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Medical Gear

23 replies [Last post]
Mon, 07/27/2015 - 19:25
Fangel's picture
Fangel

So I made a nurse costume earlier today, and it got me thinking about potentially having more medical-related gear to use. As of right now, we only have vitasuits and the cautery blade, but there is so much room for more!

Oversized Syringe
This weapon would appear to be a large medical syringe, resembling something like this or this.
This weapon would be a pure piercing sword, and it would be a 4-hit combo. The combo would start with a quick jab forwards, a second jab forwards that moves players forwards 1.5 tiles, a third overhead stab forwards that moves the player another 1.5 tiles fowards, and then the knight would spin and jab the sword into the side of the enemy, moving the player an additional .5 tiles forwards.
This weapon would come in two variants, a poison themed needle and a freeze themed needle. The freeze needle could be replaced with the sleep status if the status ever makes a true comeback.

For the charge attack for this weapon the player pulls back the plunger and shoots a fast ranged projectile (which is the needle of the syringe) that would have slight homing capabilities. This charge would have a very high chance of inflicting the status. The homing range would only be within 2 tiles of the initial landing location. The needle would visibly stick out of the target like a maskeraith needle, and would "explode" after a few seconds, dealing additional damage.

These swords would have a range slightly longer than a brandish, and all attacks other than the final one have a wide AoE a bit larger than a brandish. The final swing has a wide AoE about the range .25 tiles wider than a brandish to each side of the swing.
Weapon would start at 3*, and start as a poison status. The status can be split between poison and freeze at 4*.

Defibrillator
This weapon would appear in both hands of the knight, however the knight only attacks with one hand. It would have a very short range, and appear as two metal plates. This weapon deals shock, and has a 5-hit combo. It is essentially a pure elemental cutter but without ghost swings (instead, dealing a bit more damage).

The charge attack would launch the player forwards 3 tiles and create a small (3 tile diameter) shock status cloud at the finished location. The player themselves simply push both hands forwards and deal high damage, and grant 100% shock chance if the shock plates hit a target(cloud is essentially a tiny mist bomb).
The shock cloud is only 3 tiles in diameter at 5*. At lower star levels, it is smaller.

This weapon starts at 3*, and only has one line to follow.

Vitasuit overhaul
The vitasuit line could get a buff within this whole "medical" update. The "vitasuit" itself would remain at 0* and have no changes made to it. We would then rename the "Vitasuit Plus" to "Spiral Vitasuit", and start its own line at 2*. The "Spiral Vitasuit" would would be upgraded, up to "Spiral Vitasuit Plus", "Spiral Vitasuit Deluxe", and finally "Spiral Vitasuit Supreme". Each vitasuit will grant an additional +2 HP to their armor, and would be given poison resistance. No specialized damage are on this gear.

This naming scheme and setup can then be carried over to a "Spiral Safety Cap", giving a "plus, deluxe, supreme" after each star level as well. Same resistances and health boosts.

What do you think of these items? I was thinking of a shield but couldn't think of anything medical-esk other than a big fat plus shield, and that wouldn't really be really interesting. Alongside these items could be a promo adding stethoscopes, heart-rate monitors, and other accessories alongside medic costumes and maybe even scrubs. Preferably all the items listed are not limited to such boxes, as then we'll get another mixmaster incident and that's bad.

Mon, 07/27/2015 - 23:09
#1
Trymal's picture
Trymal
I like it.

I think that having more Medic-Suits sounds amazing. But, I think it would be cool to have another healing weapon.
The Doctor's Pulsar gun causes sleep. (I am working on the name, suggestions are encouraged, also, maybe there could be a sword version.)
The charge attack causes an explosion, and has the same effect as a remedy capsule and health capsule to allies, but to enemies causes sleep.
(It may sound a bit OP... Just tell me, politely.)
It deals an average amount of damage, (possibly less,) and otherwise is a normal gun. Please give feedback, both for me AND for Fangel.
I love the original idea, Fangel. What do you think of my one?

Tue, 07/28/2015 - 00:51
#2
Fangel's picture
Fangel
Eh

Thing is having any weapon at all that can cause infinite healing or status removal at a moment's notice is out of place in the current state of this game. If we were going to have something like that, then the Seraphynx's heart attack would've been replaced with a healing rune, but that could be abused, so instead we get the marked-for-health so we can only use it around enemies, and it won't always make hearts drop.

Keep in mind that this isn't necessarily your thread, however I do appreciate adding onto the list. I tried to take inspiration from medical tools instead of just tagging the word "doctor" onto an existing weapon and calling it a day because then it's sort of... Well, off.

A sort of "medical" area would be a wonderful reintroduction to the sleep status, as we could have a lot of weapons and gear introduced that are based around putting enemies to sleep (i.e., injecting them).

I'd love to hear potential shield or bomb ideas. If sleep is brought back in this update, you could have a sleeping gas bomb, similar to a mist bomb if not literally a sleep mist bomb.

Tue, 07/28/2015 - 01:17
#3
Trymal's picture
Trymal
A bomb wouldn't work...

Well, I suppose you are right. But... A bomb would be not quite right for medical purposes...
And a shield would be hard to come up with... It would be good if armour/shield were strong to poison though. I hope you can see why.

Tue, 07/28/2015 - 06:24
#4
Holy-Nightmare's picture
Holy-Nightmare
...

Syringe:
Like the idea except one little factor.... the homing projectiles would cause fits in LD plus there are times and places when AT whether yours or not gets you in trouble when battling (when you wanna snipe the mender but the AT jerks you towards the thwackers nearby that now are aggroed)

Defib:
Rather than a cloud like the greavers why not a status chance like the Static Edge? This would mean less combo spamming and would be slightly less dangerous around quicksilvers.

Armor: I like the whole armor idea but would prefer that the line starts with Cobalt to give the newer knights an optional sidegrade.

As for a shield you could use this: http://forums.spiralknights.com/en/node/110758
Just add that the shield line now starts with defender...

Tue, 07/28/2015 - 10:34
#5
Fangel's picture
Fangel
Right, the scarlet shield

I had completely forgotten about the scarlet shield, and I was even using it just the other day. Go me.

The scarlet shield itself is fine where it is, but if we made a similar shield line that was a full 5* version for a medic update I would say also make the scarlet shield line become extended. Essentially the shield could give us the elemental defense for poison resistance, like the rest of the proposed medic line gives.

The defib does deal shock on the standard hits, but the point of the charge is to shock things. The mist cloud isn't a 100% chance to shock, it's the actual physical plates during the lunge. This allows the lunge to have a fair amount of "cooldown" from the attack as your target is shocked and interrupted. If you're going into a shock-slime depth with this weapon that's your strange choice not mine.
In other words, the charge creates the greaver-esk cloud, the standard hits inflict shock. Granted, the standard hits won't be causing shock always, but they will after a while of swinging.

The homing projectile is more of a gimmick than anything else. Makes the weapon a completely different type of weapon than a flourish. The homing won't be too extreme (i.e., you can't just spam the charge attack and hit people), but if your target dodges to the left or the right it's supposed to track and stick into them. Fiends and beasts do the dodges, hence that whole reasoning.
But hey, this weapon isn't a wide-swinging flourish, so it'll be harder to use as a main lockdown weapon. The charge attacks will be pestersome to some people, but it's not like people even try to avoid the poison status, even if it severely disables them. Only change that'd have to be made there is making sure the needles don't home in on cloaked recons.

Tue, 07/28/2015 - 10:46
#6
Hexzyle's picture
Hexzyle

Oversized Syringe
This weapon would appear to be a large medical syringe

...cute characters wielding an Oversized Syringe... Incoming costumes for Compa and Naccub- err.. nevermind that second one.

Vitasuit overhaul
This isn't really enough of a fix. Poison status resistance only? I reckon Vitasuit should have resistance to ALL statuses.

Tue, 07/28/2015 - 11:32
#7
Fangel's picture
Fangel
Eh

My thought process is that medics should have poison resistance because of the whole "be clean as a doctor" thing. You could give them sleep resistance too, but again, my suggestion isn't to bring back sleep, it's for medical gear. It'd just be a great opportunity to revamp and reintroduce sleep.

Having any gear that resists all resistances in an opposite-to-chaos sort of way would require debuffs that are opposite-to-chaos. Unless you wanted the vitasuit to resist all statuses with "low" all around, it isn't going to work out too well. The gear already grants an HP boost, and it doesn't have the negatives that come along with ancient plate. I don't want medic stuff to replace ancient plate, rather it be a choice for someone who wants to move normal speeds while retaining a fair amount of HP.

Tue, 07/28/2015 - 12:02
#8
Mephisto-Philus's picture
Mephisto-Philus
@trymal

The thought of sleep on a pulsar wouldn't be very good, but the idea of it being on a catalyzer would be extremely helpful. If anyone can get my drift?

Sleep Catalyzer. OOO make it happen.

Tue, 07/28/2015 - 15:40
#9
Trymal's picture
Trymal
Yup.

Yup. Good idea.

Wed, 07/29/2015 - 00:19
#10
Hexzyle's picture
Hexzyle

Having any gear that resists all resistances in an opposite-to-chaos sort of way would require debuffs that are opposite-to-chaos.

This would imply that you believe Chaos is balanced and should be used as the baseline for all future rebalancing

Vitasuit wouldn't replace APM in this case as it would have a different defense mechanism. Ancient Plate is to block out pretty much all normal damage (which it exceeds excellently facing Trojans, Wheel Launchers, and many of the denizens of the Void) while this buffed Vitasuit would be for warding off all statuses.

Wed, 07/29/2015 - 10:17
#11
Fangel's picture
Fangel
It's sort of a numbers game

You sort of play with the basic boosts when you're making an armor. A 5* armor at level 10 is going to have +5hp, normal and another type of defense, and resist a status or two, with no damage boosts.

Giving +2 to CTR and DMG is balanced in terms of numbers on the gear (i.e., +12 bonuses), then -2 to 5 statuses (i.e., -10 bonuses). Then, the base defense is dropped from 5* defensive armor to 4* defensive armor, with is another -1 to bonuses for each defense bar. (i.e., now at -12 bonuses).
Now, chaos has both +12 and -12 in terms of bonuses. In terms of designing gear, that is balanced. If you are a good player however, all of those negatives are moot so it makes chaos seem like the most overpowered gear in the game.

Now let's look at ancient plate for comparison. Ancient plate removes a secondary defense bar, and instead adds a double-wide normal defense bar. We're at +0 at this point. Then, we add +3 HP to the player, so we have an additional +3 to bonuses. Then, we add +4 to stun resistance, giving us an additional +4 to bonuses (+7 in total now). Now, we have -4 to sleep as well, so that'll be -4 to bonuses. Then, we have -1 to ASI, so that's -3 to bonuses. Lastly, we have the MSD: low, which is essentially -1 or -3 to bonuses.
So ancient plate is at -1 or -3 in terms of balancing gear if you take it that sleep is factored in. If you take sleep out, it's actually in the positives. Take that to chaos' +0.

Game design wise, chaos and ancient plate are very similar in balance. However, to an experienced player, defensive abilities will not matter, making both ancient plate's strongest points (HP boost, high normal defense) completely irrelevant.

Why am I saying all this? Well now let's take a look, game-design wise, at the vitasuits. The version I recommend would be +2HP, +4 poison, +4 sleep (if we get it back). In exchange for the +6 or +10 on there, I remove specialized defense. Not sure what I should weigh that value at, but it can't be more than a -8 for bonuses.
So now we either have the medic set at -2 or +2 on bonuses. It looks weaker because it has overall less boosts, but in turn has less weaknesses.

Now, if we were to add a +2 to status resist on every part of the armor...
+2HP, +2 to 5 statues (+10 to bonuses), now we have +12 bonuses. Taking away the secondary damage will, at most, take away 8 of those points, getting us to +4 territory. This gets even more out of whack if you want to add stun and sleep to the equation, or increase those status bonuses by one point, or even make them have full resistance.

From a design standpoint, the armor is very unbalanced under our current mechanics. At worst you'd have +22 as an armor part, at moderation +14, and best +4.

So I say it again, you would need debuffs in terms of numbers equal to the buffs given, or at least close within range. If you just protected against the big 4 (fire,shock,poison,freeze) at +2 each, then you could see the resemblance of balance, however it might drop the health boost of the armor instead. Perfect balance would be without the health boost, but perhaps this could be a branch off at 5* and drop the health boost to +1? And call that version the "Field Medic Suit" and "Field Medic Cap".

Wed, 07/29/2015 - 12:48
#12
Hexzyle's picture
Hexzyle

Giving +2 to CTR and DMG is balanced in terms of numbers on the gear (i.e., +12 bonuses), then -2 to 5 statuses (i.e., -10 bonuses)

This would imply that you believe Chaos is balanced and should be used as the baseline for all future rebalancing

Now take the logic you used in that post and apply it to Grey Feather, Vog Cub, Volcanic Plate, and Volcanic Salamander. Go on, tell me that they're overpowered compared to Chaos, and that this Vitasuit should be balanced with the underpowered Chaos by using this number system you got going to prevent it from getting "out of wack". My god, don't even think about figuring out how overpowered Divine Veil is!

I don't agree with the way the Three Rings has balanced armor, and therefore by extension I probably will never agree with someone who uses their system, number for number, to provide further balance in the game.

Wed, 07/29/2015 - 13:56
#13
Fangel's picture
Fangel
Well that's one thing.

Game balance is completely different from gear balance. The game doesn't know what lag you have, what your framerate is, how long you've played the game, etc. (It can track some of these things, but again, make a new knight on a new machine and poof! Completely new stats despite however long you've ever played before.

What my previous statements were for was that adding statuses of all kinds on any gear is as unbalanced as chaos. If you took it as "chaos gear is balanced so let's go crazy", that wasn't my intention. Apologies for anything of that sort.

Spiral Vitasuit stuff I can see having some other extra gimmick to it, as we're taking away half its defense for extra HP and increased normal defense. I do dig the idea of a 5* spilt that has +2 to poison shock fire and freeze, but at the cost of part of the health penalty being dropped. The line leading up to there should focus on poison and potentially sleep. One of the strong points of this armor would be, early on, it would be one of the two armors that naturally resist sleep, and if we had this alongside a sleep reintroduction, it'd be something to look into.

If you have any ideas for gimmicks, I'd love to hear them. Something old such as "CTR: low" universal per piece, or something new such as "status infliction chance increase: low" are both fair game for the suggestions forum.

Wed, 07/29/2015 - 15:01
#14
Holy-Nightmare's picture
Holy-Nightmare
@ Fangel

The problem with Chaos is that while technically balanced it takes things to such extremes that it makes other sets look bad.

Lets take a look at this from a "Pokémon" Perspective

The average statistical total of a Legendary Pokemon is about 615

For the sake of balance all of them have stats even in areas where they never excel.
For example: Even Regice has a 50 base stat in attack even though it is purposed as a special wall and special attacker.

To put Chaos set in terms of Pokemon it would be like giving a single Pokemon 10 base stats in HP, Defense, Special attack, and Special Defense while putting 287 in both Attack and Speed. This base stat spread would mean that while any single attack could kill it, the fact that it is faster and able to kill anything in one hit would make it horrible unbalanced in the game while still being statistically balanced.

Even the mighty Arceus (AKA pokemon god) has 120 as it's highest base stat.

Wed, 07/29/2015 - 18:00
#15
Fangel's picture
Fangel
Yeah

I understand that chaos and black kat are both their own problems. My suggestion doesn't have anything to do with them.

Using a similar situation, if you have a pokemon with stupidly high defense/sp. defense and HP, but super low attack/sp. attack and speed, it's going to be about as balanced. Only reason I brought chaos up was that having an extreme offense and an extreme defense without penalties in the other side is really bad. If you're going to have every status resistance, you need to have heavy offensive penalties, which the Spiral Vitasuits/Safety Caps don't have.

Wed, 07/29/2015 - 19:44
#16
Hexzyle's picture
Hexzyle

What my previous statements were for was that adding statuses of all kinds on any gear is as unbalanced as chaos.

And what my previous statement was, was that this is completely bollocks using the same system you were trying to tell me it's unbalanced with. You showed how chaos was balanced using itself as a reference point for your arbitrary point scheme, showed how ancient plate fit in with that point scheme, then told me that vitasuit would be "OP" if it had "+4 total points" despite every single armor in the game having +4 points or more. If you're going to throw around silly point systems, at least prove that they work as a general rule first, before you start using them as one.

Now, let's move away from the arbitrary and talk about sensibility (even ignoring the offensive vs defensive bonus inequality)

What my previous statements were for was that adding statuses of all kinds on any gear is as unbalanced as chaos

Tell me something. How many different types of weapons can you have equipped at the same time? How much of a percentage of all weapon types does that cover?

Now tell me how many different status types can you be afflicted by at any one time as opposed to how many statuses exist.
And you're trying to tell me that having more than two or three statuses on a single piece of armor is OP.

Thu, 07/30/2015 - 05:49
#17
Holy-Nightmare's picture
Holy-Nightmare
@Fangel

Yeah..... #213

https://33.media.tumblr.com/eeac29528a4e2473772e5fabe8399e61/tumblr_inli...

Wed, 07/29/2015 - 23:22
#18
Kazray
Honestly

The idea of medic gear is a neat idea for sure, And with Seraphinx we already have a form class. Pets add to that. I mean if anything Three rings would make that into a costume promo instead of actual armor. So, Seraphinx is something they think fits that bill. But regardless I would like to see that. in the game.

Thu, 07/30/2015 - 10:11
#19
Fangel's picture
Fangel
Not the whole bit

Notice I said it would have stupidly high HP as well there Holy-Nightmare. Similar to how Spiral Knights defense works, if you have massive defense but next to no health, that defense won't save you. It would be closer to if Shedinja was only weak to fire and had hundreds of health - if you don't have a fire attack anywhere then this thing will be the end of you.

And you're trying to tell me that having more than two or three statuses on a single piece of armor is OP.
OP, not exactly the word I'm trying to go for. Out of place is more like it. (Which, coincidentally, can be shortened to OoP)
For the clockworks, medical gear with status resist in all categories will be useless because there's always a better way to play the levels, be it through proper defense, proper defense + proper status, or offensive gear. Remember, the vitasuit/safety cap only are helpful when the player gets hit, thus an experienced user will get no benefit from them.

In lockdown, medical gear with status resist in all categories nullifies status bombers, and makes it even easier for a striker that uses either chaos or black kat to nullify their weaknesses. With +4 to each status, it becomes the secondary armor for anyone who can invest in two medium shock UVs(or +6 in the case of BK or chaos). With +2 to each status, it works a bit better, but it nullifies chaos' biggest weakness while giving them even more health. It's not an expansion onto gear, it's the gear you should get after you get chaos as a new player so you can mix and match higher damage with higher survivability. You don't get the defensive gears/correct offensive gears + uvs to make a status walker set, you'd get this medic gear.

So I'm not saying that medical gear would be overpowered with all statuses on it. I'm saying +4 to each status on armor is both useless in the clockworks, and makes our PvP minigame even more out of the loop. With +2 to all the main statuses, or even +2 to fire, shock, freeze and then a +4 to poison, it's still a little out of whack, but more manageable. I really do like the idea of having the split at 5* to a "field medic" set that has +2 to fire shock freeze and poison, but having +4 on all of them lands you in sadsville.

Thu, 07/30/2015 - 11:18
#20
Hexzyle's picture
Hexzyle

With +2 to each status, it works a bit better, but it nullifies chaos' biggest weakness while giving them even more health.

How is trading off a universal 14% damage and charge speed boost for a 12% health increase a problem? (Assuming that the zero elemental defense is an okay-ish balance for the removed status weakness) As soon as you equip one piece of chaos, even with this set, you can't be immune to any more than 3 haze bombs. (and for each status immunity you would require a Max on one piece, and at least a High on the other) So you get a set that's balanced with Skolver now, don't you? Skolver doesn't have the CTR, or gun/bomb DMG, (who needs guns or bombs in lockdown?) but it's got 8 points of freeze resist.

Actually no, no, no, wait. Hold on. Did you seriously just bring lockdown into this balance discussion? Yeah, you've brought the pile of stuff I need to dig through to get the core of this idea up to "Tip truck" level, and I don't feel like burning off that much trash to find my brother's beloved Coffee Mug. You can have your smelly poison resist Vitasuit that's outclassed by the unused Deadly Virulisk in almost every way. I'm out, I've got places to be.

Thu, 07/30/2015 - 16:04
#21
Fangel's picture
Fangel
Part of the equation, not the full one

I bring lockdown in as a showcase. Clockworks it's better to have high amounts of resistance to statuses with matching defenses. In lockdown it's better to have high amounts of resistance to statuses, but only secondary to your damage output and health boosts. Giving up damage boosts in lockdown is nothing compared to giving up ASI in lockdown.

My point was that +4 to all statuses is not helpful in the clockworks, nor is it good for making players make new gear for the game. You said all statuses before, that includes stun and curse. Where in the clockworks is +8 to poison, fire, freeze, shock, stun, and curse going to be helpful? On the same note, where in lockdown would that not be helpful? Lockdown is its own beast to tackle, but my point is that +4 resistance (max status resist per piece) has little practical use in the clockworks, has too much use in lockdown, and hurts part of the base of Spiral Knights that is collecting a wide arsenal of gear for every occasion.

Again, +2 to the big 4 (shock, fire, freeze, poison) would be doable, and even with an added bonus on that piece. I feel a CTR: low (universal!) would be do-able, potentially even having CTR: be a staple on the whole line, the supreme line having CTR: low, +2 HP, and poison/sleep resistance, while field medic could have CTR: medium and +1 HP, but more varied status resistances(or with values switched up more, apparently I can't balance gear without large amounts of condescension from a statue*).

The point of medical gear I suggested was not to make anything new to the meta, but rather add new tools to play with. A defensive player might like their movement and attack speeds to be unhindered, but love that extra health. Bam, medical gear. Some players might find themselves walking over traps too much, but again, love that extra health. Bam, field medic gear. Expanding our gears is a better option than outright replacing them.

* I do love the feedback hidden inside the statements believe me, but throwing a point out the window because you have something personal against it (ie. "Did you seriously just bring lockdown into this balance discussion?") isn't going to push anything forwards. I'd prefer to have more ideas on how to balance something than sticking to the first thing you said and not budging.
Is Poison/Sleep resist not enough? Cool. Is every status too much? I can see that. Perhaps Poison/Sleep at +3, fire/freeze/shock at +1, and CTR: low. Seem a little out of whack? How about +33 defense to all damage types? That seem odd? Hmm, let's keep thinking of ideas now shall we?

Thu, 07/30/2015 - 19:20
#22
Holy-Nightmare's picture
Holy-Nightmare
@ Fangel

+4 in all status resists would just make the set economic rather than over-powered. You'd only need to get Chaos and the universal stat resist sets and you'd be ready for anything in the clockworks.

____________________________________________________________

If having 3 status resists was OP then we'd all be using Divine set..... (but we aren't)

When it comes to pokemon the viability of a "Tank" is determined by it's resists and how well it can recover HP.... Shuckle may have insane defenses but it's only move to recover HP incapacitates it for 2 turns. A much better choice for Tank would be Lugia or Def. Deoxys (for non-legend get a Slowbro).

For an offensive sweeper all you need is a moveset that covers multiple types, the power to kill anything before it ruins you with your defenses and the speed to do it first. That is reason why Lucario is used over something like Zoroark. Even though Zoroark is faster and has higher speed and power, Lucario has the more diverse moveset. In addition Lucario has a much larger type resist pool. Lucario is the Chaos Cloak of Pokémon.... You get the ability to exert large amounts of power across multiple Weapon/Move types, and you have numerous resists to counter your low defense (In Chaos's case you have the same defense and HP boost of Owlite without the status resists).

Zoroark is good... but just Mad Bomber good..... you're just good at one thing really...

Fri, 07/31/2015 - 10:27
#23
Fangel's picture
Fangel
Well yeah

+4 in all status resists would just make the set economic rather than over-powered
That's sort of what I was trying to say. For the most part, players start the game and choose one set to work on, and after they've gotten to the end of the game they start to expand their arsenal. Having two sets to go after at the start sort of nullifies the purpose of having a huge arsenal. Players should want to expand their arsenal (weapons, armors, shields) rather than a single area (more weapons!), then complain about game difficulty because such as "heart of ice is too hard" when they don't have a freeze shield and shadow armor and are being pelted by fiends.

So, it's not that the armor is overpowered, it's that the armor takes out even more of the game. Chaos buff took out swordie gear (sans vog cub), gunner gear (sans whatever the ASI one is), and bomber gear, as it did all of those and more. If you prefer the other gear it's fine, but you'll rarely have someone say how much better skolver is than chaos. I don't want defensive gear to receive a similar gear problem (however making defense better on those sets anyways would be wonderful).

And lastly I only really ever played Pokemon for fun rather than stats. I leveled an eevee up to level 100 with an everstone because I wanted it to be level 100, but that was years ago. Last game I played was Soul Silver, but then the 3DS came out and I sort of just shifted gears to my PC.

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