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- SUBMITTED AND UNSUBMITTED CLASSLEADS:
- TELEPATHY:
- Report #380
- ------------------------------------------------------------------------------
- Submitted by: --- Status : Unsubmitted
- Skillset : Telepathy Skillname : Blackout
- ------------------------------------------------------------------------------
- Problem:
- An effort has been made to mitigate the effects of afflictions (e.g., through cooldowns) that have a
- particularly debilitating effect when spammed. However, blackout was missed. Even with a prior
- classlead fix, blackout is such an affliction that continues to offer huge benefits - particularly
- in the current spam-filled meta - with virtually no counters to cure it aside from the lengthy
- cooldown of the tree tattoo. Furthermore, the monk can simply apply it a second time and cause it to
- stick. Simply adding a cooldown would not be enough, as the effect duration is significant enough as
- it is. This classlead attempts to either mitigate the effect of blackout in the present form or
- otherwise offer an alternative benefit that had been previously suggested.
- ------------------------------------------------------------------------------
- Solution #1:
- Add an additional herbal cure to blackout. Additionally reduce the base duration of the affliction.
- Solution #2:
- Change the effect of the current affliction of blackout: Prevent the target from seeing any movement
- in/out from the room (similar to dementia) and make them unable to communicate properly (stuttering
- effect) while afflicted. Note: These are from the blackout itself, not application of the relevant
- afflictions. This is the suggestion from classlead 98.
- Solution #3:
- ------------------------------------------------------------------------------
- SPATIUM:
- Report #370
- ------------------------------------------------------------------------------
- Submitted by: --- Status : Unsubmitted
- Skillset : Spatium Skillname : Becloud
- ------------------------------------------------------------------------------
- Problem:
- Becloud traipses over two mechanics that are aggravating for both the user and the afflicted: the
- random proc of the mask isn't dependable, and more masked afflictions on a class with passive
- formaldehyde requires frequent diagnosing. It's also outclassed by Obscure. Furthermore, there is
- the problem of hypnosis users in group overriding one another's weaving bonus and (less so in a team
- context) preventing suggesting or clearing a built-up trance.
- ------------------------------------------------------------------------------
- Solution #1:
- Change Becloud to a room-based effect that clears on movement or changing the attachment. While
- active, everyone is considered "hypnotised" for the purposes of determining the damage mitigation
- granted by Weaving. This allows Assassins/Renegades to help their similarly skilled allies while
- allowing assignment of hypnosis trances based on offensive effectiveness. For the appearance of the
- skill in action, there would be a room message (ex. "The light here misbehaves, refracting as if
- looking through a clouded glass full of water.") and a recurring message (ex. "An unseen ripple
- agitates the air, shifting the pathways of light throughout the room.")
- Solution #2:
- Solution #3:
- ------------------------------------------------------------------------------
- Report #371
- ------------------------------------------------------------------------------
- Submitted by: --- Status : Unsubmitted
- Skillset : Spatium Skillname : New
- ------------------------------------------------------------------------------
- Problem:
- For all of the mastery of space that Spatium offers, Spatium users are some of the least mobile
- people in Imperian. Attach/Warp is a non-channeled prism stopped by mono/holy/haze, and Evade should
- be renamed to "Sneak" since it offers great infiltration ability but little in the way of active
- mobility. Just tacking a pure copy of a skill like backflip or frontflip wouldn't be fitting for a
- Spatium user, either, so improving the power of their control of space should be done in a way that
- requires more careful control.
- ------------------------------------------------------------------------------
- Solution #1:
- Add a new ability to Spatium called Step. Syntax: WORM STEP (direction). The Spatium user reattaches
- their personal wormhole to the room in the specified direction, allowing them to step past obstacles
- in their way. From the effort, their current attachment is broken. If no attachment is currently
- held, the swift attach balance is used. The types of movement hinders that are bypassed or counter
- Step should be equivalent to Backflip and similar abilities. This would allow one quick assault of
- step -> swift attach/begin attacking, but continuous movement would be greatly slowed.
- Solution #2:
- The same as solution 1, but Stepping would have a significantly reduced or eliminated equilibrium
- cost with swift attach balance available, but using it without would have a higher cost akin to
- attaching (~4s). This would give the Spatium user a quick burst of mobility on a lengthy enough
- cooldown to allow those with more consistent mobility a chance to pursue.
- Solution #3:
- Same as solution 1, but stepping would require and use swift attach balance. This would make it a
- movement ability with a 15 second cooldown, allowing for a bit more power in the form of lower cost
- or bypassing more obstacles.
- ------------------------------------------------------------------------------
- SHAMANISM:
- Report #378
- ------------------------------------------------------------------------------
- Submitted by: --- Status : Submitted
- Skillset : Shamanism Skillname : Jinx
- ------------------------------------------------------------------------------
- Problem:
- Jinx was added to better bridge wytch affliction pressure with Cadmus/Belial flares. It was then
- subsequently changed because it proved to be too good at its intended goal. The main problem with
- the most recent changes (providing additional cure methods) is that they were also combined with an
- increase in the time to afflict with a curse and dust attack if jinx is present and cadmus flares.
- As Clever: 1.37s for the swiftcurse itself, 1.55s for swiftcurse/dust, but 1.73s with jinx active.
- This is actually even worse than it used to be pre-jinx as the fast statpack permitted afflictions
- to be flung even faster than an L1 balance permits these days. The net result of this double nerf
- was that the cost-benefit of trying to use jinx was reduced, given how a difficult skill to track
- was made even more difficult due to the expansions in how it can be cured. Without using jinx,
- wytchen are thrown back into the same situation as it relates to affliction pressure as before jinx.
- The current situation is exacerbated by the fact that classes relying upon mental affliction
- tracking are expected to live with significant error margins while at the same time redesigns of
- other professions have pushed the idea of 'smart tracking' to a new height within the current meta -
- i.e. Outrider and Berserker. As a minor classlead round, this overarching mental tracking theme is
- too large to address. Instead, the goal here is to make using and sticking Jinx a more appealing
- route for a Wytch.
- ------------------------------------------------------------------------------
- Solution #1:
- Provide third-person cure messages for Jinx. Reduce the speed of swiftcurse/dust under jinx to 1.55s
- from 1.73s.
- Solution #2:
- Type MORE to continue reading. (86% shown)
- H:580 M:308 <eb db> [0h/-6m] AFF:0 MENT:0more
- Provide third-person cure messages for Jinx. Reduce the balance time of applying jinx from (clever
- statpack) 2.00s to 1.55s, to fall in line with other shamanism afflictions.
- Solution #3:
- Provide third-person cure messages for Jinx.
- ------------------------------------------------------------------------------
- MALIGNOSIS:
- Report #365
- ------------------------------------------------------------------------------
- Submitted by: Fensrun Status : Unsubmitted
- Skillset : Malignosis Skillname : Flay
- ------------------------------------------------------------------------------
- Problem:
- Demon flay has two very deleterious downsides. Firstly, you do not learn *which* mental affliction
- has been cured--which means that tracking mentals, already a tricky affair, becomes that much harder.
- Flay does not do enough damage to be a finisher in its own right, so the lack of continued
- trackability severely impedes its usefulness. Second, it will cure madness; I believe that it
- shouldn't, because madness is a sui generis affliction that's necessary for a kill condition (c.f.,
- frostheart) and which has restricted cure methods (e.g., it cannot be cured by tree) and also
- because this is an unduly harsh punishment for team dis-coordination: it is not a matter of not
- being as efficient as possible for a Diabolist to flay while a Summoner is working towards enlighten,
- but rather entirely ruins the latter's offence.
- ------------------------------------------------------------------------------
- Solution #1:
- Like soulstorm, make demon flay's message (first-person, second-person and third-person) include the
- affliction cured.
- Solution #2:
- Remove madness from the pool of afflictions cured by demon flay. This is in addition to solution 1,
- not in exclusion with. Optionally, do not include madness to count towards demon flay's damage-
- determining mental affliction count.
- Solution #3:
- ------------------------------------------------------------------------------
- HUNTING:
- Report #375
- ------------------------------------------------------------------------------
- Submitted by: --- Status : Submitted
- Skillset : Hunting Skillname : Bite
- ------------------------------------------------------------------------------
- Problem:
- Bite, and other surge type skills, require the user to SURGE <animal>. This can be annoying to
- manage if one often uses different types of animals.
- ------------------------------------------------------------------------------
- Solution #1:
- Change the syntax for these skills to SURGE <type> so that one simply has to SURGE BITE and so on.
- This will make it easier for an Outrider to work with whatever animals they have with them.
- Solution #2:
- Solution #3:
- ------------------------------------------------------------------------------
- BEASTMASTERY:
- Report #384
- ------------------------------------------------------------------------------
- Submitted by: --- Status : Submitted
- Skillset : Beastmastery Skillname : Heirloom
- ------------------------------------------------------------------------------
- Problem:
- Currently, buried heirloom items can be dug from its place by anyone, causing the owner to lose the
- return point without resistance. Moreover, when the wolf is killed, the "new" wolf that has been
- called loses its ability to track the heirloom, buried or unburied.
- ------------------------------------------------------------------------------
- Solution #1:
- Make it so that buried heirloom can only be dug by the owner and allow the new wolf to remember the
- existing heirlooms.
- Solution #2:
- Solution #3:
- ------------------------------------------------------------------------------
- SHADOWBINDING:
- Report #373
- Submitted by: --- Status : Submitted
- Skillset : Shadowbinding Skillname : Shadowveil
- ------------------------------------------------------------------------------
- Problem:
- Currently, shadowveils cost 3 silver, 1 glass, and 3 obsidian. The silver and glass are negligible
- for a newbie, but obsidian is a much rarer and more valuable commodity with the way that shrines are
- created. This can make it somewhat costly or difficult for new players who choose the Defiler
- profession to gain access to some of their basic abilities.
- ------------------------------------------------------------------------------
- Solution #1:
- Lower the number of obsidian required to create a shadowveil from 3 to 1.
- Solution #2:
- Change the obsidian cost to stone.
- Solution #3:
- Remove the commodity cost from creating shadowveils altogether, and maybe just put a reasonable
- cooldown on creating them.
- ------------------------------------------------------------------------------
- TAROT:
- Report #381
- ------------------------------------------------------------------------------
- Submitted by: Eldreth Status : Unsubmitted
- Skillset : Tarot Skillname : New
- ------------------------------------------------------------------------------
- Problem:
- Every single profession in the game, aside from summoner, has either access to the fitness skill or
- has a active and/or passive, random affliction healing ability baked in to their base skills. This
- ability is particularly important in the current meta of the game. To even marginally emulate this
- effect, a summoner is forced to use one of their possession slots for Cadmus, which is gated at 15
- seconds and provides the slowest class-specific active random affliction curing in the game. This
- classlead would put a summoners active curing ability on par with other recent, prof-specific active
- curing changes, by creating a new tarot card.
- ------------------------------------------------------------------------------
- Solution #1:
- Create a new tarot card whose expressed purpose is curing a random aff, ala wytch dustthrow cure.
- Solution #2:
- Provide FOCUS CADMUS, at current cooldown, as a skill available to all summoners, regardless of
- possession. Reduce FOCUS CADMUS cooldown to 10 seconds with cadmus possession.
- Solution #3:
- ------------------------------------------------------------------------------
- NOCTU:
- Report #379
- ------------------------------------------------------------------------------
- Submitted by: Eldreth Status : Unsubmitted
- Skillset : Noctu Skillname : Incinerate
- ------------------------------------------------------------------------------
- Problem:
- Recent changes to incinerate put the benefits of the skill (increased damage pressure and affliction
- pressure) more in line with its significant initial and recurring taint costs. That said, the latter
- benefit in particular is hindered because the initial firing of the skill "double dips" the taint
- pool - the balance is so long that it actually costs 75% (60+15) before the summoner can execute
- another action. Affliction momentum is also hit in the process. This is an exceptional penalty for
- what is effectively a bridge skill used to ramp up a kill path.
- ------------------------------------------------------------------------------
- Solution #1:
- Halve the base time to activate incinerate, and halve the initial damage output of the skill. This
- would put the length of activation more in line with ashcloud, the summoners other passive ability
- that is fueled off taint consumption, and allow the skill to better serve as a bridge for either a
- damage or an affliction kill path.
- Solution #2:
- Solution #3:
- ------------------------------------------------------------------------------
- DEVOTION:
- Report #382
- ------------------------------------------------------------------------------
- Submitted by: Iniar Status : Submitted
- Skillset : Devotion Skillname : Convergence
- ------------------------------------------------------------------------------
- Problem:
- Convergence has a very long equilibrium time (3.6 with a diadem, 4.2 without). This is around 2
- rounds of a fight before a devotionist gets to start attacking, which is a huge length of time given
- the group based meta and the push for more mobile fights with the introduction of more earthburst
- style abilities.
- ------------------------------------------------------------------------------
- Solution #1:
- Allow for a free convergence every x seconds (20?), much like the changes to wormhole attaching and
- shamanism marks.
- Solution #2:
- Reduce the base equilibrium of convergence to around 3 seconds or so and allow it to be combined
- with weaponmastery combos (so it would replace an engage or flare etc on the initial combo, but not
- entirely lock out the offense).
- Solution #3:
- Reduce the equilibrium time and consider making it balance (so there is not such a massive disparity
- between artefacted and unartefacted).
- ------------------------------------------------------------------------------
- Report #377
- ------------------------------------------------------------------------------
- Submitted by: --- Status : Submitted
- Skillset : Devotion Skillname : Flare
- ------------------------------------------------------------------------------
- Problem:
- I am going to draw comparrison to other knights in this report, as the classes are essentially
- played identically, where most of the variation comes from the enhancements. Faithroot has
- practically become a requirement for templars in the current meta. Burning a rite is an unreasonable
- expectation given the new more momentum based nature of knight offense, so faithroot (and the
- associated damage reduction) is absolutely required. Not only does this force templar to suffer a
- massive reduction in offensive output, it forces them to waste an enhancement, further penalising
- the offense just to be able to use a class ability that is basically stock for all knight
- professions now. As for the damage, a fully artefacted sensitive flare does less than an
- unartefacted soulstorm (with the soulstorm bonus, no sensitivity). This is likely a product of the
- faithroot reduction combined with fire damage being the most highly resisted damage type. With
- equivalent artefacts, soulstorm does around twice as much. This is before factoring in potential
- sensitivity (a reasonable expectation in both solo combat and team combat). Sowulu is not modified
- by artefacts, but does on the order of 40% more than faithrooted flare with full artefacts. Without
- artefacts, flare isn't worth bothering with, as you're better off just not using faithroot and
- picking up a second damage enhancement. This is not a sacrifice expected of any other knight
- profession, and templar lacks any reason to impose this limitation. . Of course, there is still the
- option to not use faithroot and actively burn rites. With the reduced rite pool that are flarable,
- this leaves templar with around 5 combos before they lose this aspect of their offense, while also
- throwing away much of the classes combat utility.
- ------------------------------------------------------------------------------
- Solution #1:
- Remove faithroot. It adds nothing to templar's kit other than being a placeholder, and templar does
- not need anything more in the enhancements department. Set flare damage to a value between current
- faithroot flare damage and current non faithroot damage. This should be safe as both damage values
- have been tested previously, so a middle ground should pose no issues. Remove the rite consuming
- nature of flare; it already has the built in ICD (like sowulu) which is a significant enough
- limitation for stacking it in teams.
- Solution #2:
- Leave things as is, but change flare from the most resisted damage type in the game to a similarly
- obscure one as soulstorm/sowulu. Lightning would be a thematically fitting option. Alternatively,
- repurpose faithroot to change the damage type, if removal is undesirable.
- Solution #3:
- A combinations of solutions 1 and 2, where flare damage would remain unchanged, the damage type
- would change and faithroot and the rite consuming nature of flare would be repurposed/scrapped.
- ------------------------------------------------------------------------------
- WYRMRIDING:
- Report #383
- ------------------------------------------------------------------------------
- Submitted by: --- Status : Submitted
- Skillset : Wyrmriding Skillname : Bloodscent
- ------------------------------------------------------------------------------
- Problem:
- Bloodscent ticks seems to be really slow and it's hard to predict if the enemy has enough bleeding
- after several attacks from last tick of the bloodscent or has the target clotted all the bleeding
- already. In this case, the information is already outdated after several rounds of exchanging
- attacks. The ticks are really slow paced especially in group combat, and it's more reliable to push
- only maximum damage or other kill methods, which makes bleeding rather useless in that situation,
- unless the tick just happens on the right time.
- ------------------------------------------------------------------------------
- Solution #1:
- Make the bloodscent tick more often to make it a bit more useful.
- Solution #2:
- Make it possible to adjust how often the bloodscent ticks.
- Solution #3:
- ------------------------------------------------------------------------------
- Report #366
- ------------------------------------------------------------------------------
- Submitted by: Fensrun Status : Unsubmitted
- Skillset : Wyrmriding Skillname : Shatter
- ------------------------------------------------------------------------------
- Problem:
- Shatter is problematic in groups: one frostheart from one Outrider lasts a long time (60 seconds--
- eternity in a team fight) and cannot be cured while granting hypothermia from all chill effects that
- are not blocked by caloric; hypothermia state is very, very easy to track--there's no guessing about
- whether someone is shatterable or not; many classes have an innate way to directly support a shatter
- kill and everyone can apply useful salve pressure to hinder and prevent escape; supporting a shatter
- kill does not require tracking--mashing chill effects is always optimal if you are not going to
- deliver the killing blow; deepfreeze is available as an artifact and delivers two chill effects at
- once to a whole room, making shatter *really* easy and potentially allowing several targets to be
- prepared at once; kai cripple and kai strike exist, and both have great synergy with shatter; there
- is no defence to a well-done team shatter--even with high caloric priority, you will quickly fall
- behind, and the salve pressure keeps you from shielding because your arms will be broken. Finally,
- there is no cooldown on any of that and the margin of failure is very large: the script can be
- followed identically for each kill in succession, and so long as salve pressure is kept up, a failed
- attempt is very salvageable. Enlighten, a comparable affliction-gated instakill, is much harder to
- pull off in groups: practical enlightens require tracking from at least the Summoner and often from
- all parties, have narrow windows and can totally reset if you miss them slightly, have long
- cooldowns between attempts, and are often much easier to defend. Cirisosis also requires tracking
- and has similar constraints to enlighten. Shapeshifting Rupture can be similarly problematic, but
- stacking on a herb means it's easier to defend than a salve, and consequently forces a more
- sophisticated level of tracking than salve afflictions.
- ------------------------------------------------------------------------------
- Solution #1:
- Change frostheart to be bound to the Outrider as well as the target: chill effects will only do
- extra damage and deliver hypothermia if they come from that Outrider. Multiple Outriders should be
- able to put separate frosthearts of their own on a target. This would not affect one-on-one at all.
- Solution #2:
- Put a cooldown on hypothermia gain: one level gained every 2 seconds sounds about right. This would
- allow teams to hasten a shatter, but without allowing absurd insta-shatters that are possible today;
- supporting with other salve afflictions would also remain useful. This would marginally affect one-
- on-one combat: deepfreeze from bracers of frost becomes inferior to Outrider's class attacks, which
- is a benefit for balanceability and outlier-reduction.
- Solution #3:
- Require the target not to have the caloric salve defence for frostheart to be given; if the target
- is protected, the attack fails and consumes balance. This would add an extra stage of preparation in
- one-on-one fighting, but does not fundamentally change the achievability of shatter in that context.
- ------------------------------------------------------------------------------
- SUPREMACY:
- Report #376
- ------------------------------------------------------------------------------
- Submitted by: --- Status : Submitted
- Skillset : Supremacy Skillname : Trigger
- ------------------------------------------------------------------------------
- Problem:
- This is a QoL classlead that seeks to once and for all remove some annoying situations with the
- skill mentioned. Trigger in supremacy lacks several user-friendly messages that holds no balance-
- issue but just adds unnecessarily amount of coding for the hunter. Several classleads has been done
- in order to simplify the part of scripting required without changing the nature of the ability in
- great success, but trigger has been left undone. The following messages is: 1) for when a trigger is
- removed. 2) which trigger that fired upon opponent curing. 3) the messages for a target already
- having triggers active.
- ------------------------------------------------------------------------------
- Solution #1:
- Make the basilisk report which trigger that fades to the caster (telepathically of course). I.E: "A
- * basilisk informs you that a (affliction-name/shield/condition) trigger has faded from X" obvious
- something better is needed. The fire message could just add which trigger that fired: The
- (affliction/shield/condition) trigger affects (target) with (aff1) and (aff2). And the final message
- is for when a target already holds triggers and the hunter attempts to use another. From simply that
- it cannot hold further triggers into the basilisk telling which triggers that is active upon the
- target, perhaps something along the lines of: "(target) is already affected by a
- (affliction/condition) and (condition) and (condition) trigger." The amount is simply for the 2 | 3
- restriction that exists for affliction triggers and others.
- Solution #2:
- Solution #3:
- ------------------------------------------------------------------------------
- RUNELORE:
- Report #368
- ------------------------------------------------------------------------------
- Submitted by: Khizan Status : Unsubmitted
- Skillset : Runelore Skillname : Totems
- ------------------------------------------------------------------------------
- Problem:
- Totems are an incredibly powerful offensive opening move that comes with no significant sacrifice.
- Artifact totems can hit for 60% of somebody's max health, or 50% with a transfix. The problem here
- is that the change that made propping a totem into a non-channeled action also changed things so
- that a Wytchen can prop their totem up while attacking normally. This allows for offensive totem use
- in the middle of a fight via Danaeus+Tentacle or similar means without any reduction in the Wytch's
- offense. The problem here is that the totem provides too much offensive potential without the kind
- of sacrifice that all other abilities of similiar power requires. Warding's Wedge is channeled, and
- Runeguards sacrifice their offense when using a totem because the two-handed totem doesn't allow
- them to wield weapons. Wytchen are alone in getting to prepare a 60% health strike without losing
- offensive potential.
- ------------------------------------------------------------------------------
- Solution #1:
- Change it so that cursing people requires that the Wytchen have an empty hand. This makes thematic
- sense since the Wytchen curses involves pointing at the target, and it limits Wytch use of the totem
- in the same way that Runeguard totems are limited; wielding the two-handed totem will limit them to
- dustthrow/prophecy.
- Solution #2:
- Make offensive actions drop the totem, so that a runelorist has to choose between their offense and
- their totem.
- Solution #3:
- ------------------------------------------------------------------------------
- Report #369
- ------------------------------------------------------------------------------
- Submitted by: --- Status : Submitted
- Skillset : Runelore Skillname : Ansuz
- ------------------------------------------------------------------------------
- Problem:
- Vortex has simultaneously the best range, the least things that stop it, an exceptionally long
- duration, and is coupled with being entirely passive once activated. There are no other modern
- beckon mechanics that remotely come close to this kind of potency, and rightfully so. It grants an
- incredible amount of area control (splitting groups attempting to engage in melee). It does this
- while remaining purely as a supplementary addition, as it leaves the ansuzer free to perform other
- support actions (which both relevant classes have many of), and has no opportunity cost outside of a
- greenink. Compounding these issues, there is no way to remove an active ansuz in any kind of
- reallistic scenario (other than that of necessitating the death of the ansuzer: unreasonable), the
- ansuzer loses nothing by permanently uptiming a ansuz (other classes must all spend significant
- balance on the only other ranged beckon mechanics which are all also massively inferior), and ansuz
- bypasses all standard anti beckon measures that a person may employ against the other mecanics of
- ansuzes nature (off balance, hinders, etc). To add to the final point, this situation allows one to
- drag someone through traps/totems/runes/cards/etc, keeping them permanently entangled while also
- moving them through multiple rooms. A modern ability would be lucky to get one of the benefits of
- ansuz, and would be an amazing ability for it. Having all of them is excessive in the extreme.
- ------------------------------------------------------------------------------
- Solution #1:
- Have ansuz retain its range/duration, but be stopped by anti beckon measures (off balance, hindered,
- etc).
- Solution #2:
- Change ansuz to be an ability with x charges(5?). Once sketched, the runelorest may "ACTIVATE ANSUZ"
- to gain the current effect (one tick of pulling the target), consuming balance in the process and
- using up one of the charges. Only the sketcher should be able to do this, to avoid multiple
- runelorests burning all the charges for a huge burst of forced movement. Add the ability to SCUFF
- ANSUZ for all players (similar to TEAR UNIVERSE), removing the ansuz (or removing some charges
- alternatively). Alternatively add this functionality to devotion imbibe and runelore smudge, if
- class exclusivity is preferable. If this route is followed, ansuz should likely become a cheaper ink
- (blue or yellow maybe) to account for more frequent sketching.
- Solution #3:
- Reduce the range/duration of ansuz, and make proning/hindering the ansuzer disrupt the ansuz.
- ------------------------------------------------------------------------------
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