Broncos, their secondary. Bryce Callahan has been fantastic all year and I've heard some praise for Michael Ojemudia, but AJ Bouye has been a disappointment, and that's when he’s on the field. Shaun Wade should be able to be that final piece in the Broncos secondary they need. It was close between Farley and Wade, but with the season the Broncos have had, Wade’s ability to stay on the field was the tiebreaker. Of course, that's only a bonus to Wade’s fantastic coverage ability, especially from the slot, and his run defense reminds me of Trae Waynes’s ability to stop the run at corner. With how complex NFL offenses are now, Wade’s ability to be both a slot and outside corner means he can follow a #1 WR wherever they go, which is surely should help him become an elite CB at the next level.
15 - San Francisco 49ers - Creed Humphrey, iOL, Oklahoma - The 49ers offense depends on their run game, and their run game depends heavily on their offensive line. And although the 49ers OL isn't as bad as it was early in the season, it's still comfortably in the bottom half of the league. Not to mention with Trent Williams becoming an FA as well as almost all their corners, C Weston Richburg is probably gone, and possibly the rest of the interior OL as well. So, the 49ers grab the first replacement in Creed Humphrey. Shanahan has historically run a zone blocking scheme for his OL, and that makes center an extremely important position for the 49ers to address. With plenty of experience in Oklahoma’s zone blocking scheme, Humphrey and the 49ers should be a match made in heaven. Thats not even mentioning his football smarts or his leadership. Humphrey should be a centerpiece in the 49ers offensive line for years to come.
16 - Miami Dolphins - Jaylen Waddle, WR, Alabama - Although EDGE is definitely a more pressing need for the Dolphins, how can anyone pass up reuniting Tua and his old college buddy? Of course, Waddle isnt just Tua’s former WR. He’s an explosive receiver who shreds the turf just like his former teammate Henry Ruggs III, a player with a great catch radius and the ability to dart to the holes in coverages, and a great kick/punt returner. Adding a burner like Waddle who can stretch the field should only help Tua, Parker, Williams, and the rest of the Miami offense.
17 - Las Vegas Raiders - Azeez Ojulari, EDGE, Georgia - The Raiders EDGE corps isnt barren the way it was two years ago, but Maxx Crosby hasnt lived up to the hype he had after a stellar rookie season, and although Clelin Ferrell is an elite run defender, he’s nowhere near as good of a pass rusher. They need to add someone who can GET after the QB, and although there are better EDGEs left, I think Ojulari is the best pure pass rusher on the board. He’s got fantastic hand usage and his low center of gravity lets him bend the corner through contact really well. There’s some work to be done on run defense, but Ojulari does give me flashes of Ngakoue at times, and his versatility would allow for Ferrell to slide inside and be a mismatch there. This might be a little high on his currently, but I dont think Ojulari is someone who will end up rising on draft boards in the future.
18 - Cincinnati Bengals (via Chicago Bears) - Dillion Radunz, OT, NDSU - The Bengals offensive line is injured to hell, but even when they were healthy, it was pretty obvious they were not protecting Joe Burrow all that well. When losing Bobby Hart is an actual problem, then you know the OL is terrible. Thats why I have the Bengals selecting OT Dillion Radunz out of NDSU. There are some question marks about athleticism and competition level, but Radunz’s technique is elite, and his toughness is unquestionable. He should be a welcome addition to the Bengals offensive line, and will provide solid protection for Burrow.
19 - Philadelphia Eagles - Caleb Farley, CB, Virginia Tech - The Eagles WR situation was looking dire, but thanks to the emergence of second year WR Travis Fulgham, they can look to shore up another issue. The Eagles secondary has been pretty terrible for a few years now, and they need to find a solid answer. Farley can be that. He’s an outstanding press corner, and mirrors opposing receivers so well that he might as well be running their routes. He’s long, physical, and impressively sticky. He should be able to lock down the #1 CB position for the Eagles that they have sorely missed.
20 - Cleveland Browns - Kwity Paye, EDGE, Michigan - Myles Garrett is having a DPOY level season, but once again he’s missing someone disruptive on the opposite side of him. Oliver Vernon is gone soon, and Clayborn is no long term solution. They need to grab the compliment to Garrett, who although is a one-man wrecking ball, is still one man. Kwity Paye is a very strong power rusher who can uses his bull rush well to set the LOS. He’s a tank with fantastic explosiveness and a pretty high ceiling, and his ability to cause problems against the opposing offensive line should be welcome on the Browns defense.
21 - Jacksonville Jaguars (Via Los Angeles Rams) - Kyle Pitts, TE, Florida - The Jaguars TE group is pretty weak right now, and Pitts talent should place him much higher than here. He’s an extremely versatile weapon in the way that most modern TEs are, able to line up all over and cause issues for the opposing defense. He’s not an elite blocker, but the effort is there and it's just simply an issue of fixing his technique and making him stronger. As a receiver, he’s a fantastic route runner with soft hands and a huge catch radius, just as good as any TE or even some WRs. Pitts should be a fantastic weapon for Minshew or whoever the Jaguars decide their QBOTF is.
22 - Arizona Cardinals - Jay Tufele, iDL, USC - The Cardinals passing defense is pretty terrible, and corner is a definite need. However, there’s more ways to improve a passing defense than just adding corners, and Tufele is too much value to pass up here for the Cardinals. Tufele can be a dominant force at 1 or 3T, with his explosiveness and powerful hands, which allows him to be utterly unblockable at times. And adding such an interior force would boost the Cardinals pass rush even more, which could also help improve their defense. If Tufele can become more consistent, there’s no good reason why the Cardinals defensive line can’t become one of the best in the NFL.
23 - Indianapolis Colts - Jaycee Horn, CB, South Carolina - Xavier Rhodes has had a resurgence for the Colts, but its hard to say how long that will last, and there have been issues with the other corners getting torched. Jaycee Horn should help with that problem. A physical aggressive corner who knows how to properly use his size as leverage against opposing WRs, Horn would benefit greatly from Rhodes, and could be a great compliment alongside him as well.
24 - Baltimore Ravens - Trey Smith, iOL, Tennessee - With the retirement of Marshall Yanda, the Ravens have had a huge hole at LG that they still haven't been able to fill. And with their offense becoming more and more run heavy due to the addition of JK Dobbins and Lamar Jackson’s rushing abilities, one guy came to mind here. Trey Smith, the OG out of Tennessee, seemed like the natural fit. Smith is an absolute road grader in the run game, absolutely flattening whatever defensive players who are unfortunately enough to get into his way. He’s solid enough in pass protection, but more importantly, his fantastic run blocking paired alongside Orlando Brown Jr should lend itself to an absolutely terrifying run game from the Ravens.
25 - New Orleans Saints - Rashod Bateman, WR, Minnesota - Emmanuel Sanders is a fine WR2, but there’s definitely room for improvement, and with Michael Thomas becoming more erratic in his behavior, it wouldn't hurt to pick up an insurance policy here. Thats why Ive got New Orleans picking Bateman, as he’d provide a great compliment to Thomas, while also being good enough to be a star WR in his own right. Bateman’s a big play machine, someone who not only runs great routes, but gobbles up YAC once he has the ball. He should be a fantastic addition to the potent Saints offense, and would be a great 3rd option after Thomas and Kamara.
26 - Tennessee Titans - Joseph Ossai, EDGE, Texas - The Titans went up against a Bengals Oline that was starting 3rd stringers and recorded 0 sacks. Thats all I need to say about how terrible the Titans pass rush is. Landry is still pretty promising, but at this point Clowney is neither an answer to the pass rush woes nor is he likely staying long term in Tennessee. Joseph Ossai could be the answer to both, though. A quick trigger pass rusher who has plenty of room for improvement, Ossai presents a tantalizing option for Tennessee as someone who has the ability to become a very dominant pass rusher. He’d be a great fit in the Titans hybrid defense, and could grow into a cornerstone alongside Simmons and Landry on the DL.
27 - Green Bay Packers - Travis Etienne, RB, Clemson - Yes, I know the Packers have Aaron Jones and Jamaal Williams and that they picked an RB in the second last year. But the thing is that David Bahktiari is also a free agent this year, and considering he’s going to demand a market resetting deal, cuts will need to be made somewhere. And that's not even mentioning Davante Adam’s contract is expiring a year later. With those two thoughts in mind, I dont think either Jones nor Williams will be back due to cap issues. But with Rodgers still wanting to win now, a stud like Etienne will be a great replacement, if not more. Etienne is an elite RB, who can break off huge chunks of yardage at a time and rip defenses apart with his burst. He’s also improved his catching ability to where he can be a every down RB. With Green Bay still a SB contender for the near future, Etienne can be that thing that pushes them into Super Bowl winners.
28 - Jacksonville Jaguars (via Buffalo Bills - sends 2.36, 4.116 for 1.28) - Samuel Cosmi, OT, Texas - With so much drat capital at their hands, the Jaguars part a little with their haul in order to jump into the first round and secure a quality OT. Cosmi is an intriguing prospect with tons of athleticism and excellent smarts, someone who wins via brains and technique rather than pure brawn. With enough practice and proper coaching, Cosmi can be a stonewall OT for whoever the Jaguars decide to ride with in the future.
29 - Tampa Bay Buccaneers - Quincy Roche, EDGE, Miami - The Buccaneers defensive overall has been absolutely elite this year, but there are some question marks on the future of their defensive line. Both Suh and Barrett are on one year deals, and Gholston certainly isnt the future at EDGE/DE. Grabbing someone young for the future is a definite need, someone like Quincy Roche. Roche is a fluid, explosive and long EDGE with great hands and a ton of moves. He’s got the ability to play both EDGE and rush LB, although he does need to bulk up a little bit at the NFL level. Still, overall Roche should be a great successor on the EDGE position for Tampa Bay.
30 - Kansas City Chiefs - Terrane Marshall Jr, WR, LSU - The Chiefs do have a ton of needs everywhere else, but sometimes talent is just way too much to pass up. Marshall has been fantastic at LSU with Chase out - which is more impressive with how bad LSU has been, and he’s got all the physical traits to be an elite WR. He rarely gets caught in press coverage and with his ball skills and frame, excels in contested catch situations. With a very deep iOL class and Watkins very likely gone in a season or two, adding Marshall Jr to that already deadly Chiefs offense will make nightmare fuel for opposing defensive coordinators.
31 - New York Jets - Josh Myers, iOL, Ohio State - The Jets interior offensive line has been a serious issue for the last few years, which has hamstring the run game and severely hurt their QBs. Replacing one of their iOL with Josh Myers is a good first step to fixing that issue. Myers is a very mobile iOL who is a great anchor and provides stability in both the pass and run game. With Trevor Lawrence now on the team, protecting him should be priority 1, and Myers can be his Jeff Saturday.
32 - Pittsburgh Steelers - Daniel Faalele, OT, Minnesota - Steelers LT Villanueva’s contract will expire soon, and although the Steelers have some great prospect that could replace him, neither is really a sure thing. Adding another OT could better mitigate that risk, just in case Villanueva leaves and neither Banner nor Okorafor end up panning out. Faalele is a very risky but high upside OT, who’s an absolute dancing bear. He might be huge, but his mobility is insane for his size, and he possesses excellent feet as well as a strong anchor against power rushers. There’s definitely technique issues here that need to be ironed out, but Faalele has the tools to be an absolutely dominant OT, and with how good the steelers have been historically at coaching up offensive line, he should definitely become a stalwart on the OL.
submitted by kcheng686 to NFL_Draft

My Beef with Bozja: The Good and the Bad (Mostly the Bad)

My Beef with Bozja: The Good and the Bad (Mostly the Bad)

TLDR

Bozjan Southern Front is an attempt to not only remedy the mistakes of Eureka and Diadem, but also strives to provide unique challenges and opportunities to help improve player performance and cooperation; however, the noble intentions of the developers have been marred by poor implementation and a system that, in its current iteration, is designed to be unfun to play.
I have taken the time to methodically list all of the design choices I feel are counter-intuitive not because I am ungrateful, but because I adore this game and I want to see Bozja thrive. The last thing I want is to see it become another failed experiment. So please brace yourself, this is going to be one heck an extremely long-winded post I can sum up in one sentence:
“We’re all waiting to have fun, but aren’t having fun while we’re waiting.”
https://preview.redd.it/tce9s6u6epv51.png?width=1660&format=png&auto=webp&s=ee88ecde8c7e98735bbb9fd0fd1503167f1fb245

Skirmishes

On paper, the design choice is clear. Generate Skirmishes, which are essentially FATEs; encourage players to field themselves throughout the zone; inevitably spawn a Critical Engagement in response to a number of participants within a given Region.
Yet the execution doesn’t quite work in practice. Players quickly realized that most Skirmishes are not actually factored in toward zone behavior. They are merely bait, and frankly, poor bait at that. Granted, many players do use Bozja to level jobs under 80, and Skirmishes provide experience points. Furthermore, Skirmishes are a good source of Mettle toward your Resistance Rank.
However, players discovered that their time is best spent farming Clusters and Fragments. Skirmishes are only a means an end, and once players have reached a certain level, Skirmishes are no longer viable and are (almost) entirely ignored. This is a fundamental flaw when you factor in how Skirmishes are balanced.
But that doesn’t mean Players are the problem. Skirmishes just aren’t a very good idea, and no matter how many coats of paint you give it; FATEs themselves have never been a good idea. Players participate out of necessity, not joy. They are a task. They have always been a task, and they will forever be a task. But, there is one notable exception.
Of Steel and Flame
One Skirmish in particular, called Of Steel and Flame, should arguably be the blue print for all FATEs moving forward. The FATE is mechanically engaging, it requires on the fly teamwork with total strangers, and it feels like it’s part of a bigger narrative. Heck, I’d say it’s even more entertaining and more mechanically intense that the Critical Engagement that immediately follows it. In my opinion, it’s actually fun to play.
But the true shame is that Bozja’s own Skirmish System frequently undermines this FATE, making it difficult for many players to experience it in full. So while I may be of the opinion that it’s a great piece of work, other players may have had a vastly different experience. And where is why…

Proximity Based Difficulty

For those not aware, Bozjan Southern Front introduced a new way of handling FATE scaling. Everywhere other than Bojza, FATEs scale to all players present zone-wide — whether they choose to participate in the FATE or not was never factored in. One must give the developers credit for trying something new with Bojza, for when a Skirmish spawns it now only factors in the players in direct proximity of it. I have yet to work out the exact radius, but a rough guess is about three to four times the size of the FATE circle itself. But once the Skirmish has spawned, it locks it at that difficulty even if all of the players have moved to a different destination.
Once again, a great idea on paper does have some issues when put to practice — in fact, two massive ones.
  • One, since Cluster Farms are so popular, they often consist of two or more parties. These parties are entirely absorbed in their pursuit of Clusters and care little for anything else, which includes any Skirmishes that are a stone’s throw away. The result can be a Skirmish balanced for at least two or more parties, but only has two or three actual participants. This frequently up scales Skirmishes like All Pets Are Off, which is actually a special kind of Critical Engagement Trigger-FATE, or “Trigger-FATE” for short. Since no other CEs spawn when one of these are present, this can and often does drive the momentum of a zone to a screeching halt.
  • Two, isolated Skirmishes that spawn where there is little player activity are scaled to one player by default. Ever wonder why certain Skirmishes always melt so quickly even though they just spawned, resulting in rarely anything better than a Silver Metal? Well this is why. There are several examples throughout the zone of Skirmishes that are never, and will never be, properly tuned. Simply because there is nothing in those regions for players to actually do to keep them occupied enough for a Skirmish to scale to them when it spawns.
Again, the developers do deserve credit. But that system just doesn’t factor in enough variables. I personally feel it should continuously re-adjust itself every 60 seconds, re-evaluating its own difficulty based on how many people are actually take part, rather than a presumed allotment.
But I also understand this would require a massive redesign and is actually a lot more complicated than even I let on. As it’d have to constantly tweak the scaling, stats and HP of bosses already present in the world — among other factors. But having something that’d first scale to the total number of people in a given Region and then work its way down based on how many people actually come to take part would be an extremely welcome improvement.

180 Minutes Isn’t Enough

Do not be mistaken, three hours is an incredibly long time. This point of feedback does not advocate a longer timer, but rather highlights the humongous flaw with Critical Engagements. But to better illuminate the issue I feel I need to explain Critical Engagements in greater detail; how they function, how they spawn, what they do, etc. These details are crucial towards understanding feedback I’m going to provide.
For those not familiar with Critical Engagements, they are unique encounters similar to Boss FATEs that can often accommodate up to 48 players. What makes them unique is that players throughout the entire zone are invited to participate and are subsequently moved to the location of the fight once activated. At that point they may prepare for the encounter, form parties, buff, etc. I reiterate for emphasis, players are physically moved to the location of the arena, this is a crucial detail I’ll refer to again later.
Furthermore, the requirements to spawn them are so surprisingly underwhelming that many players actually over-complicate it in the vane hope that there is more to the process. Bozjan Southern Front has three Regions: South, Middle, and North. The region with the most number of players outside of camp gets the Critical Engagement. That’s it. There are no other requirements. Killing enemies and Skirmishes are not factored in. Players simply just need to be in the area and outside of camp, even if they are just AFK.
Critical Engagements emerge in three forms: for the sake of this post I’m going to coin a few of terms to identify them: Trigger-FATE CE, Force-Pop CE, and Duel-FATE CE. I explained the prior already, but let’s cover the other two. Force-Pop CE refers to the type of Critical Engagement that requires no perquisite Skirmish to spawn — it just pops.

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Duel-FATE CEs are unique creatures in their own right. Each Region has one of these. When you look at the bigger picture, one could easily look at Force-POP CEs as “One Step” CEs, they just appear. Trigger-FATE CEs are “Two Step” CEs as they require you to complete a specific Skirmish in order to spawn. Following that logic, Duel-FATE CEs are “Multi-Step” CEs, as they require a long chain of perquisites.
Keep in mind that other CEs (excluding Castrum) are not permitted to spawn while any of these three are present in the zone in any form. Technically, this is to ensure that there is almost always a Critical Engagement happening or on the verge of happening at any given time. And for the most part the system does actually succeed, but to a point.
Once a Critical Engagement has been completed it goes in a solid, unwavering, sixty minute cool-down. This puts them on par with Notorious Monsters in Eureka, which required players put together Third-Party Trackers to actually keep tabs on these things so people were not wasting time trying to spawn something that wasn’t going to spawn.

Eureka Tracker Pyros
So now that we’ve covered that, let’s get into the meat and bones — and more accurately — the blaring flaw of this system: It strives to please everyone; literally. That’s actually the problem, it’s a system that has been literally designed to try and please everyone. The system is currently trying the ‘Appeal to the Needs of the Many’ sort of approach to things, and while admirable — is found to be counter-intuitive toward promoting an atmosphere that is fun and engaging.
Remember how I mentioned before that CEs spawn based on how many people are within a Region? Do you also remember how I highlighted that CEs physically move players to the location of the area? If you put two and two together, you can see how this can create an almost unstoppable chain of events that is beyond the control of the average player.
For example, let’s presume All Pets Are Off was finally dealt with. This would result in the Kill it with Fire CE spawning in the south. If all CEs are available in south and not on Cool-down, and if Kill it with Fire fills at the maximum of 48 people — this will immediately force pop another CE in the South. This can potentially continue until all four CEs in the south are resolved.

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If every available player slot fills, the System will presume that players want to do CEs in the south, because everyone applied for the CE in the south. So it’ll just keep spawning them all until there are no more to spawn. There are only two circumstances in which the system will pause to recalculate Player activity in the zone:
  1. The CE doesn’t fill 48/48
  2. All CEs in that region are on cooldown.
So if you don’t actually want to take part in CEs in the south, you have little choice in the matter. And if you want to try and encourage the system to pop the ones you want, you have to abstain from joining the CE so you can hope the system will recalculate. So while a great number of people are being appealed to, the system doesn’t exactly benefit everyone. It just works, but not particularly very well.
I understand the 60-minute cool-down as a stop-gap to ensure that all the CEs spawn throughout the zone in a timely fashion, but at the same time it feels like it’s merely a system designed with function rather than form in mind. When you begin to look at the bigger picture, you quickly start to realize there isn’t enough time for everything. And re-instancing stands to cause additional headaches, more we’ll cover later in this post.

Duels Promote Toxic Behavior

Gabriel, the Southern Duel CE
So, I love Final Fantasy XIV. But never have I hated it more than I do right now. I’m one of those people trying to get their Sword of the South title, and while you may feel like you immediately know where this is going — buckle up, because things are going to get interesting. Additionally, I have some constructive critiques on how I feel this system can be vastly improved.
I feel Duels worked as intended; on day one. But after that point, they quickly devolved into something else entirely. To the point where they are now mostly a farce, a demoralizing parody of what they could be. While a fantastic idea in concept, the execution is by far one of the poorest I’ve ever witnessed since Diadem. I have no qualms stating that their current implementation is just straight up bad design.
First, they depend far too heavily on a sense of morality. To better clarify, there are way too many factors in which the developers decided that the “Players will handle it from here” as it were. The whole concept is for players to allow what they feel is the “best among them” to rise up and take down a very challenging boss for the “benefit of everyone”. Yet, let’s face it — this is a very Japanese design choice.
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Second, as proven time and again, Western players are not too keen on allowing others to benefit. What the developers likely did not factor in that certain players exist — certain players that would rather no one benefit at all, if they themselves cannot exclusively benefit. The biggest issue is derived from people accepting the Duel but ultimately declining to enter and letting them time out on purpose. Mostly because they don’t want anyone else to win, which is brutal and demoralizing for a lot people.
Let’s not forget that it takes a lot of time to spawn a Duel-FATE CE. Aside from the fact it may have been on cool-down, it also takes time to encourage a CE to spawn in a Region. Once it has worked through the other CEs to get to that one, then you have to do the prerequisite Skirmishes, only to finally do the CE itself, and on top of that avoid damage and take no Vulnerability Stacks just to get a CHANCE to get in. Let’s also consider that maybe you want to do Castrum, and based on pure RNG, Castrum may overlap with the Duel-FATE CE itself and you’ll miss your window entirely.
But making it through all of that, you still have to battle a harsh queue-boss of everyone and their mama registering for the Duel — only to discover the one person to get chosen doesn’t even show up! Ouch. But let’s push it further. Let’s say you didn’t even want that duel, well you’ll still have to wait for the ENTIRE CE chain to finish, as no other CE will pop until the Duel is complete. Even then, it may not even be in the region you want! So you’d have to wait for the unstoppable CE chain to work its way around to the Region you want, only to THEN go back up prior paragraph about perquisites.
I can tell from experience that it’s the insanely long grind to get to what is ultimately a fruitless waste of time that is encouraging hateful behaviors to one another. It’s just way, WAY too much work to do what is supposed to be a fun show of skill. Because let’s face it, the Livestream and the Patch Notes made it sound like SKILL would play a huge factor into getting into the duel — but it doesn’t. Almost no skill is required, just avoiding easy-to-dodge mechanics is the only requirement to get in: nothing else. And that is where I feel the issue resides, there is no other way.

100 Clusters For Duels Please

I think I have, what I feel, is the most viable solution to this problem. A new Priority Buff. I feel 100 Clusters is a very reasonable cost. There are those people who put a lot of pride and effort into their Clusters and they wouldn’t be so willing to throw them away to deny people a title. Additionally, new players coming into the zone will not immediately have access to 100 Clusters, and if they managed to happened by them, if they chose to spend them on a chance a Duel — well, more power to them. It’s their time and their Clusters.
But let’s say someone like myself, someone who has no need for Clusters anymore, is busting my buns constantly trying to get the Duels to pop, and just wants my title, and is very exhausted of constantly trying and failing to get chosen. I’d love to just sit back, farm Clusters, and get my win. Heck, it’d allow me to even plan ahead and collect 100 Clusters later to get the Mettle Buff for my friends! I’d be willing to do that.
On top of that, because it’d be such a huge cost — there should be some sort of signal, some sort alert to inform other players that ‘Hey this person has a very expensive buff’. Like a special icon on the Player List so you could perhaps open a conversation with them and may coordinate which duels you want so you don’t blow your buff trying to compete for a 50/50 chance.
Finally, an expensive buff like that should last 180 minutes to ensure you don’t waste it while the duel you want is on cool-down.
This suggestion would encourage preparation, put a value on the Duel itself, and give the opportunity for new players to see how the fight is done. Furthermore, it doesn’t change the current system either. It just adds a new layer to promote a bit more cooperation. Something I think we could really use in Bozja.

Castrum’s 60 Minute Spawn Timer

Castrum Lacus Litore stands as the main thing to do within Bozjan Southern Front, but most of the people I’ve spoken to who looked forward to the content have found it to be surprisingly disappointing. From a design prospective, it is understandable. They may have wished to avoid overwhelming people and took into consideration that not everyone had a chance to truly soak in and experience Eureka. But those measures disregard one of the core features of Bozja: Lost Actions.
The truth is Castrum is so simple to complete that Lost Actions only serve to continuously break it and make it even easier — to the point where people can clear it in just under twenty minutes. While it was wise to avoid remaking the Baldesion Arsenal, I find it deeply disappointing to provided players with so many robust tools but absolutely nothing to use them on. Lost Actions are a wasted opportunity that only stand to tease what is potentially around the corner.
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Those familiar with Eureka have already identified them designed Logograms, complete with a variety of tweaks, improvements, and massive nerfs to make them a little bit more fair. But the difference between Logograms and Lost Actions are simple. When Eureka was current, they were needed. And now Bozja is current, but they are not needed at all.
For instance, there are a handful of Lost Actions that look to be incredibly fun; however, they exclusively come from Castrum. Their drop rare is so incredibly rare that you’d be lucky to get two in a single run. This extreme rarity means they should be coveted and not consumed. Besides, Castrum is so simple, why waste good Lost Actions on easy content? This results in Lost Actions that remain entirely unused. Aside from having nothing to use them on, we just don’t know if they’ll ever not be rare. Will they drop more frequently in future content? Will there be a reason to even justify using them? We just don’t know. And not knowing is why we don’t use them.
So we’ve kind of cut ourselves in the foot here. We see the potential to have fun, but as a result we are not actually having fun while we wait for the chance to have fun. And that is what I feel is the core problem with Castrum as a whole. We’re all waiting to have fun, but aren’t having fun while we’re waiting. This is first wave Blue Mage all over again.
The problem extends to how Castrum itself is introduced to the zone. Despite being easier than the current NieR Raid, it requires a tremendous amount of time to enter. Not effort, just time. Organized groups still run the content in order to get their achievements and their “precious” augmentations. Many of which consist of more than thirty people, and since so many of them enter an instance at once, it often generates a brand new instance to host them. By default, Castrum spawns exactly sixty minutes after the zone has been generated. Otherwise there is no visible timer, so joining an older instance results in something of a crap shoot to guess on when it spawns, which makes gauging what to do to kill time a tricky task indeed.
While the recent hotfix does try to address the issue of giving people a grace window of completing any CEs that are currently underway, it doesn’t exactly resolve the unease of not knowing when it will emerge. While Lost Actions aren’t necessary for the content, there are those players who know how to farm them and put to effective use between Castrum runs. But some Lost Actions are extremely costly and may not match a particularly useful in Castrum build.
This leaves the player in a state of anxiety. Do they invest in the build they use for farming, knowing full well that Castrum could literally pop any moment — or — do they prepare for Castrum and just sort of sit around and wait so they don’t waste any Lost Actions? This sense of unknowing personally bothers me, and makes it difficult to ascertain what it is I actually want to do in the zone. As I don’t truly know what there is to, and I feel leaning entirely on Third-Party Trackers this time isn’t going to cut it. We need some sort of in-instance timer or record keeper, if not for Castrum then at least for the bloody weather for crying out loud.
For example, if I’m seeking a particular duel, I have no way of knowing if that CE is on cool down. Trusting my fellow players to keep track of that sort of information is absolutely laughable. At present we have people coming into a zone always asking some variation of “When is Castrum?”, and the response they got is generally haphazard at best. Don’t even try to ask for a specific timer on a CE either. Absolutely no one will give you even a remotely accurate time of completion.
So now we have the issue of people at Rank 15 with a potential shopping list of things to do: Wait for Castrum, Farm CEs, Farm Clusters, Farm Fragments, etc — but have no true idea which of those things they should do as almost all of have conflicting Lost Action builds. This enigmatic approach is actually proving to humongous thorn in one’s side, especially if you feel you should be leaving the instance and jumping to a new one for better opportunities; as items and essences do not carry with you upon leaving said instance.

Haste Isn’t Enough

Let’s put this on the table. The Haste Augmentations for the Castrum gear are just not worth the effort and price. Their drop rate is either so insanely random or rare, or there some silly enigmatic little puzzle that the players haven’t discovered yet. Regardless, it doesn’t matter. They aren’t worth the effort. It costs 999 coins for a single major augmentation. You barely get 30 coints per run, and many players trying to collect these are trying to acquire them for SEVERAL classes, not just one. When you math it out, it’s absolutely mind numbing.
We have people who have spent literally 70 hours exclusively running Castrum and only acquire one Augmentation drop. Pride and accomplish indeed! There really is almost no true incentive to acquire these augmentations. For many players, all that drives them is speculation. Will the gear require augmenting so that it can be transformed into something more powerful later? We do not know. Will the coins drop more frequently later and therefore be spent as soon as possible? We do not know. Will the same augmentations be available for cheaper or easier to acquire in future content? Again, we just do not know.
And that sense of unknowing is what leads to a lot of frustration. We do not know if we need the gear, but feel we should acquire it “just in case” — and that is again, part of the whole ‘not having fun while waiting’ thing.
For many who’ve done Eureka, they quickly found that the gear in Castrum requires vastly more work to acquire than that of Elemental +2 from BA, but offers almost none of the benefits. Haste ultimately just makes the Global Cool Down shorter, and not every job can actually benefit from that. Heck, some jobs are actively harmed by it. The gear provides almost nothing else. It’s the exact same gear, with the exact same stats, with the exact same dyables, no glows, no nothing; just Haste. And Bozjan Southern Front is so mind-numbingly easy much of the time, that admittedly even Haste is overkill.
There is no reasonable carrot at the end of the stick, merely the promise of more to come, which renders the current content something of a slap in the face to players. It promises “There will be fun later” without actually making what is there, at present, truly enjoyable.

Indigo Stars

Perhaps the most painful experience in Bozjan Southern Front is approaching the Lock-Pick NPC and taking your shot at winning another handful of Indigo Stars. Lock Boxes have often been seen as something of a ‘Consolation Prize’, something to feel you’ve won so you don’t feel like you’ve wasted all of your time. But in Bozja, the drop rate for these are surprisingly stingy. Indeed, you can convert items into lock boxes, or win duels for an injection of 99 — but they aren’t particularly rewarding.
I believe I’ve opened more than 300 lock boxes myself, but as a result I have over 200 Indigo Stars in my inventory now. They are trash. Their drop rate is 9 out of 10, and I swear I’m not exaggerating. Again, it feels like another slap in the face. Like “Ha! I bet you thought you got something this time. Nope!” — heck there drop rates are right on par with something as toxically villainous as a straight up Loot Box. And really don’t feel they should be tuned this way at all. That seriously needs to be addressed.

Star Mobs

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My final topic may perhaps be the most controversial, Star Mobs. For those not aware, Bozjan Southern Front has nine very powerful monsters — three per region. A while ago on Reddit you may have seen a post which conveyed how easy it was to just use Lost Death on them and profit. But my beef with them is not necessarily that. It’s their purpose, their true purpose.
We’ve proven time and again through rigorous testing that Star Mobs provide some sort of enigmatic, hidden, latent buff. And this is what bothers me. I’m tired of the old design philosophy of hiding “Secrets” within a system while failing to communicate to the players what is actually going on. If you’re going to put a Secret in there, please for the love of god, communicate to the player that they’ve received it.
So what is this “Secret” that Star Mobs do exactly? Well they provide a Critical Engagement Priority Buff. Does it overwrite the 5 Cluster Marching Orders for buff or the Preparation Marching Order Buff? Heck if I know. I’ve been trying to test that, but finding THREE parties of players willing to give a damn enough to test it is currently beyond me.
  • (How to Test it: Basically you have three parties of eight players all buy the 5 Cluster Marching Orders buff and send them into a 24-man CE. You after garnered sole credit for killing the Star Mobs of that region, solo queue, wearing no Marching Orders and see if you bump someone off the list.)
We KNOW the Star Mobs offer a Priority Buff in the first place because we’ve had whole parties of eight players, having absolutely no Priority Buffs what so ever (Purchased or Earned) — register for a CE well beyond the maximum and still manage to not only get in with the WHOLE party, but also bump off another whole party not wearing any Buffs that registered the instant the CE was available.
If you’re going to put something like that out there, please provide some sort of icon or buff timer to convey to the players what they have. I’d greatly appreciate that.
As for the Lost Death part, well — I understand why they can be Deathed in the first place. It is to make the content a bit more Future Proof. Without Death, they’d be pretty impossible to kill going toe to toe with them in a very small party at a later date. While I appreciate this hindsight, I also feel it’s a very poor design choice. This is because of how Death actually works. If you have a large number of parties going up against a Star Mob, someone in the fray will likely cast Death. What they fail to realize is that credit for the kill will only go to the party that claimed it on the pull. All other parties will be denied credit.
Because of this oversight I feel that Death is more of a hindrance than a blessing. Indeed, the Star Mobs do respawn at a timely fashion (30 minutes on the dot), but it does create quite a bit of hassle. Star Mobs have now simply lost all of their value. Since you need to kill all three of them in a region to get the enigmatic “Buff”, it can be a huge waste of time going around trying to claim them only to find that someone else already ran through and cast death on them before you.
People who killed them for Fragments tend to avoid doing so now, as those Fragments have almost much of their overall value. There is almost a universal belief that they are just always ‘dead’ now, or at least one of the three in a given region is, making going around to collect them all more of a hassle than a true reward.

Conclusions

I like Bozja, I do. But it’s got a lot of problems. It’s two steps forward, but two steps back. It tries to be the next Eureka, but it doesn’t commit. It’s too afraid of Lost Actions and doesn’t provide enough flexibility. The content is too easy and doesn’t provide enough challenge to even warrant the use of Lost Actions in the first place. It wants to be new player friendly, but pretends to be more difficult than it really is. The system strives to appeal to everyone, but underwhelms universally in the process. It’s trying to be too much, but at the same time not enough.
Again, I’m getting original Blue Mage vibes from this content. As though the right hand wasn’t talking to the left, and the conception didn’t quite develop well into execution. Which is truly a shame; because it’s clear they looked at Eureka and tried to improve upon it. But ultimately it fell into the trap I feared it would all along — far too much course correction for content that didn’t need that much course correction. By the time Eureka got to Hydatos, it started to finally find its footing. But what good came of Hydatos did not make its way into Bozjan Southern Front.
At end game we need a challenge. We hoped Bozjan would offer us something to do for us to do long time. We still go back and run The Baldesion Arsenal, we still find it a fun and enjoyable experience. We enjoyed the restrictions it put on us, we enjoyed having to make special and specific builds to make things new and interesting. We enjoyed the cooperation and the team work it required to make it all come together. We hoped Bozjan Southern Front would give us something to do. It didn’t have to be the Baldesion Arsenal 2.0, we just wanted it to be something.
At present, Bozjan Southern Front is just a huge zone to farm stuff in preparation for content that isn’t even out yet. We’re all waiting to have fun, but aren’t having fun while we’re waiting.
submitted by TermperHoof to ffxiv

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