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(XBOX)AudiGuard20

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  1. Limbo as we all know is the troll of Warframe. And its honestly sad that this is the case since he has potential to actually be great considering he gets access to a different plane (or dimension). So, these are my ideas for some Limbo Changes and tweaks to make him more desirable for teamplay Passive: Same thing as before but Limbo and allies as well will gain the energy regen, and are faster in the rift. 1st Ability: Banish Instead of single target, just make it an aoe cast, or even have it a tap to cast on 1 single enemy or hold cast on group of enemies. 2nd Ability: Stasis The same thing really, but weapon projectiles fired from Limbo and allies are faster. Also, this should literally freeze most (if not every) enemy types in the game. Just because an eximus have overguard shouldnt mean they can just waltz right through the rift no issues. I know its an ability and they're immune to that but its literally a different dimension. 3rd Ability: Rift Surge The rift torrent augment should just be mandatory at this point, like i hate how mandatory it is to have this augment in Limbo's builds. Or if not, have the ability do something like it affects enemies outside the rift or something. There is literally quite a lot of potential this ability has, and without the augment.....its aight at best. 4th ability: Cataclysm The same thing, but since this is like a gateway to a different plane, i think it should do more for enemies who enter the bubble like take continuous damage on the edges of the bubble, or even upon entering, enemies take a small percentage of true damage dealt to them. There is literally so much they can do with Limbo that its actually shocking how much potential he has to be a great warframe, for not only himself but to allies as well as a support and etc. Another interesting thing is, Limbo is meant to help allies especially in defense missions to protect the objective, but the problem is, using the bubble (with large range) and with stasis, means enemies are gonna be stuck on the outer edges, which slows the mission down, since now its all about killing enemies as fast as possible. So the 2 main abilities Limbo players uses with occasional 3s here and there, are the main issues, so i dont know what to be said about that. Let me know
  2. Mate, i dont know if you know this, but literally Voruna has a passive that makes her immune to all statuses, including single elements, and your saying single element immunity is too strong.....bruh
  3. So this is the 3rd Chroma rework post I've made and thats just because I used to be an advocate of Chroma back in the day, so he needs some love. He did get buffed to make Vex Armor more self-sustaining and better to get both damage and armor buffs which made him better to play as. But it does not help his entire lackluster kit. So, here's some more changes or ideas Passive: there 2 i thought of that would make sense for Chroma but they may be a little bit too much, so im just gonna list them. The passive where the element is selected by emissive remains Chroma is immune (or highly resistant depending how strong this is) to the singular elements. OR Chroma has a mini conditional overload passive for his weapons. This conditional overload effect is multiplicative, (so basically old condition overload) for all your weapons capping out at lets say 75%. First Ability: Spectral Scream Chroma can no longer switch between the elements. Now, Chroma will breathe a large breath at the enemies that last a short duration (like 1-3 seconds, unscalable by anything). In this state, Chroma is invulnerable, will be able to move but slow, and will proc all 4 single elements onto enemies in range of the breath. Second Ability: Elemental Ward The same functionality, but the buffs are slightly different. I also thought it would be cool to incorporate the archon mods bonuses onto the ability (some of them at least) Cold: The same, no changes Heat: Still has health, and health regeneration. On top of that, heat will be applied twice. Electricity: Increased shields, faster recharge rate and lower delay, and still get the arc discharge. Now, electric status effect will grant energy regeneration. Toxin: Increase reload speed, fire rate, attack speed. Being surrounded by a toxin aura, enemies who get close will be dealt with a toxin proc , similar to the toxic infested eximus (forgot what they're called) These ideas are basically to encourage different builds of chroma with different elements. Third Ability: Vex Armor Remain the same, the buff to it really helped with sustaining the Damage and Armor buffs. Fourth Ability: Effigy Chroma still sheds its pelt. But now, Chroma will be faster and more maneuverable and its pelt will follow you like a turret (behind or around, above, etc. ). While in the turret, the pelt will have an energy drain (but lower than before) and enemies will be focused on the pelt more than you. During this state, the pelt will also periodically cast spectral scream and breathe the elements onto the enemies and casting elemental ward with a random element and give the buff to chroma (at a diminished form) for a certain duration. Optionally, dont know if this is consider too strong, but Chroma has increased status damage. These are my ideas let me know if this is too much
  4. So with Devstream 177, they talked about 10 brand new augments, which a lot of them seemed very interesting to build with, especially Loki, Yareli, Citrine's and Kullervo's new augments. But now I just wish, that in one devstream they just talk about augment mods as a whole and try to change up how augments mods work because a lot of augments mods just serves as band aid fixes to horrible ability design and there are certain augments that are just simply useless, and there are some where they are more mandatory and a must have mod to use for all builds on a specific warframe. And then there are augments that doesnt make any sense to have as a mod and should just be apart of a warframe's base kit. And trust me there are a lot of them. So i wanna talk about all the augments that should just be built into a warframe's base kit: Frost: Frost is an interesting one in the sense his augments does enhance his abilities but at the same time should just be a part of his base kit The augments for his passive Biting Frost should just straight up be his new passive instead of the old bad passive that he has right now. Ice wave impedance and Chilling Globe should also be just part of his base kit as they just seem kind of pointless to equip as a stand alone mod but would definitely make the abilities themselves shine better if it was not an augment to begin with Also just saying, Icy avalanche needs a buff Hildryn: This might seem weird because Hildryn already is an amazing tank warframe. The problem is her passive is literally replaced by Protea's 1st ability and her 3rd ability Haven shares her passive with allies but again, Protea has that with the 1st ability, so those 2 things are already pointless. Her 4 is just slow if im going to be realistic and her exalted balefire weapons are weak and in dire need of a buff. But honestly, it just about Pillage, and if people use Blazing Pillage augment so much already, that should just be in her base kit. Ivara: Isnt it just shocking that the warframe designed to be stealthy and designed for spy missions has the one weakness that is only solvable via an augment? im talking about the laser sensors and only the Infiltrate augment will allow Ivara to bypass lasers without triggering alerts or alarms. At this point where you got warframes like Wukong or Wisp, even Limbo, who were not even designed for spy in the first place have abilities that bypass lasers. So just to make sense, the Infiltrate augment should be part of her base kit Loki: The upcoming changes Loki getting is definitely nice with Dante Unbound update. The only thing is, i think his augments like Hushed Invisibility and Irradiating Disarm should also be embedded into his base kits. Especially since literally a hound replaces Loki 4th ability, so i think having this would bring back Loki a bit. Nidus: Larva Burst should be embedded into his ability. Maybe not the explosive part, but definitely the part that makes Larva recastable because without when it comes to grouping abilities, i wont see why you would go for Larva when Ensnare exists Nyx: Pacifying Bolts should just be in Nyx's base kit. For what it does, it just seem too little and it just makes more sense to be part of the base kit itself Rhino: Iron Shrapnel and Piercing Roar should just be recastable as part of his base kit no questions asked. Seriously, its 2024 and we still need an augment just to recast Roar and Iron Skin. Valkyr: Eternal war should just be embedded into Warcry itself, like without the augment it is honestly quite pointless, especially since you cant recast it Yareli: The upcoming augment for Yareli should literally just be base kit, players should have the option to ride Merulina or not ride it, and them making this idea and gimmick, something we been wanting forever but as an augment just infuriates me Anyway, let me know what you think and if you agree that most if not all of these augments mentioned should just be apart of the warframe's base kit. Especially for how warframe is right now
  5. Which is why i only mentioned the recastable portion of the augment, not the whole thing itself
  6. Hello all, Rhino as he is is solid and very universal to be used across all aspect. But there are a few usability issues that i think he needs help with and what are some changes i would like to see Passive: Rhino gets a mini Arcane Eruption effect when picking up energy. So, picking up energy will knock down enemies around him in a small AOE. First Ability: Unchanged Second Ability: Make it to where the augment to recast iron skin is embedded into the ability. This will make Rhino more usable and more friendly Third Ability: Roar is obviously a great damage buff, but there is one issue, it isnt recastable much like Mirage's Eclipse, Chroma's Vex Armor or Xaku's Xata Whisper. So the augment that makes Roar recastable should also be embedded into the ability Idea for a new augment: Screeching Roar: After casting roar, Rhino stuns nearby enemies around him. Killing enemies will have a chance that the surrounding enemies will be stunned Fourth Ability: Unchanged I think these changes will make Rhino more universal and also give in to play with Rhino being a "new player friendly" Warframe. Let me know what you think!
  7. Loki as what he is right now is actually fine. Pablo mentioned that his decoy are getting changed which will help his decoy and his teleport ability is also getting changes. If loki got changed to do damage or be a nuke or whatever, then that will just not make Loki, Loki. So from this, i am not a fan of the suggested changes
  8. Valkyr is one of those warframes that seem really cool, but in reality is not and has an outdated kit. Also, its only about her exalted claws, everything else is left under the radar. So this is my idea for a Valkyr rework Passive: I dont even understand why her current passive is falling like a cat. Makes sense as a theme aspect, but not gameplay aspect. So now: All claws melee weapon types has an additional combo multiplier and deals increased damage with increased attack speed. This means claws will have 13x combo at max, and Venka Prime will reach 14x. This helps her exalted ability hand-to-hand 1st Ability: Screech Valkyr sends out a large screech that stuns enemies, opens them up to finishers, and take more damage from all sources 2nd Ability: Warcry Same thing, but now the augment, Eternal War will be built onto the ability itself. Now, instead of a slow on the initial cast, every kill makes surrounding nearby enemies slow. This slow is capped at lets say 50-60% max and not affected by anything. 3rd Ability: (Havent figured out a name) Valkyr will lunge onto a target instant killing it despite the enemy level. This ability runs off duration and cannot be recasted. After pouncing, all of Valkyr's weapons and abilities (meaning the Exalted Talons) will have increased slash damage, with stronger bleeds. The effect is doubled for all claws weapons (i was thinking daggers, swords, and dual swords get this benefit as well, but for now I am just sticking with claws for the core theme and aspect). Critical Damage is also increased for all weapons and abilities. 4th Ability: Hysteria No longer invulnerable to all sources of damage. However, the aura that damages Valkyr is also removed. The original energy drain that is ridiculous is now reduced to lets say normal 1 energy/second. However, now, every kill Valkyr get with her talons, the energy drain start to increase capping out at 10 energy/second. This max energy is unaffected by efficiency, meaning if you have negative efficiency, the max energy drain is not affected, the only thing affected will be how fast it takes to reach that maxx energy drain. This energy drain ramped up is only affected by getting direct kills with the Talons, and will max out at lets say after 25 direct enemies killed at base efficiency. Even though you are no longer invulnerable, you are still immune to knockdowns and staggers, regardless of switching out from talons to primary weapon. These are my changes and ideas. Let me know?
  9. A bit while ago, I talked about a potential Chroma rework. Well, now in the devstream 177, when its reveal that Mirage's Eclipse is going to function exactly like Vex Armor for Chroma, but much better, also being able to be used on other warframes as it is the helminth ability, it is clear that we need a Chroma rework now more than anything right now. So these are my ideas for a possible Chroma rework (another one): Passive: The Emissive Colour will select the element Chroma will use for his abilities. On top of that, the energy colour will determine the element to be used on his weapons. This means, if the energy colour is green for example, then all of Chroma's weapons will have toxin built into them that will combine with other elements you mod on your warframe. Essentially, saving you a mod slot for weapon builds 1st Ability: Spectral Scream Can no longer toggle and switch between the 4 elements. Also, no longer a channeling ability. Now, Chroma will move slow and breathe all the elements onto enemies for a certain duration. All 4 singular elements will be applied onto enemies (Toxin, Heat, Electric, Cold) with a random amount of procs and depend where Chroma is spewing his fire around. In this state, Chroma is invulnerable to all sources of damage. The duration will also be a short one so like 5s at max rank at base 2nd Ability: Elemental Ward The same ability where the element is chosen by Chroma's emissive colour. However, now when enemies hit you, they will receive a proc of that element from the ward to be inflicted on them. So if your element is heat, cast the ability, if an enemy hits you, they will get a heat proc applied. 3rd Ability: Vex Armor No longer need to be damaged by enemies to receive the buffs, just cast and you get both buffs. The Armor buff is greater, and the Damage buff is now a final damage multiplier instead of a base damage multiplier. Mirage's Eclipse is going to function like Vex Armor with additive damage, so Vex Armor still giving additive damage is pointless. I know this may seem like the biggest "Screw you" moment, but if you think or remember about it, Chroma's Vex Armor Damage buff used to function as a final damage multiplier back in the day till they nerfed and changed it. So this basically goes back to that. Also, since Vex Armor is not a helminth ability, this makes it more balanced where only Chroma has this kind of damage buff on him 4th Ability: Elemental Rage Chroma becomes enraged with energy. He is imbued with an aura of the emissive element that Increases the potency and effect of elemental ward and vex armor. All of Chromas attacks will have a separate instance of that element applied on enemies from his weapons. Furthermore, damage is also increased on all weapons and the damage and status effects of all singular elements will be stronger and more effective. This is my take on Chroma. Not exactly dragon like, but to more enhance his elemental aspect of him.
  10. Super confused here, cause you said his new 3, which is just the scarab armor itself will be useless without the augment. But Pablo have clearly stated that the augment will be built into the ability especially as seen in the devstream 177
  11. Hildryn can be a very tanky warframe, and can be nearly outright immortal in a majority of situations. The problem is, whenever i see a Hildryn, they only use Pillage and the 3rd ability if they combine it with the augment. The first ability is a bit of a mediocre exalted meme ability, and the 4th ability is just there. So, these are my main changes to make hildryn more flexible and to make her other abilities shine and actually good, and to fix some issues. Also, Pillage is literally her helminth ability, and is much better on other frames such as Gyre or Baruuk. Passive: While good, it is literally replaced by Protea who has this passive as an ability and Protea is just better. So the new passive is as follows: On top of a larger shield gate, the more Hildryn spend her shields on her abilities, the stronger her shields get (so basically, a damage reduction ONLY to shields, capping at 70% (might be too much as a passive, but for now, ill just leave it as is)) Balefire: Increased damage, better critical chance, critical multiplier and status chance, and increased blast radius. Also, no charge or quick tap fire mode, just a quick tap with the whole benefits as a charged mode (basically the charged mode but as a quick tap). Most importantly, costs less shields to fire Pillage: Remains the same Haven: Hildryn will connect with enemies, draining her shields but in return, lower the defenses of her enemies. In addition, Hildryn is immune to knockdowns and stagger effects. Aegis Storm: While hovering, the dash speed is increased, more maneuverable, able to cast her other abilities while in this state, not just Balefire. While exiting the ability, while doing that superhero landing, Hildryn is invulnerable for that time period, so she doesnt continue to get shot and killed while landing. These are some changes that i wish Hildryn gets to make her feel more streamlined and easier to use
  12. This is probably the billionth inaros rework post you will see, but that just shows that this warframe NEEDS HELP. So this is my ideas and take on Inaros rework Passive: Still turn into a sarcophagus when you die, but this time when you drain enemies health to revive yourself, you are actually dealing true damage (i think it already does true damage but its so negligible you cant even tell, so you just do more damage in general) and scale with enemy level, meaning you can actually kill and revive yourself to keep going. Additional passive, Inaros gets a health gate, so if he takes lethal damage that would otherwise kill him, he would be invulnerable for 5 seconds. (this might be too strong, so a good way to balance this out is by giving it a 15-30 seconds cooldown but ill let you be the judge of that) Desiccation: Same thing, but larger radius, and instead of a cone in front of inaros, he will slam the ground and send sand around him in a large radius stunning and blinding enemies. Devour: Instead of taking an eternity to drain someone life to only create a useless sand ally, instead this is what this ability will do: Inaros can select any target and zap all of its life force, resulting in a one shot that scales by enemy level. On doing so, Inaros will gain health rejuvenation, and increased armor. Im also thinking of an augment for this ability that allows Inaros to absorb the abilities of its devoured target, so if Inaros kills a heavy gunner, melee attacks will knockdown enemies, or killing an arson eximus will light enemies on fire if they damage or hurt Inaros, etc., etc. Quicksand: As the name suggests, Inaros places a quicksand over a large area. Enemies who walk into the quicksand will have their weapons dropped, frozen in place and will repeatedly take damage while also healing Inaros. Furthermore, enemies who are stuck will have a debuff and take more damage. Scarab Swarm: Instead of sitting there draining your health, Inaros will be locked in place invulnerable, charging up its armor via a one tap cast. For about 5-7 seconds, Inaros will be charging its armor and will use 75% of his maximum HP. After that, Inaros will have damage reduction (maximum of 95%), increased armor, health regeneration, and immune to knockdowns and staggers. As enemies damages and hurt inaros, the armor will slowly decay by about 0.5%, but that same enemy who damaged the armor will get zapped of its health. (the armor, health regeneration and knockdown and stagger immunity will remain at its full effect even with 0.1% armor left, its just the damage reduction that will decay slowly along with the scarab armor itself). The augment will be built into the ability, so any status effects that would be applied on Inaros will be ignored and cleansed at the cost of an extra 2% Scarab armor. However, when the scarab armor gets to 75%/50%/25% armor, Inaros will receive one of 3 random buffs: Increased damage for all weapons and abilities, Increased movement speed and attack speed, or damage redirection. The Scarab armor itself will only be recastable as long as the armor gets to about 25% of its armor left. I know I said a lot about the 4th ability, but if DE wanted to make Inaros "unkillable" as they say with their words, then the 4th ability should actually emphasize the whole "unkillable" aspect instead of just blatantly increasing the armor and calling it a day Let me know what you think and if this is too much even for Mr. Sand King Inaros?
  13. So a little while ago, I talked about an Oberon rework that was a hit or a miss. So, this is another Oberon rework that i would like to talk about to make him exceptional again (especially since Qorvex has just made him completely irrelevant now). So, down below is the new idea: Passive: Enemies affected by radiation, will have a debuff and will take about 30% more damage from all sources Smite: No longer needs a target to cast ability, just cast anywhere and the smite will seek out nearest group of enemies and deal damage, proccing radiation. Hallowed Ground: Oberon cast a large patch of grass around him in an aoe area. Enemies who walk onto the grass will take damage and affected by radiation. When Oberon and allies go on Hallowed Ground, they will receive a buff that makes them immune to knockdowns and status effects. This buff will last indefinitely as long as they are on top of hallowed ground, or will last a certain duration if hallowed ground duration runs out and/or Oberon and allies run off the hallowed ground. Furthermore, enemies who were affected by Smite as they are on top of the hallowed ground will have a vine plant grow around and encasing the enemies. Enemies encased in the vine will be unable to move, and take damage. Renewal: Still a channeling ability, and while active, Oberon and allies in range will be healed, with the base healing rate increased (i dont know what it is right now) and have more armor. If Oberon (and/or allies) go on Hallowed Ground while Renewal is active, alongside the status immunity buff, they will also receive a damage reduction buff capping out at 90%. This buff will last indefinitely while on the Hallowed Ground, or last a duration when Hallowed Ground duration runs out and/or Oberon (and allies) walk out of the area. Reckoning: Unchanged but maybe a faster casting time since the casting is a bit on the lengthy side These are my new ideas for Oberon to make him feel better with more synergies between his abilities and to really shine how radiation is strong with him. What do you think?
  14. Here are my ideas for a chroma rework that may seem completely overkill and a complete overhaul but I am just gonna pour out all my ideas for Chroma rework here. While i do think Chroma should have more of a dragon ability for his 4th ability, i would like to implement his effigy form to make it a little bit more useful and better Passive: While the current passive seems interesting and cool, it sort of seems lackluster and almost forgotten about. So the new passive would be like this: Changing the energy color of Chroma will determine the element used for his abilities (from the start). Also, this element will also be combined into his weapons. So for example, if Chroma's energy is red, he will have heat for his abilities, and heat will be applied to his weapons. If his primary for example has radiation, the heat will combine with that. If the weapon has Corrosive for example, then the weapon will also have heat, meaning it will have Corrosive + Heat 1st Ability: Spectral Scream You can still choose between the other elements to be used for his other abilities (However, lets say the energy is heat, and you choose cold with this ability, cold will be used for his other abilities, but the weapons will still have heat). Now, each element when you activate the ability will do different things (instead of tickling the enemies with little damage and proccing the status effects) Heat: Breathe out fire dealing damage, setting enemies on fire proccing the heat status effect. Cold: Breathe out ice dealing damage, slowing enemies down, proccing the cold status effect. (maybe: using this ability focused on one enemy will freeze the target) Electricity: Lets out a breath of electricity, dealing damage, stunning enemies and proccing the electric status effect (the electric breath will work like a chain attack stunning multiple enemies together) Toxin: Hurl out a blob of toxin, dealing damage, poisoning targets and proccing the toxin status effect (the hurl will have an aoe effect once it hits any surface or enemies, and enemies near it will get affected) 2nd Ability: Elemental Ward Remains Unchanged 3rd Ability: Vex Armor Taking Damage to both shields and health will build up the armor and damage buff (makes it easier to utilize the buffs). Furthermore, Chroma's element will also have an effect For every element, with the armor buff, depending on your chosen element, you will be taking reduce damage from that element (or even immune to status procs of that element) and with the damage buff, your abilities will deal more damage with that element and your weapons will have that element on top of that (example: if chroma energy element is heat, and you have cold selected from the 1st ability and your weapon has blast modded onto it, then that means: You take less damage (or immune) to cold damage and status effects, and on top of the heat being modded in the blast making the blast stronger, you have a separate instance of cold modded on to the weapon making you have blast + cold 4th ability: Effigy Effigy by itself is totally useless by itself lets be real and only good for more credits with Profit Taker, so heres my take for Effigy This ability is centered around a bar meter (that will appear when you activate the ability). When you use effigy, chroma will become enraged in strength and power, dealing increased damage with all of his weapons and abilities. While in this state, you have to fill up the bar meter by dealing damage/killing enemies where killing enemies increase the bar meter more and the higher the enemy level, the better. Once the meter is full, you break free of your shell and now playing in the effigy form. While in this state, the outer shell of chroma is still there, dealing damage and killing enemies, knocking them down, giving crowd control, while also making enemies aggro to the shell more, focusing entirely on the npc shell. (essentially the shell is an NPC + Aggro) . While in the effigy form however, you are more maneuverable and agile, but more squishy, but you also have evasion. However, you still retain the same damage buff if vex armor was on, and the elemental ward buffs are still at their max, its just the armor buff of vex armor is lower. This ability is on a duration, and the 2 forms of chroma will reunite as one when either the duration of the ability runs out or when the NPC Chroma die. In either case, upon becoming one again, you will be invulnerable for 3 seconds. I Dont remember what else i said that i wanted to mention for my rework changes because there was a lot, but im just gonna leave this because its definitely a lot by it is. So let me know what you think about this rework idea? Im sure what i said about the 4th ability might seem confusing so bear with me if i said anything you dont understand
  15. Currently the 2 most overrated helminth abilities in the game are Gloom from Sevagoth and Nourish from Grendel. Both of these abilities are so good and work basically 99% of the time better on other frames, that it makes both Sevagoth and Grendel fodder for the helminth which is a shame and so sad because both Sevagoth and Grendel (especially after the rework to Grendel) are really good Warframes to play as with amazing potential, its just that we wont see that potential because of the state they are in. I feel especially bad for Grendel because poor Grendel gotten a much deserved rework that made him so good, but the only problem is no one plays Grendel cause of Nourish being his helminth ability, essentially giving him the Sevagoth treatment. If you dont know, Gloom essentially creates a ring that drains your energy especially with the more enemies affected by gloom and affected enemies are slowed and killing these enemies heal the Frame. Nourish (although it is altered already as a helminth) gives you viral for your weapons, gives you a viral retaliation effect, and gives more energy per energy pickup. So, im suggesting, to make Grendel and Sevagoth more popular, Gloom and Nourish gets altered in the helminth (the original remains the same of course) Gloom: Altered - Instead of 95% at like %280 something power strength, it is capped at 60 or even 50% slow. The catch is, you still need to reach that 280% mark to reach the full effect of the diminished version. Nourish: Altered - Although it is already altered by removing the heal, another thing would be to 1 of 2 things (i havent decided so ill just leave both options here). Either option 1, remove the viral retaliation effect (not the viral part for weapons) or reduce the energy multiplier by like a lot as option b because im just saying for a helminth ability, there is no reason for an ability to be much more potent than arcane energize. I might be too brutal on the Sevagoth change for gloom as an altered helminth, but to be honest, i just want some love and recognition for the boy cause Sevagoth is really good and its a shame he is not being used more to this day. Plus, Sevagoth looks really cool as a warframe from an aesthetic view These are my suggestions to make Sevagoth and Gloom more desirable by altering their helminth abilities. let me know what you think and if im too brutal or cruel for this?
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