Cataclysm: Tree of Life hobble fail

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Posted by Keeva | Cataclysm, Changes, Rants | Tuesday 15 June 2010 7:52 PM

Warning: long rant. Also: talents aren’t final, etc – but I’m ranting anyway.

I’m not usually negative towards Blizzard. I think that on the whole they do a great job, and it’s rare that I get annoyed about anything they do. I enjoy their product, so it’s not in my nature to bash them. Yeah, I’m still disappointed about losing TOL as a form, but I know it’s inevitable so I’m not wasting too much energy getting angry about it. Getting mad doesn’t usually help – it’s not constructive, and screeching at Blizzard doesn’t make them want to listen to you.

However..

I have to award the Cataclysm dev team a big, fat, FAIL stamp for this one. Fail, fail, fail. What on earth are you thinking?

Snares sucked in TBC. Now you want to make it even worse (50%), AND make it so that if we do our druid thing and shift out, we’ll lose the buff? What happened to encouraging us to shapeshift MORE during fights?

It doesn’t transfer well to text, but right now if you could just imagine that I’m blowing a big, wet raspberry at the dev team. PHBBBBBBBBBBBBBBBT. That’s what I think of your crummy, cooldown-robbing snare.


“WotLK isn’t Cataclysm, duh.”

I know. TBC isn’t Cataclysm. WotLK isn’t Cataclysm.

We don’t know what the Cataclysm encounters are going to be like. But I believe we can extrapolate current and historical fights to predict that Cataclysm encounters will still require you to run away from bad stuff(tm) quite a bit. Plant-and-nuke fights are extremely rare, and I don’t think it’s a big stretch to assume that will continue to be the case.

We’ll still have to run away from badness. If that happens just after we’ve popped our TOL, we’ll either be forced to shift out and lose our buff OR stay in TOL and be a weak link in the raiding chain, selfishly waddling through fire so that we don’t drop our cooldown. Which one do you think the raid leader will want us to do?

Yeah, it doesn’t matter how many times people say “wait and see what the fights are like”, I can’t help feeling pretty bitter about that prospect, I’m afraid.


Seeing into the future

Blizzard have said they want us to choose when to use the cooldown, rather than just popping it every time it is available. So, using it at the start of the fight, like a healing Bloodlust, is probably not what they intend. So imagine you have to wait a minute or two minutes or until enrage before using it – choosing wisely the best time for maximum benefit. That’s fine, but it probably means that unless it’s a marathon fight, you’re only going to get to use the cooldown once per fight.

And if you’re unlucky enough to be forced to move, if you shift out, you lose your buff for that fight. Gone.

Now, on fights where you can predict those movement phases, perhaps it won’t be so bad. But remember that you’ll need to be able to see 45 seconds into the future to know you’re “safe” to stand an heal. Cancelling earlier to run away from fire, shift out of poly or snares etc – you’ll shave off the end (or most of) your TOL buff and it will be gone. 45 seconds is an awfully long time to be lucky enough to not have to move.

So how much of the buff are we going to use, realistically? I doubt many fights will allow us the 45 seconds. So are they designing it around us having the buffs for 45 seconds? Or are they assuming that we’ll usually only get an average of Xseconds?

Call me a sad sack, but I can think of a bunch of sucky things that could happen during the cooldown. Mobility is our strength; think for a second what will happen if we pop our glorious cooldown and then the tank moves or gets knocked out of range. We have to waddle at 50% speed to try to get back into range – all the while, NOT healing him. Normally, we could do our druid thing – shift to cat form, Dash to get range, pop out and save the day. We’ll still be able to do that, of course – but in the process, we get to kiss our TOL cooldown goodbye. So once again – do you shift to cat to get in range, or do you waddle forward to try to salvage your cooldown – possibly losing your healing target in the process?

Obviously that is a minor and hopefully rare problem – but it shows another reason why such a restriction would cripple us in emergencies – which is exactly what the cooldown is for.


“We want you to shift more.”

OK, so one of the reasons that static TOL was ditched was because you didn’t like that we started fights in TOL and didn’t shift throughout. You wanted us to “shift more” (despite the fact that ferals and balance druids don’t ever shift if they can help it, but okay..) because that’s what druids are about – shifting. But this new design will have us shifting a grand total of once, MAYBE twice if it’s a long fight – but, once we’re in TOL, instead of being encouraged to shift into our other forms for survivability and utility, we feel pressured to stay in (and possibly risk our safety and the raid’s safety) so that we don’t lose our buff.

And it’s not like another class betting lust and having to lose part of the buff while they run – at least when they stop running, they’ll have the tail end of their buff. When we stop running, we can’t get ours back.

So you want us to make decisions (good) – for the TOL to be something we use very deliberately (good) – but RNG can strip us of that carefully managed buff?

Don’t even get me started on Malleable Goo type abilities – with Australian lag, it can be hard enough to avoid as it is – imagine with a 50% slow. “Sorry, I was in Tree form.” Here’s hoping there are no “think quick”, RNG boss abilities like this – although something tells me that’s a pretty big ask.


Recap: before, we had no real reason to use our shifts during most fights. Blizzard stepped in to encourage us to shift more – because that’s what druids do. Cool. So, in Cataclysm, this means we’ll shift once (maybe twice) per fight – but once you’ve done that, you’ll do everything you can to AVOID shifting (or you pay a price).

What is this, I don’t even..

Gimme your hand again, I want to re-stamp it.

(FAIL FAIL FAIL.)


Make it an aura.

Please change it to an aura, Blizzard. The same way you changed Dash so that if we popped into humanoid form, we’d still have Dash if we popped back into Cat form (during the buff).

Change TOL to be a 45s aura that only buffs us while in TOL form. If we have to drop to cat form to sprint, or bear form to take a hit, or travel form to drop a snare – let us do it – but then when we go back into TOL form 10 seconds later, we can catch the end of our TOL buff, so that it’s not completely wasted.

I don’t mind losing part of my buff in order to run (just as any healer would have to stop healing in order to run away). Giving up part of my cooldown for survivability is the same as anyone in the raid – like popping Bloodlust and then having to run from Swarming Shadows. It’s annoying, but you don’t waste the entire thing. Please make it so that the TOL cooldown is like Dash, so that if we shift out and back again (during the 45 seconds), we can get the buff back for the remaining time. In this way, we lose part of our buff, but we don’t forfeit it. I don’t think this is an unreasonable request.

I can deal with my form being put on a cooldown. Honestly, I don’t mind the snare itself. I can handle that – even a horrible 50% – I’ll deal with it. I don’t mind being forced to choose when a buff will be a help or a hinderance, because we’re about to hit the phase of the fight where there are defiles or fire walls. That’s fine. I quite like having to decide when to use each of my forms – as we all should!

I get that you want TOL to be situational, so that we don’t just pop it every the cooldown is up. And that’s good, because I really don’t want another “On Use” trinket ability that I have to weave into my rotation to maximise my HPS. I want there to be an element of decisionmaking there. I agree that it should have some kind of drawback or risk attached, so that it’s not just being used on every cooldown, like a static healing buff. Making the cooldown shorter will make it into more of a “pop whenever it’s up” deal, meh. I’d rather stick with the heavy decisionmaking process, but not forfeit my buff if I do what I’m designed to do – shift!


In conclusion

With all due respect, devs – the statement, “if you waste it, you waste it” is a great big steaming pile of you-know-what.


Figure 1: A visual aid!
(I love WoW Model Viewer.)



TLDR: Let’s hope the “it may not stick” comment comes true. A 50% snare is hideous; a 50% snare that forces us to drop our deep resto cooldown to survive commonplace RNG is just plain terrible.

Premature screeching? Overreaction? Maybe. No doubt people will say “wait for more details” or “we don’t know what the fights will be like.” That’s fair. I still think it’s harsh, though. But I’m not saying “scrap it” – just reconsider the fact that it makes us forfeit our buff if we do what we’re built to do – shift in and out. Please!

Sincerely (no, really)
Keeva


PS: “The other consideration is that we plan on getting a new model that looks more like an ancient and less like a treant, so moving slower might fit.” – this is a direct quote from GC). Refer Figure 1 – since when does size govern movement speed? My multi-passenger mammoth mount prances like a ballerina when I jump, and I’m fairly certain that gnomes don’t run at 500% speed by default. I don’t think the WoW universe subscribes to the usual laws of physics, aerodynamics and whatnot.

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25 Comments »

  1. Comment by Rezznul — June 15, 2010 @ 8:56 PM

    /agree!

    Fine, a cooldown based ability. I knew that the CD could be reduced with talents/glyphs. Still, meh.

    However, 50% snare AND we lose the buff when we shapeshift out? *boggle*

    I have to say, this more than anything takes away the true essence of being a resto druid: being able to bomb heals on the run.

    It being an aura actually would be the best compromise.

    I’d almost say, the boost of ToL better be a huge buff to the direct heals, such as casting speed/power. Otherwise, a gimpy tree still throwing HoTs is useless. Essentially, I see it as this: me being a sitting duck better be worth my while.

    I think they’ve listened to one of the shamans in my guild, when he says after each fight, “Dam druids.” :D
    PS: Also, great images, as usual. :)

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  2. Comment by Moonra — June 15, 2010 @ 9:24 PM

    i lol’d at the dead tree asking for a rezz!

    Blizzard is using the snare + the loss of the buff when shifting out as a downside to the massive increase in healing and difference in spells.

    it makes it interesting because you have to balance both sides, you got something good but you’ll have take something bad to, in other words when is it worth to sacrefice movements and the Druidish style of shifting around as the situations changes to get an pretty nice increase in healing.

    I do admit that minus 50% movement speed is pretty harsh, ok tree’s don’t look like recordbreaking runners but still…

    I like the idea of a cooldown that isn’t a ‘good move’ all the time unlike paladin wings, which does not have a downside. I like to think more about using something rather than hitting a button and magicly see bigger numbers on my screen.

    I don’t like the fact that they’ve made ToL a cooldown so we’d have an emergency ability when more healing is needed, but with the 50% movement debuff we might do more harm and end up not using it in needed situations cuz we wouldn’t stay alive ourselfs at that time.

    Its still early to say anything, and I’m against the whole ToL on cooldown stuff because I love my cwazy twee! but we’ll have to go with what we get.
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  3. Comment by Keeva — June 15, 2010 @ 9:59 PM

    Yes, one of my main concerns is that we’ve been given an emergency tool, but in many emergency situations, we need to be moving away from the same thing that is hurting the raid.

    I like there being a tradeoff too; I didn’t want a straight buff that people would just macro into their rotation; but something that forces us to shift and drop the buff is bad.

    If they feel it is too powerful to last 45 seconds, they should design it around a shorter cooldown, not snare us and force us to waste it all the time. I don’t like feeling hassled or ripped off when I heal.

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  4. Comment by Matt — June 15, 2010 @ 10:15 PM

    HoT heals are all about preemptive action. powerful cool-down abilities really aren’t that useful to us under most circumstances. Unless the encounters are designed around it, i suspect that I wont use ToL very often. I cant imagine that I will ever want to take a 50% movement debuff in order to over-heal really hard for a few seconds.

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  5. Comment by Kae — June 15, 2010 @ 10:23 PM

    See, I think Blizz just needs to start automatically creating macros to go with certain spells. Like:

    /cast Tree of Life
    /w (every priest in the raid) “Please keep an eye on my shrubby butt, I am slow and will need your life grip to pull me out of the fire that I know I shouldn’t be standing in, kthnx.”

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  6. Comment by Erispere — June 15, 2010 @ 10:49 PM

    I agree with all your points (I play feral, not resto, though). I’ve followed the resto discussion thoroughly though, and tbh, you guys are really just getting screwed.

    It is still alpha, and I hope a lot will change. Honestly, I think the snare will go away, for the exact reasons you state: there are still going to be a ton of fights where you have to get out of the poop. It will be like the original ToL, where the movement impairment was eventually lifted.

    I agree that it is a ridiculous double standard. When I am in cat form for DPS, I go in at the beginning of the dungeon, and I never, ever, shift out, unless something goes hideously wrong and I need to try and hero bear it (This is rare).

    It will be interesting to see how this whole thing shakes out during the alpha/beta. My guess is they will get a lot of negative feedback once people start to play it, and changes will be made, I also think the 5 min CD (though I think you can get it down to 3.5 with talents?) is a bit long.

    Here’s hoping for a ‘medium glyph’ that allows all the restos who love original ToL to keep the form as a toggle. :-)

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  7. Comment by Moonra — June 15, 2010 @ 11:05 PM

    @matt

    the whole idea around healing in CC is to not overheal, with the inc in stamina on gear and the whole mana change Blizzard is trying to keep a raid group more ‘damaged’ rather than we have now and heal everyone to 100% asap

    if you take a closer look at the new and changed restoration talents you’ll see that a few involve this: healing increased by X% or increases the critical chance of your spell by X% when the targets is at or below 25%.

    this could mean that people will drop at low health from time to time and then ToL cooldown could be a welcome gift. this being said I don’t think anyone with a sane mind would give up movement for a healing burst when the group does not need it at all.

    when reading Erispere’s reply there might be a ‘medium glyph’ or a minor glyph of some sort that decreases the movement restriction on ToL by X%…

    who knows /shrug!
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  8. Comment by Jack — June 15, 2010 @ 11:18 PM

    I’m afraid losing ToL form doesn’t bother me one bit.

    http://jackinazeroth.blogspot.com/2010/05/ive-got-horrible-confession.html

    Functionally, I think PvP makes losing it a good thing. But even aesthetically, I just never liked it.

    Timing it will be a challenge, but that issue exists with other cooldown based abilities for other classes. Once you learn fights, you figure out when you can use them.
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  9. Comment by lissanna — June 16, 2010 @ 12:04 AM

    It won’t go live with a 50% snare. It may have some snare, but 50% is really an Alpha number that has to get tweaked down to something more reasonable.
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  10. Comment by Matt — June 16, 2010 @ 12:25 AM

    @ Moonra

    good point, the changes to healing in Cata may mean that we will be using the burst to fill up the normally red bars in anticipation of a coming dmg spike. I would not mind the long CD if ToL was a very powerful ability that RLs would call for like BL/hero to brace the group for an enrage or spike in dmg.

    Looking at ToL that way, lets hope that they ditch the snare so we don’t have to wipe because of RNG fire under the tree before the dmg phase.

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  11. Comment by Callyx — June 16, 2010 @ 12:44 AM

    Hmm.. maybe with all this extra ‘healing power’ we’ll be auto-healing/avoiding the majority of AoE damage like hunter pets do. It wouldn’t get around your ‘tank tossed out of range’ scenario, but may for the fire scenarios.

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  12. Comment by tkc — June 16, 2010 @ 1:52 AM

    This whole ToL thing is depressing. I don’t want to change my main healer but it looks more and more like my tree is headed to retirement.

    Hopefully well get the talents before the release so we can play with them some but this is not looking promising.

    I’m wondering if Blizz is doing this in the name of class balance? I believe they have stated before that certain classes get the nerf bat in order to try to get players to pick other classes. I don’t know about you guys but there are a ton of resto druid on my server and my guild. On our 25 ICC runs I joke about the forest hanging out at the back of the raid.
    So I wonder if Blizz is trying to drive people away from rolling resto-druid.

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  13. Comment by Rades — June 16, 2010 @ 2:33 AM

    Your solution to make the buff like dash is a really good one, and it would work perfectly. As to the rooting though, it’s sad how this seems like a “well we need a reason why life grip will be useful and not frowned upon” “I know! Let’s make a class unable to move out of fire so they NEED to be life gripped.”

    …also if ToL is a larger model, won’t it be awfully distracting and vision-impairing to see a giant tree being pulled through the air? Hrm.
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  14. Comment by Lunarea — June 16, 2010 @ 8:21 AM

    Here’s my theory on the 50% snare, of course based on very little information and lots of guesses. I’m never a fan of getting snared, but I have a guess as to why it may not matter much in a raid situation.

    The current raid healing is very binary as Blizzard has said – either you’re full health or you’re dead, and they want us to spend more time half-dead or at least somewhat damaged. This will have to happen on two fronts, I think. First, healing will become more mana-intensive as repeatedly explained. But on the other side of things, raid damage will have to become less as a percentage of health. Currently, if you wait an extra second to heal someone in a fire, you’re already too late. Sure, everyone will have higher Stam stats to give a little padding, but standing in fires may not be quite as lethal either. I believe I’ve read somewhere that the current wipe danger is people dying from not healing fast enough, but the new-old “classic redux” wipe danger could be that too many people standing in fires will strain healer mana too much, leading to an eventual death instead of an instant one.

    Based on this philosophy, the general appearance of Ancients as gigantic, magical slow-walking battle-tank ents, and even more surprisingly the addition of DPS buffs in form, etc…. I think we’ll just heal through the fires in ToL instead of avoid them. While our fast yet frail and flammable Treant forms were no match for fires (yikes, alliterate much?), our Ancient forms will likely consider fires a mere nuisance than a death threat and just stomp on through if they have to do so. We’ve already got the Stamina to “tank” fires when needed, and we just got a whole lot better at healing in Ancient form, so just toss a super-rejuv on yourself and you’ll probably be safe enough to start making some headway on healing up all those green bars that have been at 20% for the last 10 or 20 seconds.

    If you look at it this way, ToL is almost a mana efficiency cooldown. Added healing effectiveness for 45 seconds means you don’t have to waste extra mana using weaker heals during that time. Of course, range issues could still be a challenge, but without it, healing in ToL might be too easy.

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  15. Comment by Keeva — June 16, 2010 @ 8:25 AM

    Only you can prevent forest fires?

    :D

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  16. Comment by Nat — June 16, 2010 @ 12:45 PM

    I totally agree with you, Keeva! I hope they remove the snare or at least not make it 50%. When I first read that I was like. :???: XD

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  17. Comment by Keeva — June 16, 2010 @ 1:50 PM

    When I read about the snare, this was my basic train of thought:

    1. Oh, they’re going back to a snare? That’s kinda crappy. I thought they decided that was a bad idea.

    2. Oh well, I guess I can deal with it.

    3. Wait – what will happen when we pop it for emergencies, but those emergencies are also the times when we need to run out of fire etc? Yuck.. doesn’t sound like a great emergency tool.. sounds very situational, if today’s fights are anything to go by.

    4. Suppose we’ll have to wait and see.

    5. Wait.. if we drop the form to run away, does that mean we lose the buff because we can’t shift back in once we get to our safe spot? WTF??!!?!?! <— (this is the point that I got annoyed) :P Keeva´s last blog ..Cataclysm: Tree of Life hobble fail My ComLuv Profile

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  18. Comment by Moonra — June 16, 2010 @ 4:11 PM

    I like Lunarea’s theory but that depends a lot on the mechanics of the encounter AND how the mana change will work out, I’ll explain.

    We do get more stamina which means more hp to take a few ‘oops didn’t saw that coming’ blows. But then Blizzard wants healers to think about what spell to use next so.. being a main healer in my guild, I get really annoyed when someone just takes the dmg they could easely avoid, in CC i’ll be even more annoyed cuz that’s mana that I could’ve saved.

    so in the part where we might have enough health to stay in the fire/void/very nasty thing on the floor for a while, we might no have to mana regen to keep taking care of it during the whole encounter. does the boss have an aoe? then the fire might be just to much ‘extra’.

    On the other part, Blizzard made the whole fire thing to make people move so it would break rotations or cause a bit of chaos, so i doubt it that the fire damage in CC will be low enough for us to stand in it for a while and then slowely move out.

    I don’t think the snare will hold till release, or atleast I hope it doesn’t :) Moonra´s last blog ..An unknown world… My ComLuv Profile

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  19. Comment by Jod — June 16, 2010 @ 5:10 PM

    Didn’t realise you were from Oz, but living there myself I know what its like .. especially when a canadian guildy starts complaining because his MS has hit a high at 120 :S which is about half of what I usually sit at.

    Suffice to say I agree with what you’ve said on the movement issue its a huge pita, especially since the times you seem to need the extra healing are either im moments where everyones running around like headless chickens .. or the last few moments of a burn down phase and if you just pop a 5 min CD or a 3.5 Min CD just to have to drop it to get away from something .. thats just bad.

    But having said that I’m waiting just a bit longer before I look to hard at new ToL vs Current ToL because I’m still upset about them removing it as a perma-form.
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  20. Comment by Raymore — June 17, 2010 @ 2:47 AM

    The snare should not go live. And for the bonus effects, it is only 15%. Avenging wrath is at least 20% and does not slow the pally down.

    Sure some spells are altered maybe an instant regrowth and lb being put on at 2 applications instead of 1. Unless the mana cost of these spells are reduced also, I can’t see myself throwing out a bunch of these extra heals. And really, instant regrowths for 45s?

    I’d rather they just bring back tree form than have these new changes. Of course, tree form is gone forever once cata hits. :sad:

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  21. Pingback by Parliamentary Papers | Murloc Parliament — June 19, 2010 @ 12:33 AM

    [...] at Tree Bark Jacket gives the big fat FAIL STAMP to the Tree of Life Hobble [...]




  22. Comment by Newhol — June 19, 2010 @ 1:22 AM

    My problem with the snare its the are giving one of the most mobile healing classes a 50% snare our ability to move and heal is a great attribute for raids i dont see disp preists getting a 50% snare.

    I dont see the snare as an equilzer its a major downer!

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  23. Comment by Tamarin — June 22, 2010 @ 12:20 AM

    Biggest drawback is that most ‘tree heals best’ damage is done during times of heavy movement, just at the time we’ll be most tied down by TOL. The TOL will be most useful on stationary phases like Deconstructor’s tantrum. I can see the new TOL being used as often as Tranquility is now. Been a long expansion since I needed to use Tranquility to heal.

    I am very sad at treeform as a cooldown. We don’t just lose the form itself but treedance, treecower, treeclap. These always made me smile.

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  24. Comment by steaky — June 22, 2010 @ 12:21 PM

    Sounds like a job for LIFE GRIP!!!!!!!

    :mrgreen:

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  25. Comment by Brit — June 23, 2010 @ 1:03 AM

    I agree with Tamarin. It depresses me so that they are doing those things to Treeform. My druid have been resto every since level 10 and was my very first healer. How many times do i use Tranquilty in ICC? about once. throughout the whole 12 bosses and that’s only IF a group didn’t get the spore debuff on Festergut during his suck in phase. I just don’t see TOL being used a lot

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