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Overwatch - Origins Panel

Chris Metzen je lead creative director Overwatch igre! Overwatch Origins Panel govori nam o Artu nove Blizzardove igre, novom tech engine-u i modelima karaktera u igri.
Originally Posted by Blizzard Entertainment
Misc
  • Chris Metzen is the lead creative director on Overwatch.
  • Bill Petras is the Art Director of Overwatch. He was the Art Director for World of Warcraft in the past.
  • Jeff Chamberlain is the VFX supervisor on Overwatch. He worked on the Heart of the Swarm, Wrath of the Lich King, Mists of Pandaria, Diablo III: RoS, and other Blizzard cinematics.
  • The art in the game is high quality but still has the Blizzard style.
  • The art should be vibrant, edgy, with silhouettes, as well as feeling handcrafted and detailed. Readability of the art is important.
  • Overwatch uses a new engine with new technology.
  • There was a partnership from day 1 between the cinematic team and the game artists.
  • Torbjörn was the first character that they modeled.
  • Pharah came from the idea of having a hero with a jetpack and rocket launcher. The original nickname was Rocket Dude. Exploring the story and personality of the character helped to refine the concept to what we see today. The team then worked on finding the right voice actor for the character.
  • Creating these heroes was a very team based process.
  • Warcraft started out very simple and then added in new characters, story, and art over time. Overwatch is starting from the same place, a simple beginning and lots of potential for the future in terms of story and characters.
  • The team wanted Tracer to be the centerpiece hero, as everyone on the team loved her.
  • The cinematic and in game art team both worked on Tracer at the same time, working together to refine her art.
  • The new engine and development process allowed both teams to work together to have Tracer's model in the cinematic and game be very similar.
  • Winston was a challenging model to work on, as he has a lot of movements and a rage mode that changes his movements. The model may not be complete yet.
  • Winston was also challenging to work on for the cinematics team, as there is a lot of clipping with his armor and how he moves, so the team just hid parts of the armor that aren't facing the camera to avoid clipping.
  • The Overwatch poster is a important part of uniting the team during the development process. They started earlier in the development process, trying different layouts and less heroes, but the final product felt like it worked right the comic book style of the game. There is enough space to add more and more heroes to the poster as they are added to the game.
  • There are a few heroes on the poster that aren't part of the 12 that are playable at Blizzcon.
  • The child in the cinematic made Chris Metzen's inner six year old do cartwheels. He hopes everyone loves the game, but almost doesn't care.
  • Blizzard is used to working on huge epic stories in other games, so this is a new direction for them and it is exciting. A bright, fun, heroic world that reaches for everyone's inner six year old!
  • Jeff Chamberlain claimed the project as soon as he heard the pitch.
  • The original cinematic just had the 12 boards in the image below and the story today is very similar.
  • After seeing the story pitch, Metzen said "If we don't make this story, I don't want to work here". Everyone was excited for Overwatch.
  • The team was working late one night and needed a full match to test some features. They ended up playing for hours after they started, which made them realize how much fun it was. The team was making the game because they enjoyed it, not because anyone assigned them the project.

Q&A
  • There will be plenty of diversity of hero types. They are aware people want to feel represented in game.
  • There might be Overwatch characters in Heroes of the Storm in the future.
  • The team has been working on Overwatch for roughly a year and a half, starting on the idea after the Titan team was reallocated to other games. Normally you have to spend some time pitching a game to developers, but most were in very quickly for Overwatch.
  • No real answer to if there will be collectable hats.
  • Skins sound like a good idea, but nothing to announce.
  • The actual gameplay doesn't have a big bad villain so that players can have heroes fight heroes rather than having specific villains that restrict gameplay. The deep and rich story will take place outside of the game.
  • There aren't any immediate plans to add an adventure mode to the game to play each hero and explore their story, but it is something they are interested in doing.
  • The game has some similarities to TF2, but it is still a very different game. TF2 has a limited number of roles with some more customization through weapon choices. Overwatch also has some more mobility, with some heroes that can fly or use grapple hooks. Overwatch is more about hero abilities than it is about putting a crosshair over the other heroes.

Overwatch - Origins Panel

Sound of the Nexus Panel

Originally Posted by Blizzard 

Jaina

  • Jaina is Magical, Icy, and Sharp. Her spell sounds should reflect that.
  • A broken bottle was helpful when creating her sound effects.
  • The same sound for Frostbolt from World of Warcraft couldn't be used for Heroes as there is no cast time to it in Heroes. Instead, it gains an immediate punch to it.
  • Ring of Frost's sound was made to have "ascending then descending tones" to give players an audible prompt right away that it was going to be serious.

Lost Vikings

  • The Vikings are Comical, Medieval, and Light-hearted.
  • Olaf's sounds are deep, Erik's more on the higher scale, and Baleog somewhere inbetween.

Thrall

  • Mystical, Natural, and Tough.
  • Chain Lightning was created with fireworks, and a tape measure.
  • Feral Spirit was created with a toolbox being dragged across concrete (movement), and a blow torch (dissipation)!
  • Earthquake needs to give you information that something is about to go bad real quick. Part of its sounds come from a giant bell.

 Hero Voices

  • Which version of this hero are we creating? The first question that needs to be asked.
    • At different points in each hero's life, they've been a different character, and that can have a great effect on their voice.
    • The chosen hero should be the one people are most familiar with, and when they were strong, and powerful.
  • Thrall's the Warchief of the Horde! Charging into battle "FOR DOOMHAMMER!"
  • Jaina's most memorable time was also from early World of Warcraft.
  • Back in Warcraft III, the average lines a unit spoke was just 20. For Heroes, its 300! They include:
    • Gameplay reminders
      • Error messages: "I need more mana for that" - Jaina
      • Caution Suggestions: "Attack Now! Lok'tar! - Thrall
    • Interactions
      • Heroes talk with each other, promotions interaction between you and your teammates automatically.
      • Celebrations, and thank yous. "I'm healed? Oh I love this game" - Eric the Swift
      • Lets them reference the lore. Uther: "Why should I trust you boy" Arthas: "If you prefer, I can always kill you again"
    • Comedy
      • Comedic setting, not always the heroes. Diablo isn't very comedic.
      • Nexus is supposed to be funny.
      • Probably doesn't make sense in the lore. Raynor killing Diablo?
      • Promotes a lighter atmosphere.
    • Celebrate cool moments
      • Unique interactions on deaths.

Questions and Answers

Does the 300+ unit lines count skins which have specific lines?
No, skins with their own voices have their own unique 300 lines.

Will we get new music for new heroes?
Nothing being planned right now, maybe for promotional material.

Blizzcon 2014 Day One Recap

Diablo III - Šta Je Sledeće

Većina igrača se verovatno pitala šta nam je Blizzard spremio za Diablo III "What's Next Panel". Josh Mosqueira govorio nam je o izmenama koje nam dolaze u Patch 2.1.2, novim legendary gemovima, rift guardianima i ostalom sadržaju kojeg možete pročitati u daljem tekstu.
Originally Posted by Blizzard 
  • Patch 2.1.2 announced
  • New Ghoblins: The Gem Hoarder (silver, drops gems), the Odious Collector (green, drops crafting materials), the Blood Thief (red, drops Blood Shards)
  • Improved Goblin AI: Will now seek out other enemies
  • Adventure Mode: New Legendary Gems, More visual variety for Greater Rifts, new Hub layouts
  • Tilesets of formerly fixed maps in Greater Rifts are now much more varied, examples: Oasis, Spider Caves, Leoric's Jail; Upcoming: Stinging Winds, Tristram Fields, Festering Woods
  • Legendary Gems: Legendary Gems usage graph (screenshot to follow), want to make usage of Gems more even by adding new Legendary Gems and Items
  • 2 new Legendary Gems: Esoteric ALteration: Gain 30% non-Physical damage reduction. Bonus: While below half Life, your resistances are increased by 75%.
  • Molten Wildebeest's Gizzard: Regenerates 500,00 Life per Second. Bonus: After not taking damage for 4 seconds, gain an absorb shield for 200% of your Life per Second. Numbers subject to change.
  • Now speaking: Wyatt Cheng
  • Pylon Changes: Conduit not getting removed in GR. Instead, Speed Pylons ignoring collision and lasting longer, Shield Pylon reflecting damage and exploding when it times out. You should get 2-4 Pylons per GR, not 0 or 6.
  • Improving Monster Density in all Rifts where it's currently low. Normal monsters as well as Elites.
  • All the Rift Guardians are getting revisited to be equally challenging but each one should be special in their own right.
  • Randomness shouldn't dictate success or failure but instead provide a varied experience.
  • Level generation adjusted: Dead Ends in Rifts shouldn't be at the end of a long hallway, same for big loops.
  • Death Penalty in GR adjusted. On the PTR, you can rez at the corpse in GR but you get a stacking timer. Hence, the distance to the checkpoint no longer matters.
  • Season 2: Conquests will be looked at, only some will return from S1, like Reach GR30 or Speed Racer. Reach level 70 is being dropped, though. New Conquests: 50M gold stream outside the Vaul, Kill certain bosses within 20 minutes of starting the game, Complete Lore Books
  • Season 2 Transmog: Feet and Legs, Season 3: Chest and Hands
  • Wormwood reworked (see below): Casts Locust Swarm without having to stop
  • Ranslor's Folly (see below)
  • More items shown tomorrow, also "something special"
  • Ancient Items: New Tier of Legendaries. Drops in Torment, the higher the difficulty the more likely, up to 30% better in attributes.
  • New Zone: Ruins of Sesheron. Barbarian capital city from Diablo II LoD opening cinematic, will be near Arreat Crater in Act III. Lots of Traps.
  • New Monster types: Glowing Death (sand Wasp variation), Magotts (frost explosion on death), Naja Beetles (shoot fire projectiles)
  • New Rift Guardian: Rat King: Spawns Rats from his back, entraps you in a circular area, casts "Rat Tornadoes"
  • Yetis are currently being worked on as a new monster type
  • All artisans now close together in Act I
  • Patch 2.1.2 (will have PTR): Ancient Items, Treasure Goblins, Season 2, New Legendaries, Adventure Mode improvements
  • Later Patch: Ruins of Sescheron, new monsters, new Legendaries, and more
  • Question Time.
  • Uber Diablo not actively worked on
  • No plans to allow players to change item rarity colors
  • Items will be sent to you via the ingame mail system after the end of a season
  • Ingame real-money store for things like character slots or stash space has not been announced. Other ways to deal with the underlying issues are being worked on.
  • Fishing for certain Rift layouts/monsters is not intended and Blizzard tries to address that with the randomness changes, giving you a better mix of monsters.
  • Act IV and V monsters are being worked on to be less annoying or more rewarding
  • No further annoucnements for new zones peing planned
  • Trading is not about to make a comeback (for now) as it can destroy the reward loop of the game, like the AH did. Some types of trading might make it into the game at some point though, the console version's gift system mentioned.
  • Blizzard would love to bring Season to consoles but it doesn't work with offilne capabilites of the console version.
  • Adventure Mode will be unlocked at the start of Season 2, there might be Conquests related to Campaign mode in future Seasons, or even not have it unlocked right away.
  • Can't answer the question for another expansion
  • Trial changes are coming to 2.1.2, pacing and mosters in them are being looked at. In the current internal build, all monsters can be knocked around. Progression in Trials should be more persistent.
  • Ancient items are intended for the most dedicated players the have already have their whole sets completed. Currently, the chance for Ancient items is 5-10% on T6. Similar for GR.
  • There are no announcements for a crafting system similar to Diablo II's rune system, but they're looking for a similar system in spirit.
  • Panel ends.
Off-Stage info:
  • New item rarity: Ancient Legendary/Set. Possibly upgraded (via item? artisan?) or rarer version of existing Legendary/Set items which can roll higher attribute values. Example items: Wand of Woh, Vile Ward, Lut Socks, Firebird's Plume, Cindercoat, Sunwuko's Paws, Reaper's Wraps (from press kit)
  • New Armor Sets (from press kit)
    • Barbarian:
      • 2P: Rend deals 300% more damage.
      • 4P: Rend lasts 300% longer.
      • 6P:  Targets affected by Rend take +300% Whirlwind damage.
    • Demon Hunter:
      • 2P: Gain 2 Discipline every time you use a Hatred Generator.
      • 4P: Take 20% less damage if there are enemies within 40 yards.
      • 6P: Every point of Discipline you currently have increases the damage of your Hatred Generators and Multishot by 10%.
    • Wizard: Fierce Set
      • 2P: Casting Arcane Orb, Energy Twister, Magic Missile, and Shock Pulse reduce the cooldown of Slow Time by 1 second.
      • 4P: Enemies affected by your Slow Time take 1250% weapon damage every second.
      • 6P: Enemies affected by your Slow Time take 500% more damage from your Arcane Orb, Energy Twister, Magic Missile and Shock Pulse.
  • New area: Ruins of Sescheron (old Barbarian capital, now snowy ruins) along with new monster types. (from playable demo)
  • New Rift Guardian: Rat King. (from playable demo)
  • New types of Treasure Goblins, some of which drop Blood Shards, others gems and others again drop crafting materials and plans. (from playable demo)
  • Legendary item changes: (from playable demo/press kit)
    • Wormwood: Locust Swarm deals continous damage.
    • Gungdo Gear: Exploding Palm's on-death explosion applies Exploding Palm.
    • Sunwuko Set:
      • 2P: Casting Cyclone Strike, Exploding Palm, Lashing Tail Kick, Tempest Rush or Wave of Light causes a decoy to spawn that taunts nearby enemies and then explodes for 1000% weapon damage.
      • 4P: Enemies hit by the decoy explosion take 500% from your Cyclone Strike, Exploding Palm, Lashing Tail Kick, Tempest Rush or Wave of Light abilities for 3 seconds.
    • New Item: Crown of the Primus: Slow Time gains the effect of every rune.
    • New item: Ranslor's Folly: Wrists, Energy Twister periodically pulls in an enemy withing 30 yards. An enemy can only be pulled in this way once every 5 seconds.
  • New Seasonal Transmogs: Feet, Legs
 
Diablo III - Šta Je Sledeće





World of Warcraft - Itemi, Class Izmene i Ostalo

World of Warcraft developeri govorili su nam o iznemana itema i spellova koje dolaze u Warlords of Draenor.
Originally Posted by Blizzard  
Classes
  • The goal of the class changes was to keep classes fun, stop the PvP CC madness, make numbers easier to understand and slow down the pace of healing a little bit.
  • Removing abilities will make the game more fun.
  • Fantasy, visuals, cool effects, powerful, interactive, and abilities with a clear purpose are fun.
  • Redundant abilities are not fun (Frostfire bolt / Frostbolt for Fire and Arcane)
  • Abilities with inconsistent fantasy are not fun.
  • Situational abilities are not fun (Nourish)
  • Abilities that have been balanced to mediocrity are not fun (Mortal Strike)
  • Abilities with no feedback are not fun (Blood Strike - No real animation, visual, or fantasy)
  • Abilities that are unreliable are not fun (Feral druid positional requirements)
  • Complicated abilities are not fun (Symbiosis)
  • Returning players had more and more trouble figuring out how their class worked as more abilities were added. You shouldn't have to go to another website just to figure out how to play your character.
  • The old talent system was scrapped to help combat this problem, but it didn't solve it.

Healing
  • Players didn't enjoy healing because of health bar whiplash, players were always almost constantly dying, healing consisted of spamming heals constantly.
  • Smart heals were too smart, the game was playing itself for you, you didn't have to do any targeting. You ended up with a healing rotation and not paying attention to who was injured.
  • Mana was scaling poorly, lower item level characters had not enough mana, higher item level characters had excessive amounts of mana.
  • In Warlords, players have double the effective health, giving you longer to think and target your heals.
  • In Warlords, smart heals aren't as smart. They just heal anyone who is injured rather than the most injured.
  • In Warlords, healers will have enough mana even at lower item levels.
  • In Warlords, Spirit is now on less slots, so you can't trivialize mana anymore.
  • Healing will be more tactical and allow players to make decisions while healing in Warlords.
  • Players will have sufficient mana but not excessive mana in Warlords.

Items
  • Once a tier token dropped, you had to go to a vendor, find the right item, figure out what gems and reforges you need, upgrade the item, and then you were finally ready to use it. Once you were ready to use it, you may have to change gems and reforges on your other items as well.
  • Kill a boss, loot an item, equip the item.
  • Tier tokens will convert to an item just like the Timeless Isle tokens, this removes one of the steps.
  • Hit and expertise are removed from the game, meaning you don't need to reforge and regem all the things with every new item you got.
  • Item upgrades are also gone, removing another step.
  • Enchants and sockets are on fewer slots now, helping remove another thing to do.
  • Caps and breakpoints are gone, making stat customization easier.
  • In Mists of Pandaria, loot can drop that no one in the raid can use, which didn't feel good.
  • Set bonuses and stats that switch on your main armor slots help with this problem.
  • Spirit not being on most slots also helps.
  • Dodge and Parry are now bonus armor.
  • There are now more sources of loot, especially during questing and leveling in Draenor.
  • Versatility, Multistrike, Tertiary stats, gem sockets, and randomly upgraded quest items also help to add variety.

Q&A
  • Gladiator's Resolve was a small enough change that it didn't need another spec.
 
World of Warcraft - Itemi, Class Izmene i Ostalo

Heroes of the Storm Overview Panel

Heroes of the Storm Overview panel govorio je o novom sadržaju koji nam dolazi u Heroes of the Storm.
  • Dva nova moda Draft Mode, i Ranked Play (Hero League i Team League).
  • Penali za igrače koji izlaze iz igre. Kazna ovakvim igračima biće da igraju sa igračima koji su izlazili takodje iz igre.
  • Tri Nova heroja: Trhall, Jaina i Lost Vikings!
Originally Posted by Blizzard
January 13th Closed beta is a hard date. Adding 15x the players

Draft Mode

  • Hero selection is where the strategy begins
  • Hero selection is influenced by battleground
  • Teams will alternate picking heroes
  • No duplicate heroes
  • used by all ranked modes
  • Provided as an option in custom games
  • Coin flip to see who picks first
  • No hero bans initially
  • They want to keep the game at 20 mins. They feel bans will make the pre-lobby feel even longer than the game.

Ranked Play

  • Adding two leagues
  • Hero League - Any number of players can que, uses matchmaker to finish team with equal skilled players
  • Team league - Premade 5 man teams 
  • 5 man teams will have names
  • Ranking influenced by hearthstone
  • Start at 50, you work your way to 1
  • Winning games earns points
  • Losing games makes you lose points
  • Points determine your rank
  • A skilled team playing against a lower skill team will not earn as many points. (works the other way too)
  • heroes will have seasons. Your rank starts new each season
  • Retain points based on last season's rank
  • Match quality is important to them
  • Skill rating persists season to season

Hero League

  • Favor matching against parties of similar size. (So if you queue as group of 3, it will try to find another premade 3 group to fight against) 
  • Personal ranking and skill rating
  • Must reached player level 30 to enter

Team League

  • Can have up to 9 members for subs
  • can be a member of up to 3 teams
  • The team itself has a rank and skill rating
  • Must have reached level 40 

 Leavers

  • In a future update, ify ou leave a game early. You will be flagged as a leaver. There will be a UI for this.
  • if you are flagged, you get put on teams with other leavers.
  • They will let you get out of this group. Just stop leaving games.

New Heroes

  • jaina proudmoore - Can summon water elemental. Has frost ring
  • Blizzcon just crashed. Hold on (they are making jokes about jaina killing their presentation)
  • Looks like they are starting questions due to presentation issues
  • Thrall
  • sylvanas
  • lost vikings - Three heroes in 1. You can move them together, or by themselves. 

QA

Is it likley that you will bring heroes that are only found in books?
There is are no ends to the heroes they can bring. If they can't make them heroes they can make them skins.

How many leaves does it take to be a leaver?
they will allow some grace leaves.

How big of an impact does the community have on heroes and battlegrounds?
Community has a big influence on what they want to make. 

Will overwatch heroes be added?
Yes

New stats on the stat screen for tanks?
Something they want to do, but they just are not sure what stat would show that well

How will you balance the competitive game without bans?
Going to try to just keep heroes balance. newest hereo also might not go into drafts right away

Any plans to add game modes that don't deal with lanes?
It is a possibility. Nothing is happening right now tho. it is an option.

Are you going to go on with more set skins?
"it's a good idea"

Will there be end of season rewards?
They are still working on what end of season rewards will be.
 
Heroes of the Storm Overview Panel
 

Heroes of the Storm Press Kit - UI i Gameplay

 

Legacy of the Void Najavljen

Blizzard je napokon objavio Legacy of the Void zajedno sa neverovatnim izmenama koje dolaze uz novi standalone nastavak. Kad kažemo standalone, neće Vam biti potrebno da imate Hots i WoL kako bi mogli da igrate novi nastavak. 
 

Legacy of the Void Trailer

 
 
Originally Posted by Blizzard Entertainment
  • Website:http://us.battle.net/sc2/en/legacy-of-the-void
  • Maximum efficiency is 16 worker as opposed to 24 (source)
  • Starting workers: 12
  • Archon mode: http://instagram.com/p/vG6dQ6OkCP/ essentially team melee from BW with only one race (2 players control 1 base)
  • Minerals per patch: It was like 1500 before now it's 900 (as opposed to 1000 reported earlier source)
  • Vague details about LotV plot/gameplay revealed (i.e. being able to use an orbiting ship to cause massive damage, necessary to deal with XelNaga)
  • Automated tournaments run once per day at a specific time, open to all players
Terran
  • Tanks: Can pick up seige tanks in seige mode with medivacs (has a unit animation)
  • Thors: Capable of self-repair (called emergency repair). Cannot move/attack while repairing.
  • Banshees: now range increased. Cloak comes default. Upgrade (available once fusion core is built) to make it move faster than any detection possible
  • Battle cruisers: warp to anywhere you have vision (video suggests without vision, will need people on the floor to confirm). Teleport has a massive energy cost.
 
Protoss
  • Warp Prism: Now can pick up units from a distance. More drop micro! (But still missing the Reaver, get on it Blizzard!)
  • Tempest: Only attacks ground units and receives a speed buff, new long range ability 'Disintegration' that has deals damage over time (500dmg over 50sec)
  • Carrier: Interceptors released to attacks in specific locations, moves quicker, 90sec build time. Can release interceptors all instantly and keep fighting even if carrier dies.
  • Nexus: starts with 14 supply now. Basically have to build a pylon straight away by 10 sec in
  • Warping: takes 8 seconds now and warping units take 200% damage. Zerg has unit to break forcefields
  • Oracle: Oracle also now has one revelation spell for revealing and detecting. Also new ability called Stasis ward, essentially a mine which when detonated by enemy units casts Stasis Field over them (i.e. unable to move, attack or take damage effectively taking the unit out of play).
  • Immortal: Hardened Shield passive removed, changed to an active ability which absorbs damage over the duration of the ability.
Zerg
  • Nydus worm: Now invisible while burrowing and invulnerable while emerging. Not even detectable by cannons. Allows for aggressive Nydus Worm sieges.
  • Swarm Hosts: No longer need to burrow to launch locusts, can upgrade locusts to be flying. Blizzard made a point of saying that mass Swarm Host will no longer be a viable strategy due to lower spawn timers for the locusts. Locusts must be spawned manually.
  • Corruptors: have an ability ' caustic spray' to channel damage like a void ray. A few of them can kill a nexus in seconds
  • Infestor: New ability: 'aggressive mutation' grants flat damage buff to friendly units (it is AOE)
 

Nove Jedinice

 
cyclone Cyclones debut a new way to open a fight for terran players. They pit the movement skills of both players against each other since Cyclones need to stay within a certain distance to deal damage with their Lock-On ability.
disruptor Disruptors introduce a new splash damage option to the protoss. Unlike the Colossus, the Disruptor’s effectiveness depends on the movement skill of the player.  It’s possible to get a larger number of kills with the Disruptor depending on how well you position it.
herc HERCs are new terran units that can be used to counter the popular zergling and baneling army composition. They’re effective at tanking damage from most protoss ground units while other allied infantry units deal heavy damage. 
lurker Lurkers provide the zerg with a new siege option, harassment option, and can be used to defend key locations.  Additionally, they can be used as part of a zerg player’s core army causing splash damage to large numbers of smaller units.
ravager Ravagers are a new zerg artillery unit that can break Force Fields using their Corrosive Bile. Since this ability has a small delay before it lands, player skill has a large influence on the outcome of who will emerge victorious when these two abilities collide.
 

Legacy of the Void Screenshots

 
Legacy of the Void Najavljen
 

Legacy of the Void Videos

 




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