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Official Feedback Thread: Hunter Ranger changes

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  • kangkeokkangkeok Member Posts: 1,123 Arc User
    rayrdan said:

    @raisinghelll
    from what i can see trappers are now stronger than before. I mean weaker in aoe but definitely stronger in single target when swiftness of the fox really start to rock. I like it. Finally i can throw a couple of at will without feeling im wasting time. Hunter's teamwork for example debuffs enemy damage... should be ok as filler.
    combat got 0 ammo btw so i really dont know what you are talking about.
    Archery got a nice at will for some burst and a chance at pvp where the penalty on the capstone was really not helping at all.
    In the end im expecting lower damage from trapper in a dungeon run. Higher in single target fights (than before).
    Archery will still underperform but is definitely better than before.
    The trapper rework on the capstone allows us to not take anymore longer roots duration (by feat) and this can lead to a couple of different builds.
    for example im planning to take 15 points in archery ditching forestbound, serpent's bite and ancient roots.
    Aspect of the falcon seems nice but is probably worth a try.
    I would prefer skirmisher's gambit but 50% more critical severity cant compensate a 10% crit chance lost ( since im not abusing bondings).
    thorned roots should be finally fixed to keep ticking on enemies wearing elven battle.

    Yea..archery only works in long battles. In short battle like BIS run where mob dies in second, archer will never have a chance no matter how much damage buff we get. Most archer damaging encounter like cordon and rain of arrow are slow initiator. By the time those encounter land on the mob they are either dying or already dead. That leaves us to use at-will like splitshot( dont even mention fast encounter like constricting or hindering. They are not even effective as an archer). But even that the most splitshot u can pull is around 2-3 shot maybe lesser and they are limited to 5 target only. Even in boss fight, they still die in seconds. At the most we could land 1 rain and a thorn ward, probably 2-3 aimshot (after the change) and the boss is dead.

    In PUG run however where mob die much slower, archer might perform much better with the current change. So i can predict, the change to archery could only be seen in lower level play. In BIS level, there wont be much chance to see the changes. Archery will pretty much end up the same at BIS level run.
  • silence1xsilence1x Member Posts: 1,503 Arc User
    I wonder if it's possible to check on some of the "louder" voices to ensure that they have actually played the class that they're making suggestions about. In other words, if you haven't played an HR in a year, your input shouldn't be weighed as heavily as someone that mains an HR.

    I just feel that all three classes that are getting changed have been trolled by people that are more worried about PvP stats than true game "fun".
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  • rayrdanrayrdan Member Posts: 5,410 Arc User
    edited July 2016
    oh btw best here best there, the best one was razorleaf hands down :P
  • jhpnwjhpnw Member, NW M9 Playtest Posts: 611 Arc User
    edited July 2016
    With Amenars statement time for changes are near an end. Tbt i feel we will come away with Archer and trapper fine but combat still is not there. There should not be any calls for more changes and nerfs for Archer or trapper Once preview starts to show changes. I suggest that mods warn every one not to put those here they will be deleted. What needs to be here from on out are feed back of all existing changes only. What works and don't work and description of how. We will have a lot to test and make no mistake things will be broken we must catch them. With this many changes there will be something that is broken. The question is it going to be over powering broken or wrecking broken. We must watch out for trolls trying to wreck us like calling for nerfs right now is obvious when no one can tell for sure out come till tested . This is due to not sure how everything will interact with each other.
  • bittynationbittynation Member Posts: 138 Arc User
    edited July 2016


    I know you are almost done with the changes and it is close to the module but there's seriously one last change(s) that need to be done.

    Option 1. Swiftness Of The Fox's At-Will cooldown reduction needs to be removed completely. You can keep the other existing affects but it will literally be game breaking in both PvE and PvP if you don't change it. It's pushing towards more perma control which leads to an even MORE Over Powered Class ( with these additional buffs ) and leads to more of people complaining on future forum posts about it, which is not what we all want to see ( or even hear when people play over Teamspeak, Discord etc ).

    Or

    Option 2. ( As what @ralexinor said ) Thorned Roots should not be affected by Dread Enchantment as it is NOT an encounter. I understand some of the logic behind it if it is affected but it very much shouldn't be. It increases your ENCOUNTERS critical severity by 75% Not a feat that just gets affected by what procs off encounters that apply Strong Grasping Roots ( with vorpal it increases ALL critical severity by 50%, therefore should be affected towards Thorned Roots ).

    When Rookz says an HR is moving towards even "more perma control which leads to an even MORE Over Powered Class" I hope you are listening @amenar =D

    The last thing PVP HR's need is more perma control, and rookz is one of the better ones. ;D
    thier is no perma control from hr's (thier is no perma control in pvp if you are wearing the right gear that is) and at wills will change nothing in that. cause dailies supply enough cooldown that most trappers will still not use any at wills. the only way to control with an hr is to use roots or crits and none of the at wills does roots so crits are the only way to get any cc in pvp but it wont make hr's do more towards what you said about perma controlled. most of the pvp players i ask in the live servers say that they never get perma controlled expect maybe by a cw but that is what they are their for so its understandable.

    whitespicyrice is wrong however, about thorned roots though since it is an encounter. the feat thorned roots says upgrade your strong grasping roots to thorned roots. that means trappers don't even have strong grasping roots anymore but thorned roots. and effects that trigger from strong grasping roots are not triggering from thorned roots cause they share the same proc'ing.
    +1 I was just about to address both these items. thanks.
  • edited July 2016
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  • kaudilhokaudilho Member Posts: 70 Arc User
    edited July 2016
    @amenar
    Forest Meditation: Can once again be cancelled via the Shift power.

    Hmm actually it's not. The way it works is... a bit overpowered(even if you dodge it still gives you deflect and heals).It's a bug or it's intended?
    https://www.youtube.com/watch?v=YHQ0KGh0zt0

    Post edited by kaudilho on
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  • krondhorkrondhor Member, NW M9 Playtest Posts: 150 Arc User
    kaudilho said:

    @amenar
    Forest Meditation: Can once again be cancelled via the Shift power.

    Hmm actually it's not. The way it works is... a bit overpowered(even if you dodge it still gives tou deflect and heals).It's a bug or it's intended?
    https://www.youtube.com/watch?v=YHQ0KGh0zt0

    That is working on the patch that has not yet gone in the preview, was supposely to go online yesterday (friday) but means it will happens on Monday instead.
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  • kaudilhokaudilho Member Posts: 70 Arc User
    edited July 2016
    krondhor said:

    kaudilho said:

    @amenar
    Forest Meditation: Can once again be cancelled via the Shift power.

    Hmm actually it's not. The way it works is... a bit overpowered(even if you dodge it still gives tou deflect and heals).It's a bug or it's intended?
    https://www.youtube.com/watch?v=YHQ0KGh0zt0

    That is working on the patch that has not yet gone in the preview, was supposely to go online yesterday (friday) but means it will happens on Monday instead.
    http://www.arcgames.com/en/forums/neverwinter#/discussion/1219207/storm-kings-thunder-preview-patch-notes-nw-65-20160720a-0/p1
    Some of the changes are already there, like steel breeze. And it was not possible to use meditation this way before last patch, so i beleive it's what we will see on live server.
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  • raisinghelllraisinghelll Member Posts: 19 Arc User
    wdj40 said:

    forums700 said:

    So, it looks like we are almost out of time after all. My congratulations to those of you who suggested we hold off providing (dissenting) feedback, claiming there was no need to do it until much later. Thank goodness at least some people didn't listen to such a terrible and self-defeating suggestion.

    1) I don't agree at all that the cooldown reduction coming from at wills via swiftness needs to be removed. Firstly, it doesn't make trappers any stronger in PVE or PVP than they are now, and it's already been agreed that even with 'broken' swiftness they needed a mild buff.

    The fact that trappers may have to resort to using weak at-wills to reduce their encounter cooldowns means they will be worse off than they are now on live. That's because the time we will have to spend using weak attacks to reduce our cooldowns was previously spent using the much better encounter powers. That means the damage, control and defensive benefits we get from encounters are all already reduced over a given period of time, and they don't need to be reduced any more.

    As several people have already pointed out, perma-control is no longer an issue for properly geared characters in PVP. This complaint about perma-control seems much more about people wanting to gear differently or other classes worrying that their current dominance might be challenged, than because trappers will somehow become unmanageable by other classes in PVP. Use gear which provides control resistance and you (still) won't have anything to worry about. Trapper control is not being made any stronger than it already is.

    2) I also don't agree with the proposal that weapon enchantments should no longer affect critical severity for thorned roots. That change seems like it would result in a substantial reduction to damage output which is not compensated for by the modest buffs to damage we've gotten for core trapper encounter powers. As other people have already pointed out, it's also a massively expensive change to spring on players who invested in those enchantments.

    The point of these changes was not to make trappers less competitive. Some of you still believe that combat and archery are still too far behind trappers, and I agree with that. But the answer is not nerfing the trapper path, it's improving the other paths so they are on par. So buckle down and work out some better ways to improve those paths rather than trying to slip in these massive nerfs at five minutes to midnight. Otherwise we will end up with three uncompetitive paths rather than just the two we have now. Ideally, there would be none.

    3) Please leave action point generation from careful attack alone. It's one of the few benefits pathfinder has over stormwarden at the moment. The way it currently works means being able to use a daily as part of each rotation but only in very large group fights against a boss monster. HR dailies already do very little damage compared to their own encounters, so they add little even when they can be cast frequently. In particular, slasher's mark, which has a very short duration now will become much less useful if the time to refill the action point bar becomes significantly longer than the duration of that buff.

    Thanks.

    I agree with this entire post.... These PC guys seem intent on destroying the Trapper completely... for the love of God @amenar please just stop listening to the same 2/3 people intent on wrecking everything we have.
    +1
  • lunartic666lunartic666 Member, NW M9 Playtest Posts: 53 Arc User
    edited July 2016
    Few suggestions/feedback:
    -feat: fluid hunter: increase deflect and crit up to 5%
    -feat: wilds medicine: add 2/4/6/8/10% cc immunity per stack
    -feat: blade hurriacane: flurry strike 2 times with 120% additional dmg last 5seconds, deals additional 50% dmg to cc immune targets
    -feat: serpent weave: shifting lowers all cooldowns by 0.2/0.4/0.6/0.8/1sec
    -at-will: rapid strike: 4th strike now also dazes target for maximum 0.5sec
    -at-will: aimed strike: bleed decrease movement speed by 20%(40% if it's a crit)
    -class feature: pathfinders action: increase duration time to 10sec (up from 5)(TR's infiltrator action last 20 sec)
    -class feature: cruel recovery: stack up to 10 times
    -class feature: battlehoned: when you are attacked you gain 100(500at max rank) absorb dmg for 4 sec (absorb dmg reduce all incoming hits by x amount)
    -power: bear trap: add normal targeting (like boar charge, fox shift etc.), increase dmg by 100%
    -power: thorn ward: increase target cap to max 3.
    Post edited by lunartic666 on
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    edited July 2016


    -feat: wilds medicine: add 2/4/6/8/10% cc immunity per stack

    Just fix it so it works off max HP. That alone will be enough.

    @amenar Please for the love of, change battle crazed to deflect, not LS. We're getting too much LS now, plus insignia bonuses. Combat will be fine with high regen, not both high regen and LS healing to full each time you proc once you get it to 30% with zero effort involved.

  • jaymadiv#8056 jaymadiv Member Posts: 423 Arc User
    edited July 2016
    ghoulz66 said:


    -feat: wilds medicine: add 2/4/6/8/10% cc immunity per stack

    Just fix it so it works off max HP. That alone will be enough.

    @amenar Please for the love of, change battle crazed to deflect, not LS. We're getting too much LS now, plus insignia bonuses. Combat will be fine with high regen, not both high regen and LS healing to full each time you proc once you get it to 30% with zero effort involved.

    I'm a worst-in-slot level 55 Combat HR on PS4 and I see plenty of Lifesteal procs already. PLENTY. I was actually surprised at it. I can only imagine what it is like when I am properly leveled and geared.

    I'd still like to see a Feat that causes Strong Grasping Roots(but not Thorned Roots, so that the feat doesn't step on a Trapper's toes) to explode for Blast Damage when hit by Melee attacks. Combat really doesn't seem to have a reason to use Grasping Roots, and it is a prominent mechanic as a Class.
    image
  • genjundeadgenjundead Member Posts: 372 Arc User


    I know you are almost done with the changes and it is close to the module but there's seriously one last change(s) that need to be done.

    Option 1. Swiftness Of The Fox's At-Will cooldown reduction needs to be removed completely. You can keep the other existing affects but it will literally be game breaking in both PvE and PvP if you don't change it. It's pushing towards more perma control which leads to an even MORE Over Powered Class ( with these additional buffs ) and leads to more of people complaining on future forum posts about it, which is not what we all want to see ( or even hear when people play over Teamspeak, Discord etc ).

    Or

    Option 2. ( As what @ralexinor said ) Thorned Roots should not be affected by Dread Enchantment as it is NOT an encounter. I understand some of the logic behind it if it is affected but it very much shouldn't be. It increases your ENCOUNTERS critical severity by 75% Not a feat that just gets affected by what procs off encounters that apply Strong Grasping Roots ( with vorpal it increases ALL critical severity by 50%, therefore should be affected towards Thorned Roots ).

    When Rookz says an HR is moving towards even "more perma control which leads to an even MORE Over Powered Class" I hope you are listening @amenar =D

    The last thing PVP HR's need is more perma control, and rookz is one of the better ones. ;D
    thier is no perma control from hr's (thier is no perma control in pvp if you are wearing the right gear that is) and at wills will change nothing in that. cause dailies supply enough cooldown that most trappers will still not use any at wills. the only way to control with an hr is to use roots or crits and none of the at wills does roots so crits are the only way to get any cc in pvp but it wont make hr's do more towards what you said about perma controlled. most of the pvp players i ask in the live servers say that they never get perma controlled expect maybe by a cw but that is what they are their for so its understandable.

    whitespicyrice is wrong however, about thorned roots though since it is an encounter. the feat thorned roots says upgrade your strong grasping roots to thorned roots. that means trappers don't even have strong grasping roots anymore but thorned roots. and effects that trigger from strong grasping roots are not triggering from thorned roots cause they share the same proc'ing.
    +1 I was just about to address both these items. thanks.
    since no one said anything yet about it thought i would then. and thanks for agreeing with me since its the truth i speak of when it comes to thorned roots in the earlier quote.
  • lirithiellirithiel Member, NW M9 Playtest Posts: 2,482 Arc User
    amenar said:


    Hunter Ranger: Aspect of the Falcon: Now also increases your Ranged powers damage based on the distance to your target. Damage is increased by 1% for every 5' away you are from your target.
    Hunter Ranger: Aspect of the Falcon: Rank 4 now properly increases your range by an additional 3'.
    I am disappointed with this one. I was really hoping the distance mechanic would be scrapped in favour of something more beneficial to staying close to one's party. Once again us Archers are being given mechanics forcing us to play from long distance, which is counter-productive to group play and buffing. We are gimping ourselves by staying at long distance in group content. If this gets the final pass, though, is it not possible to change the Hunting Hawk's active bonus to the same thing please @amenar? Currently we have to be at long distance to get any benefit from the Hunting Hawk's AB.
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  • alliera7311alliera7311 Member Posts: 296 Arc User
    edited July 2016
    I pretty much give up. They made Archery slightly better put Trapper on par with it just about, Combat still is still meh. Was suppose to be class balance not TREE balance. Overall I'm not happy with the changes/nerfs. Trapper was fine competing with the other classes and now it's going to be even harder and the average HR in this game totally is below the bar compared to other classes in dmg. Get ready for next because your HRs are gonna get smashed in PvE probably not PvP though.
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  • bunchofrocks505bunchofrocks505 Member Posts: 15 Arc User
    @amenar
    i did quite a bit of testing for archery and combat, but it looks like archery still performed better, and now aimed shot gets a second cd reduction.
    with the new changes, it starts to look like archer might be the new future, massive buffs to that tree will ensure that, while combat still is far behind the other trees, as the main source of dmg there is the seriously under-performing at-will. i think what might be a good idea to help combat, would be a feat for aspect of the serpent, like the trappers have, but dont give us crit, but let it build the stacks much faster, maybe give us with a ranged attack immediately the full stack of +dmg to our melee attacks. while that wouldn't be popular with the people who dont like to switch stances, it would be an option to buff the trapper, with minimal changes, that or you make the at wills exempt from consuming stacks.

    or you just buff the melee at-wills, they really need it...
  • lirithiellirithiel Member, NW M9 Playtest Posts: 2,482 Arc User

    I pretty much give up. They made Archery slightly better put Trapper on par with it just about, Combat still is still meh. Was suppose to be class balance not TREE balance.

    Class balance is tree balance LOL.
    Our pain is self chosen.

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  • masterclown61masterclown61 Member Posts: 106 Arc User
    @amenar

    Now that Thorned Roots has 8 seconds duration at max. , and applies the DoT no matter what happens in that duration, can we have them stacked in that 8 seconds ? So that applying another Thorned Roots would make much more sense than just reapplying the DoT effect.
  • rayrdanrayrdan Member Posts: 5,410 Arc User

    @amenar

    Now that Thorned Roots has 8 seconds duration at max. , and applies the DoT no matter what happens in that duration, can we have them stacked in that 8 seconds ? So that applying another Thorned Roots would make much more sense than just reapplying the DoT effect.

    @amenar this somehow makes sense

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  • dmcewendmcewen Member Posts: 279 Arc User
    Thorned roots is going to be no different than creeping death after the SW changes. What tree has the highest damage potential really doesn't matter, everyone get so caught up on the paingiver.

    The combat capstone is really the only major change that needs to happen before the changes take place, but I'm no combat expert. @lirithiel what changes would you propose for combat? You're the only I can think off the top of my head that actually plays combat anymore.
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  • genjundeadgenjundead Member Posts: 372 Arc User
    edited July 2016
    rayrdan said:

    @amenar

    Now that Thorned Roots has 8 seconds duration at max. , and applies the DoT no matter what happens in that duration, can we have them stacked in that 8 seconds ? So that applying another Thorned Roots would make much more sense than just reapplying the DoT effect.

    @amenar this somehow makes sense

    having it stack to 3 would make it good but the problem with stacking it is that it would have to be like the deft strikes feat.

    deft strike has 2 different buffs that don't stack, a deft strike-range and a deft strike-melee, cause our cooldowns are affected by crits and roots. it would have to have a thorned roots-range dot and a thorned roots-melee dot variation, in order to make sense with out cooldown reducing feats and affect things properly.

    what do you guys think? should it stack to 3 or have a range/melee variation like deft strikes feat?

    i vote for deft strikes feat cause it would then be working properly with our class mechanics.
    at the same time i would like it to stack to 2 like aspect of the serpents max stack is so the dots are not easily refreshed.
    Post edited by genjundead on
  • genjundeadgenjundead Member Posts: 372 Arc User
    edited July 2016
    macjae said:

    @amenar

    Now that Thorned Roots has 8 seconds duration at max. , and applies the DoT no matter what happens in that duration, can we have them stacked in that 8 seconds ? So that applying another Thorned Roots would make much more sense than just reapplying the DoT effect.

    That would be some stupidly broken damage considering how large a share of a Trapper's damage Thorned Roots already makes up, and Trappers are not supposed to be the highest-scoring DPS tree for HRs.
    it would not make it broken as i would not know from preview servers but i would know from live were the damage is at right now. even if they use the idea to have variations of cot damage instead of stacking the damage would still be about 15% increase to paingiver and it would make pvp 20% better having that variation. why does pvp have 5% more cause of how the class mechanics work in thorned roots. you wont refresh thorned roots as easily as pve so more damge can be seen going out on your many targets, vs the single target or mos of enemies in pve.

    you are right to say thorned roots is the bulk of a trappers damage, but it is also not strong enough to really be seen as overpowered. and to say that having stacks would make it overpowered itnot a great way to put it. why not input that making it stack increases it duration instead of dot damage. but i would disagree still as thorned roots needs a bit more damage and stacking would help, and since they changed how thorned roots dot is affected by control bonus, having them stack would set it back to being the normal dot it is. the nerf didnt hurt that much but it still changed how well the dot could do.

    in my idea i proposed a variation like deft strikes. take a look if interested in the idea the post should be above.
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    edited July 2016
    dmcewen said:

    The combat capstone is really the only major change that needs to happen before the changes take place, but I'm no combat expert. @lirithiel what changes would you propose for combat? You're the only I can think off the top of my head that actually plays combat anymore.

    I been trying to make get the point across this whole time. The at-wills are holding combat back. It's not because the capstone is bad. It might actually perform well if at-will damage was in line with other classes.

    Then you have crappy powers like boar charge CCing you along with your target. Rain of swords that's too slow and the damage is bugged and not properly working. Rain of swords could use a nice buff with a primary hit and a decent DoT added on to it. All it does now is that you land in front of em, you see a hit FX on mobs, but you don't see any actual damage.
  • patcherrkmpatcherrkm Member, NW M9 Playtest Posts: 127 Arc User
    edited July 2016
    Aimed Strike is bugged on preview. It's damage isn't remotely closed to what it lists. Can anyone else verify?
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    edited July 2016

    Aimed Strike is bugged on preview. It's damage isn't remotely closed to what it lists. Can anyone else verify?

    I never even bothered trying to use it. It sure could use some love like it's ranged counterpart. Could make for an awesome single target boss melter for combat with some improvement.
  • genjundeadgenjundead Member Posts: 372 Arc User
    edited July 2016

    rayrdan said:

    @amenar

    Now that Thorned Roots has 8 seconds duration at max. , and applies the DoT no matter what happens in that duration, can we have them stacked in that 8 seconds ? So that applying another Thorned Roots would make much more sense than just reapplying the DoT effect.

    @amenar this somehow makes sense

    having it stack to 3 would make it good but the problem with stacking it is that it would have to be like the deft strikes feat.

    deft strike has 2 different buffs that don't stack, a deft strike-range and a deft strike-melee, cause our cooldowns are affected by crits and roots. it would have to have a thorned roots-range dot and a thorned roots-melee dot variation, in order to make sense with out cooldown reducing feats and affect things properly.

    what do you guys think? should it stack to 3 or have a range/melee variation like deft strikes feat?

    i vote for deft strikes feat cause it would then be working properly with our class mechanics.
    at the same time i would like it to stack to 2 like aspect of the serpents max stack is so the dots are not easily refreshed.
    i would vote for a variation like deft strikes feat for thorned roots as it may not have made a lot of sense the way i said it before.

    letting thorned roots have a ranged and melee dot like deft strikes feat buff, will fix some of the cooldown problems trappers have and fix their dps problems they may have.
    please fix combat before this mod comes out we say the love for archery and some love for trappers now we need a lot of love for combat.
  • masterclown61masterclown61 Member Posts: 106 Arc User
    edited August 2016
    Alright, ofc we need to test things first but theoretically, a normal Trapper would use
    Constricting
    Longstrider
    Cordon

    You can not easily change this rotation in pve because u need Constricting for Thorned Roots, Lonstrider fot buffs and Cordon/Plant Growth for aoe damage, plus the perfect change for Gushing Wound will also be there. So, normally letting Thorned Roots stack will only give us probably 1 more hit from Constricting at the second ranger rotation, and it will only be there for like 2-3 or maybe for 4 seconds at best. Therefore it isnt a deal breaker in my opinion. Additionally, when in boss fights, pvp matches, or any kind of special situation, people might think about changing to full Thorned Roots rotation, so it could give Trappers one more build to think about in specific situations. You know variety and number of choices only increase the fun, also might help Trappers some Dps boost to catch others up.

    While saying these, in theory, Combat will still need a better capstone probably, and if archers were not forced to play outside of the combat area, I would also think about them, yet if they are forced to play solo rven in a party, I believe they still would need a better glass cannon feat tree.

    K, its been too long, I will probably wait to see the actual changes in preview and then comment here. Thanks for reading.
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