VGTC Voting

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VGTC Voting

by AerisDraco » Thu Nov 26, 2015 3:47 am

It's here! I probably missed something in my editing, but IDC, it's late. 1 vote per person, you can't vote for your entry. It lasts until 12/3.

[+] SPOILER
Entry 1 wrote:Game: Dark Souls

Dragonslayer Great Archers

Links:
Dragonslayer Great Archers

Damage: 125-195 Physical
Range: Extreme, between a Weirdwood and a Golden Longbow
Speed: Very Slow (Arrows travel slightly slower than normal)
Cost: 325

Appearance: A tall tower of brilliant silver housing a lone, heavily-armoured silver knight archer.

Level Introduction: Mighty knights of Lord Gwyn, trained to wield massive Greatbows that slay in minimal hits.

Skills:

Flying Target (Innate)
Automatically targets flying enemies in range.

Slayer Shot (Active, 24 seconds) (300/250/250)
Fires a massive arrow that cleaves through enemies, dealing 300/450/600 physical damage total.
* Hits any enemies in the path, regardless of their position. Can strike flying enemies at the same time as ground enemies.

Impact (Passive) (150/150/150)
L1: Arrows stun a surviving target for 0.25 seconds.
L2: Stun increased to 0.5 seconds.
L3: Arrows leave a small AOE that deals no damage but stuns all nearby enemies for 0.5 seconds.

Tips: Dealing just enough damage to kill any flying enemy, it is best used to heavily counter them. The slow speed of its shots means that a wasted arrow matters more compared to other towers, so it is to be used with caution. Against enemies who survive its shots, Impact will keep them in range longer to kill or at least deal heavy damage to. It makes it a good support tower by slowing the progress of an enemy for a long time in its large range. Slayer Shot is built to clear a lane of flying enemies or other types, and its damage should be enough to kill multiple enemies at full health.


Channeler's Tower

Links:
-Channeler's Tower
-Hollows
-Hollow Warriors
-Hollow Soldiers

HP: 450
Melee: 18-26 Stabs with trident once per second
Ranged: 36-52 Shoots a magical bolt every 4 seconds.
Armor: 50%
Respawn: 20 seconds
Cost: 250

Apppearance: Bronze eyes line an observatory tower, coated in blue, sparkling crystals. A large, rusted door released a tall Mage, wielding a trident and dressed in silver and gold robes and an eye-filled helmet.

Level Introduction:Wizards elected by Seath the Scaleless, their clandestine magic can influence a battlefield.

Skills:

Channeler's Dance: (Active, 12 seconds) (225/225/225)

The Channeler dances, bolstering the damage of all troops and heroes by 50%/100%/150% for 3/4/5 seconds.

High Calling (Passive) (200/200/200)

L1: The Channeler's magic summons forth additional troops, adding 2 Hollows to the unit.
L2: Adds a third Hollow, and upgrades units to Hollow Warriors.
L3: Adds a fourth Hollow, and upgrades units to Hollow Soldiers.

Stats:
HP: 40/100/120
Melee: 12-16/14-20/16-24
Armour: N/A/10%/30%
Respawn: 12s

Teleport (Passive) (150/100/100)
The Channeler teleports new units to the battlefield, reducing the respawn of all nearby troops by 2/3/4 seconds.

Tips: Best used as a support tower with other barracks. It's cheaper than normal barracks and the damage boost it provides outweighs a normal barrack tower. If lots of enemies appear near an area, it can set up a powerful choke point, even in the company of non-barrack towers, as the Hollows can block plenty of enemies, albeit for a short time, but possibly enough for an ability to recharge and kill the enemies. The player can simply leave certain abilities unupgraded if they're looking for a specific bonus without paying too much gold. Finally, keep reinforcements, Runed Bears, and especially heroes near the Channeler for his dance to gain massive extra damage.


Vinheim Scholar

Links:
-Vinheim Scholar

Damage:12-24 Magic
Speed: Average (0.5 seconds)
Range: Average (Normal Lvl 4 Origins Mage range)
Cost: 350

Appearance: A tall, blue-white column lined with staircases spiraling to the top. A brown-clad Mage concealed by a massive hat holds a short staff covered in blue crystals.

Level Introduction: A sorcerer from Vinheim Dragon School, capable of containing and unleashing imaginable amounts of arcane power.

Skills

Charge (Innate)
Can store up to 7 bolts.

Pursuers (Passive) (300/300/300)
Upgrades Soul Sorcery to Humanity Sorcery, dealing 12-24/18-30/24-36 physical and magical damage per bolt. Pursuers travel more slowly than normal magic bolts, and can switch to new targets if the initial dies, unlike normal bolts.

Overflow (Passive) (300/300/300)
Consecutive bolts that strike an enemy deal an additional 25%/33%/50% damage as a small/slightly larger/average-sizes AOE. Applies to each bolt after the first that strikes an enemy, for a total of 6 AOE explosions at once.

Tips: Though expensive, this tower deals massive amounts of damage, especially when fully upgraded. The Wild Magus can eventually advance to more damage per second, but the steady damage of this tower is much higher for a long time, making it the better choice against enemies with high health, but not bosses or enemies that stay in range longer.


Giant Bomb-Tosser

Links: Giant Bomb-Tosser

Damage: 118-192 True Damage. Bombs have 5 times the AOE of a Wierdwood.
Speed: Extremely Slow (4s)
Range: Extreme, on par with Golden Longbows. However, the green circle indicating range has a Average-Range-sized circle gap inside, where the Giant is unable to attack.
Cost: 450

Appearance: A huge, wide fortress of tan bricks with a large, flat platform housing the giant, covered in brown metal plating and cloth. A pile of infinite bombs rests on the edge of the tower.

Level Description: The humongous guardian of Sen's fortress that tosses bombs of fire into the enemy, from a safe distance.

Skills:

Afterburn (Passive) (250/250/250)
Bombs leave waves of fire after exploding, burning for a total of 40/75/120 damage over 2/3/4 seconds. Waves are double the size of the normal bomb AOE, about the same size as a Lvl 1 mage's range.

Liquid Firebomb (Active, 30 seconds) (400/400/400)
Tosses a yellow-hot bomb of melted metal, burning an area for 200/420/700 fire damage over 4/7/10 seconds.

Tips: The pinnacle of expensive but powerful, this tower has the ultimate destructive AOE power. Sniping from a distance, it can control crowds across a large portion of the map, and deal damage over time in multiple areas at once. Strong barracks that can keep enemies in place will allow the maximum amount of damage to be dealt, which is hard to do but extremely rewarding, as most average enemies will not survive multiple normal attacks, and very few foes can survive the full damage of a Liquid Firebomb, allowing it to nearly kill groups of Avengers if they stay in the AOE of the one ability.


[+] SPOILER
Entry 2 wrote:Game: New Super Mario Bros. Wii

Boomerang Bro(Archer)

Damage: 20-30
Range: Long
Fire Rate: Average
Cost: 275

Appearance: A turtle wielding a boomerang in each hand whilst standing atop a large wooden platform.

Level Intro: Their uncanny accuracy with boomerangs can destroy line upon line of enemies with just a couple of throws.

Description: Not much to say here. Tower's pretty self-explanatory.

Skills:
Boomerang (Innate)
Boomerangs can pierce through infinite enemies in a straight until the edge of range. Boomerangs reloop on the same path they were thrown after they reach the edge of range. Relooping boomerangs deal the same damage.

BOOMerang! (Passive) (200/200/200)
Has a 25% chance to attach a bomb to boomerangs on each throw. Rather than relooping, BOOMerangs explode dealing 200/300/400 AoE once they reach the edge of range.

Double Throw (Active, 20 seconds) (300/300/300)
Throws two boomerangs at the same time. These boomerangs loop around his entire range, each going in a semicircle dealing 50/100/150-100/150/200 damage to each enemy they hit. (They deal damage separately. i.e. If an enemy is hit by both boomerangs, then he takes 100/200/300-200/300/400 damage.) When the boomerangs meet, they reloop, dealing
the same damage. (BOOMerang applies to this power.)

Tips: BOOMerang is recommended to be bought first.


Haunted House(Barracks)

Damage: Instakill
HP: N/A
Respawn: 20 seconds
Soldier Count: 1
Cost: 275

Appearance: A haunted manor mainly colored black & purple. An eerie purple glow emanates from the magenta colored flames lit in the torches that are on the walls of the manor next to the main door.

Level Intro: Beings from the realm of the undead. They will petrify your foes with fear! (However, they are scared to
death by eye contact. {You'll see why this is funny later in the tower's innate abilities. :P} )

Description: They are the epitome of single target damage if you're willing to micro.

Skills
Spook (Innate)
If any enemy looks directly at the Boo, then the Boo dies. This is the only way the Boo can die. The Boo does not block enemies. You must rally it up to an enemy from behind. If it reaches the enemy w/o dying, then it will instakill the enemy.(The animation for this is a vicious neck bite.)

Haunt (Passive) (200/150/100)
Drag the Boo to on top of an enemy for this to activate. Upon activation, the Boo will disappear into the enemy and begin haunting. Depicted by a white mist surrounding the enemy. If double-tapped, the Boo will emerge from the enemy. The haunt does three things. You gain each one when you upgrade the tier of the skill.
L1: Has an 0.5 chance to instakill per second of haunting.
L2: Slows afflicted enemy by 50%.
L3: Decreases the afflicted enemy's resistances by 1% per second.

Tombstone of Terror (Passive) (150/150/150)
When dead, a tombstone stands in the ghost's stead, draining 1/1.5/2% HP per second from enemies in a short range.

Boo! (Active, 25 seconds) (150/150/150)
The Boo laughs eerily, stunning the largest enemy in a great range for 5/10/15 seconds.

Tips
Take it slow and be very careful when rallying up behind an enemy that you want to assassinate. Carelessness will get your Boo killed and you'll have to wait a hefty 20s for it to respawn.


Magikoopa Castle(Mage)

Damage: 118-229
Range: Great
Fire Rate: Very Slow
Cost: 300

Appearance: A blue-robed bipedal turtle standing in a castle. The castle is colored with a scintillating rainbow of colors.

Level Intro: A branch of Sorcerers whose power grew to be so great that they can no longer even control it. They accidentally polymorphed themselves due to their lack of control over their own magiks.

Description: Pair it with a fast attacking tower or you shall be swiftly overwhelmed.

Skills:
Mutation Magiks (Active, 20/15/10 seconds) (200/200/200)
Transmutates a single enemy into a lesser version of itself. (i.e. It'll turn a Twilight Avenger into a Twilight Harasser.) If the enemy is in its lowest form, (i.e.: Gnoll Reaver, Twi Harasser) then it is instakilled.

Mind Mush (15/12/9 seconds) (200/200/200)
Crushes a single enemy's mind, stunning it for 1/2/3s and dealing 20/30/40 TDPS.

Tips:
It makes for a very good support with its skills, especially M. Magiks. It also has very good base damage. However, its slow reload absolutely requires a fast attacking tower to be paired with it.


Toad House(Artillery)

Damage: Varies
Range: Extreme
Fire Rate: Varies
Cost: 400

Appearance: A cute little toad sits atop his peaceful little mushroom house. He loads
items into the smokestack of the house. These are his ammo.

Level Intro: Rather than overwhelming your enemies with sheer damage to achieve good CC, the Toad race has decided upon a more supportive role to do this.

Description: This one is interesting. Seriously, keep reading.

Skills:
Item Shot (Innate)
The tower's attacks go through four phases. These phases are listed below.The tower immediately reloads after the effect of the last item has worn off.

1.Fire Flower: Loads in a F.F.. Shoots off a pulse of fire that deals 50 Fire damage to each enemy in range and melts 100% of all armor. This procedure takes little more than 1 seconds.

2.Ice Flower: Loads in an I.F.. All enemies in range are slowed by 75% for 8 seconds.

3.Starman: Loads in a S.M.. This one is shot at a barracks. The barracks becomes invincible for 6 seconds and deal three times their current damage in true damage.

4.Mini Mushroom: Loads in an M.M.. This shrinks all enemies in range to a tiny size for 5 seconds. The enemies stats are halved (except for HP) and their special skills are nullified for the M.M.'s duration.

One Up Mushroom (Active) (400)
This can be bought infinite times. It simply revives all dead units in range.

Helicopter Hat (Active) (100)
This can be bought infinite times. It simply makes all allies in range able to fly and block flying enemies
for 5 seconds. The units will battle ground units if no flying units are nearby.

Tips: A great support tower. It's invaluable in endless challenges due to One Up Mushroom.


[+] SPOILER
Entry 3 wrote:Game: Starcraft II: Legacy of the Void

Oracle Stargate (Archer)

Links:
-Oracle
-Stargate

Damage: 25-34 (Shoots a green laser beam)
Range: Long
Fire Rate: Average
Cost: 230

Appearance: See the Oracle wiki page.

Level Introduction: The Oracle is an advanced war machine, commanded by a young wielder of psionic energies.

Description: The Oracle specializes in support.

Skills
Pulsar Beam (Innate)
Deals 35% more damage versus unarmored units.

Envision (Active, 20 seconds) (250/200/200)
Negates enemy specials in range for 2/3/4 seconds.

Stasis Ward (Active, 12 seconds) (300/200/200)
Creates a mine, with a detection range of Eldritch Doom. When it explodes, it deals no damage, but traps all nearby units for 2/4/6 seconds. Up to 3 can be active at once.

Tips: The Oracle is very good at defeating mages. Its bonus vs unarmored units is very useful, as most mages have magic resist. Envision can negate magical powers, and Stasis Ward can prevent mages from attacking while Envision isn't active. It is also good as a support unit for barracks.


Nexus (Barracks)

Links:
-Nexus
-Zealot
-Cybernetics Core
-Stalker
-Immortal
-Warp Prims

Damage: 5-12 (Attacks with psi blades every 0.75 seconds, dealing true damage)
HP: 200
Armor: N/A
Respawn: 18 seconds
Cost: 300

Appearance: Three zealots are present with the first upgrade stage. They are warped in. To taunt you, while respawning, a large blue pillar of light will show it being warped in.

Level Introduction: The zealots use special armor to enhance psionic energies and accelerate their movement.

Description: The zealots, at first, are used as fast-attack, moderate-damage units with a long respawn.

Skills
Charge (Innate)
The zealots have a large melee detection range, deal 2x damage on the first strike, and can dodge attacks.

Shield (Innate)
Can take 100 HP damage as a shield. Doesn't regenerate. True damage can pierce it.

Chrono Boost (Active, 16 seconds) (200/150/150)
Reduces the respawn of the next Zealot by 2/4/6 seconds. If all Zealots are respawned, it will reduce the cooldown of another nearby tower's Active special by 2/3/4 seconds.

Cybernetics Core (Passive) (350/300)
When a Zealot dies, they may be "reincarnated" as an Immortal or Stalker. Shields don't apply to them.
HP: 200/300
Damage: 10-20 (Fast-firing, magic damage)/5-10 (Fires 4 shots, slow, physical damage)
Armor: 30%/20%
At level 2, unlocks these passives for the cyborgs.
Stalker: Blink: Can teleport backward to better use its ranged attack.
Immortal: Hardened Shield: Halves damage from attacks over 70 damage.

Warp Prism (Passive) (300/250/250)
In an extreme range, you may deploy a Warp Prism. This can summon 1/2/3 Zealots around its location. They cannot become Stalkers/Immortals, and have a respawn of 20 seconds. They are affected by Chrono Boost, however.

Tips: As with all of these towers, they have powerful, but slow-recharging and expensive specials. The Zealots not only have shields to avoid ranged damage, but if dead, can turn into Immortals/Stalkers. The Stalker is a good harasser, able to fire fast bolts, and Blink to avoid melee combat. The Immortal, on the other hand, excels in combat against large, single enemies, with Hardened Shield ignoring most strikes. The Warp Prism allows a mobile focus for the barracks, in addition to providing more troops. Chrono Boost can be very helpful, helping the pitiful recharge of this tower and others.


Templar Archives (Mage)

Links:
-High Templar
-Templar Archives

Damage: 54-77
Range: Long
Fire Rate: Average
Cost: 300

Appearance: See the wiki page. It stands on the Templar Archives.

Level Introduction: A powerful Psionic Caster, the High Templar wield strong psionic energies.

Description: This tower specializes in dealing tons of damage, and with specials, AoE damage.

Skills

Psionic Storm (Active, 18 seconds) (250/250/250)
The templar creates a powerful psionic storm which deals 60/120/180 damage over 4 seconds in an AoE the size of a Very Short tower range. Will heal 50 shield points for Zealots in range.

Archon Warp (Active, 30 seconds) (350/300/300)
Activate an Archon warp through a small button where the rally point button should be. The archon deal 30/50/70 damage per hit (0.5 seconds), firing a psionic shockwave. Each projectile has AoE damage, and after 10 seconds, the archon disappears, taking any very close (less than .6 meters from the tower) enemies along with it. After the disappearance, the tower will not attack for 7 seconds, and it will require the cooldown until it can be used. (The cooldown begins after the tower functions again)

Tips: The High Templar is an immensely powerful Mage. Psionic Storm can be used to downright eliminate swarms, and also heal Zealots, who can't fight well against them. Archon Warp offers a strong risk/reward system. If used right, it deals tons of damage, very quickly, and also can insta-kill. However, knocking out one of your towers for a few seconds isn't recommended. Make sure you have extra Templar.


Fleet Beacon(Artillery)

Links:
-Fleet Beacon
-Carrier
-Glassing
-Phoenix

Damage: 5-8 per shot (single-target)
Range: Long
Fire Rate: Fast
Cost: 400

Appearance: Summons a Carrier, which can be positioned over the track. The carrier proceeds to summon Interceptors.

Level Introduction: A massive Protoss capital ship, armed with many, many Interceptors.

Description: A ship capable of fast-attack, along with a host of powerful specials.

Skills

Interception (Passive)
Summons an Interceptor every 3 seconds, which will fly for 12 seconds, firing twin lasers. If multiple enemies are present, each Interceptor will target a different enemy.

Purification (Active, 35 seconds)
Creates a 3-second long, slightly larger than normal artillery beam at the ground. This deals 35/70/105 true damage per second, burns at 5 dps for 10 seconds, and has a 0.5% chance to insta-kill for every second in the beam.

Phoenix (Active, 30 seconds)
Summons a Phoenix, which will chase down air units, dealing 10-12/14-16/18-20 damage per twin laser to the enemy (fires at a fast rate). At level 3, gains Graviton Beam, allowing it to levitate ground units to its position when idle, and then shooting them. Lasts for 5/8/11 seconds before returning to space.

Tips: The Carrier is quite powerful against hordes, with Interception powerful against them. Purification is even better, dealing a massive amount of damage and a possibility of insta-kill. Finally, the Phoenix is best against flying units, but can also deal with strong ground enemies with Graviton Beam.
Last edited by AerisDraco on Thu Nov 26, 2015 5:05 pm, edited 2 times in total.
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Re: VGTC Voting

by Big Bad Bug » Thu Nov 26, 2015 3:53 am

Some of the changes made to the entries (or at least mine) made it worse than before. :P

I'll think about what to vote for. :)
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Re: VGTC Voting

by AerisDraco » Thu Nov 26, 2015 3:56 am

Had to make them look identical in format. All information should be the same.

You shall have no presentation bonus! MUAHAHAHA!
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Re: VGTC Voting

by Big Bad Bug » Thu Nov 26, 2015 3:49 pm

Look at Entry 1. The cost of upgrades is shown multiple times, and sometimes not given at all for some upgrades. The others are missing things, too, but I shan't name them all.
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Re: VGTC Voting

by Ninja » Thu Nov 26, 2015 4:46 pm

He's right...
His towers (which I ass-
ume are the Entry One
towers, 'cause the game
is Dark Souls ;) ) don't
even have the main costs
of the towers written down,
excluding the Giant Bomb-
Tosser. ;)
-----
Ooh, these are good entries.
I'll have to think for a while
about who I wanna' vote for.
Though the Entry One towers
do seem slightly OP, I can't
really judge that, 'cause I
don't know half the costs. ;)
Don't worry, I won't let the
absence of some info affect
my vote. :)
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Re: VGTC Voting

by AerisDraco » Thu Nov 26, 2015 4:59 pm

Sorry...
I'll correct some of the errors (at least in #1) in a few minutes.

My vote probably goes to Entry 2.
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Re: VGTC Voting

by Big Bad Bug » Thu Nov 26, 2015 5:23 pm

The creators of each entry are so obvious. :lol:
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Re: VGTC Voting

by AerisDraco » Thu Nov 26, 2015 5:30 pm

Yeah....
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Re: VGTC Voting

by Ninja » Thu Nov 26, 2015 5:37 pm

Big Bad Bug wrote:The creators of each entry are so obvious. :lol:


Yeah, I could tell who
owned what entries just
by the games chosen as
inspiration. :roll:
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Re: VGTC Voting

by Ninja » Thu Nov 26, 2015 7:25 pm

I vote for ENTRY THREE. I'll give
reviews on the towers after the
voting ends. :)
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Re: VGTC Voting

by Zonoro13 » Fri Nov 27, 2015 2:18 am

Entry 3 is my vote.
In the beginning there was nothing, which exploded.
Build a man a fire, and he'll be warm for a day. Set a man on fire, and he'll be warm for the rest of his life.
-Terry Pratchett

Is this the latest dank meme? -Pencil
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Re: VGTC Voting

by Big Bad Bug » Fri Nov 27, 2015 4:02 am

I must vote for Entry 2. Sorry, Aeris.

I will also save my reviews for after the voting ends, so as not to skew anyone else's vote. However, I will say that I like every entry here. I'm unfamiliar with the games they reference other than knowing they exist, but the towers themselves are creative and fun, though not perfect.
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Re: VGTC Voting

by AerisDraco » Fri Nov 27, 2015 4:28 am

Noooooooooooooooooooo!
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Re: VGTC Voting

by Big Bad Bug » Fri Nov 27, 2015 3:41 pm

AerisDraco wrote:Noooooooooooooooooooo!


At least you HAVE votes, Aeris. ;)
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Re: VGTC Voting

by Ninja » Fri Nov 27, 2015 5:05 pm

Big Bad Bug wrote:
AerisDraco wrote:Noooooooooooooooooooo!


At least you HAVE votes, Aeris. ;)


In fact, he's got more votes than
anyone else; not quite sure why
he's complaining. :?
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Re: VGTC Voting

by AerisDraco » Fri Nov 27, 2015 5:35 pm

JK m8

Seriously though, I was just kidding. The votes are technically tied between 2 and 3.
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Re: VGTC Voting

by Ninja » Fri Nov 27, 2015 9:59 pm

AerisDraco wrote:JK m8

Seriously though, I was just kidding. The votes are technically tied between 2 and 3.


Oh, I thought when you said probab-
ly that you meant you were going to
wait to cast your vote. :oops:
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Re: VGTC Voting

by Anorak » Tue Dec 01, 2015 1:06 pm

I'm going to vote for #1.
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Re: VGTC Voting

by Ninja » Wed Dec 02, 2015 2:19 pm

:o
It's still a tie and it's the 2nd to last day to vote!
Quick, someone vote to break this tie!
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Re: VGTC Voting

by Anorak » Wed Dec 02, 2015 2:24 pm

I could change my vote.
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