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Dev Workshop: Weapons, Mastery Ranks, and Stats!


[DE]Rebecca

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3 hours ago, [DE]Rebecca said:

Take aim, Tenno!

While our team has been reading and listening to feedback on Friday's post regarding Warframes, our Weapons designer has been just as hard at work on some changes coming to many of Warframe's weapons!

This might be the longest list in Dev Workshop history, so we'll give some quick explanations and let you un-spoil CTRL+F your favourite weapons (Melee + Beam currently not included) to see what's coming.


Why?

Well, we are revisiting all weapons and adjusting their stats to fit into some Mastery Rank grouping guidelines based on DPS and Crit/Status split total.

YES. Finally.

3 hours ago, [DE]Rebecca said:

Some general notes:

  • Some weapon crafting costs will be revisited, and PoE resources will be used if it makes sense to better integrate a mix of resources into the game.
  • Not noted here are BEAM weapons - they should be ready soon, but we are revisiting them to be more 'like they used to be' in terms of damage instances over time but with a fixed fire rate. Fire Rate mods and their effects are still being determined.
  • Conclave Weapon damage has not yet been touched - will be done once all changes are set!
  • We calculate DPS based on sustained DPS which also takes Critical and Status values into account so our values may be different than yours!
  • For those of you in the Riven Market, please be aware these stats will not affect Riven dispositions. Player popularity / usage stats will continue to be the metric for that.

Sorry, but calculating disposition based off of usage and not stats is just silly unless you update the dispositions much more regularly. If MR 0-3 weapons are supposed to optionally stay relevant as a player progresses (something I enthusiastically support), please give us an MR upgrade mechanic utilizing something like Forma instead of consigning us to months of Kuva gambling after already beating the odds and getting a Riven for a specific weapon.

3 hours ago, [DE]Rebecca said:

Primary Rifles

  Hide contents

Mastery Rank 0-3
 

Braton

Damage increased from 20 to 24

Status chance increased from 5% to 6%

Critical chance increased from 10% to 12%

 

Latron

Status chance increased from 10% to 12%

Critical chance increased from 10% to 12%

 

Hind

Status chance increased from 10% to 15%

Critical chance increased from 5 to 7%

 

Burston

Status Chance increased from 10% to 18%

Critical chance increased from 5% to 6%

Critical damage increased from 1.5x to 1.6x

 

Karak

Mastery Rank increased from 0 to 3
Damage increased from 27 to 29

Status Chance from 7% to 15%

Critical Chance from 3% to 9%

 

Boltor

Status chance increased from 10% to 14%

Critical chance increased from 5% to 10%

Critical damage from 1.5x to 1.8x

 

Tetra

Damage increased from 30 to 32

Status chance increased from 10% to 20%

Critical chance increased from 3 to 4%

Decreased recoil while aiming

Increased accuracy while aiming

 

Gorgon

Status chance increased from 5% to 9%

Critical chance increased from 10 to 17%

Increased accuracy while aiming

 

Mastery Rank 4-6

 

Dera

Damage increased from 22 to 30

Status chance increased from 10% to 22%

Critical chance increased from 2.5% to 8%

Critical damage increased from 1.5x to 1.6x

Reload speed increased from 2.37 secs to 1.8 secs

Very slight recoil added

 

Prisma Tetra

Mastery Rank increased from 4 to 6

Damage increased from 35 to 38

Status chance increased from 10% to 24%

Decreased recoil while aiming

Increased accuracy while aiming

 

Sybaris

Increased damage from 70 to 80

 

Soma

Damage increased from 10 to 12

 

Braton Vandal

Mastery Rank increased from 0 to 4

Status chance increased from 10% to 16%

Critical chance increased from 10% to 16%

 

Mastery Rank 7-9
 

Hema

Damage increased from 45 to 47

Critical chance increased from 7.5% to 11%

No longer requires or consumes Rifle ammo

Improved projectile trail FX

 

Attica

Mastery Rank increased from 0 to 7

Critical damage increased from 2x to 3x

Damage decreased from 125 to 80

 

Stradavar

Status chance increased from 5% to 12% (Auto)

Critical chance increased from 15% to 24% (Auto)

Status chance increased from 15% to 16% (Semi Auto)

Critical chance increased from 20% to 28% (Semi Auto)

Decreased automatic recoil

 

Karak Wraith

Mastery Rank increased from 0 to 7

Damage increased from 30 to 31

Status chance increased from 15% to 25%

Critical chance increased from 5% to 13%

 

Braton Prime

Mastery Rank increased from 0 to 8

Status chance increased from 20% to 26%

Critical chance increased from 10% to 12%

 

Dera Vandal

Damage increased from 31 to 32

Mastery Rank increased from 4 to 7

Status chance increased from 15% to 30%

Critical chance increased from 5% to 8%

Reload speed increased from 2.37 secs to 1.8 secs

Very slight recoil added


Harpak

Increased damage of Harpoon secondary fire from 50 to 100

Changed harpoon damage from 100% Puncture to 40% Impact, 50% Puncture and 10% Slash

Added 17% status chance to Harpoon

Added 20% Critical chance to Harpoon

Added 2.3x Critical Damage to Harpoon

Status chance increased from 10% to 17%

Critical Damage increased from 2x to 2.3x

Improved primary fire’s projectile trail FX


Grinlok

Mastery Rank increased from 5 to 7

Damage increased from 120 to 187

Critical damage increased from 2x to 2.5x

Mag size increased from 6 to 9

Reload speed increased from 2.1 secs to 1.7 secs

Increased accuracy while aiming

 

Gorgon Wraith

Mastery Rank increased from 3 to 7

Status chance increased from 15% to 21%

Critical chance increased from 10% to 15%

Critical Damage increased from 1.5x to 1.9x

Ammo capacity increased to 900

Increased accuracy while aiming

 

Grakata

Mastery Rank increased from 0 to 9

Damage increased from 11 to 17

Status chance increased from 20% to 21%

Critical damage increased from 2x to 2.7x

 

Paracyst

Mastery Rank increased from 6 to 7

Damage increased from 30 to 33

Increased accuracy while aiming

Decreased recoil while aiming

 

Latron Wraith

Mastery Rank increased from 0 to 7

Damage increased from 50 to 72

Critical chance decreased from 25% to 20%

 

Soma Prime

Mastery Rank increased from 6 to 7

 

Dex Sybaris

Mastery Rank increased from 0 to 7

 

Panthera

Status chance increased from 20% to 24%

Critical chance increased from 10% to 12%

 

Baza

Critical damage increased from 2.8x to 3x

 

MR 10-12

 

Tenora

Damage increased from 23 to 24

Status chance increased from 15% to 16%

Critical chance increased from 25 to 28%

Increased the speed to reach max fire rate and accuracy from 25 rounds to 16 rounds

 

Buzlok

Mastery Rank increased from 9 to 11

Increased projectile speed for primary and secondary fire

Decreased recoil while aiming

 

Burston Prime    

Mastery Rank increased from 0 to 12

Status chance increased from 15% to 30%

Critical chance increased from 5% to 18%

Critical damage increased from 1.5x to 1.8x

Damage decreased from 39 to 36

 

Tiberon

Mastery Rank increased from 4 to 10

Status chance increased from 2.5% to 16%

Critical chance increased from 5% to 26%

Critical damage increased from 2x to 2.4x

Damage decreased from 60 to 44

 

Prisma Gorgon

Mastery Rank increased from 4 to 10

Status chance increased from 5% to 15%

Critical chance increased from 15% to 30%

Critical Damage increased from 2x to 2.3x

Damage decreased from 25 to 23

 

Prisma Grakata

Mastery Rank increased from 9 to 11

Damage increased from 11 to 15

Status chance increased from 20% to 21%

 

Latron Prime

Mastery Rank increased from 0 to 10

Damage increased from 85 to 90

Status Chance increased from 25 to 26%

Critical chance increased from 15% to 22%

Critical damage increased from 2.5x to 2.8x

 

Telos Boltor

Status Chance increased from 7.5% to 16%

Critical chance increased from 5% to 30%

Critical damage increased from 2x to 2.4x

Damage decreased from 50 to 30

 

Quartakk

Mastery Rank increased from 9 to 10

 

Zenith

Mastery Rank increased from 5 to 10

Status chance increased from 30 to 34%

 

Supra

Mastery Rank increased from 7 to 12

Status Chance increased from 5% to 22%

Critical chance increased from 2.5% to 20%

Critical damage increased from 1.5x to 1.8x

Increased Projectile Speed

Increased accuracy while aiming

Damage decreased from 45 to 36

 

Zhuge

Mastery Rank increased from 0 to 10

 

MR 13-15

 

Boltor Prime

Mastery Rank increased from 2 to 14

Status chance increased from 10% to 24%

Critical chance increased from 5% to 20%

Damage decreased from 55 to 44

 

Supra Vandal

Mastery Rank increased from 10 to 14

Status Chance increased from 5% to 22%

Critical chance increased from 2.5% to 20%

Critical Damage increased from 1.5x to 1.8x

Increased projectile speed

Increased accuracy while aiming

Damage reduced from 45 to 36

 

Opticor

Mastery Rank increased from 6 to 14

 

Ferrox

Mastery Rank increased from 7 to 14

Critical chance increased from 30% to 32%

Critical damage increased from 2.5x to 2.8x

So, lemme get this straight.

Hind and Karak, both weapons that are used by Grineer elites, weigh in as weaker on the Mastery scale than the basic Grakata? And the Braton, a Tenno weapon, is inferior to said Grineer weaponry?

In what universe does that make sense? Braton MK-1 should be relegated to the 0-3 tier while the Braton really should rank higher. (Yeah, I'm biased. Sue me.)

Also, does the Supra Vandal seriously have identical stats to the Supra? Or is there a larger differential in projectile speed/accuracy that isn't clearly noted?

3 hours ago, [DE]Rebecca said:

Everything is subject to change, so stay tuned! Thank you for reading, Tenno! We do expect these to launch soon on PC!

EDIT: If you're a player who doesn't meet the new MR requirements for their favourite piece of equipment, don't fret! If you already own the weapon, you will be able to use it regardless of the higher MR requirement. These MR tweaks will only affect Tenno who newly acquire the weapons listed after these changes make it in-game.

Also, removed a duplicate Lex Prime entry. Its new MR is 8, not 14 as incorrectly listed.

Glad to see that these aren't finalized, even though most of these changes look awesome.

Please make sure you are leaving an adequately diverse selection of weapons in each set of Mastery tiers; forcing players to identify and level specific weapons to progress is not going to help the new player experience. You might also consider adding some market filters to sort weapons into clearly-defined tiers to make selecting the next weapon to rank easier.

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EXTREMELY happy with all of this. Very happy with Secura Penta buff. Spent a solid half-hour squeeing over it with friends. Very pleased that some variants were made true sidegrades, rather than objectively inferior.

Would like to point out one thing: Dual Toxocyst change effectively removes the gimmick. Two seconds is not enough. By the time the reticule centers and you realize you got the buff, at least 0.3 sec have passed, and then you need target acquisition, so effective buff benefit is only about 1.2sec for a fast player. The weapon will shine at high-level, but buff is functionally useless until targets take several shots to kill.

Also, this removes the interaction with Peacemaker. On console/toaster/low connection speed, there is a 1sec delay after casting before the game will accept firing input. This time can increase if connection/performance is poor enough.

If you are deadset on lowering the buff time, you need to slightly reduce the recoil. But personally I would prefer 4sec duration as compromise, if you must, because the combo is very fun with Peacemaker.

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Ok, here are the MAIN issues with this rework:

What is the point of nerfing good weapons like Latron Wraith and Pandero while at the same time buffing god-like stuff like Vectis Prime? If MR is the main driver of changes, why not just increase the MR of the weapons instead of nerfing them? Most of the items nerfed weren't broken or overpowered, they were just fine on their own, while a lot of the buffed equipment are already extremely good. This makes no sense whatsoever.

 

Secondly: Some MR requirements increase got just too damn high. Newer players don't have the means to farm mastery ranks or even the resources to build new weapons to get said mastery ranks. Plus: they don't even have enough weapon slots. A lot of very important weapons for newer players got gated behind a HUGE grindwall. For instance: you unnecessarily buffed the Tigris and raised its MR requirement. The Tigris can be a game changer for a new player who is struggling to kill a certain boss or even some mobs. And the gun was already fantastic on its own.

Remember: new players don't have the mods to make these weapons overpowered by any means. The fact that their MR will dictate how good their equipment will be in every case is bad enough for them. Now they dont have the raw numbers or the mods necessary to make low MR weapons any good.

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3 minutes ago, FinalBoss-Desco said:

This worries me. What's left for the new players?

 

I mean the buffs are great and all but unless you're implementing a new UI for new players where ist shows obtainable weapons I bet they'll get frustrated really fast looking at all the things they CAN'T have.

 

New players can gain 1 mr a day, easily without much effort, what exactly is your point? if they want something increase your MR, thats the point, i started a newb account and got to MR15 in 15 days with little effort needed, just by levelling daily what is available to current MR, this wont change, so all this crying about restricting new players is completely pointless

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2 minutes ago, (PS4)BlitzKeir said:

EXTREMELY happy with all of this. Very happy with Secura Penta buff. Spent a solid half-hour squeeing over it with friends. Very pleased that some variants were made true sidegrades, rather than objectively inferior.

Would like to point out one thing: Dual Toxocyst change effectively removes the gimmick. Two seconds is not enough. By the time the reticule centers and you realize you got the buff, at least 0.3 sec have passed, and then you need target acquisition, so effective buff benefit is only about 1.2sec for a fast player. The weapon will shine at high-level, but buff is functionally useless until targets take several shots to kill.

Also, this removes the interaction with Peacemaker. On console/toaster/low connection speed, there is a 1sec delay after casting before the game will accept firing input. This time can increase if connection/performance is poor enough.

If you are deadset on lowering the buff time, you need to slightly reduce the recoil. But personally I would prefer 4sec duration as compromise, if you must, because the combo is very fun with Peacemaker.

Glossed over this one, but I agree.

I'm not totally convinced that Dual Toxocyst interaction with Peacemaker is intended, but reducing the buff duration negates the benefit from making it refreshable. I think you're spot-on that a 4s buff would be a solid compromise; perhaps even 3s.

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I hate this changes.

most changes are leaned to increase critical stats. it will bring less variety of mod customization.

before this changes, the weapons have had there own specification, i.e, critical specialization, status effect specialization, or just specialized of number of damage etc etc.

and because we have riven mods, we could develop some ambiguous weapons like penta, normally would not go with crit stats, can build critical options with riven mod which has multishot and critical chance option.

these possibility would die after this changes. just set point strike and vital sense and critatis. hell yeah. nice customization.

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10 minutes ago, Nitro747 said:

Ok, here are the MAIN issues with this rework:

What is the point of nerfing good weapons like Latron Wraith and Pandero while at the same time buffing god-like stuff like Vectis Prime? If MR is the main driver of changes, why not just increase the MR of the weapons instead of nerfing them? Most of the items nerfed weren't broken or overpowered, they were just fine on their own, while a lot of the buffed equipment are already extremely good. This makes no sense whatsoever.

 

Secondly: Some MR requirements increase got just too damn high. Newer players don't have the means to farm mastery ranks or even the resources to build new weapons to get said mastery ranks. Plus: they don't even have enough weapon slots. A lot of very important weapons for newer players got gated behind a HUGE grindwall. For instance: you unnecessarily buffed the Tigris and raised its MR requirement. The Tigris can be a game changer for a new player who is struggling to kill a certain boss or even some mobs. And the gun was already fantastic on its own.

Remember: new players don't have the mods to make these weapons overpowered by any means. The fact that their MR will dictate how good their equipment will be in every case is bad enough for them. Now they dont have the raw numbers or the mods necessary to make low MR weapons any good.

The only weapon nerfed was Pandero, Latron Wraith has higher sustained DPS with the changes.  Pandero is also not just a "good" weapon, it's one of the strongest secondaries in game. And Vectis Prime is no where near "godlike" it has a niche in killing Eidolons, but is inferior to the lanka. Otherwise it is a pretty bad weapon, as all snipers are when compared to the other weapon types. It is good for a sniper, but bad when compared to anything else. Most of your conceptions are just subjectively wrong. 

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A couple of poor changes in this list migrating current 'base damage weapon' DPS to (imperfect) crit stats.

Not everything needs to be reliant on crits to deal its on-paper DPS!

Worse still, by budgeting weapons with various levels of unreliable crit DPS, you're actually making them worse by increasing the delta of damage output after mods. Modding is going to result in less-than-balance-intended damage on non-crits, theoretically "balanced out", unsatisfactorily, by the higher-than-needed damage on those unreliable occasional crits.

On a similar note, some people might want pure base-damage weaponry to standardise the impact of a miss. As an example by extremes, If a weapon is built to crit half the time, but the player also misses half the time, there's a decent chance they're not hitting many of the shots that would calculate out as that much-needed critical damage, thereby drastically reducing their weapon's DPS by more than half (depending on the crit damage multiplier) despite its theoretical, on-paper stats. In contrast, a purely base damage weapon would lose exactly 50% of its damage output in this scenario.

 

There are still niches in the game where we want (need) pure base damage. Anything working on Object health in particular, and quite importantly Magnetise, since you consistently refuse to fix it! Now what other infinitesimal options am I going to have for a noncrit-based, projectile, high damage weapon? You're essentially nerfing my current Supra by 20% for that purpose.

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3 hours ago, [DE]Rebecca said:

Pandero

Damage increased from 76 to 86

Status chance decreased from 15% to 14%

Crit chance decreased from 30% to 26%

Crit Damage decreased from 2.5x to 2x

:/ But why? Are people not using your 1 trick pony the Lex enough?

Aside from that it overall looks mostly ok for some of the older weapons.

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Please take a second look at Latron Wraith. It was always viewed as a side grade to Latron Prime. There should not be a nerf to it's crit chance. If anything It should have a crit buff to fall in line with the buffs to Latron Prime.

Also please take a look at other changes beyond damage numbers with the Latron series. reload time is long when compared to the recent rifles released and it could benefit from innate punch through. With the current stats the Latron series has almost 0 crowd control regardless of damage per shot because reload is so long and it is impossible to take out two enemies at once without punch through. Currently Latron series only has a 15 magazine capacity which makes the long reload time extremely noticeable. A semi-fire primary with a slow fire rate and small magazine would really benefit from innate punch through for crowd control and a low reload time.

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Just now, Santana722 said:

It's still very strong and they're buffing it without buffing any shotguns better than it...

Yeah, I see what you're saying.  I just disagree, due to the crap supplementary stats.

I don't expect you to change your mind, but "strong" is NOT a term I'd use for it.  It kills trash well.  That's it.  It's like an Amprex without a BS Riven, before Hunter Munitions.  Yes, it can kill, but it cannot kill the important things or proc the important procs.

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Hot Take:

I love how almost everything mentioned (except the poor Pandero) is getting buffed, but I wonder how it will affect progression for new players. A lot of must-haves that people already recommended getting ASAP are moving up even higher, and while Soma and Sybaris are staying where they are, kinda limits what people might bring for My First Sortie.

Also why does Prisma Grakata have a lower damage and crit damage than the regular Grakata now, despite the former going to be two full MR ranks ahead of it?

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Loving (the majority of) the changes. However when it comes to launchers, the issue was never really the damage being done to enemies. It was damage being done to yourself.

Weapons like the Lenz did the self-damage concept right. It punished you for a messy shot but never outright killed you. You have a window of time to react and get the hell out of dodge to live, learn and better yourself rather than the instagibbing of weapons like the Tonkor or Penta. More forced procs like stagger or knockdown with *(perhaps)* %-based scaling damage to your frames. Its hard to argue "Risk vs Reward" when there really is no reward for blowing up a level 25 butcher with the risk being a finite number of revives per run.

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3 minutes ago, Brinie said:

The only weapon nerfed was Pandero, Latron Wraith has higher sustained DPS with the changes.  Pandero is also not just a "good" weapon, it's one of the strongest secondaries in game. And Vectis Prime is no where near "godlike" it has a niche in killing Eidolons, but is inferior to the lanka. Otherwise it is a pretty bad weapon, as all snipers are when compared to the other weapon types. It is good for a sniper, but bad when compared to anything else. Most of your conceptions are just subjectively wrong. 

Sorry, but the Akmagnus took a BRUTAL hit to reload.

It's up to 3.4 seconds.  The damage buff won't save it.

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2 minutes ago, Brinie said:

The only weapon nerfed was Pandero, Latron Wraith has higher sustained DPS with the changes.  Pandero is also not just a "good" weapon, it's one of the strongest secondaries in game. And Vectis Prime is no where near "godlike" it has a niche in killing Eidolons, but is inferior to the lanka. Otherwise it is a pretty bad weapon, as all snipers are when compared to the other weapon types. It is good for a sniper, but bad when compared to anything else. Most of your conceptions are just subjectively wrong. 

Latron Wraith was the crit side-grade alternative to Latron Prime. The sustained DPS works only until a certain point where enemy armor will be so stupid it won't matter having higher raw damage. Pandero was an excellent weapon and my point was that it never needed such stupid nerf. It was an excellent alternative for people, now status, critical chance and critical damage got hugely nerfed.

And Vectis Prime is a very good weapon. If you only use it for hunting Teralysts, thats just you. But buffing a weapon that can ONE-SHOT a lvl 100 corrupted bombard while nerfing a nice secondary is simply the worst case of misguidance I've seen in a while.

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Dammit DE! how am i supposed to make a joke about the gorgons being bad when you buff them like that? Now i have to forma mine because they look awersome and might feel incredible to use...

 

joking asside, great work buffing all of those weapon, hell, you guys even buffed strong weapons as well! but there are a few things i would like to see buffed in some of those.

Twin Rogga, i guess their problem was never their damage(but i have to admit, with so little status and crit, they were kinda useless to use against anything after 75). but i think their problem is also in their reload speed. you pretty much spend more time reloading them than shooting. so i would like it to be sped up a bit(maybe closer to 1 sec since they only have 2 shots).

Kohmaks, i loved the buff you guys gave them... i mean, i would have loved, if you guys had buffed them. please tell me you guys just forgot to say how much you buffed them?

Vasto prime, FINALLY! the VP is one of my favorite secondaries, but the main reason i never used them was because i just couldnt find a riven with reduced recoil. 

latron wraith, i loved that the latron prime is so much stronger now. but why did you guys nerf the wraith? i mean, it was pretty much set, the prime was the status based one, and the wraith was the crit. now, its the prime is the latron to use, and the wraith is to throw away! seriously, is there any reason to use the wraith now instead of the prime?

ferrox, i was kinda disapointed that the charge was unchanged, to me, the ferrox is an awersome weapon, but because of my hands, i can never use it, i would like it to either have a shot on release(instead of shot after done charging), or lower charge. but i guess im in the minority on that.

sancti tigris, if i had to call one misstep(besides the latron one) it would be this one. to me, the sancti doesnt need a buff on its status, but on its crit, there's really no reason not to give it the normal 2x crit damage. seriously, the tigris prime already is a monster of a status weapon, does it need to be the better on everything as well?

stradavar, i still think this is not enough, to me, the weapon should be a dual gun. auto for close and mid range, semi for sniping mid and long ranges. similarly, it should be closer to the tenora in that, it uses more bullets, but but shoots a more powerfull shot. the way i think it should be done would be either the semi auto to have 5-10x the dmg of the auto, but same chance, or it should have better status and crit, something like 10sc/10cc for the auto, 30sc/25cc but same damage. that way you could use it for diferent roles, depending on what you needed at the time. you could then mod it to focus on the semi auto, but able to swap to the auto in case of multiple enemies, OR mod it for auto, and use the semi to snipe stronger enemies. as is, people will still use it as a full auto gun, and pretty much never touch the dual mode that set it appart from other guns... not called tenora or argonak.

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2 minutes ago, Cytobel said:

Yeah, I see what you're saying.  I just disagree, due to the crap supplementary stats.

I don't expect you to change your mind, but "strong" is NOT a term I'd use for it.  It kills trash well.  That's it.  It's like an Amprex without a BS Riven, before Hunter Munitions.  Yes, it can kill, but it cannot kill the important things or proc the important procs.

Maybe you're just building it wrong, because it still melts everything in sorties for me except Elemental Enhancement.

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