Showing Posts For arkealia.2713:

Chaos of Lyssa Drop Increase

in Festival of the Four Winds

Posted by: arkealia.2713

arkealia.2713

Probably true. I’m grateful to have mine though. I didn’t think it would go down to crazy low levels…. only 2 weeks left of farming it. :/

You have till July 1st actually.

Recipe: Chaos of Lyssa drop rate

in Festival of the Four Winds

Posted by: arkealia.2713

arkealia.2713

So, back to the topic, we’re supposed to farm gauntlet everyday for over a month for a chance to get the recipe?

Recipe: Chaos of Lyssa drop rate

in Festival of the Four Winds

Posted by: arkealia.2713

arkealia.2713

The drop rate is higher the more gambits you have on the boss. So if you’re killing the first boss with no gambits over and over your chance will be much smaller.
https://www.youtube.com/watch?v=1wuQlmJYlsU

I sincerly doubt it increases the droprate of the recipe since the Gauntlet Chance is an item with a single ID, meaning a single drop table (easy to see since they stack). You just get more of that item if you use gambits. The ratio is still 1 chance per ticket.

Recipe: Chaos of Lyssa drop rate

in Festival of the Four Winds

Posted by: arkealia.2713

arkealia.2713

Would be funny if the intended drop rate was like 0.1% chance per ticket but was actually 0.01% (1:10 000).

Even though the backpiece does look very nice I don’t agree that the recipe itself should be this difficult to obtain. If it was a legendary backpiece then sure.

Yeah, that’s what I thought… they probably messed with the drop rate. Anyway, someone said that in the last livestream they announced they would check the drop rate of the recipe. Hope to have a fix tomorrow, meanwhile I’ll start farming silk (13gold for a bolt of damask on the TP …)

Tomorrow being sunday I don’t think we can expect a patch till the middle of next week.

Liadri - No actual (rewarding) challenge

in Festival of the Four Winds

Posted by: arkealia.2713

arkealia.2713

sigh

Maybe I’ll go try that I suppose

Do yourself a favor and do it the proper way, it’s really not that hard.
Your respective class subforum probably has a thread dedicated to beating her.

65 tries later….

Yeah… not that hard. No, I just suck. Thanks.

What part are you struggling at? There are two phases. If you can get to the 2nd phase without screwing up in the 1st (i.e. not missing any orbs) you can lootstick her to death on a guardian.

Just had a look at her previous posts; thief.
Unfortunately there are no walkthroughs on the thief subforums
but i know that poisons ignore her shield in p1 so you can wittle her down and when you see that time is running short, finish p1 and burst down what little is left of her.

s/p for pistolwhip. shadowfall can be evaded. withdraw for mobility and SS for cond removal and when you run out of endurance and initiative to evade shadowfall.

There was a post on reddit to kill her with lifesteal without even removing her shield.

Recipe: Chaos of Lyssa drop rate

in Festival of the Four Winds

Posted by: arkealia.2713

arkealia.2713

I’m pretty sure the community already said that we don’t like this kind of RNG where you get useless items and an extremely rare chance to get a good item, that most people will never get.
Tickets are already hard to come by and the reward from doing gauntlet is just ONE festival token (per boss per gambit). Some people will probably play lose hours on this trying to get the recipe (or something else) without ever seeing it.

At least increase the droprate of gauntlet tickets from the pavilion and/or the amount of bags you get from tier2 and tier3 boss.

Remove ALL bunkers

in Profession Balance

Posted by: arkealia.2713

arkealia.2713

The problem lies in the game format, all PvP maps are about capping and holding points.
GW1 had more diversity.

An End to the Queensdale Train

in Guild Wars 2 Discussion

Posted by: arkealia.2713

arkealia.2713

This train only needs to be moved to another map, being in the starting zone of the most played race will only serve to make new players into brainless zergs (zergs have brain to begin with?).

Ranger Balance [Post CDI]

in Profession Balance

Posted by: arkealia.2713

arkealia.2713

Dunno if you guys saw this but while we already know about it, I think it’s pretty revelant.
Anet please watch this :
Two pets trying to hit each other

Make learned recipes account bound

in Guild Wars 2 Discussion

Posted by: arkealia.2713

arkealia.2713

I had the bad idea to use rare LS recipes on different characters and now I’d like to delete one but I can’t. Since many things are now account bound, I wouldn’t mind if learned rare recipes (LS and ascended ones) were too.

Please make it real !

Megaservers

in Guild Wars 2 Discussion

Posted by: arkealia.2713

arkealia.2713

Cursed Shore and Malchor’s Leap are not megaserver yet.
The problem lies more with trait unlock, people want to do Grenth, Lyssa and gate of Arah. That’s why there are more people on these maps.

Furocity= gear Re Roll

in Guild Wars 2 Discussion

Posted by: arkealia.2713

arkealia.2713

The problem is not berserker stats, it’s assassin (and celestial), precision lost it’s value since the crit damage nerf at high level (ferocity is a gigantic buff when underscaled since you now have a far better crit damage bonus at lower level).

Ascended assassin, no restat for the nerf?

in Guild Wars 2 Discussion

Posted by: arkealia.2713

arkealia.2713

I have an ascended armor with assassin’s stat and we all know that precision is now far less desirable since crit damages were nerfed.
How come we didn’t get the option to change stats when the patch hit?

Opinion on engie grandmaster traits?

in Engineer

Posted by: arkealia.2713

arkealia.2713

Someone know if those mines remove boons?

Stat Combos

in Guild Wars 2 Discussion

Posted by: arkealia.2713

arkealia.2713

New stats such as :
-Armor Penetration (Ignore x% of target’s armor)
-Condition damage reduction, for reasons you can all understand.
-Attack Speed on weapon skills to bring an alternative to berserker set (shouldn’t be used with condition damage stats). Won’t reduce cooldown of skills so it won’t benefit all class.

(edited by arkealia.2713)

Feedback/Questions: The Megaserver System: World Bosses and Events

in Guild Wars 2 Discussion

Posted by: arkealia.2713

arkealia.2713

Why is Fire Shaman missing from that list? (the one from Iron Marches)

I want to thank every positive engineer

in Engineer

Posted by: arkealia.2713

arkealia.2713

Also, go look at the general consensus. Most people view engi’s as under powered in dungeons, right down there with Necros and Hunters, and feel like the warriors and guardians of the group are carrying them. I don’t personally believe that engi’s are that bad in dungeons, but they are under powered enough; you would be better off bringing a zerker warrior or a guardian into a dungeon. Either of those classes will out DPS an engi in PVE content, hands down. As well as bring better, more reliable, buffs for the group.

That’s it, most people view warrior as the best dps class when it isn’t at all, it’s just easier to play and more forgiving due to their HP pool and armor. Engineer is worth a slot in any dungeon team just because of the perma 25 vuln.

I want to thank every positive engineer

in Engineer

Posted by: arkealia.2713

arkealia.2713

Bunker Down : If that mine remove boons like the others, it’s a really strong trait for PvP and WvW, and depending on the damages it could also be good for PvE.

Fortified Turrets : Using a full turret build, you can pretty much get 16s of reflect, not counting the pickup/redeploy. Very useful on many occasions, can probably rival guardians and mesmers (sacrifying more utility on the other hand).

Gadgeteer : Obviously for damage builds, static discharge seems promising.

Some class got better traits but engi is not in a bad position. Poor rangers xD.

Shoe-horned into Defensive Playstyle

in Ranger

Posted by: arkealia.2713

arkealia.2713

I don’t see how other classes (namely the warrior) are being herded in that direction. An example being the might factory trait for warriors, 100% burst crits, and the insane dual wield damage they are about to get.

I suppose then the community is right about the other classes simply being there to hold stage props for the warrior.

I mean hell, just by STANDING NEAR a warrior and basking in their awesomeness you get more buffs than your primary class traits can give you.

Sigil of Intelligence seems better than 100% burst crit, the only downside of the sigil is that when you’ll switch weapon people will see it coming.

And about ranged damage, Anet philosophy is simple:
melee = more risk so more damages
ranged = safer, less damages
Except that with the mobility many class have ranged is not so safe in PvP, plus it’s indered by obstacles.

(edited by arkealia.2713)

Balance - nerf already nerfed

in Ranger

Posted by: arkealia.2713

arkealia.2713

Remember that the pet will not be affected at all by ferocity since they have no crit damage bonus to begin with. So no DPS loss here.

(edited by arkealia.2713)

bye bye boon duration builds

in Ranger

Posted by: arkealia.2713

arkealia.2713

Stand by on the doom and gloom on that front – they seemingly rebuilt runes so there is a clear go to choice for each type of buff and we haven’t seen the boon-duration-is-my-thing rune write up yet.

Agree with that, there will probably be a boon bonus set somewhere.

Balance - nerf already nerfed

in Ranger

Posted by: arkealia.2713

arkealia.2713

I’ve said this before and so have others, this particular nerf hits Rangers the hardest because stacking crit was the only real way to put us on par (damage wise) with other classes. Other classes didn’t generally stack crit because they usually are in the front lines. At least with us in the back lines, our damage was now respectable and we could survive.

Ranger DPS is 70% ranger, 30% pet, the 70% part will be nerfed but not the 30%. This patch affect the ranger the least. On the other hand, class with high crit rate will be nerfed the most: thieves, sword guardians with Right-Hand Strength, warriors with Heightened Focus.
Berserker will still be the best gear to use and Assassin will never be used again.

Warrior stances rework

in Profession Balance

Posted by: arkealia.2713

arkealia.2713

One stance at a time would have to make warriors use their brain and adapt to situations, not just pop godmode for 10s every 60s.

Mobility warriors are way too mobile

in Profession Balance

Posted by: arkealia.2713

arkealia.2713

You can’t even compare warrior mobility to other class like elementalists, mesmers, thieves and rangers. Those class have less HP and armor so it doesn’t really make sense that the warrior get so many tools for mobility when they’re this sturdy and have really good tanking skills.

Collaborative Development: Ranger Profession

in CDI

Posted by: arkealia.2713

arkealia.2713

That’s an issue that has to be addressed, yes. But I don’t want to be dependent on an AI if I haven’t chosen to.

Well, that’s easy. Don’t play the profession whose defining mechanic is an animal companion. It was your choice to make.

You’re asking them to remove the rangers primary mechanic. How is this a valid suggestion?

This argument that pets should be removed from rangers is akin to asking attunement swap be removed from eles or clones removed from mesmers.

You’re not asking for development with this suggestion. You’re asking for an entire redesign of the class.

Have you even considered some people like the pet class or the initial vision of the ranger cruising along two years or so now?

The ranger can be made to be up to par with all the other classes without any dramatic redesign of the class as a whole.

Rangers can already compete. We need a little work, not much.

Yet you want to pull the rug from under those people because you want a different class from the one we have now.

The pet does not need to be removed from the ranger. It certainly does need to be improved upon.

If anything, we need more pets. We need more Southsun Cove style updates that introduce awesome new pets for rangers.

Gem store pets that become available in your home instance upon purchase. New pets in old places.

Pet’s aren’t a problem as a mechanic. It’s a problem in implementation. It needs some work, yeah?

I’ll ask you to clarify this gemstore idea because I’m completely freaked out that someone could suggest that. I really hope you meant skins and not new pets with new skills.

(edited by arkealia.2713)

Collaborative Development: Ranger Profession

in CDI

Posted by: arkealia.2713

arkealia.2713

And changes I would suggest? Still this one: Awesome Suggestion

Proposed something similar a bit earlier, still need to develop it since it can mess a lot of skills and traits.

Collaborative Development: Ranger Profession

in CDI

Posted by: arkealia.2713

arkealia.2713

Ironically when Ferocity will pop up, Ranger will be the least affected class thanks to the pet.

Collaborative Development: Ranger Profession

in CDI

Posted by: arkealia.2713

arkealia.2713

@Allie
What do you and the devs think of traits that could completely change the behavior of some weapon skills? For exemple reducing the dodge/leap on Hornet Sting/Monarch Leap to near 0 while adding a new effect, or reverse the order => Monarch Leap first, then Hornet Sting like somepeople asked.
This would mean creating new weapon skills but it could also become a specificity of the ranger, having traits that change weapons style.

(edited by arkealia.2713)

Collaborative Development: Ranger Profession

in CDI

Posted by: arkealia.2713

arkealia.2713

The ranger in dungeon is really boring to play, pop your buff and auto-attack afk. A bit more dynamism would be nice. Anet should give ranger a real melee weapon (or offhand melee weapon) with more than one button to hit or some kind of incentive to swap weapons (like a trait that reduce weapon swap CD on crit, maybe with a % success chance or an ICD).
Torment is also another idea to increase ranger (sustained?) dps, it’s not a condition that is capped often in dungeons, but it could be bad (because one more condition) for PvP.

(edited by arkealia.2713)

Collaborative Development: Ranger Profession

in CDI

Posted by: arkealia.2713

arkealia.2713

ranger PVE and sPVP is not in problem guys…
sure, in sPVP ranger dont have many viable build. and that is the problem. but ranger are not underpowered in sPVP

but… in WvW, they do not contribute much to the zerg. i mean, they dont do any real damage even if you are a zerker build. because you will die fast. if you use more versatile build. you don’t contribute to the zerg like any other class.
sure they can roam. but thief can roam better.

Ranger PvE is indeed a problem. Just try to get into a “zerker only” group.

Actually rangers are not bad at all in dungeons, they provide perma fury, frost spirit and very good dps (if the pet stay alive). Most people don’t take rangers because the class (because of the pet dying too much) has been alienated since day 1 and the bearbow stereotype is what you find pretty often. Many people probably play ranger because it’s a completely laid back class for general PvE, you let the pet tank and just use auto-attack, it’s the only class that allow you to play half-afk (or even completely AFK). Good rangers are pretty rare, probably because they run dungeons with their guild or they already rerolled to another class because ranger is also uterly boring in dungeons (mostly auto-attack…). We had 3 rangers in our guild, they play something else now.

Collaborative Development: Ranger Profession

in CDI

Posted by: arkealia.2713

arkealia.2713

Also, I don’t want this thread to be entirely about pets. We’ve seen a ton of great feedback about them, and I would like to hear more about utilities that need help (and aren’t viable unless spec’d into) as I haven’t seen as much on that front!

Thanks all

Signets: Signet of the Beastmaster (grandmaster trait) is needed to get the active effects on Ranger. There are already many suggestions about this. The ranger is also the only class (from all those using signets) without a healing signet, this reduce the effect of builds using signet traits (or 6x Superior Rune of Resistance) compared to other class.

Piercing Arrow: only good ranged AoE option we have (I mean high range). In WvW you mostly have to rely on Barrage before you get this. There are a lot of ideas here to improve AoE options for this class.

Opening Strike: not great before you get Remorseless (grandmaster trait). Without this trait it’s only good for short 1vs1 fights (mostly normal pve mobs) and sadly Remorseless only looks decent with a Longbow.

Condition removal: poor options outside of Empathic Bond which again is a grandmaster trait. There are many discussions about condition removal in this thread and somes are very good, take a look.

Traps: Traps effective area before they’re triggered is too small and easily missable and you need a Master trait to increase this area. Just increasing the area a bit (same as marks for exemple) would help.

Shouts: Outside of “Sic’Em” the other shouts are not much used and “Guard” is probably only used with the recent Nature’s Voice trait (gransmaster again). The trait is not really at fault here, the shouts are not great to begin with.

Fortifying Bond:The pet is already stealing a bit of our DPS and not getting the benefits of sigils/runes/gear/food and we have to invest 15 points to get it to benefits from our boons. Moving this to Adept would be a good step, removing it from traits to make it an inate mechanism would be even better.

Collaborative Development: Ranger Profession

in CDI

Posted by: arkealia.2713

arkealia.2713

Also, Interplay with Thieves or Mesmers can make stealth last much longer, leaving no chance to ever dodge or block it. While more of that interplay is needed in this game, not in the way you are suggesting.

Warriors with rifle get the same benefit from stealth with their F1 so it shouldn’t be problem.

Killshot is also part of the Warrior’s Class mechanic, and also requires you to be standing still to use, meaning, even while in stealth, it is easy to counter.

If the suggestion wants this new skill to do the same thing, then I am immediately against it, because we already have a skill on longbow that requires us to be standing still. 2 skills on 1 weapon is way too far into overkill territory.

Allie already stated that they don’t want to add burst to ranger and they want to tone it down overall so it’s probably not gonna happen anyway.

Collaborative Development: Ranger Profession

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Posted by: arkealia.2713

arkealia.2713

Also, Interplay with Thieves or Mesmers can make stealth last much longer, leaving no chance to ever dodge or block it. While more of that interplay is needed in this game, not in the way you are suggesting.

Warriors with rifle get the same benefit from stealth with their F1 so it shouldn’t be problem.

Collaborative Development: Ranger Profession

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Posted by: arkealia.2713

arkealia.2713

Specific Game Mode
WvW and PvE

Proposal Overview
Simple idea to keep the pet alive in heavy damage environements

Goal of Proposal
Pets die too quickly in WvW when fighting a zerg and it’s the same in dungeons and against LS boss. The ranger lose a good part of his DPS because of this and can’t do much about it except keeping the pet away from the fight resulting in the same DPS loss. This simple idea fix the problem by reducing damage taken without making it too powerful in 1vs1 battles.

Proposal Functionality
Reduce pet damages by 90% when it’s not targetted
This function is already available in the game so it shouldn’t be hard to add.
This can eventually be added as a trait (low tier)

Associated Risks
Mostly in 1vsX against people using lot of AoE who’d like those AoE to damage both the ranger and the pet, it’s not like there are much anyway.

Extensions
Could eventually be applied to spirits, except for PvP

Collaborative Development: Ranger Profession

in CDI

Posted by: arkealia.2713

arkealia.2713

To fix traps oddness in Skirmishing line:

Marksmanship: Power and Crit Damages
-Crit damages here because of Opening Strike and its guaranted crit
Skirmishing: Precision and Condition Damages
-Traps have a condition duration trait here so condition damages seems the best choice
Wilderness Survival: Toughness and Condition Duration
-Putting here what’s left

No change for the rest

Collaborative Development: Ranger Profession

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Posted by: arkealia.2713

arkealia.2713

Specific Game Mode
PvP, WvW, PvE
Proposal Overview
Fix Spirits dying from oneshot mechanisms
Goal of Proposal
Change spirits state so that they take the same damage regardless of ennemy strengh
Proposal Functionality
Fix Spirit HP to 10 (or more with an increase with traits), they can’t take more than 1 damage per hit. They become immune to boons, conditions, lifesteal and healing.
Associated Risks
They’ll still die against big zergs in WvW in a few seconds. Will need some tweeks to make them as sturdy in PvP because fast attacking class will down them really quick.
Extensions
Could also be applied to phantasms, spirit weapons and eventually pets at some point.

Collaborative Development: Ranger Profession

in CDI

Posted by: arkealia.2713

arkealia.2713

Well, but they do know how much damage they have taken from the ranger and shifted it to the pet. Now they have to revert that. We hardly can give more detail if we don’t know the detailed stuff. We’re all just guessing that the ranger loses 30% of his damage but we don’t know for sure. ANet knows and they have to do the changes. We just can say what we want to happen.

Also the 30% are if you’re using a DPS pet, otherwise it’s less than that.

(edited by arkealia.2713)

Collaborative Development: Ranger Profession

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Posted by: arkealia.2713

arkealia.2713

Specific Game Mode
PvX

Proposal Overview
Teach rangers how to dodge.

Goal of Proposal
Making ranger a mobile fighter – making the static bearbow strategy less rewarding.

Proposal Functionality
Add some utility to dodges in “thief style” like triggering a trap, confusion, pet bonus, swiftness, projectile reflection, regen, whatever, to make dodging (I dont mean dodging weapon skills, but evades with movement keys), close range, and mobile strategy rewarding for rangers.
Make rangers masters of evade and dodge.

Dust Cloak: Blind nearby foes in small area at the end of your dodgeroll, 10s ICD, replace Evasive Purity.

Collaborative Development: Ranger Profession

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Posted by: arkealia.2713

arkealia.2713

I don’t think we need more condition removal on healing skills, it should be on a specific weapon skill or an active trait on a category of utility skills (traps for exemple).

Ranger need a heal with condition removal.

You have Healing Spring already

Collaborative Development: Ranger Profession

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Posted by: arkealia.2713

arkealia.2713

I don’t think we need more condition removal on healing skills, it should be on a specific weapon skill or an active trait on a category of utility skills (traps for exemple).

Collaborative Development: Ranger Profession

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Posted by: arkealia.2713

arkealia.2713

We can also discuss about future skills/weapons since we know that new ones will be added to the game at some point.

Collaborative Development: Ranger Profession

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Posted by: arkealia.2713

arkealia.2713

Chinese release is arround the corner (Tuesday).
In about 6 months they’ll have the same complains about ranger and will probably check western forums (if not already) to see why it’s still so awful after 2 years of release.
This CDI needs to succeed.

Collaborative Development: Ranger Profession

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Posted by: arkealia.2713

arkealia.2713

Most of these games had pets that were far far scarier then this games Pets.

This game pet is just a PvE mob, it’s like a mistfire wolf you can heal on a 60s when it dies.

Collaborative Development: Ranger Profession

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Posted by: arkealia.2713

arkealia.2713

Removing the pet is not an option and since reworking the AI will not be done in a few days, I think we can try to find other ways to get arround the AI problem.
One of them could be to render the pet completely passive, no more HP, no more damages, no action at all except standing by your side.
Then you can put 3 skills per pet under player’s direct control (F1/2 family based, F3 the same as current F2, F4 for swap). Your Lynx would for exemple run to your target to use Maul when you command it (could add a trait for a shadowstep).
No more 70%/30%, just 90~95 + whatever your pet can add

The +:
-Pet is still part of the ranger
-No more DPS loss because of pet dying or moving targets
-More control over pet skills
-Some pets skills could entirely be devoted to support with no damages, fixing ranger’s lack or group support abilities for exemple
-Pets don’t steal boons anymore

The -:
-Pets can’t serve as a meatshield anymore, especially in PvE for tanking mobs or in PvP as an additionnal target
-Downed state will become OP since the pet can’t be disabled anymore, Lick Wound will probably need a to be nerfed down or get a revamp
-Many skills and traits will need a revamp or tweeks here and there but we’re here to eventually discuss that
-Will probably need as much time to make this that it would take to fix pet AI

I think it would be good better for Dungeons and WvW.
PvE roamers and new players will probably suffer the most from this since the pet won’t hold aggro anymore but with the damage increase on ranger it probably won’t be that bad.
Not sure about PvP and that’s where I’d like to hear your thoughts, provided we keep Shared Anguish and Empathic Bond working as they are.

Before I start to develop on trait/skill tweeks, what do you think about this?

Sidenote: devs are probably away for the weekend

(edited by arkealia.2713)

Collaborative Development: Ranger Profession

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Posted by: arkealia.2713

arkealia.2713

Pets need an option for “dodge when I dodge”, which would require additional animation work too.

I agree that pets need something to negate one-shot mechanics (they are becoming quite common in LS after all). I would be more than happy with a trait that grants pet an aegis or blur whenever I dodge, though. No extra animation work to be done there. Also, if the pet would actually “dodge” an attack it would also lose valuable dps… I don’t want that. One of the few ranger’s strengths is that while you’re dodging around, your pet is still doing damage (at least it should be if it could keep up). It can be something very powerful to have, especially with bunkering builds.

As for the trait, I would suggest replacing Instinctual Bond with this:

  • Companionship: Pet gains aegis for 2 seconds when you dodge roll.

Or alternatively, aegis could be simply added to already existing Companion’s Defense.

Aegis is a bad idea, you often see multi-AoE circles on one spot and aegis will just supress one where a dodge can negate all. Blur is the way to go here and should be added as a core mechanism with no trait involved (or eventually an Adept trait).

(edited by arkealia.2713)

Collaborative Development: Ranger Profession

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Posted by: arkealia.2713

arkealia.2713

The CDI thread about fractal is pretty “collaborative” compared to this or the wvw one.

(edited by arkealia.2713)

No loot from Knights?

in Battle for Lion’s Arch - Aftermath

Posted by: arkealia.2713

arkealia.2713

Downed 12 knights today, no loot at all and the map chat was all about that.

Knights give too much loot

in Battle for Lion’s Arch - Aftermath

Posted by: arkealia.2713

arkealia.2713

They loot nothing at all since last patch.

(edited by arkealia.2713)

Assault Knights not dropping loot/chests.

in Bugs: Game, Forum, Website

Posted by: arkealia.2713

arkealia.2713

No loot from knights since last patch. Because of that the price of cores have jumped through the roof…

I think we flooded the CDI...

in Ranger

Posted by: arkealia.2713

arkealia.2713

Chinese release on the 11th, I wonder how chinese players will react to rangers and especially pet after 1.5y or western release….