***Official Rift Planes of Telara Thread***

The 2 reasons I stopped playing WoW were

1) Horrible class balance in PvP.
2) Too much CC, stuns, slows, roots, silences, knockbacks etc in PvP.

I'm starting to notice the same issues in Rift. The class balance is too be expected in a new game, but it's still frustrating as hell. The amount of time I spend not in full control of my character in PvP is a game-breaker for me. I understand that those abilities are needed in a game of this genre, but when every build has them coming out of their ears it becomes an issue in large-scale PvP.

I wont be paying for:

You Cannot do that while...
You Cannot do that while...
You Cannot do that while...
You Cannot do that while...
You Cannot do that while...
You Cannot do that while...
 
What level are you? Noticed it a little in the twenties bracket but nothing extraordinarily bad yet. Certainly not stunlock death :p

Wait till you get to the higher levels...

TBH, I don't think Rift is going to be much of a pvp game long term, unless the devs really pull something out the bad in regards to world pvp, I can't see a situation where there is ever any balance in small scale fights due to the soul system...

Which has left me wondering today what the devs could realisitically introduce to keep people playing? I mean the game is basically a wow clone, I don't think anyone can really argue that, and whilst the soul system, rifts and general polish are great things at launch, they are not going to hold people long term, especially from WoW where the majority of the playerbase is from, what is going to stop them from just going back in 3months time to their friends and well developed characters? Because I just can't see it, just about every other MMO has some really unique feature, e.g. WAR's RvR system really sets it apart from WoW in that regard, rifts just don't offer enough to me, especially once we all reach the end game.
 
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A lot of classes are quite powerful 1 vs 1, of course everyone says (Like in all MMOs for the past 13 + years) "It's a team game, it's balanced for that".

Except it never works, no matter how much money you throw at it, it's time to see that balancing for teams isn't the answer, especially when said team is full of those classes who are powerful 1 vs 1.

I was going around mining and saw an equal level mage, no idea what souls, I was in my cleric healer form. The fight lasted a very long time and I only won because of lucky timing and crits but basically it consisted of said mage doing;

Polymorphing me, which doesn't heal me and lasts a while.
Getting at least 3 attacks against me before it breaks.
Silencing me a lot to the point I seem to be silenced more often than not.
When he's about to die, he polymorphs me, sits down, drink/food to full HP/Mana and starts again. This happened at least 10 times. I couldn't figure out what ability let him silence so often, I have two, on a 45sec and a 2min cooldown. His seemed to be like 10-15 seconds.

Now, I don't think any class should be able to stop a fight with zero consequence, at will to the point of infinite repeatability, there's no diminishing returns on these spells so it can be abused all the time. I don't even want to imagine what it would be like to a non healer, melee class as he had snare/slows too.

Oh yeah, slows in this game are very silly, I don't mind so much because I'm ranged but some of them are just incredible, like trying to swim in molten asphalt. The amount they occur in mass pvp is a joke, topped off with stacking debuffs by the time you burn dispells through all the hit debuffs/dots/healing debuffs/attack debuffs/drains etc, you finally dispell the slow and it's too late, because the class who's slowed has no ability to remove it themselves.

Nah, I don't like PVP in this at all and with the amount of custom classes it's a train wreck of imbalances, just going to have to live with it and get on and have fun.
 
Yup, I have no idea what he was using, I went into not burn out but utter dire frustration so early.

Mages turn just utter turd it seems the second you ding 31 or so, I suddenly hit less hard, I miss more often my pet is utter turd so to play the way I had I have to completely rejig my souls into Necro to have a workable pet.

I pretty much hit 31, became awful in pvp in the 30's, saw everyone say mages became useless, felt useless, felt like leveling suddenly got not impossible but slow as crap without a pet who can do any damage or hit the mobs.

So I went to one of my other character, A rogue, leveled him up a bit, was ok but felt like I was choosing the wrong stuff, tried a couple builds, tried sabo which, frankly seemed boring as all hell. Something about being a stealthy rogue, like irritating guys in Warfronts who just camp a flag then stealth and pounce on single people didn't feel like the way to go.

Try a warrior, that feels wrong, in PvP I do damage but I can basically never kill anyone outright on my own.

Healing gets ridiculous towards lvl 15-19 and Defiants just don't heal. Ran warfronts to get the pvp armour for my Warrior and if you check the scoreboard , sort by healing done and compare defiant vs Guardian its laughable. In one match half our team had done no healing, we had two people over about 4k, the rest under 1k. The guardians had two players over 20k healing, about 5 above 10k, all but two had a decent amount of healing.

These were matches that ended up as Defiants averaging 3-4 kills, Guardians 30-35 and we lost 500 to like 20.

Rinse repeat, you've got people who just scream "kill the flag guy" while you're screaming back, "see that group of 5 healers AOE healing with no issue, KILL THE ******* first".

Tried a Cleric, actually not bad, painfully stupid classes, Clerics get healing, Chain armour, great DPS, great AOE DPS if you want it, laughable frankly.

I mean all you need to take on a group of AOE healers standing together is to DPS them down with some AOE thrown in the mix, healers ARE way to powerful as of now, even the flagbearer can now go way longer than they ever designed them to taking full dps from 5 players and never dying. But throw in something like Warlocks 8 hitting channeled AOE spell and the damage overwhelms who they can heal fast enough as they also heal themselves, they go down quickly, job done, yet I've seen maybe one team actually do that in a warfront.


I just keep roling a new class or changing my souls and finding, eventually that the only real way to play is with the same souls everyone else is using because theres entirely no balance.

Healing needs toning down badly, some classes who specialise in CC should have better CC than others, but be able to completely silence/sheep you at will is ridiculous. I mean squirrel for mages, 30 second hold 15 second cooldown? Every other MMO ever would have that as a 15 second hold with a 30 second cooldown, and you can make it insta cast aswell IIRC.

Anyway as I was saying, I consistantly feel like I'm being punished if I don't choose "THE" setup for each class, and that makes it feel incredibly limiting/boring.

Worse is, I rolled the "go to" Warrior souls and instantly my Warrior became hugely more powerful, yet still almost completely unable to out DPS any class on my own, great damage, sure but its all damage over time(riftblade/reaver), I can choose a more frontloaded/burst damage but I feel less effective overall and woeful for leveling/rifts/anything out of warfront.

I feel like playing as a mage/warrior I can't kill anything myself, I can't heal anything properly, I'm just cannon fodder but not very effective cannon fodder. I feel like not playing a Cleric is simply limiting me in game, theres a reason why every other MMO's gives the best healers the weakest armour and lowered DPS. yet here the best healers get the second best armour, maybe the best dps, probably the best AOE dps, instant heals, just, everything. Thing is, as a warrior/mage I can ALWAYS top the dps charts, no problem, even against guardians when they win, the reason I feel like I'm doing nothing is I'm churning out every attack, for 3 minutes against one guy, while another guy just heals him, he's at basically full health the entire time and my DPS despite being good feels like its doing nothing.

In one of those rounds I think I managed 18k dps or something, about 10k above everyone else on my team but I had maybe 3 kills and no killing blows.

Warriors should take less damage than they do, at the moment I have a once every 30 seconds, if you can work out when they'll do an uber damage spell, reflect one spell damage mitigation tool...... Clerics need to get back to the lowest Armour and Mages need a DPS debuff so having low armour and no health is rewarded with DPS. Clerics also get more health than Mages which makes it even more laughable.

I think thats one of the biggest issues I'm seeing in warfronts, Guardians seem to have a VERY large bias towards CLerics, meaning they can go from outhealing anyone, to aoe dps'ing whenever they want.

Grr, it can still be fun but its getting VERY old playing 10 utterly one sided warfronts to hit one really really fun, even and long match.
 
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Big patch tommorow :

GENERAL GAMEPLAY
* You can now link locations in chat! Just like other links, shift-right-click your map or minimap while entering chat text. Clicking someone's location link in chat will place a waypoint on your own map.
* You can now swim up using the jump key while also in mouselook mode (default: right mouse button to look around).
* Added a custom error if you cannot use a questgiving item.
* Raid groups roaming across the lands to destroy non-Rift/Invasion content will see lowered experience rewards.

RIFTS AND INVASIONS
* Fixed a bug during Major Rifts where low ranking contributors wouldn't get Planarite. All contributors should receive at least some Planarite.
* Reduced the amount of zone event participation required to earn the rare Sourceshards.
* Experience for appropriately sized groups relative to the difficulty of Rift, Invasion, and Foothold content has been returned to higher amounts as seen previously in Beta.
* Experience for Rift, Invasion, and Foothold content now scales down from these increased levels when very oversized groups are participating – with the net result being that very large groups should see experience values similar to the amounts granted prior to this update. Smaller groups will see increased experience reward.
* Added additional fail-safes to ensure Colossi bosses appear at the end of events.


CULT SAGA
* Links in the pages of the book 'Clever Kehmeh' have been fixed so all seven pages are readable.
* Anthousa Mona and Kaspar Massi have updated character models. Kaspar also has a new voice!
* The necklace rewards for the Epic Cult Saga have had their power increased.


ANCIENT WARDSTONES
* Quests for Ancient Wardstones are now labeled as such in your quest journal.
* After turning in quests at some Ancient Wardstones, a Rare Planar Goods Merchant might appear so you can purchase sweet gear with the currency you just earned.


COMBAT
* Abilities and other effects that increase the duration of other effects now do so before that duration calculation is modified by diminishing returns.
* You can no longer cycle between ranged and melee weapons while casting an ability.

SOULS
* Clerics: Fixed a bug causing some procced heals to consume effects that modify next heal.

ARCHON
* Ashen Defense: Corrected the debuff tooltip to match the ability description.

ASSASSIN
* Expose Weakness: Fixed a bug so that the charges of this ability are only consumed by physical damage effects. Also fixed so this correctly adds extra damage.
* Poison Malice: Removed from global cooldown. Now costs 25 Energy to activate.

BARD
* Deafening Music: This ability now updates the tooltip damage numbers for Coda of Fury and Coda of Wrath.
* Virtuoso: Removed from global cooldown. Now costs 25 Energy to activate.
* Coda of Cowardice: Debuff should now be in the same stacking group as the Archon's Ashen Defense and the Shaman's Vengeance of the Piercing Cold.

BLADEDANCER
* Dancing Steel: Fixed so that it includes immunity to knockback when active.
* Blade Tempo, Blade and Soul Parity, Dualism, Double Coup: Removed from global cooldown. These now cost 25 Energy to activate.

CHLOROMANCER
* Entropic Veil: Will no longer be overwritten by less effective buffs.

DRUID
* Satyr: Reduced size of the model; it's now approximate in size to a Bahmi.

ELEMENTALIST
* Icy Carapace: Fixed an issue with the ability description and debuff tooltip. They now correctly show damage values.

INFILTRATOR [PvP]
* Fixed a number of ability tooltip issues.

INQUISITOR
* Soul Drain: No longer applies Clinging Spirit without the caster having spent any points on that ability. Changed tooltip to better indicate that this is a player-based area of effect ability.
* Bolt of Judgment: Fixed the Spell Power contribution on ranks 1-9.
* Clinging Spirit: Fixed the tooltip to reflect that this only increases magical damage taken.
* Life and Death Concord: Description now properly indicates that the effect may not occur again for 6 seconds, rather than 8.

JUSTICAR
* Righteous Mandate: No longer blocks itself from being recast on the same target.
* Doctrine of Loyalty: Rank 5 now properly removes a Conviction.

MARKSMAN
* Hit and Run, Controlled Fire, Close Quarters Combat, and Fire and Forget: Removed from global cooldown. Now cost 25 Energy to activate.
* Quick Reload: Removed from global cooldown.
* Retreat: Should now put you 20 meters back from your current location at use.
* Lightning Fury: Fixed a tooltip error so it properly indicates that this reduces armor by a fixed value, instead of a percentage. Tooltip also now updates when spending points in Collateral Damage.
* Fan Out: Tooltip now updates when you add points into Collateral Damage.
* On the Double, Gateway: The additional effect making you immune to Snares and Roots (when you've purchased Gateway) is now displayed on On the Double.

NECROMANCER
* Skeletal Zealot: Fixed ranks 1, 2, 4, and 5 to properly respawn if it was alive when the owner died in a Warfront.

NIGHTBLADE
* Fell Blades: Healing debuff should now be in the same stacking group as the Druid's Spiteful Spirit.
* Ebon Fury: Taken off of global cooldown. Now costs 25 energy to activate.

PALADIN
* Balance of Power, Tip the Balance: Fixed an issue where these were being additionally affected by Attack Power, making the heal amount greater than it should have been.

PURIFIER
* Searing Transfusion: Will no longer consume effects that don't actually modify it, such as Flashover, Enflamed Rejuvenation, or Greater Empowerment.
* Life of the Era: Fixed the tooltip to clear up confusion with the radius appearing to be the buff value.
* Fiery Blessing: No longer triggers the global cooldown, as the tooltip already claimed it did.

PYROMANCER
* Heat Wave, Internalize Charge: Will no longer be overwritten by less effective buffs.
* Withering Flames: Increased damage.

RANGER
* Fleeting Instinct: Fixed so that it doesn't cause stealth to break when active.
* Master Huntsman: Fixed a spelling error in ability description.
* Track Beasts, Track Humanoids: Updated the tooltips to indicate that only one tracking ability can be active at a time.

REAVER
* Crest of the Abyss: Now properly applies its armor buff.

RIFTSTALKER
* Boosted Recovery: The incoming healing bonus has been reduced to 2-6%, down from 10-30%, to be in line with the Warlord ability Figurehead.
* Ruthless Stalker, Rift Barrier, Freedom of Movement, Hasted Time: No longer causes Stealth to break when using Shadow Shift, Shadow Stalk, Shadow Warp, and Flashback.
* Stalker Phase: No longer causes Stealth to break when using Shadow Stalk.
* Track Air Rifts: Updated the tooltip to indicate that only one tracking ability can be active at a time.

SABOTEUR
* Carpet Bombing: Taken off of global cooldown. Now costs 25 Energy to activate.
* Rapid Setup: Removed from global cooldown.
* Annihilation Bomb: Should now deal damage if the enemy is immune to stuns instead of failing both damage and stun components.
* Track Constructs: Updated the tooltip to indicate that only one tracking ability can be active at a time.

SHAMAN
* Frozen Earth: No longer stacks with other snares.
* Courage of the Bear: Fixed the tooltip to include restriction of only maintaining one Courage at a time.
* Bitter Wind: Tooltip now explains that this ability does not trigger a global cooldown.
* Lightning Hammer: Fixed Rank 7's tooltip.
* Endless Winter: Will now show the icon with Show Ability Icons option enabled.
* Brutalize: Updated the icon to actually look like a bleed effect instead of using the same icon as Massive Blow.

STORMCALLER
* Arctic Blast: Now has a 20 second cooldown.
* Improved Electrocute: Now properly affects the cooldown of Electrocute.

TEMPLAR [PvP]
* Echoes of Ascension: Now also restores 20% mana.
* Blessing of the Stone, Creeping Remedy, Little Off the Top: All of these will now correctly appear with Show Ability Icons setting enabled.

VOID KNIGHT
* Discharge: To better fit with desired usage, Discharge has a few new changes. Cooldown has been changed to 8 seconds. Damage reduced to come in line with other large-hit abilities. The Damage effect is now increased by Attack Power, to scale better with characters and gear.
* Singularity: Tooltip now displays the correct durations for each Attack Point.
* Rift Summon: Fixed tooltip.
* Quality Care: Clarified the tooltip on this ability to help explain it better.

WARDEN
* Healing Cataract: Fixed a bug causing the mana cost to be calculated as a single-target heal rather than a raid heal.
* Crushing Wave: Range reduced to 20 meters.
* Overflow: Now with more actual heals!

WARLORD
* Intercept: Can now be used on allies that are behind the Warlord.
* Aspect of the Elements: Power cost changed to match with other Aspects.
* Empowered Strike: Threat generation has been increased to match Leader's Mark.


ZONES

DROUGHTLANDS
* Podoxavus is no longer quite so spammy on death.

FREEMARCH
* There is a new porticulum at Knight's Stand to make travel around Freemarch easier. We also added a path from one side of Smith's Haven to the other.
* Washed Away: Reduced Mayor Jerrin's respawn time.
* I Heard a Storm Was Coming: Reduced the Fathomlord's respawn time.
* No Mercy for the Merciless: Reduced Iriri the Merciless' respawn time.
* Burning Down the Hill: Increased the number of tents that can be set on fire, and decreased the respawn of kerosene urns. Decreased general frustration level by 80%.

IRON PINE PEAKS
* Fixed a missing quest - Protector of Your Weak - in the Guardian quest flow.

MERIDIAN
* Removed the obsolete reagent vendor. These were not the items you were looking for.

MOONSHADE HIGHLANDS
* Hammerlord Post has more generally 'interesting' things going on in it.
* Polish to loot tables for Rift events.

SCARLET GORGE
* The Living and the Dead: Now with voiceover!

SCARWOOD REACH
* In the Blighted Pit, characters with pets should no longer aggro Gnarlbone while he is still behind his energy field.
* Rift - Eaters of the Dead: The Sable Broodmother should now be killable.

SILVERWOOD
* The Uncovered Grave that can occasionally be found in Treant's Grove is now home to some Undead who don't particularly like their crypt being disturbed.

STILLMOOR
* Death faction NPCs are now friendly with their buddies, the Death Rift NPCs.

STONEFIELD
* Rift - Deepstrike Summons: Skarn in this Rift event no longer have extra health and damage boosts.


DUNGEONS AND RAIDS
* Water, Life, Death, and Air Raid Rifts are now available.
* Fixed Raid readycheck behavior. Indicators will now clear properly when leaving a group. Failing a readycheck now has a sound effect.
* Fixed a bug with parties disbanding and reforming inside an instance not being properly joined to that instance.

ABYSSAL PRECIPICE
* Iceclaw Skuttler's Shell Shock no longer crits, and has reduced damage.

FALL OF LANTERN HOOK
* Rorf's Infected Wound should now properly remove when the target reaches full health.

KING’S BREACH
* Flesheater Autoch’s Wounding Charge now deals less damage.

RUNIC DESCENT
* A number if item drops in this zone were set to an incorrect level. These have been corrected and items upgraded to match with their new, proper level requirement.
* Eliam the Corrupted: Fixed a bug where Wretched Souls were not casting Wretched Union during this encounter.


PVP/WARFRONTS
* Whitefall Steppes: If you manage to get the other team's Sourcestone into your own starting area, it will return to its spawn point.
* Rewards from Warfront quests no longer have a required level to use.
* Embrace the End: Quest now rewards The Moribund notoriety, instead of Eldritch Seekers.
* Quests that require winning 5 matches of a given Warfront no longer give multiple updates for each member of the raid who is on the quest.


CRAFTING
* Expert Dungeons now drop recipes for Apothecary and Runecrafting.
* Parchment and Vellum recipes are once again available from any Artificer Trainer.
* Planar faction merchants now have new Runecrafting recipes. These include Planar resistance runes and, in some cases, unique-flagged Planar runes.
* Recipes purchased from Planar faction merchants can no longer be resold for silver.
* The Runecrafting Artisan Store now offers some new Master level recipes. Pure stat runes for weapons and three unique Planar runes have recipes for sale.
* The Apothecary recipes offered by the Arcane Hand, Dragonslayer Covenant, Order of Mathos, and Icewatch have been changed. Heroic Manasurge Vial, Heroic Fortified Vial, and Heroic Enduring Vials have been removed. New recipes for Heroic Warding Potion, Heroic Philter of Power, Sheepish Concoction, and Exalted Bottle of Tricks have been added in their place.
* Removed faction requirement to purchase Runecrafting and Apothecary Artisan recipe scrolls.
* Fixed an issue where the Light Seafoam Dye recipe scroll required 90 skill to use instead of 110, which was the recipe's actual requirement to craft.
* The Favor quartermasters in Meridian and Sanctum now offer Runecrafting recipes for Valorous Runes.
* Fixed an issue where Rugged Fabric was not combining properly into Processed Cloth.
* Updated Riding Chaps, Insoles, Padding, and Whetstones. All of these temporary items now have a duration of four hours, rather than 5-30 minutes.
* Recipe for Ceremonial Visage now requires Stillmoor-appropriate drops instead of Iron Pine drops.
* Soft Tissue Boots can now be Runebroken.
* Werewolves can now be Butchered.
* Renamed Icebound Tear to Icebound Heart.
* All items sold from Vendors can no longer be Salvaged or broken down with Runebreaking.


ITEMS
* Fixed a bug causing some items to reset their cooldowns when teleporting or logging out and in.
* Potions that grant Charge now display what they're modifying in the combat log.
* Iron Claw Shooter: Fixed so it boosts Attack Power instead of Spell Power.
* Amphibious Brew: Corrected duration to 8 minutes.
* The PvP reward, Diminishing Helm: This was improperly set as a breastplate. Fixed it to go on your head instead.


GRAPHICS AND AUDIO
* Changed overhead PvP Quest icons to be color coded based on faction.
* Added new PvP mouse cursors.
* Fixed missing projectile effect on Flame Spear.
* Improved lighting for more natural-looking character skin.
* Updated a bunch of Soul ability sounds.
* The 'UI Volume' slider no longer affects non-environmental background noise anymore.
* Additional volume mix tuning for relative loudness/quietness of audio.
* The camera should work better with underwater clipping, making it so you aren't seeing above and below water at the same time.



Trion have also said they are going to work on mages, so they might actually be playable in PVP.
 
For all the balance issues i'm enjoying PvP, perhaps the stuns at higher levels will make me think again but at the moment despite my sometime frustrations with the playerbase I find it fun and most importantly, skillfull. Im spanking people who are at times even 6 levels higher than because I know what i'm doing. Well I say spanking, with a cleric its slowly wearing them into the ground until I can imagine them weeping in frustration because I refuse to die or run out of mana due to the abilities I invested in :D

I don't want it to balance because if they start down that road it leads to a wow situation of nerf, after nerf, after nerf until the whole point of pvp because a whine battle on the forums rather than in game.

It all depends for me on how they do world pvp because im not a big fan of warfronts/battlegrounds/whatever in any game. Hopefully it will be good, if not I will move on and wait. As it is though PvP is good enough whilst levelling to keep me interested, questing is bog standard mmo fare, customisation of both talent trees and character looks are good so that you rarely see 2 of the same looking character and finally the rifts and invasions really are a unique and fun feature which keep me glued when they go on. All in all great game so far :)
 
The CC is annoying as hell, I'm rolling as a sab and crit for 4k + and I get in the fight (I must be numbered) and I'm cced... I break out of CC. I'm CCed again. I kid you not for about 30 seconds last night I was just cced and couldn't do a damn thing about it.
 
The CC is annoying as hell, I'm rolling as a sab and crit for 4k + and I get in the fight (I must be numbered) and I'm cced... I break out of CC. I'm CCed again. I kid you not for about 30 seconds last night I was just cced and couldn't do a damn thing about it.

Sounds a bit daft, all they need to do is essentially copy Daoc and put in a CC immunity timer. You get CC'ed you are then immune to identical CC effects from expiration of the original for X seconds.
 
The game has been out, a weekish and people moaning like hell already?!

Have you ever thought that maybe, just maybe you should not play this type of game if they bother you so much?
 
The game has been out, a weekish and people moaning like hell already?!

Have you ever thought that maybe, just maybe you should not play this type of game if they bother you so much?

To be fair (in regards to CC) , they could be moaning on the grounds that its a very easily noticeable "issue" in beta and could have been corrected by a simple measure long ago rather than because they dont like the game.
 
To be honest you need to give this game a couple of months to see how it pans out. Sure things can be annoying as hell but a game is never going to get the classes right from the off.

The best thing the Devs can do is take note of the feeback on the forums with a pinch of salt and make 50% changes to those being requested so that there aren't sudden huge shifts the other way in balances.
 
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To be honest you need to give this game a couple of months to see how it pans out. Sure things can be annoying as hell but a game is never going to get the classes right from the off.

The best thing the Devs can do is take note of the feeback on the forums with a pinch of salt and make 50% changes to those being requested so that there are sudden huge shifts the other way in balances.

Exactly.

These type of games have a life cycle and evolve, just enjoy the game for what it is instead of bitching because its not how you want it.
 
Exactly.

These type of games have a life cycle and evolve, just enjoy the game for what it is instead of bitching because its not how you want it.

I both agree and disagree with that, going on and on and on about something isnt too productive but on the other hand if nobody bitches about something at all then the devs arent driven to change anything and will deem that things are ok as they are. So its about striking a balance. Its also down to the devs on their behalf to sort through the complaints and discern which are valid (a la too strong CC) and which are just whining (a la a rogue keep stabbing me in the back and killing me)
 
Reading the Beta thread you get 30 days game time if you go and get it from the shops,

What about if you get it via Steam? Do you also get the 30 days game time?
 
Reading the Beta thread you get 30 days game time if you go and get it from the shops,

What about if you get it via Steam? Do you also get the 30 days game time?

Yep, I purchased it through steam because I couldn't be bothered to wait for delivery and got the 30days free play time.
 
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