For the healing signet, I long thought of something similar to what you suggested, but works both ways -
Signet of Synergy
- Passive
Heal your pet when you attack (120 base)
Heal yourself when your pet attacks (180 base) - Active
Heal yourself and your pet and gain 3s Resistance. (25s CD – 20s Traited)
Your pet heals for more if you have more health
You heal for more if your pet has more health than you
The healing would be:
If player has more health than pet:
- Pet heals for 6750 (base value)
- Player heals for 4500 (base value)
If pet has more health than player:
- Pet heals for 4500 (base value)
- Player heals for 6750 (base value)
(edited by ProtoMarcus.7649)
Signet of Nature could have some really simple passive though, I feel the suggested passive are a bit too much
Signet of Nature
- Passive
20% Boon Duration
20% Condition Duration - Active
Convert conditions on yourself and your pet into boons (60s CD – 48s Traited)
Stun Break
(edited by ProtoMarcus.7649)
Walk Forward and Cast it forward
or
Walk Backwards and Cast it Backwards
I also got cleansed from immob just by casting it in front of me, can’t recall what criterias were met though…
Buggy indeed.
It’s fixed as of NOW
- Ranger:
“Protect Me!”: This ability now allows capture-point progress to allies affected by the skill.
Today’s notes:
- Ranger:
- “Protect Me!”: This ability now allows capture-point progress to allies affected by the skill.
Still can’t recreate the ‘Protection’ applied to allies though I have some recorded footage will try to see what conditions were met at those times
UPDATE:
The ‘Protect Me!’ Protection application to allies… Is reaaaaallly bugged. Tested it again today, and nobody would gain protection from it.
Gonna try and replicate the conditions I had yesterday when it did apply 4s Protection to Allies. What the heck.
Poison Volley is slightly different -
They entirely removed the projectile finisher aspect (not even 20% chance) and reduced the arrow count from 7 to 5
“Protect Me!”
- The description is not super clear about it, but it also applies Protection to nearby allies, although unlike other boons from shouts, the duration of Protection is affected by the ally’s Boon Duration and not the caster’s.
- Quick Shot
woops yeah I meant superspeed not quickness
- Poison Volley
As the skill itself pierces, it already affects downed enemies, it acts a BIT as a AoE skill, only in a cone. A lingering poison field could be interesting though. But I DO MISS MY ‘SPREAD SHOT’ THAT WAS ANNOUNCED PRE-RELEASE
Imagine 5 piercing, 100% projectile finisher shots… On downed enemies… Omnomnom
- Concussion Shot
The 2 stacks is meant to be low – It adds some damage component over time, but I believe this skill is really focused on interrupting more than damaging
I love the shortbow’s positionning concept – I want retreating enemies to be punished more severely, but I also want the shortbow to pack some punch during normal combat. that said, here’s a copy-paste of past suggestions I made:
Crossfire
- Base 2s bleed per hit
- If hit from back/side, 4s bleed instead
- 10% more base damage
Current bleed is 3s but only applied when hit from behind. 2s core and 4s back is a good compromise
Poison Volley
- 5% more base damage
- Apply Weakness if hit from back/side – not much for the outgoing target damage reduction, more about the slower endurance regen.
- 1s longer base poison duration
Or perhaps, as others have suggested, make all 5 arrows 100% projectile finishers. I remember back in the day when they were publishing weapon skills on the blog (before release), the shortbow had a 7 arrow, 100% projectile finisher skill that devolved into Poison volley
Quick Shot
- 10% more base damage
- 6s swiftness base instead of 3s – 3s base is a joke
- 3s Superspeed if hit when retreating – would become a great escaping weapon skill
Crippling Shot
- 10% more base damage
- 4s base crippled duration (up from 3s)
- 2 stacks of Torment 5s if hit from the back/side – becomes more punishing towards escaping foes, as it first reduces their escaping distance, but it also punishes them for moving.
Concussion Shot
- 10% more base damage
- 2 Confusion 4s – a small damaging condition somewhat related to concussions.
- Up the stun and daze base duration to 1.5s as Moment of Clarity got nerfed
I really want the shortbow to be like a stalking weapon, and a better skirmishing weapon. I want it to punish escaping targets, and it needs a bit more punch.
EDIT: Meant ‘Superspeed’, not ‘Quickness!’ Thanks StickerHappy
(edited by ProtoMarcus.7649)
“Search and Rescue!”
- If your pet is downed, it will still teleport the downed ally, but it will not rezz them
Now some feedback
Spirit of Nature
- General – I think all spirits should now be Ground Targeted since they lost their mobility. 900 range Ground Targeted sounds fair.
- Specific – Spirit of Nature should have it’s cooldown reduced to 90s, as now all spirits die on their skill active. Perhaps they should change the traited boon to resistance instead of stability (and give stability to Stone Spirit)
Entangle
- General – Survival skills are in a very good spot right now, except Sharpening Stone: The CD is ridiculous for its effect. Reducing base CD by about 33% to 30s base sounds MORE than fair. a 45 seconds CD for 5 bleeds for 7s? Riduculous.
- Specific – While it mentions it’s unblockable, the entangle effect itself IS blockable, meaning if you cast the skill and an opponent is blocking, the vines won’t spawn at his location. Change the skill to fully unblockable and we’re good. Maybe faster bleed and immob pulses?
Glyph of Equality
- General – Glyphs are okay-ish for now – I think verdant etching should be tweaked, and maybe tweak Glyph of Tides for blast finisher and Glyph of Rejuvenation for better healing coefficients, but that’s probably just me.
- Specific – The idea for Glyph of Equality is interesting, but the execution is somewhat poor. A suggestion I’ve posted a few times was to
¤ Apply conditions to tethered foes whenever the player gains a condition (minor versions of the conditions applied to the player) for the non-celestial version
¤ Apply boons to tethered allies whenever the player gains a boon (minor versions of boons applies to the player) for the celestial version.
Just think of how interesting fights would get. It adds both offensive utility and defensive utility. I also think for PvE, they should add a pulsing damage component on the non-celestial version, as mobs attack really slowly – In fact, it’s one of the reasons they changed the Confusion Condition – Back in the day, it had no base pulsing damage component, because mobs are so slow to attack it wouldn’t really damage enemies.
(edited by ProtoMarcus.7649)
Strength of the Pack used to be so much better…
It is so much better now
Old:
120s Cooldown
20s Stability, Fury, Swiftness + Might on Pet Hit – BOON STRIPPABLE FULLY
New:
60s Cooldown, can now be traited as it is a shout to 48s CD
10s ‘Strength of the Pack’ effect, which grants (every 3s so it cannot be fully boon stripped)
3s 3 Stacks Stability
3s Fury
3s Swiftness
(effectively pulsing 4 times, so 12s total of Stab, Fury, Swift)
+ Might from pet hit
+ 10s Regen when traited
+10s Swiftness when traited
Now works with ‘Rune of the Trooper’ (and of the reaper) as it is a shout
It is much better
UPDATE
Also I keep testing it anywhere in the game, still happening. I got warped in mountains, out of maps, in unreachable zones.
UPDATE
Tried again, with guild mate,
now… he doesn’t have the problem… but whenever HE jumps out of water… in my game client, he disappears for a split second.
Now I tried getting stuck in the sky while pressing forward; and anytime my guildmate would jump out of water, I’d see him appear where I got warped…
But it’s not happening to HIM
So, it started happening in Bloodtide Coast, any time I’d jump off of water (when you’re at the surface) I’d be teleported to some random place in the sky, and the minimap would show me at a random place, ranging from Dragon Stand (far south, not even accessible in-game) to metrica province, even though I’m in bloodtide coast.
Once I’m back in the water, game freezes for a split second as everything loads around me (environment, props, creatures)
I noticed sometimes when I’m in the sky and I keep pressing Forward, I’ll stay in the sky as long as the key is pressed.
I screencapped the bug, currently uploaded on YouTube, in the meantime, I tried in other maps…
It happens in EVERY map, any time I jump out of the water (when swimming at the surface)
Video being uploaded, will keep updated
Healing Skills
- Water Spirit
Boost all healing values and coefficients by 20%
Make it so Cultivated Synergy also triggers on the Spirit Active cast
Maybe add a Condition Removal on the Spirit Active?
Maybe create a water field on death/active?
- Glyph of Rejuvenation
Boost the healing values by 15% and the coefficient by 10%
Make it so the ‘player heal’ is applied to the pet too
The cooldown vs healing is a little low, especially when compared to ‘We Heal as One’, on an even lower cooldown.
Utility Skills
- “Sic ’Em!”
Grant 8s Fury to the player and pet
Change the reveal to an AoE reveal, 800 radius around the pet
- Signet of Renewal
Lower CD from 60s to 50s
Apply 3s Resistance to Pet
5 allies full of conditions transferring all those condi to the pet…hurts a little bit, ressitance would give a little boost to survivability
- Signet of the Hunt
Lower the CD from 30s to 25s
Add the effect of making the next attack a guaranteed critical hit.
- Spirits (General)
Since you removed the mobility aspect, we need more options in positioning – Make them Ground Targeted
Reduce the cast time of the spirits’ Active
- Muddy Terrain
Reduce the cast time to 1/2 second
- Sharpening Stone
Either Double the Bleeding stacks per Hit and boost the base duration OR
Lower the CD greatly (30s)
- Frost Trap
Lower base CD from 30s to 25s
- Spike Trap
Lower base CD from 45 seconds to 40s
Elite Skills
- “Strength of the Pack!”
Lower cast time from 1s to 0.5s
- Spirit of Nature
Lower CD from 120s to 90s
- Glyph of Unity
Make the non-celestial form copy incoming conditions to tethered foes (shorter duration than those applied to you)
Make the celestial form to copy incoming boons to tethered allies (shorter duration than those applied to you)
Maybe add a minor pulsing damage component and healing component to add some utility when no incoming damage or heals?
Predator’s Instinct
If you hit an enemy below 50% HP, you gain 2 seconds of Super Speed and apply 3 seconds of Cripple.
15 sec cooldown
That is just… Perfect. Would definitely consider using this trait.
Skirmishing
- Primal Reflexes
When you successfully evade an attack, gain Vigor
Gain quickness (1s) whenever you gain vigor
- Hidden Barbs
Bleeding you cause is more dangerous (33%)
Cast Sharpening Stone when your opponent falls under 75% health
- Strider’s Defense
Chance to destroy a projectile on melee attack (50% chance)
Chance to deflect a projectile on evade while using melee weapons (50% chance)
Sword Skills recharge faster
Despite the buff from 25% to 50%, this trait competes with 2 other very powerful traits. An additionnal effect would be good. Maybe even just a stat modifier on wielding a sword or GS would be nice, such as +200 power or something
- Light on your Feet
Damage and Condition Duration is increased for a while after a successful Evade. Shortbow skills recharge faster and now pierce.
The synergy with EVADING instead of DODGE would be incredible; dagger 4, shortbow 3, sword 3, if evade successful the attack cast would instantly be 10% stronger and the applied condi instantly 10% longer in duration. Oh and of course, GS auto attack.
- Most dangerous game
While your health is below a certain threshold, gain Might
When you gain Might while your health is under a certain threshold, also gain Fury
Health Threshold: 50%
5 Might 3s
Fury 1.5s
Wilderness Survival
- Refined Toxins
While you are above the health threshold, your strikes inflict poison. While your pet’s health is above the health threshold, its strikes inflict poison. When you apply poison, apply vulnerability as well (6s)
- Shared Anguish
Lower the CD from 60s to 30s
OR
*Cast “Protect Me!” on incoming disables (keep “Protect Me!”’s cooldown, so can be traited)
Other professions have EXCELLENT anti-disable trait, a simple transfer to pet on a 60s CD is a bit… Underwhelming.
- Empathic Bond
Change it to 1 condition every 3 seconds
Nature Magic
- Vigorous Training
Pets grant vigor and regeneration (5s) to nearby allies when activated.
- Envigorating Bond
Your pet heals allies and removes 1 condition from them in an area when executing a command [F2] ability.
- Nature’s Vengeance
Your spirits have increased health and grant a boon to allies around them. Spirit-activated skills affect a larger area and trigger when the spirit dies.
I mean, it’s called ’Nature’s Vengeance’ after all… I DO miss my mobile spirits though…
Beastmastery
- Natural Healing
Apply the healing effect to the player as well (like the old version of the trait)
- Hones Axes
Gain +200 condition damage when wielding an axe in your main hand
Gain +200 Ferocity when wielding an axe in your off hand
Axe Recharge Reduced (20%)
Winter’s Bite AoE becomes core
The necessity of MAIN HAND only is a bit ridiculous. But not as ridiculous as the fact that axe main-hand is a Hybrid Weapon and the attribute modifier is FEROCITY? The off hand axe is power weapon so ferocity would fit for that
So since I wanted more details on the shouts and their mechanics, and didn’t see updated details, I decided to take the matter in my own hands…
And I fully updated ALL RANGER SHOUTS PAGES.
Effects, boon durations, related equipment, related trait, even notes and trivia!
So on that note, here’s some very interesting details you probably know, or maybe not.
- “Protect Me!”
- The ‘taunt’ effect application window is 6s
- Commands can be given to the pet without breaking the “Protect Me!” effect.
- Known bug: Still prevents capture point.
- “Guard!”
- Applies an effect to yourself and allies, Guard! (effect)
- Any players with that effect transfer half their direct damage to your pet
- Since the might is applied whenever your pet gets direct damage, any ally hit (while the effect is active) will grant 1 stacks of might to the ranger that cast it. Yes. Near-instant 25 stacks of might.
- Commands can be given to the pet without breaking the “Guard!” effect.
- Despite its rework, it still cannot be used underwater
- “Sic ’Em!”
- Pretty much unchanged. Meaning, the bug where PvE stealthed foes won’t get revealed is still there.
- Casting this shout with a pet on passive will make your pet attack the target, and once the target is defeated, the pet is back on passive.
- Commands can be given to the pet without breaking the effect.
- Please Anet, tweak this shout a little. AoE reveal with no target perhaps? Or maybe, grant 10s of fury to the Player? Come’on, something!
- “Search and Rescue!”
- The pet will TELEPORT (not limited by ‘no valid path’ to targets) to the downed ally, but will attempt SHADOW STEP (limited by ‘no valid path’ to player) to the player, so the pet will reappear closest to the player that cast the shout. It will still be reviving the ally.
- Allies Aid still uses the old cooldown, but there are reports the actual CD is 45/36 seconds, and it’s just a textual bug, still need to test out.
- Commands will cancel this shout
-So yeah this skill is VASTLY improved, thank you ArenaNet. If I really had to ask for even more (greedy me), I’d maybe ask… To remove 1 condition from yourself and nearby allies if no allies are downed to give it a bit more utility. 8s regen is redundant when traited, and other than Rangers and Tempests, every other profession with access to shouts have at least 1 shout that deals with conditions
Thank you ArenaNet for the changes.
Please take a look at ‘Sic ’Em’ though! PLEASE
(edited by ProtoMarcus.7649)
I don’t think it’s just used for stab;
It’s an excellent opener for fights, 20%+ Critical Chance, Cannot be CC’d, up to 750+ Power and Condition Damage (if you get 25 stacks of might) and 33% move speed.
Remorseless has excellent synergy with it thanks to the Fury applications
The might stacking is pretty good
Traited regen gives a bit more survival
‘Alpha Strike’ is the skill you’re thinking of, I agree it would’ve been interesting to see it in game. Maybe modifying it to a signet, and making the ‘call 3 animal companions’ its active or something, would be interesting (no idea on the passive though… Pet attacks heal you while you heal the pet on attack? I don’t know).
(edited by ProtoMarcus.7649)
They also missed our elite shout for some reason. We Heal as one got a nice buff, then the rest get changed, but they leave our elite skill from the list, a THREE SECOND buff on a 60 sec cooldown. Compare that to Signet of Rage for the Warrior that gets almost the same things we do, bar stability but makes up for it with a passive, that lasts 8 times as long…
3 second buff? I don’t think you understand how the skill work, as the boons are refreshed every 3s
So minimum 9s of swift, stab, fury, if you don’t have boon duration modifiers.
Then throw in Might.
Pet Attacks, might on you.
You attack, Might on Pet.
Use ‘We Heal as One’ and its 25 might in a snap. PLUS more duration for all the other boons (Swift, Fury, Stab) as WHaO ‘copies’ them.
Trait shouts, and you gain more swiftness, AND regen. And -20% CD
Warrior’s SoR has no ‘constant’ application, meaning it can be boon stripped completely. We have a few applications, so it won’t be stripped. Plus, we have stability, which is a very useful boon, and again, warriors get like 5 stacks of might, while we can get up to 25.
So in short, let’s pretend it’s TRAITED:
Might (8s, stacks anywhere from 1 to 25 depending on attack speed)
Fury 9s
Swiftness 19s (9s + Trait)
Stability 9s (3 stacks, that get ‘refreshed’ every 3s)
Regeneration 10s (Trait)
All that, on a 48s CD
‘Strength of the Pack’ is pretty darn solid
(edited by ProtoMarcus.7649)
Marksmanship: +35% damage
Skirmishing: Bleed
Wilderness Survival: Condi Removal
Nature Magic: Boons
Beast Mastery: Shouting Greatswordsman
Druid: Plants and Space
Yeah never understood why NO Druid glyph would work underwater…
Eles have at least 3 working glyphs underwater, for the elementals I can understand, but no Druid glyph?
Yeah, underwater combat™
Kinda hard to do, but can anyone test out if alacrity works on Pet Family Skills?
I think they missed it, it’s still unusable underwater, as it used to be ground targeted and whatnot.
Since the effect is completely different, it should be usable underwater now, please look into it
Shouts never removed condis if traited.
That’s Warrior’s, and Guardians (Converts to boons)
Rangers always had ‘Shouts apply Swiftness and Regen’
Unless you have Rune of the Trooper/Soldier, there’s no condi removal from ranger shouts
What? they all have their original base duration still
Concussion Shot: 1s
Hilt Bash: 1.5s
Glyph of Equality: 2s
EDIT: Previous poster deleted his post, ignore mine (he said ‘in before drama, all base durations have been increased’ which is NOT the case)
(edited by ProtoMarcus.7649)
So since they introduced alacrity, the COOLDOWN NUMBER was affected, but JUST the number, not the actual cooldown value. So it’d show the F2 skill as ready, but pressing it wouldn’t do anything.
Well, it’s still doing that. The cooldown number would go down faster by 33%, but the actual CD wouldn’t be affected so you’d think it’d be ready to be cast again, but nope.jpg
Please Arena.Net
Sword has amazing DPS, and for the lockon, it’s really annoying, as I find it really useful at times, and other times, the complete opposite ahaha
I think IF they could manage to code it so the AUTOLEAP wouldn’t LEAP out of cliffs/out of platforms, it’d be thousand times better.
I like to be able to stick to my moving target,
I hate to leap of a platform to my death
With equal stats
- Staff Auto ANY RANGE in 5s
3450 dmg
- Longbow Auto, LESS THAN 500 RANGE in 5s
3409 dmg - Longbow Auto, 500 TO 1000 RANGE in 5s
3896 dmg - Longbow Auto, 1000+ RANGE in 5s
4382 dmg
So, it seems to deal better damage than LB at close range, but LB is better at long range.
Longbow’s skills all deal damage, and Rapid Fire is a huge DPS skill.
Staff only has 2 weapon skills that deal damage, it is mainly a support/defensive weapon so the DPS is still pretty low. A good thing about the Solar Beam auto-attack is that it ‘pierces’, is NOT a projectile (so not reflectable) and can affect 3 allies and 3 enemies.
(edited by ProtoMarcus.7649)
Corrections:
- It is a bug ‘triggered’ whenever the path is reached when its >1200 units. If you use it at max range, it won’t put you in combat.
- You’re right about the fact that it doesn’t deal any damage so if the bug wasn’t there, even if you use it on mobs it won’t put you in combat.
Irenio said ’they’re working on it’, it’ll be fixed by 2018
In the meantime, any on pet swap effects can be triggered when pet is stowed and you use the skill >1200 range. Double Blast Finishers with Clarion Bond!
ALACRITY doesn’t work with pets. The COOLDOWN VALUE changes, but not the actual cooldown, meaning it’ll appear is refreshed, but pressing F2 won’t do anything (until the actual cooldown duration is completed)
I’d highly suggest reverting it back since the ’can’t gain AF from fully healed allies’ and I actually wanna suggest something else -
Make it so that if you have no target selected but are using the auto, the ‘radius’ of the heal is slightly bigger at the player position, so you can heal allies you’re standing close to. I mean it was like that a bit before, but the radius was really small.
OR make it so you can target ALLIES.
Little correction, it’s not even 10% from healing power to power… It’s friggin 7% . Seven Percent .
That means you get +105 power from 1500 Healing Power
Some suggestions that I think would make some sense:
- Convert 10% Power into Healing Power so we can focus on power builds but still gain some healing power without speccing for it
or
- Convert 14% Healing Power into Power Healing Power is rarely a main attribute, so the values are typically pretty slow. 14% of 1500 is 210 power – With ascended cleric gear (not counting consumables) you get around 1382 healing power. That would grant +193 power
or
- They could play with vitality – Rune of the Druid has Healing Power and Vitality as Attributes, but there’s close to no traits linked to vitality, so converting vitality to power or healing power would…be something… I guess… Scrap this suggestion.
(edited by ProtoMarcus.7649)
Yeah as others mentionned it heavily punishes players using an attribute directly tied to the mechanic of the eSpec.
I’m not exactly sure why there isn’t enough quality testing before such huge change
Ahahah yeah for some reason I also instinctively use wep swap to pop out of it
The CD should be lowered to 10s
And the healing Buffed by 50%
And I’d be preeeetty happy
They still read the forums at least, so there’s that
Now for criticism;
The previous state where regen and traits and consumables, really anything that healed coming from the druid therefore generating astral force was indeed a little unbalanced, but the new state of no AF generation when allies are fully healed is extremely flawed -
Running with high healing power basically cancels most AF generation, as it charges per tick and not healing percentage, so if you heal everything in one move, you get a fraction of AF generated.
It is true that one of the few situations where AF generation works is during raids, but even then its very situational. As soon as there’s a wipe, the AF is reset, you need to build it up again, and we are limited to the use of Staff for appropriate AF generation.
Some balance is needed, I don’t exactly have balanced suggestions right now, but what I’d suggest the devs explore would be:
- Remove the ‘need a target’ from staff auto
- Either lower the AF generation but allow for generation on fully healed allies OR enhance the generation percentage on both from heals and damage dealt.
- Explore the concept of granting AF generation whenever you have regen on you (that one could be interesting considering all the regen sources on ranger)
- Rework the concept a bit more: make AF generate over time, BUT also make it so there’s no degen, but all CAF skills ‘use’ AF like thief’s initiative or revenant’s energy. This would allow for more time to use the CAF glyphs but also time CAF skills better.
- Following the previous suggestion; What if, upon leaving celestial avatar form early, you reset remaining AF like before, BUT you also heal in AoE with a coefficient based on remaining AF? Or maybe still deplete half but still apply some form of healing based on what AF was left?
Ouch yeah cleric druids were probably hurt most, all that tough to mitigate damage = less self heal = less CAF generation…
I crafted Zealot Ascended… Not sure how I feel yet ahaha
Glyphs are actually pretty cool.
Some tweaking needed for Glyph of Rejuvenation (Heal Glyph) on the heal numbers and maybe Glyph of Unity (Elite Glyph) to make it more efficient, but they’re very much okay. Oh and maybe make glyph of the waves a Blast Finisher.
Also fix seed of life. Both from CA and Traited Glyphs.
An experimental feature. Next week, get ready for some other tests!
All Staff skills need a target!
Can only use glyphs when in combat!
Can only heal allies under 20% health!
Don’t forget the staff #1 weapon skill/auto-attack ‘Need a target’ condition too.
Since it still works by tick and not percentage, having a lot of healing power actually reduces astral force generation, as you heal yourself fully/allies fully and get no time to gather AF.
It’s only been a few minutes since the november 19 patch and I still find no way to gather AF efficiently on my own, or even in parties, especially with medium to high HP.
So….am I suppose to repeatedly jump off a cliff now?
You’re supposed to take in a crapload of damage or make sure your allies don’t dodge/mitigate damage.
It’s okay at best in raids now, which is also pretty much the ONLY place where Druid is somewhat useful. Useful-ish.
Next update they’re going to fix the bug where players are playing as Druid.
Yeah already playing around a lot with the change and… Astral Force generation is just extremely hard.
Triple/Quadruple astral force from damaging enemies please. Burst Heal = Almost no AF since you heal close to fully.
Yeah the biggest problem now is that if you use a burst heal it’ll only charge it a LITTLE as it’s per TICK and not by heal %
And pets need barely any heals since the 95% damage reduction thing.
So yeah Astral Force.
Went from Impossible to gather (degen out of combat) to
Possible to gather to
Ridiculously easy to gather to
Much harder to gather.
Ahaha yeah sorry just saw that, it’s now down to 39 gold