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State of the HR and whether the class has a future

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  • feanor70118feanor70118 Member, NW M9 Playtest Posts: 1,170 Arc User
    pando83 said:



    This is just wrong.
    First: HRs got several periods of OPness. Module 3, for example.

    Whatever, man. That was a long time ago and I didn't keep a diary. I remember having fun and things being more or less balanced except for TRs being underpowered and GWFs being overpowered.

    Second: you are greatly mistaken when you say "skilled" GWFs were strong in module 4-5. You want to say "BiS geared" or "almost BiS geared" 18k+ were strong damage dealers. It was all reserved to the 20k+ GWF population (1% of the total?). Now, if you say that a class is fine IF it is strong at BiS geared levels and sucks under that threesold, then i want all classes to work like that. Truth is in module 4-5 GWF class was completely useless EXCEPT for the few (1%) ones who got 20k+ Gear Score. Which means: BiS, or close to BiS.
    That's hilarious, considering that one person I'm thinking of was regularly in the top 4 on ACT reports in the 19k Tiamat channel with a GS of about 14.5k.
    Even so, TRs could easily kill them and even BiS GWFs in module 4-5 were squishy 1-shotting wonders. Don't believe? Watch any premade video of that time. There's one of Sobek, considered one of the best GWFs at the time, where yeah, he killed a lot, but was also taken down in seconds by the enemies.
    Again, whatever, man. Dying is part of pvp for any class that isn't broken.

    Current HR is not even is such a bad spot. It's confined to a specific build (trapper) like most classes, but trapper is effective at any iLvL, thanks to the permarooting mechanic. I PvP on a 2.2k HR trapper and even at such low iLvL it can fight.
    There's also the old video of a certain BiS HR outhealing the damage of a certain BiS TR and winning the vs. I don't call that weak.
    If it's an old video, it isn't relevant. Second, who cares? It's one video. Third, pretty much all you do is complain about how poor, poor GWFs have such a hard time dealing damage and are so misunderstood. Trappers are laughably underpowered against equally geared players of most other classes who have any skill at all. I've fought probably most of the well known BiS GWFs in the game and mostly they just spam sure strike and gap closers in perma-unstoppable and shrug off everything. It's really a toss-up whether they or paladins are easier to play with one finger while half-asleep and texting with the other hand. You're not convincing anyone of something they know is not true.
  • kaknoepkaknoep Member Posts: 27 Arc User
    The HR needs work simple as that, i allways wondered why we can't run and shoot at the same time.
    So many times i just come short on shifting out of that red zone (a place i didn't have to be in the first place, but this trapper build *demands* it just to have a decent damage output), or just die from the purple beam just before the blue circle in Demorgorgon because i can't get there in time.

    I have played Archery for so long, now trapper is the only way to be of any use anywhere.. a tree that i absolutely hate.
    Why would a Ranger EVER want to put himself in melee position, yeh we have to for some damage at the moment.

    And too Bloodyspamer *If HR would have similar dmg as GWF game would be doomed* well the game is doomed in this state atm, but lets not go into that.

    There is a difference if a 3k GWF and a 3k HR, are not at the same level of damage output, i don't mind and don't care.
    But what i have seen over and over, is 2500 ilvl GWF push the same amount of damage (or alot more) as a 3K+ HR (CW-SW), there is just something wrong.. end of discussion.
  • hadestemplar#9918 hadestemplar Member, NW M9 Playtest Posts: 1,184 Arc User
    ghoulz66 said:


    So very laughable. Archery and combat cannot spam fox shift/swiftness over and over. Archery is pretty much up a wild boar's @#$ waiting to die inside it when it comes to survival. Archers don't have mid-survivability, it's bottom of the gutter. They make CWs look like OPs in comparison.

    Indeed laughable. IF what u claim would be true, then guys would not be able took lostmouth solo. However even couple hours ago I where there and guy took it almost solo. So question, u are new in HR or simply complain because u are bored.

    Also HR is not in bottom when comes survivability. If u want to see bottom. Try play with Warlock. Monsters don't give a f-_-k if u use shift or not, U still eat all incoming hits.
    Also HR is not class for blindly/brainless head2head fight. With Hr u strike right moment in right time.
    And Hr require more brain powa instead blind/brainless keyboard smashing.
    >And your opinion is based on seeing another player
    ? And what good is a HR's utility when it's useless and usually not worth using.
    And how did u make options about other classes?? By smoking weed and dreaming? Or seeing them in action?


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  • flowcytoflowcyto Member, NW M9 Playtest Posts: 196 Arc User
    edited January 2016
    Yea, HR's dodge needs its length and duration increased considerably. If I had to pay a slightly higher stamina cost for a shift that lasted and migrated, say, 50-75% longer (including its iframes) then I'd take it. Right now its too dependent on latency, and the iframes are too short and unreliable. I like the HR's 2-stance mechanic, and how responsive and intuitive it is (being able to change stances even in the middle of casting anims, no stuttering or natural delay for stance-dancing- barring the obv server or isp lag, etc); it just seems strange that it doesn't translate to a reliable dodge.
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  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    edited January 2016

    ghoulz66 said:


    So very laughable. Archery and combat cannot spam fox shift/swiftness over and over. Archery is pretty much up a wild boar's @#$ waiting to die inside it when it comes to survival. Archers don't have mid-survivability, it's bottom of the gutter. They make CWs look like OPs in comparison.

    Indeed laughable. IF what u claim would be true, then guys would not be able took lostmouth solo. However even couple hours ago I where there and guy took it almost solo. So question, u are new in HR or simply complain because u are bored.

    Also HR is not in bottom when comes survivability. If u want to see bottom. Try play with Warlock. Monsters don't give a f-_-k if u use shift or not, U still eat all incoming hits.
    Also HR is not class for blindly/brainless head2head fight. With Hr u strike right moment in right time.
    And Hr require more brain powa instead blind/brainless keyboard smashing.
    >And your opinion is based on seeing another player
    ? And what good is a HR's utility when it's useless and usually not worth using.
    And how did u make options about other classes?? By smoking weed and dreaming? Or seeing them in action?




    I'm talking about the archery tree. You must not play HR at all if you think they all perform the same. And I play all the classes, I know how well classes and paths perform. And you were just basing your opinion of a guy you just recently saw in action. Did you even know what KIND of HR he was...? You have zero right to judge if you're only just *watching*, not playing the class.

  • darknessdestory7darknessdestory7 Member, NW M9 Playtest Posts: 22 Arc User
    here a fact of the fact HR is a powerful class im one my self but I have other classes this is the point I cant understand.
    Why the hell does a DPS class does less dps then a tank or a healing class? Look at the skills stats on other classes... Lets take aim shot our at will in mod 3 this use to 1 shot people now it junk? and cordon of arrow is better then aim shot really WTH is that? Also why the hell out power half out other chars same with crit? Did u know the max crit % u can have on hr is only 55% that with full crit gear and what not 55%! where other classes can get over 70 HAHA? So what happen to balance why the hell we have the lowest stats in the game if this game did gear score again and went by stats we be super low because we cant compare to other classes? This is what devs need to increase the power and crit rate of the class and increase the dmg of aim shot.. this will increase range and not lower it. You tell me in real life you servive using an arrow or sword?

    Im a 4k hr pve build 30k power and 11k crit this is the highest i can make this char with the highest best things u can get in the game if i were to put this on a cw or gwf i would have close to 50k power and 17k crit? So why the hell hr so weak?
  • rayrdanrayrdan Member Posts: 5,410 Arc User
    well its simple.

    1) better dodges and faster stamina recharge on top of everything (actually recharging stamina bar takes from 45 to 55 seconds).

    2) damage on offhand on par with damage from mainhand. Differently from TR to name one our weapon damage is not calculated as "weapon dam from mainhand + weapon dam from offhand". It works instead like: damage from melee encounters and at will based on offhand, viceversa for damage from range.
    This is a handicap for combat HR and Trappers.

    3) overall increased base damage +30% but not via buffing weapon damage.

    4) wild medicine needs to be fixed and start working on mod 6 + updated HP values.

    5) fox's cunning provides a DODGE... that dodge does not make you immune to control. Please fix it.

    6) Un-nerfed Predator vs players, and buffed in pve content { archery capstone }. Archery really lacks everything.

    7) Faster aimed shots, can now be interrupted by damaging HR for more than 25% HP.

    8) Faster animation on forest ghost.

    9) maradeurs escape can now be correctly used while jumping.

    10) Battlehoned class feature now provided +5% lifesteal instead of 400 regen in combat {LOL}

    11) Cruel recovery temp HP can now stacks.


    and it should be OK.
    archery should be able to play both pvp and pve thanks to point 1) 3) 5) 6) 7) 8) 11)
    combat should be able to do something thanks to point 1) 2) 3) 4) 8) 9) 10) 11)
    trapper should receive buffs but way less benefit compared to other tree [without buffing thorned root samage thanks to point 3)].
    As trapper you would benefit from point 1) 2) 5) 8) 11)
  • pando83pando83 Member Posts: 2,564 Arc User
    rayrdan said:

    well its simple.

    1) better dodges and faster stamina recharge on top of everything (actually recharging stamina bar takes from 45 to 55 seconds).

    2) damage on offhand on par with damage from mainhand. Differently from TR to name one our weapon damage is not calculated as "weapon dam from mainhand + weapon dam from offhand". It works instead like: damage from melee encounters and at will based on offhand, viceversa for damage from range.
    This is a handicap for combat HR and Trappers.

    3) overall increased base damage +30% but not via buffing weapon damage.

    4) wild medicine needs to be fixed and start working on mod 6 + updated HP values.

    5) fox's cunning provides a DODGE... that dodge does not make you immune to control. Please fix it.

    6) Un-nerfed Predator vs players, and buffed in pve content { archery capstone }. Archery really lacks everything.

    7) Faster aimed shots, can now be interrupted by damaging HR for more than 25% HP.

    8) Faster animation on forest ghost.

    9) maradeurs escape can now be correctly used while jumping.

    10) Battlehoned class feature now provided +5% lifesteal instead of 400 regen in combat {LOL}

    11) Cruel recovery temp HP can now stacks.


    and it should be OK.
    archery should be able to play both pvp and pve thanks to point 1) 3) 5) 6) 7) 8) 11)
    combat should be able to do something thanks to point 1) 2) 3) 4) 8) 9) 10) 11)
    trapper should receive buffs but way less benefit compared to other tree [without buffing thorned root samage thanks to point 3)].
    As trapper you would benefit from point 1) 2) 5) 8) 11)

    I wouldn't raise "base damage" class-wide, but only on tree-specific aspects. I'd specifically boost close-combat damage on combat tree.
    Also, same way i'd buff aimed shot charge time on archery tree, specifically, along with a buff to damage when in ranged stance, similar to the damage buff on melee stance given to combat.
    Also, they should decrease the CC amount on trapper tree (no permarooters) and turn it, instead, in a buff on roots DoT damage.
    Agree on the rest.

    Basically, in place of a class-wide flat damage buff, what the class might use more are aimed buffs to path-specific mechanics.
    This way you'd have archery HRs dealing more damage when in ranged stance (buff enough to bring on par with other DPS-only classes/builds), combat HRs dealing more damage when in melee stance (buff enough to bring on par with other DPS-only classes/builds), and trappers would deal less damage than the other 2 paths but more than they deal now, with added CC that doesn't end up in permarooting builds. With improved dodges, improved life steal+damage buff (which should also increase lifesteal, indirectly) exc...it should work better.

    Base concept, however, in my opinion should be about specific damage buff making:

    Archers--->ranged DD
    Combat--->melee DD
    Trapper--->DoT damage+ medium CC (less CC than CWs, but overall a bit more damage)
  • edited January 2016
    This content has been removed.
  • pando83pando83 Member Posts: 2,564 Arc User
    I think the class currently has some good and bad matchups. In most cases.
    Other ideas could be also different buffs to improve the defensive/ survivability side.

    For example, combat might have feats to boost deflection to high % values, Archery might have feats to increase the number of dodges, and Trapper might work through interrupts and some more stealth/ ambush options.
  • rayrdanrayrdan Member Posts: 5,410 Arc User
    pando83 said:

    I think the class currently has some good and bad matchups. In most cases.
    Other ideas could be also different buffs to improve the defensive/ survivability side.

    For example, combat might have feats to boost deflection to high % values, Archery might have feats to increase the number of dodges, and Trapper might work through interrupts and some more stealth/ ambush options.

    i like it, we got a good ambush encounter for example...it just doesnt work in any way
  • helix#4749 helix Member Posts: 62 Arc User
    rayrdan said:

    pando83 said:

    I think the class currently has some good and bad matchups. In most cases.
    Other ideas could be also different buffs to improve the defensive/ survivability side.

    For example, combat might have feats to boost deflection to high % values, Archery might have feats to increase the number of dodges, and Trapper might work through interrupts and some more stealth/ ambush options.

    i like it, we got a good ambush encounter for example...it just doesnt work in any way
    I still think there should be a conceal camouflage mechanic that allows the ranger to sneak past PVE enemies especially outdoors. I think the devs can take it further and make it interesting by allowing the Trickster Rouge to have the same ability indoors. Then new quests with a party might require one of the classes to sneak past guards to pull a switch or something depending on the situation (outdoors or indoors), something that the other classes cannot do (unless they allow invisibility spell which exists in D&D edition 5!). I think it would make PVE more playable and interesting.
  • kreatyvekreatyve Member, Neverwinter Moderator, NW M9 Playtest Posts: 10,545 Community Moderator
    Removed a lot of off topic stuff here. Please keep to the topic. Thanks.
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  • hyst3ricpon3shyst3ricpon3s Member Posts: 4 Arc User
    To be honest I'd rather see HR become a typical consistent stream of damage DPS class that sits in the back with a few burst based abilities for when the little minion based enemies come for you instead of your tanks. There's no point in it being a CCing utility when the Control Wizard does it better all while adding good damage.
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    TRs cried for the entire duration of Mod 3 about their dodge being bad. But at least their 2 dodges that had before were still great and they have stealth as another defense mechanic.

    Improving the HR's dodge is at least one quick way they can greatly improve QoL. They have been stuck with that HAMSTER the entire game. Fox should be an extra layer of defense, not it's only viable mean of evasion. MI's have 5 dodges, stealth, and ITC. Could you go any more overkill on survival?

    A skilled HR CAN dodge an attack, but just one in reality. HR's dodge cannot deal with multiple incoming attacks.
  • feanor70118feanor70118 Member, NW M9 Playtest Posts: 1,170 Arc User
    We can only sort of dodge. As i've pointed out before, our dodge is too small to avoid most pve AoE effects and some pvp at wills. Also, Marauder's Escape should provide a dodge (or how exactly is it an escape?). As for damage without a class wide buff we're still stuck with absolutely meaningless at wills. Since two of our key encounter (hinder and cordon) have charge limitations and cordon has a completely absurd high cooldown time, this means that we will sometimes run out of encoutner powers and are then effectively helpless. Explain to me why cloud of steel and sure strike and lance of faith and pretty much every other encounter in the game is deadlier than being hit with an arrow and I'll agree that we don't need class-wide damage buffs. I still think 30% for encounters is too low. 60% is more realistic to put us somewhere near balance with high geared CWs and GWFs, but we all know that the real damage done by non-crit Cordon, for one example, is much lower than its description claims. Giving us the damage we're actually supposed to deal would be a first step. However, I think at wills should be buffed by something at least 200% (maybe more - they're so bad now it's hard to tell what would fix them). It may, however, be that the other classes need a nerf that huge and we don't need buffs at all. One or the other is a necessity.


  • jonkocajonkoca Member, NW M9 Playtest Posts: 2,586 Arc User
    Call me simplistic but I can live with evrything HRs have right now, except for damage. Buff damage by 50% and I'll call it all fine and dandy.
    No idea what my toon is now.
  • tassedethe13tassedethe13 Member, NW M9 Playtest Posts: 806 Arc User

    We can only sort of dodge. As i've pointed out before, our dodge is too small to avoid most pve AoE effects and some pvp at wills. Also, Marauder's Escape should provide a dodge (or how exactly is it an escape?). As for damage without a class wide buff we're still stuck with absolutely meaningless at wills. Since two of our key encounter (hinder and cordon) have charge limitations and cordon has a completely absurd high cooldown time, this means that we will sometimes run out of encoutner powers and are then effectively helpless. Explain to me why cloud of steel and sure strike and lance of faith and pretty much every other encounter in the game is deadlier than being hit with an arrow and I'll agree that we don't need class-wide damage buffs. I still think 30% for encounters is too low. 60% is more realistic to put us somewhere near balance with high geared CWs and GWFs, but we all know that the real damage done by non-crit Cordon, for one example, is much lower than its description claims. Giving us the damage we're actually supposed to deal would be a first step. However, I think at wills should be buffed by something at least 200% (maybe more - they're so bad now it's hard to tell what would fix them). It may, however, be that the other classes need a nerf that huge and we don't need buffs at all. One or the other is a necessity.


    200% on at will? 60% on encounter? I presume you play archery for asking this.
    It's true we need more damage, but the thing we need the most is 3 F***** VIABLE TREES providing 3 different gameplay and fun.
  • lirithiellirithiel Member, NW M9 Playtest Posts: 2,482 Arc User

    We can only sort of dodge. As i've pointed out before, our dodge is too small to avoid most pve AoE effects and some pvp at wills. Also, Marauder's Escape should provide a dodge (or how exactly is it an escape?). As for damage without a class wide buff we're still stuck with absolutely meaningless at wills. Since two of our key encounter (hinder and cordon) have charge limitations and cordon has a completely absurd high cooldown time, this means that we will sometimes run out of encoutner powers and are then effectively helpless. Explain to me why cloud of steel and sure strike and lance of faith and pretty much every other encounter in the game is deadlier than being hit with an arrow and I'll agree that we don't need class-wide damage buffs. I still think 30% for encounters is too low. 60% is more realistic to put us somewhere near balance with high geared CWs and GWFs, but we all know that the real damage done by non-crit Cordon, for one example, is much lower than its description claims. Giving us the damage we're actually supposed to deal would be a first step. However, I think at wills should be buffed by something at least 200% (maybe more - they're so bad now it's hard to tell what would fix them). It may, however, be that the other classes need a nerf that huge and we don't need buffs at all. One or the other is a necessity.


    200% on at will? 60% on encounter? I presume you play archery for asking this.
    It's true we need more damage, but the thing we need the most is 3 F***** VIABLE TREES providing 3 different gameplay and fun.
    Well the three trees do provide different playstyles, even if the powers used are the same. And I do still enjoy playing both my Archer and Combat HRs. If I didn't I wouldn't be here anymore. Would be nice if they were at least on par with Trapper though.
    Our pain is self chosen.

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  • umscheumsche Member, NW M9 Playtest Posts: 461 Arc User

    Explain to me why cloud of steel and sure strike and lance of faith and pretty much every other encounter in the game is deadlier than being hit with an arrow

    At least for the giant sword being more deadly than an arrow : :)
    Careful, this is quite shoking for people who love horses.

    https://www.youtube.com/watch?v=UpQ-tOGXZiU&amp;t=0m14s

  • lirithiellirithiel Member, NW M9 Playtest Posts: 2,482 Arc User
    And what about being skewered through the throat by an arrow..? Not any less deadly than the above video.
    Our pain is self chosen.

    The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
  • umscheumsche Member, NW M9 Playtest Posts: 461 Arc User
    But the big sword does more damage to the body.

    And it would depend on the target, here we face monsters whose skin might be more resistant to a small arrow than to a big fat sword.
  • hedgebethedgebet Member, NW M9 Playtest Posts: 447 Arc User
    Don't confuse those Hollywood interpretations as having anything to do with reality (and I say this considering the fantasy sense of things as well -- but basic physics is still relevant).
  • fatgunsfatguns Member Posts: 410 Arc User
    You must've dreamed through mod 4 to think TRs were ussless in PvP x3, but they were ussless in pve
  • feanor70118feanor70118 Member, NW M9 Playtest Posts: 1,170 Arc User
    fatguns said:

    You must've dreamed through mod 4 to think TRs were ussless in PvP x3, but they were ussless in pve

    There is a whole response to that, but it's OFF THE FRAKKING TOPIC.
  • feanor70118feanor70118 Member, NW M9 Playtest Posts: 1,170 Arc User



    200% on at will? 60% on encounter? I presume you play archery for asking this.
    It's true we need more damage, but the thing we need the most is 3 F***** VIABLE TREES providing 3 different gameplay and fun.

    No, I play a class that's been so thoroughly nerfed and ignored that those numbers actually seem reasonable.
  • dfncedfnce Member, NW M9 Playtest Posts: 509 Arc User
    At-will base damage should be increased so HR players can stop think of encounters as only source of damage. Trapper should be about cc and dots, not about faster encounter rotation. I believe at-will damage issue was discussed for GF prior mod 5 for almost 1.5 years with OP introduction, i think the same issue HR has now.

    Trapper HR can spam this and that, has aoe and cc, do some buffs/debufs, but it only effective against regular mobs level 70-71. That is true when some people want to present "how great HR is" case. Bigger fatter mobs - 72+, the things my CW doesn't even notice how they appear and disappear, HR has to do all with special attention, try-hard 6 encounter rotations, taking few percent of mob HP per one.

    Speaking of at-wills ...

    If i play CW (2.8k, master of flame) or GF (3k, protector) solo, getting damage numbers for at-wills about half of million is not problem. Divinity channel damage for DC which I consider desperate resort vs single target - if DC pre-buffed, well, the damage reaches few hundreds thousands per last ticks (my 3k DC is team buff-oriented, heal and defensive). Damage at-wills for DC were and are pretty bad, but DC divinity encounter and channel mechanics make a difference.

    My almost same geared trapper (2.8) - at-will damage start with few hundred (really i want smash keyboard then, is it level 5 or 70 ???), then few thousand in chain, at best all i can get is up to one 60-80k damage per last at-will hit before chain' reset.
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  • nawelennawelen Member Posts: 18 Arc User
    In my humble opinion, all the hunter who do a rotation of encounters and stances can do almost the same damage.
    I think great weapon fighter do more damage because they are always hiting 3, 4 or more enemies at the same time, with every single hit, the hunter in the other way only have a few Aoe powers.
    I think the damage of the hunter is fine: you can have 9 encounter powers, 4 daily. plus the 4 at will, in general enemies are dead before you run off on encounters powers.
    The dodge is fine too, mainly for a close range figther, you can avoid an attack an still be in range to attack him from the back, you can use 2 shifts to avoid aoe damage if you need too.

    I have been played with an archer since i started (i have 2700 on equipment items) and has always been the same problem: you drop two shoots and a second later you are sorrounded by enemies fighting in hand to hand.
    I use a lot of roots with my archer, but sadly they only root the enemy 1 or 2 second, it`s so important for an archer to keep the enemy away, but you dont have the tools because the feat to increse the root rotation is far deep in the trapper tree.

    The two main feature of the ranger are they roots and the two stances: The problem is in the trapper tree because as a combat or as an archer you can take a single feat of the trapper tree because the first ones involves changing stances

    Solution:
    .put the "more root time" feat at the beginning of the trapper tree (or put another feats in the beginning of the trapper tree that dont involve improving the changes stances)
    (this is the most important)

    .About the split the sky: its very bad for an archer: you put a big cloud, and a second later all the moobs under te cloud start chasing you. its an aggro magnet, and you dont want to be running away, you want to be shooting

    .The hawkeye shoot: the aimed shot do more damage at long range, and any other encounter power do more damage at short, plus the animation is to long. I would love to have a long range, big damage encounter power, but this is not the case.
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