Testy: SC2 1.3 Patch Hits Test Server

Mr. Lava man. Shabba~~

Grandmaster leagues, faster Battlecruisers, Bunkers that take longer to build and tweaked Infestors are just some of the many changes coming in the 1.3 patch for StarCraft 2, now live on the game’s test servers (thanks, Bigdownload!). The Grandmaster league (currently only available for 1v1 matches) is more than a little demanding, accepting as it does the top 200 players in each region, making it more exclusive than becoming, say, a real-life judge. Full patch notes after the jump.

Deep breath! Here I go-

*inhales deeply*


* Leagues & Ladders

o A new Grandmaster League has been added for 1v1 ladders. This league represents the Top 200 players in each region.

+ Players are automatically drafted into Grandmaster League shortly after a new season starts, and will remain in the Grandmaster league until the end of the season. If a Grandmaster player’s available bonus points get too high due to inactivity, they will be automatically removed from the league and a replacement player will be drafted in.

+ The Grandmaster League can be viewed by all players through the new Leagues & Ladders > Grandmaster tab

o The bonus pool has been reduced for arranged teams.

o Leagues will now be locked during the final weeks of the season. As a result players will not accumulate additional bonus points and will not be promoted or demoted out of their current division during this period.

+ This will allow players to focus on moving up in their current league without being promoted during the final weeks of a season, and having to fight their way up from the bottom ranks of their new higher league.

+ Players can still utilize any points they previously accumulated.

o Ladder data from the prior season can be viewed through the new Leagues & Ladders > Last Season tab.

o New league icons have been introduced to indicate division rank. These will indicate the Top 8, 25 and 50 players in each division.

o Loss counts are no longer displayed in Profile and Ladder pages for players below Master League.

* Join Custom Game

o Several improvements have been made to the Join Custom Game section:

+ The Details panel has been removed from this page. Map details are now shown inside a tooltip for each game.

+ Players can now bookmark their favorite custom games! The number of times a game has been bookmarked will be shown in that game’s tooltip.

+ Games are now organized into several pages to make finding your desired game type easier:

# Featured: Our team is always on the lookout for new games that are lots of fun. Our latest favorites are shown on this page.

# Most Popular: Shows all game types, with the most played games sorted to the top.

# By Category: This page allows you to browse through Custom Games based on Category.

# Up & Coming: This page highlights games that other players are recommending, but haven’t yet become popular.

# Fun or Not: From this page you can automatically join a random new Custom Game. After the game, players using Fun or Not are asked to recommend the map (or not). Recommending maps helps get them onto the Up & Coming page.

# Recently Played: The last several games you’ve played are shown here. Use this to quickly get back into games you play often, or to easily bookmark a game you enjoyed playing.

# Bookmarks: Use this page to view your Bookmarked maps.

o A search option has been added to the Join Custom Game interface.

* Observer and Replay UI

o New panels are now available when observing or viewing a replay of 1v1 games. These panels can be toggled via hotkeys which are shown under the Leader Panel drop-down.

+ Player Name Panel: Displays the players’ name, team color, race, and supply count.

+ Stat Comparison Panels: Shows a head-to-head comparison of players’ Resources, Army Supply, Units Killed, or APM.

o In 1v1 observed games, both players’ resource rows are shown in the upper right at the same time.

o You can now toggle between player unit colors and team unit colors when watching a replay or observing.

* Achievements

o All achievements in the “Wings Of Liberty: Hard” and “Wings Of Liberty: Brutal” series now show a checklist of what missions you have completed and no longer display a progress bar.

o “Liberty Completionist Hard” and “Liberty Completionist Brutal” achievements are now the final achievements in the “Wings Of Liberty: Hard” and “Wings Of Liberty: Brutal” series.

* Game Options

o A new Control tab is available from the Options Menu. You’ll find Mouse, Keyboard and Scrolling options within this new menu.

o A new menu option is available in the Gameplay tab to change the behavior of Control Group Buttons. These can now be set to ignore mouse clicks or be hidden completely.

o The existing menu option under the Gameplay tab for Menu Bar Clickable now also supports hiding the Menu Bar.



o Players can no longer hide units by setting them in a close proximity patrol (Viking flower).


o Mothership

+ Units leaving the Mothership’s Vortex are now un-targetable and immune to damage for 1.5 seconds.

o High Templar

+ Khaydarin Amulet upgrade (+25 starting energy) has been removed.

o Zealot

+ Charging Zealots will now hit fleeing targets at least once.


o Battlecruiser

+ Movement speed increased from 1.406 to 1.875.

o Bunker

+ Build time increased from 35 to 40 seconds.

o Tech Lab

+ Stimpack upgrade research time increased from 140 to 170 seconds.


o Infestor

+ Health increased from 90 to 110.

+ Fungal Growth

# Stun duration decreased from 8 to 4 seconds.

# Damage increased by +30% vs. armored units.

# Now fires a missile instead of being instant cast.

StarCraft II Editor Improvements

* Improved loading times for some custom maps with complex tech restrictions.

* The compiled script memory has been split into a separate block from the global/local stack block. Additional improvements will be made to provide more memory space in the future.

* Command card editor and actor event editor will now be less vulnerable to data errors from changes made in future patches.

* The game cursor now remains visible while loading maps.

* Additional options can now be configured using the command card editor.

* Additional cheats are now available in-game when using Test Document.

* Additional data is now saved out by the data editor to overrides made in arrays of structures to try to prevent unintended changes made to the original data from breaking it.

* Debug outputs are now displayed in the editor and in-game when using Test Document.

* Reworked Game Variants dialog to be more user-friendly:

o General tab has been removed. This text did not appear anywhere in game.

o Attributes tab has been split into Game Attributes and Player Attributes.

o Attribute UI now more closely reflects the game lobby.

o Default values are now enforced as necessary based on Player Properties.

* New trigger actions have been added:

o Set Camera Data: Changes the active camera data settings, as defined in the Data module.

o Show/Hide Resource: Shows or hides the specified resource in the UI.

o Lock/Unlock Status Bar: Forces or resets all status bars for a player to a specified state.

o Set Random Seed: Sets the random game seed to the requested value.

o Enable/Disable Selection Type: A new UI Editor action to disable the various ways that players can change their selected unit.

* New trigger functions have been added:

o Convert Game Hotkey: Looks up hotkey as text.

o Convert Game Asset: Looks up asset path as text.

o Add On Child: Returns the child unit attached to the specified parent.

o Add On Parent: Returns the parent unit attached to the specified child.

o Catalog Entry Is Default: Returns if the specified entry is a default.

o Catalog Field Value Get As Integer: Converts the requested field data into an integer, if possible.

* Test Document preferences can now configure an explicit random seed value.

* Automatic backup feature (Preferences > Documents) now includes a User Folder location option, which corresponds to a folder named EditorBackup within your StarCraft II documents folder.

* Units can now specify a revive cost that will override an ability specific cost. Revive cooldowns & charges located on the unit will now be attached to the unit being revived.

* Instant larva-style training will now charge resources properly.

* Upgrades modifying units produced by Arm Magazine, Build, Merge, Morph, Train, and Warp Train abilities are now fully supported.

* The Chance field in effects is now upgradeable.

* Support for browsing Battle.net “Featured” and “Up And Coming” maps in the Open Document window has been added.

* Added a text preview pane to the text editing controls.

* Added additional states to behaviors, Set Unit State, and Unit Classification Check triggers to determine if a unit is detectable or shown by a radar.

* Added armor to the Unit Property and Unit Type Property triggers.

* Added Weapon Damage and Weapon Speed Multiplier triggers.

* Added support to refresh all buffs of the same type when adding a new instance by using the new “Refresh Stack” flag.

* Added a “Wait to Spend” flag, which is enabled by default, to effect abilities so configure whether orders wait until a cooldown or charge becomes available before they create their effect.

* Added an “Offset Area by Angle” flag to search effects to adjust the angle of the search based on the locations involved.

* Added an Idle Command to unit data to configure what order the unit performs when idle.

* Added an actor message to allow models to change their hit-testable status.

* The Player Property and Modify Player Property triggers can now disable the cost for each resource type.

Bug Fixes

* Battle.net

o Fixed a bug where some Bronze players weren’t gaining enough points for wins and were losing too many points for losses.

* Gameplay

o StarCraft II will continue running if corrupt textures/models/sounds are encountered.

o Conversation skipping and trigger skipping now share the same hotkey.

o The notification that a player left the game during a paused game is no longer delayed until the game is unpaused.

o Cheat codes now only accept official names.

o Unit response sounds are now updated immediately when the selection changes.

o Unit death will no longer show units on the other side of line of sight blockers that weren’t already visible.

o Units now follow a transport if the transport fills up and they have no other orders.

o Units inside a bunker no longer disappear if the bunker is destroyed and surrounded by force fields.

o Units can now be revived multiple times.

o Hero buttons are now displayed while a hero is dead if they are revivable. Clicking on the button while a hero is dead will either select the building reviving it or cycle between buildings that can.

o Revivable abilities now show revivable units all the time. If they cannot currently be revived, the buttons are shown disabled.

o The revive ability now works with multiple dead units.

o Revived units now properly dispatch a trigger event when killed again.

o Added additional information to unit tooltips in the tech trees.

o An alert has been added when MULEs expire.

o An alert has been added when the Chrono Boost buff expires.

o An alert has been added when the Spawn Larva buff expires.

o Fixed an issue with not being able to land where you just lifted off if there was a nearby unit.

o Fixed an issue where you could push hold position units by move/hold position spamming.

o Fixed an issue to prevent force fields from pushing units during construction.

o Fixed an issue with Creep destroying more foliage than it should, and made foliage destruction by creep faster.

o Fixed an issue with custom global hotkeys in grid profiles overlapping with unit command buttons.

o Fixed an issue placing Terran add-on buildings when multiple buildings were selected.

o The stalemate timer will now reset when any player gathers resources, researches an upgrade, produces a unit, constructs a building, or destroys an enemy building.

o Additional stalemate warnings are no longer displayed when the game ends in a stalemate.

o Flying cloaked units are no longer revealed as detected when shown through the fog of war.

o Vespene Geysers that are taken by your opponent and are under the fog of war no longer randomly flash on and off on the mini-map.

o Enemy buildings completed while being revealed due to friendly unit death will now properly create snapshots in the fog of war.

o Casting Neural Parasite on a Zerg Egg will not cancel the spell until after the egg completes its transformation.

o Changes made to autocast abilities while a unit is under the affects of Neural Parasite are now reset to their default state when Neural Parasite ends.

o Queuing multiple targets with 250mm Strike Cannons will no longer result in the Thor being stuck until the cooldown ends.

o SCVs can no longer resume construction on buildings while inside bunkers.

o Workers gathering minerals can no longer continue to harvest minerals if they are pushed away by a force field.

o Orders issued to unload units from a Medivac onto itself can now be canceled if the Medivac is scanning for units to heal.

o The Harvester count in the income leader panel now updates correctly.

o Bi-directional transformations (i.e. those used by Vikings, Siege Tanks, and burrowing units) are no longer shown in the production leader panel.

o The resources from salvaged bunkers are no longer counted towards the resources lost in the units lost leader panel.

o The Mute OS Microphone button has been removed from the voice options page.

o Tech trees now show icons for units that are produced by a building and display the names for units that are unlocked by a building.

o Using Edit Box Trigger Dialogs should no longer generate trigger errors.

o Media keys can no longer be bound to a custom hotkey.

o Hotkeys configured in a mod are now loaded properly without having to open the Hotkeys menu.

o Mouse-based hotkeys are now handled properly when the cursor is over the mini-map.

o Mouse-based hotkeys bound with modifiers are now displayed correctly in the Hotkeys page.

o The hotkey for the Cancel button is now displayed when targeting with an ability if the Command Hotkey Text option is enabled.

* StarCraft II Editor

o Fixed an issue where editor control files could not be loaded in all languages.

o Fixed an issue with pasting text values in the editor.

o Fixed an issue where certain data fields would not list all possible values.

o Fixed an issue where the editor would crash after pasting a placed unit.

o Fixed a crash using the Unit Weapon Firing validator.

o Player Properties will no longer allow all 16 players to be User/Computer, which is not supported.

o Animations in the previewer will now display using localized text.

o Game and player versions of the cooldown & charge triggers now interpret time values correctly.

o Sounds played simultaneously for multiple players via the Play Sound trigger can now be heard properly.

o Increasing the maximum number of charges with an upgrade no longer increases the current number of charges.

o Setting a unit’s training progress to 100% will no longer cancel the training.


Phew! I thought I wasn’t going to manage that for a second.


  1. Dolphan says:


    I really should have uninstalled it. It’s sitting on my hard drive, tempting me.

    • Nesetalis says:

      About damn time… I’ve been witholding from going back until they fixed the custom game join screen. :|

      Now you must go back and play :O

  2. AdamK117 says:


    Blizzard fanboy! Activate! :D

  3. zergrush says:

    “+ Khaydarin Amulet upgrade (+25 starting energy) has been removed.”


  4. afarrell says:

    I look forward to the matching post when the WoW 4.1 patch that just hit the PTR gets official patch notes :)

  5. egg says:

    I have always struggled against High Templars, bunker rushes and timed MM pushes with stimpack.

    I am a zerg who rarely uses Infestors.

    So I am pretty happy with all that.

  6. Quasar says:


    That was my favourite thing ever.

  7. Calneon says:

    It’s actually more a buff for infestors. They still do the same amount of damage but over a shorter period, which essentially doubles their DPS. This means that you can take out marines in 6 seconds with 2 fungals even if a Medivac is healing them. The fact that it is a projectile is pretty much a straight nerf though.

    • egg says:

      Yeah, so the changes make Fungal Growth more like a Psionic Storm instead of just a mean to trap bioballs so your banelings can reach them.

      Which is cool by me.

      And the extra damage to mech makes it so interesting. Mass thors has always been a challenge.

    • kikito says:

      But it’s now a (slow!) projectile instead of an instant cast.

      It looks more like a Seeker Missile than a storm.

      It’s a buff but also a nerf. A berf.

    • Quintin Smith says:

      Oh, hey. You guys are right! Edited into the article.

    • Sunjammer says:

      Oh come on, a shorter root time is NOT in ANY way a buff to FG. If you FG for damage, you’re doing something wrong imho.

    • kikito says:

      Yeah, I forgot to mention that. Both the “missile insteads of instant cast” and “shorter block time” are nerfs. The higher damage is a buff. So it is 2/3 nerf, 1/3 buff. Still a berf.

    • Kdansky says:

      Don’t forget that more DPS means that medivacs are a lot less useful against it. Currently, they can pretty much heal through the damage. If it comes in twice as fast, that’s unlikely.

      Still, 110 hp is so little, considering how fat and stupid they are. They are also required to run up very close. They just die so incredibly easily, and cost so much.

  8. Anarki says:

    “Stimpack upgrade research time increased from 140 to 170 seconds.” This basically ruins the whole game for me. Do I have to learn how to play properly now!? Sad face.

  9. PaulMode7 says:

    I don’t get a lot of the motivation here. IMO Viking Flower and Archon Toilet made pro-level games more interesting – Viking Flower was just a kind of corporate Viking siege mode and it’s become a massive part of high-level late-game TvT.
    Also, if they’re going to stop a lot of conspicuous exploits, then why not patch the Zerg “Extractor Trick”?
    I wonder how much of this stuff will actually make it into a full patch.
    Finally, “Archon Toilet” is the best name for a strategy in any game ever.

    • kikito says:

      Disclaimer: I play zerg.

      I agree that Archon Toilet is an awesome name. And I can understand that it was fun to see. But it was just too powerful. Specially in 2v2 or 3v3, with one side being protoss only.

      The extractor trick isn’t that big of a deal. It wouldn’t bother me if it was removed. The difference between that an a 9-overlord is minimal.

      I don’t think the viking flower is that important. The advantage of having the vikings stacked was countered by their increased vulnerability to AOE attacks.

    • PaulMode7 says:

      Ah, good point about Archon Toilet! I don’t play (or watch) much 2v2 and 3v3 but I can imagine that being a massive pain.

      I agree about Viking Flower to some extent but the fact that it has an inherent weakness (AOE attacks) just made it more interesting and dynamic.

      BC speed upgrade is quite amusing – I don’t think that’s going to make anyone build them, ever, apart from in crazy late-game 3v3 etc. It would be interesting to see more stuff addressing late-game air and the lack thereof in pro games, though. It does seem strange to me that certain units are LITERALLY a joke.

    • HexagonalBolts says:

      I’ve read the zerg extractor trick is actually worse for your economy, I certainly do far better when I don’t use it.

  10. Skusey says:

    Now that’s what I call alt-text. Lovely.

  11. Rinox says:

    Says a lot about the initial game balance that Terrans have only really seen nerfs since release, apart from the BC speed upgrade.

    • kyrieee says:

      No, it says more about design. Terran is clearly the most well thought out race with the most options. There’s much more room for creative play with them, and therefore Terran play has evolved much more than Zerg play. The balance issues of today didn’t exist at release because nobody had figured out 2-rax, for example.

    • Rhin says:

      Terrans have had a lot of tweaks. not all nerfs. The Thor cannon upgrade comes to mind, for example, or the cheaper stimpack upgrade.

    • kyrieee says:

      Tweaks, meh. There are only buffs and nerfs. The removal of the Thor’s energy was a buff because now Templars can no longer feedback them.

    • Kdansky says:

      I still believe that Zerg need one or two more units (and corruptors an interesting ability) to be interesting against the varied strategies of Terran. Currently, you go Roach/Hydra or MutaLing against everyone and everything.

      And possibly auto-cast on larva vomit to be competitive for anyone at gold or below. Many just don’t have the APM for creep, queens and hectic ling micro.

  12. Sunjammer says:

    Also, couldn’t help but notice that they are referring to FG as a “stun” rather than a “root”. If it’s now a 4 second STUN with the same damage output, holy hell that’s an upgrade.

  13. Out Reach says:

    “Units leaving the Mothership’s Vortex are now un-targetable and immune to damage for 1.5 seconds.”

    What’s the point of vortex if you can’t archon toilet :(

    Also, Entire enemy army just runs into vortex so they can have 1.5 seconds invincibility to kill your army with ><


    • Sassenach says:

      What’s the point of vortex if you can’t archon toilet :(

      “Nuclear launch detected.”

    • kikito says:

      The problem is that people keep saying that the vortex’ intended usage was “splitting the enemy army in two”. And since people started putting their whole army inside it, it has no usage besides AT.

      But the initial premise isn’t true. It should be plainly obvious that Vortexes are not damage dealers, but positional constrainers. They force your opponent to be on certain places. They give you the ability to say “these units will not move or attack”. It’s like a giant forcefield, but inverse. And it works on flying units.

      If you are afraid that your army will be attacked by invincible units (I don’t think they can attack while they are expanding) you always have the option to put your own army inside the vortex. If you don’t think your army will survive, then you have a great opportunity to flee.

    • Aldehyde says:

      @Kikito: There is still a way to go about using the vortex for splitting the enemy army in two. You could use force fields to keep the rest of their army from running into it. This is very gas heavy, though.

      Quite sad to see that nerf, actually, along with the HT nerf. People are just starting to learn how to deal with warp-in storms properly and now they take it away =/

    • jplayer01 says:

      Well, vortex still has its merits. Yes, instead of allowing you to split their army, they throw their entire army in there. But then you can place your army around the vortex and surround the fucker. If it’s Zerg, he’s done for. Chances are the same goes for any Terran army. The splash damage of colossus combined with upgraded zealots and plenty of stalkers will butt-rape any army if you’ve got the surround.

  14. Mr Pink says:

    Two points on this:
    1. I believe the test server is only available to people with a North American account (sadface)
    2. It should be emphasised that these changes are only being tested, and as such are not guaranteed to be implemented. For example in the last test server patch they experimented with making fungal growth affect only ground units, a change which wasn’t put into the full game when testing revealed it wouldn’t be a very positive change :D

  15. Thesper says:

    Viking flower change was needed cause you could hide a raven in it and make it untargetable.

    Fungal growth change will be interesting although it might make mutas more rather than less prevalent in TvZ as it won’t be as good at stopping drop harass now. I think it might impact PvZ more as 2 or 3 fungals on a protoss death ball leaves the gateway units in bad shape.

  16. Psychopomp says:

    >Remove Khaydarin Amulet

    Yes, it needed a nerf, but removing it altogether means Protoss only have one viable tech path. HT’s already take far too long to, and far too much to get out. Them being paperweights for 44 in-game seconds leaves you no reason to get them instead of Colossi. Protoss will become more predictable than they already were. I’m still not sure if I’m race switching or uninstalling if this change goes live. I already hate the requirement for Force Fields and T3, but at least I had a choice to go HT’s in exchange for being vulnerable for a little longer.

    Zerg and Terran, I hope you enjoy blindly making Corruptors and Vikings. If it goes live, all you’ll need to scout for now is expansions and cheese against Protoss.

    • kikito says:

      Well if you morph two of them into archons then they are paperweights only for 12 seconds. But I agree with you in that completely removing the Khaydarin Amulet is too much of a nerf.

    • Hatsworth says:

      The only reason(at least know after the vortex nerf) archons aren’t terrible is that they are essentially free after using up HT energy. As units they are quite bad, perhaps worth it in rare cases you have lots of excess gas for some reason. Two rarely discussed issues with archons:
      They have higher collision size than immortals, they can’t even get through normal pvz base entrances :/. Even though they are thought of as tanks, they usually have 0 armor because basically their entire health is in shield which starts at 0 and is rarely upgraded, this makes units like marines extremely effective against them.

    • Kdansky says:

      Archons also do decently against muta swarms (especially when guardian shielded against splash), zerglings and bioballs. Mostly because they are the only Protoss unit that has splash damage (except for colossi and psi storm), and therefore fill a niche. Though arguably nobody would make them if they didn’t come for free with two psi storms.

      Imagine infestors being able to morph into ultralisks (or any other unit for that matter) though, to understand how powerful that ability actually is.

  17. Hatsworth says:

    Removing Khaydarin Amulet is a huge nerf, and a bad idea to be perfectly honest. Even disregarding balance, it will simply encourage even more reliance on colossi and thus less variety. The mothership thing seems to me to be an overnerf too, units spread quite fast after a vortex ends, so why 1.5 seconds?
    Not displaying losses under master is quite silly.

  18. Caspa says:

    + Khaydarin Amulet upgrade (+25 starting energy) has been removed

    Holy mother of god, that right there is huge. I can’t wait to see how the game actually plays with all these changes!

    • Kdansky says:

      4 seconds from “no templar in my army” to “psi storm in your face” is just too good. It’s not the Amulet itself, it’s the warp gate plus amulet that is too good. Sadly, the only way to effectively remove that is to kill the amulet. Colossi are going to become the default so hard.

    • jplayer01 says:

      Horrible. The default army composition almost always includes colossus as it is. I don’t see why it’s being addressed at all.

    • jplayer01 says:

      not being addressed at all^

    • omnimoeish says:

      I play random, and I agree. They should’ve nerfed Khaydarin to +20. Which would essentially render it useless in a medivac drop situation as stimmed marines/marauders would drop a 80HP HT in a blink, but they would still be viable as a supplement to your army.
      Removing Khayrdarin amulet is probably the biggest single nerf they could’ve made. I don’t think anyone realizes how extensively that affects things. Removing thermal lance would be less important in my opinion. I mean, I know terrans whine they can’t be uber gay with dropping 3 medivacs in your bases, all with stimmed marines/blue flame hellions not to mention practically instant heal coming from above and the ability to instantly load up and leave, on top of the fact that barracks units and blue flame are already giving new meaning to the word OP, but HT cost 150 min/200 gas just to be able to build them, 200/200 to be able to storm, 150/150 for KA was required to make them useful at all, and then you pay 50/150 for each unit, many of which die before you can even use them and are one EMP away from being completely useless and half dead. With that gas investment (obviously ultimately the main limiting factor in any game) you could make 4 colossi.
      I suspect protoss will just go to using DT as medivac defense which is still usually pretty good, but HT will basically never be used, period. Which, as someone pointed out, means that terrans can just start making vikings from the get go as its the only credible threat to barracks units.

  19. JellyfishGreen says:

    ” Fixed an issue with Creep destroying more foliage than it should, and made foliage destruction by creep faster.”
    Apparently Starcraft II and Minecraft both had buggy code for Leaf Decay.

  20. omnimoeish says:

    I am pretty happy about the 30 second stim nerf. Obviously terran is still OP early game with conc shells etc., but I don’t know how many times I played PvT and a terran just builds up some MM, after about 8 minutes, before AOE tech is out, he EMPs my sentries, stims and its gg. There’s so many instawins for terran that they just tell Zerg and Protoss, “tough luck, you should’ve planned on 2 banshees coming at 7 minutes able to easily kill queens without breaking a sweat. Oh yeah, you also have to prepare for stimmed MM to rape you at the same time as you’re supposed to be droning because you have to have a 20 drone advantage to even have a chance.

  21. dinorceeho says:

    seo service
    Then I actually read over the AfD for Old Man Murray, and it turns out you’re absolutely right. This Schumin character IS a little bitch, isn’t he*? I’m seeing citation after citation in that discussion, each following Wikipedia’s standards for notability (in terms of video games and video game sites), and he’s confidently and smugly ignoring each one just to push his agenda. Wow. There’s reasons I stopped trying to edit Wikipedia a while back.