Path of Exile - das bessere D3?

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2011-10-03 Path of Exile brute force attack incident report
Over the weekend our servers were subject to a brute force attack in an attempt to guess login details for Path of Exile.

The attacker used a database of 2,257,699 unique email addresses and attempted 20,396,984 times to log into Path of Exile using these email addresses and guessed passwords.

Of the email addresses that were used, only 191 actually corresponded to Path of Exile accounts.

Unfortunately the attacker successfully guessed the passwords of 16 user accounts, 1 of which had access to the Path of Exile beta.

We have emailed the 16 accounts in question informing them that their account has been compromised, and that they need to change their password to something more secure.

While we had always intended to add a login attempt limit to our login servers, we had not yet implemented one and this is why the attacker was able to make so many attempts within such a short period of time.

We will be making the following changes in response to this incident:

1) We will be adding a limit on the number of login attempts that are allowed from a single IP address within a given time frame. We will also restrict login attempts to a particular account within a given time frame.

2) We will be adding the ability to lock an account until the password has been changed in the case that we suspect that an account has been compromised in the future.

We take the security of your account very seriously and as such we take many precautions such as not saving your passwords in clear text in our databases but ultimately your account is only as secure as your password. We would advise everyone to reconsider how strong their password is, and change any weak passwords to stronger ones.
 
 
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Nicht schön, aber echt mal Hut ab vor dieser Kommunikationsstrategie und Offenheit. Das machen nicht viele.
 
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Find auch. Sehr ehrlich und offen. Keine Verschleierung der Probleme. Zusätzlich haben sie (ordentliche?) Lösungen parat.

Respekt!
 
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Gut das ich nicht betroffen bin. Aber was manche leute für nen Aufwand betreiben um die Beta zu spielen. ^^

@Ancient:
Danke übrigens für die Items und Gems. Hoffe du hast jetzt wieder mehr Platz in deiner Kiste, auch wenn es (platzmäßig) nicht so viel war (nur mal so gefragt: du weißt das deine Kiste 4 "Fächer" hat?).
Von den Items kann ich bisher allerdings nur die Axt benutzen, wusstest du das ich mit Einhand-Äxten spiele? Wenn ja, woher?

Ach ja, auf das Feedback zum Chat System gabs ne direkte Antwort von nem Verantwortlichen. Schön zu sehen das das auch wirklich was bringt, anders als bei der SC2 Beta, wo es offizielle Antworten in einzelnen Threads fast ausschließlich bei Technikproblemen gab. So hat man viel mehr Lust detailliertes Feedback zu schreiben. :)
 
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@Ancient:
Danke übrigens für die Items und Gems. Hoffe du hast jetzt wieder mehr Platz in deiner Kiste, auch wenn es (platzmäßig) nicht so viel war (nur mal so gefragt: du weißt das deine Kiste 4 "Fächer" hat?).
Von den Items kann ich bisher allerdings nur die Axt benutzen, wusstest du das ich mit Einhand-Äxten spiele? Wenn ja, woher?
Naja, unbedingt loswerden musste ich das Zeug nicht, aber ich habs halt auch nur dafür aufgehoben es neuen Spielern zu geben. ;)
Das mit der Axt war Zufall.
 
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was macht eigentlich ein orb of augmentation bzw wie benutze ich den? bei mir sagt er da ständig die items würden nicht passen.
 
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Funzt nur bei magischen Items und fügt dem Item eine weitere Eigenschaft hinzu. Es gibt allerdings eine maximale Anzahl an Fähigkeiten pro Item, wie man die erkennt bzw die Werte dafür weiß ich auch nicht. Bei Blauen mit nur einer Eigenschaft hats bei mir zB gefunzt und ne zweite hinzugefügt.
 
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Ein Orb of Augmentation fügt einem magischen (also einem blauen) Item ein Mod hinzu, solange es nicht schon zwei hat.

Normalerweise ist eine Zeile mit einer Eigenschaft 1 Mod. Also wenn du z.b. einen blauen Ring mit 10% mf hast kannste mit dem Orb daraus meinetwegen einen Ring mit 10% mf und 1-5 Blitzschaden machen. Es gibt auch Mods die über mehrere Zeilen gehen, z.b. +5% Bow Damage/+2% Bow Spee/+3% Bow Accuracy. Ein magisches Item kann maximal 2 Mods haben, ein rare maximal 6. Die "Grundeigenschaft" eines Items zählt dabei nicht dazu (z.B. haben alle Ringe namens Basalt Band +Accuracy mit drauf, selbst die weißen, unmagischen).
 
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ist für faule leute die keine scrolls aufheben wollen :)

hab sogar eins mit 8% quality
 
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wieso hab ich immer noch kein key und bin seit wochen da registriert?! :|
 
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Eine Woche? Nene, so funktioniert das nicht, ich tippe da eher.. hmm.. 2 Wochen ;) .
 

zoiX

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Jedesmal wenns hier nen neuen Post gibt klick ich panisch hier rein um nachzuschauen, obs nen freier Friend-Invite ist. Mein Herz macht das nich mehr lange mit...
 
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Hier ist nicht zufällig jemand mit nem Dota 2 key, den er tauschen möchte? :)

Nicht dass ich Path of Exile schlecht finde, es hat unglaublich viel Potential.

Würde die Zeit nur lieber mit Dota rumschlagen, das ist ja praktisch schon ein fertiges Spiel.
 
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Hier ist nicht zufällig jemand mit nem Dota 2 key, den er tauschen möchte? :)

Nicht dass ich Path of Exile schlecht finde, es hat unglaublich viel Potential.

Würde die Zeit nur lieber mit Dota rumschlagen, das ist ja praktisch schon ein fertiges Spiel.

Glaub mir, dass ist es nicht^^ Es gibt nur gut 45 Helden im Moment und noch massig Bugs, ausserdem rennen da fast nur Idioten und Ragequitter rum
 
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Ist auf Nightmare eigentlich irgendwas anders als auf normal oder sind die Monster einfach nur stärker? Denn dann würde ich lieber nen zweiten Char ausprobieren als das gleiche nochmal mit dem gleichen Charakter.

Hallo zoix :wave2:
 
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Es sind lediglich die Monster stärker, und es tauchen mehr Minibosse/Champions auf. Natürlich dropt auch besserer Loot. Wenn du alle vier Schwierigkeitsstufen durch hast, darfst du außerdem nach Chaos.
 

Reary McFooface

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Ich würde aber schonmal die anderen Schwierigkeitsgrade ausprobieren. Ist ne komplett andere Erfahrung, durch den ersten läuft man recht einfach durch, ab Nightmare wirds je nach Klasse und Ausrüstung schon echt spaßig.
 
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Nicht mehr lange bis 0.9.3.

Chris wrote:

The reason why we embargoed the Alpha information was not to do with new content, but because we didn't want crazily buggy screenshots getting out and confusing people. Alpha is often a wasteland of broken experimental content. We've deployed versions with several known crashes and very embarassing problems. It's nice to know that we don't have to waste time polishing these things prior to getting feedback.

Having said that, I am 100% happy with screenshots of the current Alpha build (with the exception of the passive skills tree currently - sorry) getting posted to the Beta forum if we approve them. Alpha testers: feel free to PM/mail me pictures if you want approval.

Beta testers: I am very very sorry for this huge delay between patches. It was a massive planning mistake and I take full responsibility and will make sure that it never happens again. Once 0.9.3 is deployed, there will be a patch every few days for the rest of the life of Path of Exile. There will never again be a period of months without updates!

Russell wrote:

The fire will be better once I get bloom. Also the new fire moves more like fire. The old fire was just random red and yellow particles going up and outwards. It looked noob I must admit.

Ich liebe die devs. ^^
 
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bLiTzY

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Habe mich auch mal angemeldet. Bleibe jedoch realistisch - sobald D3 draußen ist werden so einige Spiele auf der Strecke bleiben.
 
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Chris schrieb:
These are the current patch notes for the 0.9.3 patch that will be deployed on Monday November 14, NZ time.

I will update this thread as the patch notes change over the next week. Do not view these changes as final.

If you find any of the notes difficult to understand, let me know - I can clarify.

Version 0.9.3

Notes:

  • [li]This patch will destroy all existing characters and items. Level 1 characters are created to keep players' character names.[/li]

Content:

  • [li]Revamped quest rewards. Quests that block your progress now grant you a skill or support gem for completion. Act boss quests do not grant gem rewards. Optional side quests now grant a permanent passive skill point for completion.[/li]
    [li]An overhaul of Act Two quests. Added the new bandit quests and quests in the Weaver's Chambers, Church Dungeon and Chamber of Sins.[/li]
    [li]Added two new world areas in Act One - the Tidal Island and the Fetid Pool. The Tidal Passage has been renamed to the Submerged Passage.[/li]
    [li]Added new skill prototype - Firestorm: Flaming bolts rain down over the targeted area. They explode when landing, dealing damage to nearby enemies.[/li]
    [li]Added new skill prototype - Heavy Strike: Attacks the enemy with a forceful blow, knocking them back. Requires an Axe, Mace or Two-Handed Weapon.[/li]
    [li]Added new skill prototype - Dominating Blow: Attacks the enemy with a melee strike. If an enemy is killed shortly after being hit by Dominating Blow, that enemy is revived as a minion until the skill duration ends.[/li]
    [li]Added new skill prototype - Rain of Arrows: Fires a large number of arrows into the air, to land at the target after a short delay.[/li]
    [li]Added new skill prototype - Discharge: Discharge all the character’s charges to deal elemental damage to all nearby monsters.[/li]
    [li]Added new skill prototype - Immortal Call: Makes the character invulnerable for a short time. Discharges all endurance charges and increases the invulnerability duration proportional to the number of charges expended.[/li]
    [li]Added new skill prototype - Lightning Warp: Casts a delayed teleport to a target destination. When the teleport occurs, lighting damage is dealt to the area around both where the player was and where they teleported to.[/li]
    [li]Added new support gem prototypes: Minion Damage, Minion Life, Minion Run Speed, Increased Duration, Gain Life on Hit, Chance to Ignite, Critical Multiplier, Concentrated Effect (reduces the area of affect of a skill, but increases its damage), Cold to Fire (turns a percentage of your cold damage into fire damage)[/li]
    [li]Added a new item series - the Strength/Intelligence one-handed Sceptres.[/li]
    [li]Added new currency item - Divine Orb: Rerolls all values in mods on an item while leaving the mods intact.[/li]
    [li]Added new currency item - Orb of Fusing: Rerolls socket links on an item.[/li]
    [li]Added new currency item - Chromatic Orb: Rerolls the colours of sockets on an item.[/li]
    [li]Repurposed old currency item - Jeweler's Orb: Now rerolls the number of sockets on an item while keeping socket links/colours intact if they still exist.[/li]
    [li]Changed the layout of The Terraces to streamline the start of the game.[/li]
    [li]Added new unique bosses to The Terraces and the Mud Flats. They have interesting skills to use on players.[/li]

Features:

  • [li]Added monster auras. Rare monsters can now spawn with an aura which affects nearby monsters. These can stack if multiple rare monsters are nearby. Auras added in this version are: Resistances, Energy Shield, Accuracy/Critical Strike Rate, Speed, Damage Reflection, Elemental Damage Reflection, Medium Damage Increase, Large Damage Increase, Life Regeneration.[/li]
    [li]Attributes (Strength/Dexterity/Intelligence) are now available on items as mods. These do allow you to equip other items and we do currently allow items to support themselves. The addition of these attributes on items means that players will be able to more easily solve problems with item requirements.[/li]
    [li]Added zoom to the passive skill tree screen.[/li]
    [li]Added a display of what gems are supporting an active skill on the hotbar, to differentiate between otherwise identical skills. Each support gem has a letter that is displayed in the top right of the skill.[/li]
    [li]Changed monsters so that they walk around randomly more often and are more likely to disengage chasing their target if they can't see it.[/li]
    [li]New monster hover user interface added.[/li]
    [li]Moving belt flasks around is now allowed again if the inventory is open.[/li]
    [li]Shield crabs now throw their shells off a lot faster.[/li]
    [li]Tidied up the display of monster mods so that it is easier to see at a glance what the monster does.[/li]
    [li]Temporarily made Hillock's door one-way so that he can't be farmed as easily with the new boss drops.[/li]
    [li]Added new user interface for the level information display on the minimap screen.[/li]
    [li]Improved the server backend to make player saves substantially faster.[/li]
    [li]Added quartermaster voice intro in the ship scene when creating a new character.[/li]
    [li]Added tent bandit-spawners in Act Two.[/li]
    [li]Characters and monsters now have three blood effects depending on the size of the damage relative to their maximum life.[/li]
    [li]Alira will no longer use the Raise Zombie skill. She has a cauldron for that.[/li]
    [li]Monster descriptions now show their resistances and have been tidied up to only show properties that are special about that monster.[/li]
    [li]Added support for a new system of creating, storing and displaying unique items.[/li]
    [li]Implicit mods on items now do not stop explicit mods of the same type being spawned. For example, a wand with built-in "+10% Spell Damage" can now get an additional random spell damage mod generated.[/li]

Art Improvements:

  • [li]Substantial art changes were made to reduce visual chaos in many areas.[/li]
    [li]Changed the art for item sockets to make them easier to distinguish for colourblind players.[/li]
    [li]New flask graphics have been added for each base type.[/li]
    [li]Seagulls have shadows now.[/li]
    [li]Updated buttons in the user interface and their font used on them.[/li]
    [li]Substantial environment/texture changes to many world areas.[/li]
    [li]Fixes to the shimmer postprocessing effect.[/li]
    [li]Added a wind effect to the Ledge and Rocky Climb.[/li]
    [li]Changed the ground hover of items to be smaller with less border.[/li]

Core Mechanics Changes:

  • [li]All classes have been rebalanced to promote their core strengths. Melee classes are now substantially stronger with regard to dealing damage up close. Spellcasters have lower damage output than before but can be formidable if left unchecked.[/li]
    [li]Changed the gem-support system so that only Support Gems in the same physical group as a Skill Gem connect to it. If you have two groups with the same skill, you get two bindable skills. This is done so that supports can be made more impactful and so that players can have multiple variations of the same skill in their build.[/li]
    [li]Attributes (Strength/Dexterity/Intelligence) now affect the player. Strength provides a physical damage increase and additional Life. Dexterity provides Evasion and Accuracy. Intelligence provides Energy Shield and Mana. This makes it more appealing to specialise in your character's core attribute (as it synergises with the rest of your build), while still providing incentive to splash in other attributes to get the aforementioned benefits.[/li]
    [li]There's now a massive discrepancy between the difficulty of normal monsters vs that of magic or rare monsters. This is to make the higher difficulties less grindy while still providing extreme challenge when you encounter multiple bosses at once. Monster auras help this substantially because they promote nearby normal monsters.[/li]
    [li]On the new passive skill tree, non-attribute nodes do not grant attributes any more! You must get your attributes by allocating the nodes as you need them. This allows us to create passives stat and attribute gains that are meaningful, while also allowing easy travel around the passive skill tree on attribute highways.[/li]
    [li]Increased spell damage percentage is now likely on caster weapons. A larger amount of late-game killing speed for casters now comes from their weapon mods. This makes their itemisation similar to that of weapon users.[/li]
    [li]Changed the way that to-hit calculations are done so that they are much more reliable. There is far less variance now, which will result in Evasion being less swingy.[/li]
    [li]Armour and Evasion and values on items are now comparable in scale and roughly equivalent to each other. This allows you to objectively say as a Duelist that a 35 Armour item is probably better than a 30 Evasion item.[/li]
    [li]Overall monster damage per hit has been reduced so that the high variance of Evasion is less of a problem. Evasive characters still need to care about getting enough life to survive if they're unlucky.[/li]
    [li]The damage reduction (Armour) system has been changed so that it doesn't provide a linear reduction in damage received. The equation now reduces the damage based on the size of the damage you take. The equation is: reduction = armour / (armour + 25*damage). This allows Marauders to tank groups of swarming enemies much easier, while technically making Evasion more useful against monsters that strike for large hits at once. If you have 500 armour and are hit for 50 damage, you'll reduce it by 28.6%. 25 damage is reduced by 44.4%. 75 damage is reduced by 21.1%.[/li]
    [li]The critical strike system has been changed so that your weapon and/or spell have a direct critical strike percentage that other things modify. For example, if you're using a weapon with 8% critical strike chance and have a total of +50% critical strikes from your passive skills and items, then you have a 12% chance to score a critical hit. The old "critical strike rating system" is gone. To clarify a common misconception - spell critical strikes do include the normal critical strike chance.[/li]
    [li]Support gems now have a flat multiplier to the mana cost of the skill that does not go up exponentially as they level up. Much of their benefit is available at the first level of the gem, but higher levels offer improvements (for free) if you meet their requirements. Support gems are balanced such that only a few of them are needed to make a skill feel powerful.[/li]
    [li]Made damage scaling from weapon-based skills multiplicative. For example, if a skill adds 50% damage, it'll do so regardless of your other damage scaling.[/li]
    [li]Made damage scaling from weapons themselves multiplicative. +% damage on a weapon is more important than anywhere else.[/li]

General Balance Changes:

  • [li]Single target skills are now designed to be substantially more meaningful than before. It should be a viable strategy to kill the enemies one by one as opposed to before where you were forced to use Area of Effect skills. Monster pack sizes in higher difficulties were reduced slightly to facilitate this.[/li]
    [li]Combat equations do not care about your level or the level of the monsters any more.[/li]
    [li]Players now gain enough accuracy per level that they are never going to be completely terrible at hitting. This allows us to reduce the accuracy bonuses from elsewhere so that they are individually rewarding but neither mandatory nor overpowered.[/li]
    [li]Base weapon types now have more appropriate implicit mods to create strong differences between them. For example, Axes do additional damage and Swords are more accurate.[/li]
    [li]The level requirements, drop levels and implicit mods on Rings, Amulets, Belts and Quivers have been rebalanced so that there are more interesting choices available at different levels. Most of these items are available substantially earlier in the game.[/li]
    [li]Strength-aligned weapon types now do slightly more damage than other weapons. Many weapon types now have implicit accuracy built in, due to their Dexterity alignment. Intelligence weapons have higher critical strike chances.[/li]
    [li]Bosses can only drop equipment now. This was done so that we can control the distribution of currency items and skill gems better.[/li]
    [li]Energy shield now makes it a lot harder to get stunned, but doesn't prevent it all the time like it did before.[/li]
    [li]Set the maximum number of each type of charge to two for all classes. Additional ones can be picked up in the passive tree.[/li]
    [li]Charges have been rebalanced. They have large effects now because the default limit is two of each type and it takes a substantial investment in the passive tree to get a large maximum.[/li]
    [li]It's now much easier to get appropriate socket configurations on items. The average number of sockets and links is a lot higher.[/li]
    [li]Players now have a default critical strike damage multiplier of +50%. Monsters are now set to +30%.[/li]
    [li]Higher difficulties now have a substantially increased chance of magic and rare monsters spawning.[/li]
    [li]The Marauder and Templar now start with one-handed weapons.[/li]
    [li]The Shocked state that enemies enter when dealt a critical strike with lightning damage now adds +40% damage taken per instance stacked, and stacks up to three times.[/li]
    [li]Default drop rate per monster is reduced to 16%. Boss drops and experience gained are increased dramatically.[/li]
    [li]Reduced the drop rate of Rare items to compensate for the much higher rate of boss drops.[/li]
    [li]Changed how uniques bosses are balanced to make it far easier to control how hard their fights are.[/li]
    [li]Implicit bonus for dual wielding is now reduced to +10% attack speed. The rest will come from passives.[/li]
    [li]Characters now block 15% of the time by default while dual wielding.[/li]
    [li]Adjusted the rarity of all currency items to make the common ones more common and the rare ones rarer.[/li]
    [li]Hybrid skill gems now have a primary attribute and are changed to 60/40 alignment.[/li]
    [li]Removed the 12% extra damage mitigation you get from aligned armour types. This is going to be handled by the new passive tree instead.[/li]
    [li]Increased default mana regeneration of characters.[/li]
    [li]Reduced monster density in The Ledge.[/li]
    [li]Modified the set of monsters that flee due to being ignited so that it is only humanoids, monkeys and Sea Witches.[/li]
    [li]Improved the flasks from the Medicine Chest quest in Normal Difficulty to be the second tier flasks.[/li]
    [li]Monsters are now not resistant to elemental damage if the value would fall at less than 15%.[/li]

Skill Balance Changes:

  • [li]All skills were rebalanced against each other from first principles in this patch. The following notes are functional changes only:[/li]
    [li]Shock Nova and Freezing Pulse now scale all damage from support gems in the same way as their main skill damage (based on distance).[/li]
    [li]Shock Nova now deals its damage from outside (maximum damage) to inside (minimum/no damage). The outside damage is dealt first. It is a linear damage progression (not exponential) now.[/li]
    [li]Spark now defaults to casting two sparks (with reduced damage). This makes it have less variance in outdoors areas.[/li]
    [li]Cleave now does its augmented damage to one target and half of that damage to other enemies caught within its swing. The penalty for hitting with two weapons in a Cleave is now -40% total damage.[/li]
    [li]Ice Spear now uses an increased critical strike chance to achieve the damage bonus and freeze when in its armed state.[/li]
    [li]Double Strike is now disabled on bows (and wands). It was far too abusive and will be replaced by much more interesting single-target bow skills soon.[/li]
    [li]The stats which convert damage from one type to another (used in skills such as Infernal Blow and Glacial Hammer) now calculate the damage in a way that takes into account your physical damage bonuses as well.[/li]
    [li]Flicker Strike now only attacks one target (ignoring Frenzy charges). Changes are coming soon that will restore the good parts of the old behaviour while not having the myriad problems it had before.[/li]
    [li]"Warlord's Mark" now only grants life leech to physical attack damage.[/li]
    [li]"Reduced Mana Costs" is now a Strength support gem.[/li]

Bug Fixes:

  • [li]Fixed a bug where Infernal Blow was able to explode an enemy several times.[/li]
    [li]"Beast" type monsters (the large bear monsters from Act Two) have been re-rigged so that attached effects do not scale to strange sizes.[/li]
    [li]The outskirts of levels do not have monsters walking around them in places where they can't be attacked any more.[/li]
    [li]Upon re-entering an area, dead Moss-Monster-category-monsters are no longer targetable.[/li]
    [li]Fixed a bug that would cause a small graphical stutter when a new item type was dropped for the first time in a session.[/li]
    [li]Removed some incompatible flask mods from hybrid flasks.[/li]
    [li]Fixed a bug where flasks would appear unverified when linked on the website if the number of charges had changed.[/li]
    [li]Fixed a bug with elemental effects being played at the wrong sizes.[/li]
    [li]Fixed a bug where Cleave dealt damage with the wrong timing.[/li]
    [li]Fixed various ways that skills could be used to target monsters that were too far away.[/li]
 
 
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Berlin
so hab nun endlich meinen invite bekommen...nur zeitlich unpassender gehts wohl nicht...

skyrim wird exzessiv gezockt, sw:tor beta wird wohl für mich auch bald losgehen, aus langeweile paar wochen vorher hab ich wieder mit paar kommilitonen league of legends angefangen und cod mw3 liegt hier auch noch rum...

i need more time
 
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Ich schau's mir gerne mal für dich an ;)

Obwohl ich ähnlich überbucht mit Spielen bin :[
 
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Grad am zocken. Geht total ab. Der neue Skilltree ist aber erstmal ein Schock wenn man ihn zum ersten mal öffnet. :ugly:
 
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geil :D

qmqubd.jpg
 
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hat wer vllt n beta key für mich? 8(((((((((((((

(bin vertrauenswürdig)
 
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