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InvenGlobal Developer Interview

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InvenGlobal recently sat down with Production Director Kaeo Milker and Lead Hero Designer Matt Villers to talk about Deckard Cain, 3rd bans, Hero price reductions, and more!

  • Heroes of the Storm was originally a custom StarCraft 2 map. StarCraft 2 is mostly story-driven and when they decided to make HotS a separate game, they focused on gameplay and left the story out of it. (We learned at the PAX East 2018 Heroes panel that Blizzard plans to add more story (lore) to the game in the future).
  • It takes anywhere from 6 to 9 months to make a new Hero. Deckard Cain's kit was finalized 6 months ago.
  • The number of Heroes they want to add to the Nexus is well over 100, but they're working on 8-10 Heroes at any given time in various stages.
  • They don't have any time frame for Raynor's rework.
  • We can expect more Multiclass Heroes in the future.
  • Deckard Cain can fill the role of a solo Support.
  • They want to bring more Support Heroes to the game.
  • They're keeping a close eye on mobile Heroes (Genji, Hanzo, Tracer), because they can feel frustrating to play against.
  • Nearly half of the Hero pool is at 10K gold right now and they're planning to fix that soon to make them more affordable.
  • Hanamura is still being worked on and they're not ready to announce an exact date of the map's comeback.
  • The team is exploring the option of a 3rd ban, but they want to do it when it feels "right for the game".
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1 hour ago, MasterKast said:

noob question: wth is "3rd ban" ?

In ranked (and unranked), both teams can ban 2 heroes each before and during picking their heroes in order to (hopefully) trip up the enemy team or to make sure the over-powered/frustrating-to-counter heroes cannot be picked. Since the hero pool is larger now, it feels that 2 bans may not be enough so peeps have been asking for a 3rd one.

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I wonder what is the future of multiclass, considering what a clusterfuck Varian is. As for specialists, they should change that classification after the 2018 changes. I'm honestly surprised that no one asked about that.

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3rd ban would be nice, have already so much heroes to be viable, and hope that Hanamura map never come back, I really hate it. 

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3 hours ago, MurkyFelix said:

In ranked (and unranked), both teams can ban 2 heroes each before and during picking their heroes in order to (hopefully) trip up the enemy team or to make sure the over-powered/frustrating-to-counter heroes cannot be picked. Since the hero pool is larger now, it feels that 2 bans may not be enough so peeps have been asking for a 3rd one.

oh i tought it had something to do with ban player, kinda like they did on OW. 

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13 hours ago, Stan said:

They don't have any time frame for Raynor's rework.

Poor lad. No love for Jimmy. I can assume then we won't be seeing The Lost Vikings being rework this year either.

13 hours ago, Stan said:

They're keeping a close eye on mobile Heroes (Genji, Hanzo, Tracer), because they can feel frustrating to play against.

Yes, THANK YOU. I'm really tired of this "Heroes of Overwatch" where there is always Genji / Hanzo / Tracer in the enemy team.

5 hours ago, Dejo93 said:

I wonder what is the future of multiclass, considering what a clusterfuck Varian is. As for specialists, they should change that classification after the 2018 changes. I'm honestly surprised that no one asked about that.

I actually did a post in the Blizzard forums regarding an idea I had for a Multiclass Rexxar rework. You can check it out if you want.

The problem with Multiclass is that while they can provide a wildcard due their flexibility, it is incredible difficult to balance. Varian has been an issue ever since his release, where he was either too powerful and too weak.

Regarding Specialists, the class description already says "Masters of Unconventional Warfare". What would be there to change?

Edited by Valhalen
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6 hours ago, Valhalen said:

Poor lad. No love for Jimmy. I can assume then we won't be seeing The Lost Vikings being rework this year either.

Yes, THANK YOU. I'm really tired of this "Heroes of Overwatch" where there is always Genji / Hanzo / Tracer in the enemy team.

I actually did a post in the Blizzard forums regarding an idea I had for a Multiclass Rexxar rework. You can check it out if you want.

The problem with Multiclass is that while they can provide a wildcard due their flexibility, it is incredible difficult to balance. Varian has been an issue ever since his release, where he was either too powerful and too weak.

Regarding Specialists, the class description already says "Masters of Unconventional Warfare". What would be there to change?

Read that Rexxar rework, loved it. Might be a bitch to balance but hey.

 As for my specialist idea, it's because of their gameplay, since summoning minions and pushing isn't as effective as it was, since ammo was removed.

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5 minutes ago, Dejo93 said:

Read that Rexxar rework, loved it. Might be a bitch to balance but hey.

 As for my specialist idea, it's because of their gameplay, since summoning minions and pushing isn't as effective as it was, since ammo was removed.

Hey, thanks for the feedback. Yeah, it is probably really hard to balance, but I think it's doable, and would make Rexxar fit his character fantasy better.

Regarding your Specialist idea, I think Blizzard should tweak all the Heroes that summon minions so they become more impactful, like making them take 50% less damage from towers, for example. In fact, I'd love to see a new Hero that is 100% focused on summoning swarms of minions that deal damage for him. I expected that to be the case with Xul, but sadly it's not, since his Skeleton Warrior barely deal any damage. Think of Malfurion's Treant from Vengeful RootsVengeful Roots on steroids; a Summoner Hero that its baseline Trait is having minions that progressively become stronger as they are consecutively summoned, and make that the more minions you have active, the more damage they deal. Think of it as a mini Zerg Swarm from Braxis Holdout. I want a Hero that can do that.

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17 minutes ago, Valhalen said:

Hey, thanks for the feedback. Yeah, it is probably really hard to balance, but I think it's doable, and would make Rexxar fit his character fantasy better.

Regarding your Specialist idea, I think Blizzard should tweak all the Heroes that summon minions so they become more impactful, like making them take 50% less damage from towers, for example. In fact, I'd love to see a new Hero that is 100% focused on summoning swarms of minions that deal damage for him. I expected that to be the case with Xul, but sadly it's not, since his Skeleton Warrior barely deal any damage. Think of Malfurion's Treant from Vengeful RootsVengeful Roots on steroids; a Summoner Hero that its baseline Trait is having minions that progressively become stronger as they are consecutively summoned, and make that the more minions you have active, the more damage they deal. Think of it as a mini Zerg Swarm from Braxis Holdout. I want a Hero that can do that.

We have a hero like that. He's called Nature's Prophet :^)

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15 hours ago, Hypersonic said:

3rd ban would be nice, have already so much heroes to be viable, and hope that Hanamura map never come back, I really hate it. 

Well, you really hate how it is in the game right now! But they said it already felt significantly different the way they had it running in-dev. So hopefully when it does come back, you will be able to enjoy yourself more.

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5 hours ago, Dejo93 said:

We have a hero like that. He's called Nature's Prophet

*Confused, I Google what or who you were even talking about with saying 'Nature's Prophet' in the first place.* 

Really?... I'm pretty sure we're on a forum site reading and talking about Heroes of the Storm. right?

NOT DotA2, Right?

I think you forgot that when you wrote this comment, Dejo. So no, 'We' don't have a hero like that. I would guess you DotA2 players do from you saying this.

 

Edited by CyberDVonaven

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17 hours ago, Valhalen said:

Hey, thanks for the feedback. Yeah, it is probably really hard to balance, but I think it's doable, and would make Rexxar fit his character fantasy better.

Regarding your Specialist idea, I think Blizzard should tweak all the Heroes that summon minions so they become more impactful, like making them take 50% less damage from towers, for example. In fact, I'd love to see a new Hero that is 100% focused on summoning swarms of minions that deal damage for him. I expected that to be the case with Xul, but sadly it's not, since his Skeleton Warrior barely deal any damage. Think of Malfurion's Treant from Vengeful RootsVengeful Roots on steroids; a Summoner Hero that its baseline Trait is having minions that progressively become stronger as they are consecutively summoned, and make that the more minions you have active, the more damage they deal. Think of it as a mini Zerg Swarm from Braxis Holdout. I want a Hero that can do that.

The issue with Specialists imho is the "free units"; you get nothing when you kill them but they can be problematic in their own right; Abathur locusts really annoying when you try to push/defend a lane, Azmo even more.

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19 minutes ago, SteveFrost said:

The issue with Specialists imho is the "free units"; you get nothing when you kill them but they can be problematic in their own right; Abathur locusts really annoying when you try to push/defend a lane, Azmo even more.

That's exact the point of Heroes that summon minions, be a nuisance.

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9 hours ago, SteveFrost said:

The issue with Specialists imho is the "free units"; you get nothing when you kill them but they can be problematic in their own right; Abathur locusts really annoying when you try to push/defend a lane, Azmo even more.

You get nothing but most of them also have a timer and they just die off on their own. I think the only ones that don't have a timer are Azmodan's Ultimate that spawns a bunch a demons, and that Ultimate is not very good compared to the damage output of the other one over the course of a game, so I don't think any of those are a problem.

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On 11/4/2018 at 2:37 PM, Valhalen said:

That's exact the point of Heroes that summon minions, be a nuisance.

21 hours ago, EDL666 said:

You get nothing but most of them also have a timer and they just die off on their own. I think the only ones that don't have a timer are Azmodan's Ultimate that spawns a bunch a demons, and that Ultimate is not very good compared to the damage output of the other one over the course of a game, so I don't think any of those are a problem.

The issue is they can be very overbearing to deal with and by spending effort and resources to do away with them, the other team can capitalize elsewhere; especially those that can literally do it while being afk; you can lose an entire lane in a blink of an eye if you don't pay attention (that goes for pushing in general ofc but these have it much, much easier).

If they gave exp when they die it would be a fair trade-off imho; make it so each gives according to its value (Aba locusts negligible, Monstrosity/Nazeebro Gargantuan considerable).

 

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46 minutes ago, SteveFrost said:

The issue is they can be very overbearing to deal with and by spending effort and resources to do away with them, the other team can capitalize elsewhere; especially those that can literally do it while being afk; you can lose an entire lane in a blink of an eye if you don't pay attention (that goes for pushing in general ofc but these have it much, much easier).

If they gave exp when they die it would be a fair trade-off imho; make it so each gives according to its value (Aba locusts negligible, Monstrosity/Nazeebro Gargantuan considerable).

Yeah, I think that a very small amount of XP would be fair indeed. If anything, I think that killing Abathur's Ultimate EvolutionUltimate Evolution should also award XP.

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3 hours ago, SteveFrost said:

The issue is they can be very overbearing to deal with and by spending effort and resources to do away with them, the other team can capitalize elsewhere; especially those that can literally do it while being afk; you can lose an entire lane in a blink of an eye if you don't pay attention (that goes for pushing in general ofc but these have it much, much easier).

If they gave exp when they die it would be a fair trade-off imho; make it so each gives according to its value (Aba locusts negligible, Monstrosity/Nazeebro Gargantuan considerable).

 

I think maybe anything that doesn't time out COULD, give some exp, probably not a lot because I personally don't think that the characters we're talking about are a concern versus bigger playmakers like ETC(nobody seems to have anything bad to say about ETC somehow and yet he's been super strong for a very long time, I find this curious). Locusts I really don't think should give any exp because they actually matter a lot to make Abathur viable in any meaningful way as making that experience gap is the goal of the character while mitigating the lack of team fight presence as much as possible. He obviously can bring meaningful teamfight contributions by contributing at key moments, but not having a body to tank any damage definitely is a big drawback that I think justifies his locusts being a one-sided advantage over the other team.

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      General
      Experience Globes can now path through gates. Fixed issues related to root visual effects. Updated decaying and ramping Slows to scale their speed with CC reduction effects. Heroes
      Alexstrasza Base Flame Buffet [E] Fixed an issue that caused Flame Buffet's Slow to be instantly removed on targets with reduced duration on being Slowed. Azmodan Level 13 Chain of Command Fixed an issue that caused Chain of Command to not apply to Demonic Invasion's on-death explosion. Brightwing Base Phase Shift [Z] Fixed an issue with Phase Shift's Store Icon. Chen Level 10 Storm, Earth, Fire Fixed an issue that caused Storm, Earth, Fire Spirits to not contest Capture Points. Wandering Keg Fixed an issue that caused Wandering Keg to occasionally not be cast. Wandering Keg now acts like other instant Abilities and will cast as soon as possible. Cho'Gall General Fixed an issue that caused Cho'Gall to contest points while Cho is in Stasis. Dehaka Base Brushstalker [Z] Fixed an issue with Brushstalker's Store Icon. Will now clamp the minimum cast range to Dehaka's radius. E.T.C. Level 7 Pinball Wizard Bonus damage updated to be additive. Level 13 Face Smelt Fixed an issue that caused Face Smelt's Slow to be instantly removed on targets with reduced duration on being Slowed. Falstad Base Flight [Z] Fixed an issue with Flight's Store Icon. Level 10 Mighty Gust Fixed an issue that caused Mighty Gust's Slow to be instantly removed on targets with reduced duration on being Slowed. Fenix Level 1 Arsenal Synergy Fixed an issue that caused Arsenal Synergy to not grant cooldown reduction for the primary target hit by Phase Bomb. Level 4 Inhibiting Energy Fixed an issue that caused Inhibiting Energy to be instantly removed on targets with reduced duration on being Slowed. Imperius Level 20 Unrelenting Descent Fixed an issue that caused Unrelenting Descent's Heal to be delayed. Johanna Base Punish [Q] Fixed an issue that caused Punish to be instantly removed on targets with reduced duration on being Slowed. Kel'Thuzad Level 4 Phylactery of Kel'Thuzad Announcements for Phylactery of Kel'Thuzad will now use team colors. Kerrigan Level 7 Boundless Fury Fixed an issue that caused Boundless Fury to refund charges against a target already marked. Kharazim Level 4 Spirit Ally Fixed an issue that caused Spirit Ally's heal FX to be visible in Fog of War. Lúcio Base Wall Ride [Z] Fixed an issue with Wall Ride's Store Icon. Lt. Morales Level 10 Medivac Dropship Announcements for Medivac Dropship will now use team colors. Lunara Base Crippling Spores [W] Fixed an issue that caused Crippling Spores to be instantly removed on targets with reduced duration on being Slowed. Maiev Level 16 Armored Assault Fixed an issue that caused Armored Assault to not grant the full bonus to Umbral Bind's Cleave. Malthael Level 20 No One Can Stop Death Announcements for No One Can Stop Death will now use team colors. Mei Base Icing [E] Fixed an issue that caused Icing's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 10 Ice Wall Fixed an issue that caused Ice Wall to not apply Stopped to D.Va's Self Destruct. Muradin Level 4 Thunder Burn Tooltip has been updated to show Thunder Burn is a multiplicative reduction. Level 13 Thunder Strike Damage increase is now additive. Probius Base Worker Rush [Z] Fixed an issue with Work Rush's Store Icon. Rehgar Base Purge [Trait] Fixed an issue that caused Purge to be instantly removed on targets with reduced duration on being Slowed. Samuro Base Critical Strike [W] Fixed an issue that caused Critical Strike FX to persist if Samuro is killed while he has maximum Critical Strike stacks. Level 13 Kawarimi Fixed an issue that caused Kawarimi to create a Mirror Image with the incorrect starting Health. Sgt. Hammer Base Thrusters [Z] Fixed an issue with Thrusters' Store Icon. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule's increasing Slow to be instantly removed on targets with reduced duration on being Slowed. Sylvanas Level 1 Unfurling Shadows Fixed an issue that caused Unfurling Shadows to not grant quest progress for the impact damage of Shadow Dagger created by spread. The Butcher Base Hamstring [Q] Fixed an issue that caused Hamstring to be instantly removed on targets with reduced duration on being Slowed. The Lost Vikings Base Go Go Go! [Z] Fixed an issue with Go Go Go's Store Icon. Zagara Level 20 Pack Instinct Fixed an issue that caused Devouring Maw to gain more bonuses than intended from Pack Instinct. Zuljin General Fixed an issue that caused Basic Attack damage in Zul'jin's Target Info Panel to not increase while Berserker is active. Base You Want Axe? [Trait] Fixed an issue that caused You Want Axe to gain progress while at maximum Basic Attack bonus. Level 16 Wrong Place Wrong Time Fixed an issue that caused Wrong Place Wrong Time to not respect the stack cap of You Want Axe?. Return to Top
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    • By Staff
      A new Heroes of the Storm patch is now available for playtesting on the PTR with many Hero changes and bug fixes. Check out the official PTR notes for more details!
      We expect the patch to be available for testing for one week before it goes live.
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      General Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. NEW: Brawl Mode added! Brawls will rotate on the 1st and 15th of every month. Return to Top
      Balance Update
      Heroes
      Auriel
      Talents
      Level 1 Searing Light Now only deals damage to enemy Heroes. Level 7 Energized Cord Now increases Basic Attack range by 1.1. Level 16 Reservoir of Hope Quest bonus reduced from 75 to 55. Wrath of Heaven Armor reduction increased from 10 to 20. Spell Power increased from 10% to 15%. Chromie
      Talents
      Level 1 Timewalker's Pursuit Spell Power increased from 10% to 15%. Level 7 Mobius Loop Slow reduced from 60% to 40%. Level 20 Unravelling Lingering Slowing Sands no longer consume Energy. Now also increases Slowing Sands cast range by 50%. Johanna
      Base
      Shield Glare [E] Mana cost increased from 45 to 55. Talents
      Level 1 Divine Fortress Health bonus starting value increased from 20% to 25%. Zealous Glare Damage bonus reduced from 75% to 70%. Level 7 Steed Charge Duration increased from 3 to 4 seconds. Level 13 Blessed Hammer Damage reduced from 74 to 65. Level 16 Holy Renewal Cooldown reduction reduced from 1.5 seconds to 1 second. Shrinking Vacuum Damage reduction increased from 25% to 30%. Duration increased from 2 to 3 seconds. Slow increased from 25% to 30%. Tracer
      Talents
      Level 4 Is That a Health Pack?! Healing from Regen Globes increased from 10% to 15% of maximum Health. Pulse Generator Healing reduced from 18% to 12%. Level 13 Jumper Cooldown refresh reduced from 150% to 100%. Shield reduced from 6.5% to 6%. Zul'jin
      Base
      You Want Axe? [Trait] Basic Attack damage increased from 94 to 118. Bonus from quest completion reduced from 1 to .25. Talents
      Level 1 Recklessness Basic Attack damage bonus reduced from 15% to 10%. Level 10 Guillotine Cooldown reduced from 40 seconds to 30 seconds. Mana cost reduced from 70 to 60. Taz'dingo! Cooldown increased from 90 seconds to 100 seconds. Mana cost increased from 75 to 80. Level 16 Let the Killing Begin Kill window reduced from 1.5 seconds to 0.5 seconds. Level 20 Buzzsaw Kill window reduced from 1.5 seconds to 0.5 seconds. Return to Top
      Bug Fixes
      General
      Experience Globes can now path through gates. Fixed issues related to root visual effects. Updated decaying and ramping Slows to scale their speed with CC reduction effects. Heroes
      Alexstrasza Base Flame Buffet [E] Fixed an issue that caused Flame Buffet's Slow to be instantly removed on targets with reduced duration on being Slowed. Azmodan Level 13 Chain of Command Fixed an issue that caused Chain of Command to not apply to Demonic Invasion's on-death explosion. Brightwing Base Phase Shift [Z] Fixed an issue with Phase Shift's Store Icon. Chen Level 10 Storm, Earth, Fire Fixed an issue that caused Storm, Earth, Fire Spirits to not contest Capture Points. Cho'Gall General Fixed an issue that caused Cho'Gall to contest points while Cho is in Stasis. Dehaka Base Brushstalker [Z] Fixed an issue with Brushstalker's Store Icon. Will now clamp the minimum cast range to Dehaka's radius. E.T.C. Base Face Smelt [W] Fixed an issue that caused Face Smelt's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 7 Pinball Wizard Bonus damage updated to be additive. Falstad Base Flight [Z] Fixed an issue with Flight's Store Icon. Level 10 Mighty Gust Fixed an issue that caused Mighty Gust's Slow to be instantly removed on targets with reduced duration on being Slowed. Fenix Level 1 Arsenal Synergy Fixed an issue that caused Arsenal Synergy to not grant cooldown reduction for the primary target hit by Phase Bomb. Level 4 Inhibiting Energy Fixed an issue that caused Inhibiting Energy to be instantly removed on targets with reduced duration on being Slowed. Johanna Base Punish [Q] Fixed an issue that caused Punish to be instantly removed on targets with reduced duration on being Slowed. Kharazim Level 4 Air Ally Fixed an issue that caused Air Ally's heal FX to be visible in Fog of War. Lúcio Base Wall Ride [Z] Fixed an issue with Wall Ride's Store Icon. Lunara Base Crippling Spores [W] Fixed an issue that caused Crippling Spores to be instantly removed on targets with reduced duration on being Slowed. Maiev Level 16 Armored Assault Fixed an issue that caused Armored Assault to not grant the full bonus to Umbral Bind's Cleave. Mei Base Icing [E] Fixed an issue that caused Icing's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 10 Ice Wall Fixed an issue that caused Ice Wall to not apply Stopped to D.Va's Self Destruct. Muradin Level 4 Thunder Burn Tooltip has been updated to show Thunder Burn is a multiplicative reduction. Level 13 Thunder Strike Damage increase is now additive. Probius Base Worker Rush [Z] Fixed an issue with Work Rush's Store Icon. Rehgar Base Purge [Trait] Fixed an issue that caused Purge to be instantly removed on targets with reduced duration on being Slowed. Samuro Base Critical Strike [W] Fixed an issue that caused Critical Strike FX to persist if Samuro is killed while he has maximum Critical Strike stacks. Level 13 Kawarimi Fixed an issue that caused Kawarimi to create a Mirror Image with the incorrect starting Health. Sgt. Hammer Base Thrusters [Z] Fixed an issue with Thrusters' Store Icon. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule's increasing Slow to be instantly removed on targets with reduced duration on being Slowed. Sylvanas Level 1 Unfurling Shadows Fixed an issue that caused Unfurling Shadows to not grant quest progress for the impact damage of Shadow Dagger created by spread. The Butcher Base Hamstring [Q] Fixed an issue that caused Hamstring to be instantly removed on targets with reduced duration on being Slowed. The Lost Vikings Base Go Go Go! [Z] Fixed an issue with Go Go Go's Store Icon. Zagara Level 20 Pack Instinct Fixed an issue that caused Devouring Maw to gain more bonuses than intended from Pack Instinct. Return to Top
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